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Sombre said:
I still don't 100% understand that. Is the most damage a repel can do 1 damage then? I mean if A attacks, D launches his repel attack and hits, then A fails his morale check, is that 1 damage max, or is it a standard hit from the weapon?
It doesn't make sense that he would take less damage purely because of his morale, so I'm guessing repel either does 1 damage and stops their attack, 1 damage and doesn't stop them, or fails completely.
If that's the case, increasing the damage dealt by long weapons wouldn't aid repel, but adding to attack would. One problem with the system seems to be that repelling a 0 length weapon is equally as easy with a 1 length weapon as a 6 length weapon,... and 1 length weapons are more likely to have an attack bonus.
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If D's repel roll is successfull, and A fails his morale roll, A's attack is canceled but he takes no damage.
If D's repel roll and A's morale roll are successfull, A takes 0 or 1 damage and does his attack as planned. The 0 damage happen when D's damage roll doesn't get through A's protection. So a str10 pikeman might sometimes stop a knight from attacking, but rarely hurt him with the repel.
I suspect that A's shield protection is included if D's attack roll earlier didn't bypass the shield... but hard to know.
I like the ideas of giving ulm methods to hurt sacreds or magic beings. Are they good *weapon* forgers too? A new any-castle unit with magic weapons might be fun. Or even elf bane/moon blade (vs magic beings), or herald lance/flambeau (vs demons and undead). Or smasher(anti-lifeless), Star of heroes(armor destruction).... yeah... a 30-gold unit with these and a shield!