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problems w fray and uber high skills...

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Baalbamoth Baalbamoth's picture
problems w fray and uber high skills...
Player in my game is pumping all Rez points into fray, now the 4th session and he's at 97%. None of the base NPCs can hit him in melee and if I include NPCs who can, they will slaughter the non min\maxed characters. So effectively its ruined melee combat in my game. How do I fix this problem? The guy loves his fray skill, its legal, and I don't want to piss on his parade but I still need melee combat to be a challenge for him on a regular basis. Also I'm starting to notice other characters maxing out other single skills which is leading to their own problems... What's the easy fix?
"what do I want? The usual — hundreds of grandchildren, complete dominion over the known worlds, and the pleasure of hearing that all my enemies have died in highly improbable accidents that cannot be connected to me."
nerdnumber1 nerdnumber1's picture
The challenge of balancing
The challenge of balancing encounters for a diverse group of min-maxers and non-min-maxers (or just differently specialized characters) is an enduring concern with no easy answers. Imposing soft limits on optimization is one option. Another is to add more challenges/encounters that hit a vulnerable spot (can fray-master dodge bullets or dodge while being basalisk hacked?). To a certain extent, however, you do have to let the specialist have fun with his awesomeness. Another option is to it up that the character has to protect someone/something, making his fray less impressive.
Myn Myn's picture
I have yet to play Eclipse
I have yet to play Eclipse Phase myself, but I've run several other games for a couple of years. My suggestion would be to throw everything at him that he doesn't have a skill for. What he wants from that skill is to stomp baddies. You can have him take out a couple so he feels that he's not being totally discriminated against, but then have something interfere with his ability to min/max combat like that. Have a ranged enemy that immobilizes him. Have something hacking his mesh inserts. Make up an enemy that gets close to melee range but stays just out of it and attacks with ranged skill. Sic a nanohive on him. These are just suggestions, half the fun is making up your own devious plans. If the character isn't going to retire for a while, I would suggest talking to him about balance in the game and how his approach to gaming reduces fun for everyone in the group. If he's into RP you could even do something where he's crippled in some way (probably mind-affecting) and he can bemoan his lost position as the best hand-to-hand combatant in the solar system. It's a good story hook. Hope this helps, Myn
Decimator Decimator's picture
You want melee to work
You want melee to work against a guy who's specifically good against melee, in a game where melee is terrible? Why?
OneTrikPony OneTrikPony's picture
Melee *is* terrible if you're
Melee *is* terrible if you're comparing Melee to other forms of violence in the game. Melee is awesome when you consider that there are very few habitats where you can get away with carrying a firearm or beam weapon. Ultimately the setting as written makes all forms of violence next to useless in nearly all locales. But when all else has failed you're much more likely to have the ability to employ melee skills than ranged attacks. There are a couple ways to deal with high Fray Skills. The first is to just shoot him. It's likely that the team will have or make some enemies who don't have to deal with restrictions on ranged weapons, (Security, Police, Military). 97 ranks in Fray are only worth 48 against a ranged attack. Even an average security drone will have a 50% chance to hit all other modifiers asside. I'm betting that having Fray 97, after only 4 game sessions, means that there's a huge reaction bonus due to morph enhancements. Send the team on a mission to another locale and ego casting/resleeving will take care of that issue. Its also likely that a newer character having a skill ranked that highly will mean that he is a bit of a 'One Trick Pony' (tm). The character will have other weaknesses and I'm betting that weakness is the freefall skill. So put him in micro-G and you'll eliminate the character's mobility and ability to maneuver. Finally, make sure the opponents are smart enough to control the battle space. And have the manpower to swarm the character. Unless the team's goal is mugging pedestrians they'll pretty much always be up against an organization with more resources and access to intelligence. Let the opponents pick their battles and tactics. Don't throw melee monsters at the character often. It's never fun for a player when the GM is trying to beat them at thier own game. That totally denies the ego-trip-wish-fulfillment that makes playing a combat character fun. "Flank" the character from their "weak side" and players will stop throwing Rez into Min/Maxing.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

Baalbamoth Baalbamoth's picture
One trick has it right
I'm running a pretty heavy science/tech game and those habs just don't allow weapons so melee becomes much more important... so wait, am I missing something? you don't use fray in microgravity environs? they haven't been in one of those combats yet and I wasn't sure. Is there a rule mentioning this? and no, he's definitely not a one trick pony character has a lot of skills just that one is maxed out (most of the rest are in the 30-40 range, not high but not terrible) and yeah, dealing with min-maxed characters is an issue in any game, one of the other players with his morph, highly modified smart laser pulser and specialization has over a 100 beam weapons skill that is another problem but those... what are they called... sun/strobe/noise grenades are awesome at ruining that bonus when I need to. I dunno, some games really suffer from minmaxed builds, other games its hardly an issue either because of the way character generation is controlled or because the rules simply do not benefit min/maxing much... this isn't one of those two...
"what do I want? The usual — hundreds of grandchildren, complete dominion over the known worlds, and the pleasure of hearing that all my enemies have died in highly improbable accidents that cannot be connected to me."
OneTrikPony OneTrikPony's picture
Quote:so wait, am I missing
Quote:
so wait, am I missing something? you don't use fray in microgravity environs? they haven't been in one of those combats yet and I wasn't sure. Is there a rule mentioning this?
Page 199 the paragraph at the bottom of the first column under Microgravity Think about the situation and you'll see what I'm talking about. What kind of activities are involved when using the Fray skill in melee or ranged combat? How do you duck, bob, weave, slip or roll with the punch when you don't have gravity and friction working for you? If you're near a surface where you can apply force or gain friction against mass you might be able to do some of these maneuvers, (you can't duck), but any wild movement is going to impart a great deal of momentum much of which is likely to be 'spin' realative to your center of gravity. Without excellent freefall skills and the ability to plan your move before you make it you're very likely to hurt yourself and put yourself in a bad position relative to your opponent. If you're floating free how can you use Fray at all? Here's how I play it; The acting character in a micro-g melee combat must roll freefall before or after they roll to attack, block, parry, or fray. If they fail the freefall roll before the action roll then the action fails and the character looses initiative. If they fail the freefall roll after the action roll then they have a negative modifier for the rest of the turn (-10 for a normal failure -30 for a critical fail), they loose initiative, and they can't use Moxie for any physical activity besides a freefall test until they make another freefall test to recover. A success simply means you suffer no negatives and remain in control of your movement and position. A critical success gives you the "superior position" modifier for either your or your opponents next action. (also because I'm a sloppy GM with ADHD if I catch a player forgetting to make a freefall roll it costs them a moxy for the session. Distracting me has become the game within the game. ;) If that seems like a lot of extra dice play (it's not really), you can check freefall for all characters (or just the NPC's) at the beginning of the combat or during the Initiative phase of each turn. I prefer rolling for each action because I'm a narrative simulationist.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

thezombiekat thezombiekat's picture
He should still be hittable.
He should still be hittable. I am assuming op 4 is professional person hitters, sill 50, 15% chance to hit increase the skill to 60 and it becomes 21.5% 70 is 26.7% Hell even the skill 30 noob has a 5.6% chance to land a hit Obviously these are pretty good avoidance rates but not total, and you could always have somebody throw something at him. A throwing knife is as easy to acquire as a combat knife, and a throw billiard ball can cause a concussion being ranged attacks it is half fray. For the most part however I would not worry. If the fight is supposed to be a short sharp challenge he doesn’t likely get hit. If it’s a major fight where some PCs take serious damage he will get of lightly, but he will need to hand his nanobandages to the others. If it’s a chance of TPK you could wind up with him standing over the corpses of his companions wondering if he has the skills to get there stacks somewhere they can be resleaved.
Baalbamoth Baalbamoth's picture
well...
the other night he faught a merc with a melee skill of 60 in a samsa biomorph in a 9 lives arena. even though his remade only gave him one speed, in five rounds the samsa only hit once, and didnt do damage, meanwhile he's hitting the samsa morph and couldent do more than a point or two of damage on average (that 11/11 carapace with light armor on top was more than enough). after about thirty minutes of this boredom of swing swing swing, bounce bounce bounce, and seeing that the combat would likely go for another two hours or more, he spent a moxie to get around the armor and I decided to end it there. I run a highly simulationist game, but that dosen't mean I want to bore my players to tears repeating what appears to be a broken mechanic again and again and again, and I really dont like that the only way there appears resolve a combat like that is the use of "luck points" although its not really the same issue... the freefall skill use has merrit, but theres another problem with that, even somebody who has very good freefall skill, when forced to roll that often will get critical failures from time to time. That seems a bit off to me, too many rolls is causing somebody with great skill to screw up too often just because of the slight margin of error. so yeah I think I'll hold it down to rolling once per round or on any special manuver (like getting around a corner quickly etc.)
"what do I want? The usual — hundreds of grandchildren, complete dominion over the known worlds, and the pleasure of hearing that all my enemies have died in highly improbable accidents that cannot be connected to me."
Smokeskin Smokeskin's picture
UFC championship fights are
UFC championship fights are 25 minutes and often go the distance to judges' decision. They could go on much longer and cardio will often be the deciding factor - you lose when you go tired. The system is highly simulationist and you're doing it right. Enjoy! Cinematic fights are for the storytelling crowd. Here's a good video of high Fray skill - many real fighters are exceptionally hard to hit: http://youtu.be/qSX0PCQXiO4
thezombiekat thezombiekat's picture
Yeh. I see how that could get
Yeh. I see how that could get old fast. I make it 21.56% chance for each attack to hit. So one hit landing out of 6 is about average. As Smokeskin said this is quite realistic. When competent fighters fight with fists it takes a long time for either of them to fall down. And that is fighting in flats with no armour, good for the boxing enthusiast who wants time to get into the fight, not so good for an RPG when it takes forever to determine a winner. Of cause armour also becomes a significant break point as you discovered. Even the best weapons will only do 2d10+3 with AP -3. Add in +4 for the highest possible strength in the game and the most competent melee fighter possible is only doing and average of 9 damage to an armour 11 target, but that means walking around with an axe, unsubtle. The flex cutter best of the concealable weapons will only get 2 points threw on average. A pistol however can be fired in burst fire doing 16 average of wich 5 get threw and you can do 2 bursts. Or you could fire full auto for average of 22 damage which is 11 after armour, that will wound anything imposing penalties to counter attack, and that is the weakest firearm in the game with regular ammunition. Of cause 11 points of armour is not easy to get. The best I can do subtly is Second skin 1/3 light bioweave 2/3 and armour clothing 3/4 for 6/10. Which is plenty for stuffing up somebody trying to hurt you with a knife. I would recommend that arena fights should not allow significant armour (like most modern martial arts) or be scored purely on points (like modern fencing) 9 lives would be no armour at all and you can have a knife. They want to see some blood. I am seeing puling your opponents cortical stack and holding it up for everybody to see as a typical finishing move.
Baalbamoth Baalbamoth's picture
did pro Muay Thai kick boxing for 6 years before
the whole UFC thing became main stream, I do consider myself a very real fighter, and the thai boxers from the palooka gym I trained at considered it BS because nobody went for eyes or nuts when the other guy grabbed em. my Sifu basically told me if anybody ever grabs you on the street, stab em with something... anything. and no, street fights never last 25 minutes, the opponents are almost never evenly matched, and generally nobody stops the fight to stop one guy from breaking the neck of the other. Also, the skills you pick up learning how to block or weave are nothing like the skills you might pick up to dodge bullets (which is another issue for high fray skill... I've never heard of anybody who could dodge dead on target bullets without cover 50% of the time no matter how much combat or fighting expirence they had, thats just a bit of matrix looney, and that aspect of the rules is anything but "simulationist")
"what do I want? The usual — hundreds of grandchildren, complete dominion over the known worlds, and the pleasure of hearing that all my enemies have died in highly improbable accidents that cannot be connected to me."
Smokeskin Smokeskin's picture
Baalbamoth wrote:the whole
Baalbamoth wrote:
the whole UFC thing became main stream, I do consider myself a very real fighter, and the thai boxers from the palooka gym I trained at considered it BS because nobody went for eyes or nuts when the other guy grabbed em. my Sifu basically told me if anybody ever grabs you on the street, stab em with something... anything.
Well, those thai boxers would get torn up by an MMA or BJJ fighter that was willing to take it to the ground (which is a bad idea outside of competition, but that's a different story). Both parties can go for the eyes and groin, and with one side having superior ground fighting skill, the outcome is practically certain.
Quote:
and no, street fights never last 25 minutes, the opponents are almost never evenly matched, and generally nobody stops the fight to stop one guy from breaking the neck of the other.
The reason street fights don't last long is that typically either or both parties are inexperienced fighters, or that one fighter gets the jump on the other. But what you described sounded like two experienced fighters in armor - unless one of them does something rash that's going to take forever and most likely end when one of them goes tired.
Quote:
Also, the skills you pick up learning how to block or weave are nothing like the skills you might pick up to dodge bullets (which is another issue for high fray skill... I've never heard of anybody who could dodge dead on target bullets without cover 50% of the time no matter how much combat or fighting expirence they had, thats just a bit of matrix looney, and that aspect of the rules is anything but "simulationist")
I agree - though I thought of the Fray skill in ranged combat as being more of a case of simply moving, presenting a small profile, using cover effectively etc. to make you harder to hit, more than anything to do with actively dodging. I used to play airsoft and there is A LOT of difference in how much people expose themselves - experienced players only clears one eye and the muzzle around a corner to take a shot, while new players expose their entire head and parts of their torso for example. When running from cover to cover you'll go back a bit to give room to get up to full sprint speed once you clear the corner instead of starting from the corner. When shooting around a corner I can easily transition from standing to kneeling to shooting from shin height, so an opponent sees me popping out at different heights so he can't predict where to shoot me. That's how I see Fray skill in ranged combat.
Baalbamoth Baalbamoth's picture
lol well I'm sure there are plenty of dead guys
who tried to hide behind plywood or drywall thinking that would stop a 7.76 round. I've seen some amazing paintball and airsoft players do things like a baseball slide to pop up ready to shoot over a peice of cover, yet I've never seen that crap in actual combat vids (it would be a great way to break a leg and get shot with all the armor and gear those guys carry) and the truth is you get a lot more cover from withering fire support with an open sight picture and a long corador than you ever would from a car door. as for MMA vs Muay Thai... thai fighters who grew up in it, really arent human, I mean that in the best way. They do amazing crap to their bodies, bones, muscle density, nerve damage that litterally blocks pain, flexibility etc. (I met a 14 yr old kid with over 300 fights! sure by the time he's 25 he wont be able to walk without limping or ever use a pencil but what the heck, he woulda died in 10 years working in a factory) the problem being that almost none of em (except Ton Poe) get anywhere near 6ft tall, I'd be willing to bet though in a street fight between two asian guys one trained in ground fighting, one who was basically sold into a Muay Thai stable, the ground fighting expirence wouldent mean much. and again totally off subject... you ever watch Mike Bernardo fight? omg death by flying uppercuts by a guy in an MMA fight who has 0 ground fighting expirence (he's a HUGE south african boxer) meh... cant help being a fan, one of my nick names was Butterbean in the gym.. ;-) ahhh... anyhoo... Guess I'll leave everything as it is, I already decided things that explode are the bane of anybody with high fray skill, and they have micromissle pistols out there. as to melee... meh I dont know what I can do to improve that, two guys with high fray, and armor and no moxie litterally could fight forever without either going down, that is a design error but meh prolly cant be helped at this point.
"what do I want? The usual — hundreds of grandchildren, complete dominion over the known worlds, and the pleasure of hearing that all my enemies have died in highly improbable accidents that cannot be connected to me."
thezombiekat thezombiekat's picture
Also even the guy with fray
Also even the guy with fray 100 with a 50% chance to succeed doesn’t have a 50% chance to dodge a bullet that would otherwise have hit. Lets say the shooter has skill 50 and hits with a roll of X. the defender has to roll between 50 and X. giving about a 25% chance to dodge an attack that would otherwise have hit. If the attacker had a skill of 85 and rolled a 53, that is an excellent success (+5 damage) and only a critical success on the fray roll will be effective. I second Smokeskin’s description of using fray against ranged attacks, yes it a different skill not really linked to ability to defend in melee, which itself is significantly different if your facing a sword, club or unarmed opponent and wether you yourself are armed but I like having less than 500 skills.
Baalbamoth Baalbamoth's picture
I almost dont think fray should be a skill
cool under fire, or something along those lines that give you a slight bonus not to be hit,(twilight 2000 was an awesome game) and to hit what your aiming at, or "use of cover" that would give an additional bonus when using cover to hide behind, but beyond that... there really is no such thing as a "dodge bullets" skill.
"what do I want? The usual — hundreds of grandchildren, complete dominion over the known worlds, and the pleasure of hearing that all my enemies have died in highly improbable accidents that cannot be connected to me."
Smokeskin Smokeskin's picture
Baalbamoth wrote:who tried to
Baalbamoth wrote:
who tried to hide behind plywood or drywall thinking that would stop a 7.76 round. I've seen some amazing paintball and airsoft players do things like a baseball slide to pop up ready to shoot over a peice of cover, yet I've never seen that crap in actual combat vids (it would be a great way to break a leg and get shot with all the armor and gear those guys carry) and the truth is you get a lot more cover from withering fire support with an open sight picture and a long corador than you ever would from a car door.
A lot of airsoft cover is only rifle concealment, absolutely :)
Quote:
as for MMA vs Muay Thai... thai fighters who grew up in it, really arent human, I mean that in the best way. They do amazing crap to their bodies, bones, muscle density, nerve damage that litterally blocks pain, flexibility etc. (I met a 14 yr old kid with over 300 fights! sure by the time he's 25 he wont be able to walk without limping or ever use a pencil but what the heck, he woulda died in 10 years working in a factory) the problem being that almost none of em (except Ton Poe) get anywhere near 6ft tall, I'd be willing to bet though in a street fight between two asian guys one trained in ground fighting, one who was basically sold into a Muay Thai stable, the ground fighting expirence wouldent mean much.
A muai thai champion that has trained in takedown defense, that's a dangerous opponent. But if you haven't trained takedown defense, a ground fighter will easily wrestle you down and then it is game over. It just doesn't matter how good your standup if if you don't have the wrestling skills needed to stay standing, unless you're lucky enough to KO him with the one or two strikes you'll get off before he grapples you of course.
Baalbamoth Baalbamoth's picture
Bernardo knocks out ground fighters with one punch...
one punch... course he's not really human either, some kind of homosapiens/sapiens gigantus or something like that...
"what do I want? The usual — hundreds of grandchildren, complete dominion over the known worlds, and the pleasure of hearing that all my enemies have died in highly improbable accidents that cannot be connected to me."
thezombiekat thezombiekat's picture
Baalbamoth wrote:cool under
Baalbamoth wrote:
cool under fire, or something along those lines that give you a slight bonus not to be hit,(twilight 2000 was an awesome game) and to hit what your aiming at, or "use of cover" that would give an additional bonus when using cover to hide behind, but beyond that... there really is no such thing as a "dodge bullets" skill.
But fray is not a dodging bullets skill. It is a skill that incorporates use of cover and consealment, cool under fire, unpredictable movement changes (it takes time to bring a weapon to bare, if you can move in that time your less likely to be hit) it’s not much but it helps. It is a being hard to hit skill. The mechanic has it rolled after the shot is fired but it isn’t an action you take after the shot is fired.
Lalande21185 Lalande21185's picture
Advice and Simulations
Baablamoth wrote:
Player in my game is pumping all Rez points into fray, now the 4th session and he's at 97%. None of the base NPCs can hit him in melee and if I include NPCs who can, they will slaughter the non min\maxed characters. So effectively its ruined melee combat in my game. How do I fix this problem?
Let the character be awesome. However, if you really want to challenge him without killing everyone else, try multiple mooks (skill from 30 to 40) with moxie (3-4), and clubs and armored clothing and the like. Have a bunch of mooks gang up on the guy with high dodge skill and use moxie to upgrade their attacks to critical successes (preventing him from dodging without rolling a crit or spending moxie) and use individuals or pairs of mooks to fight everyone else (and maybe use their moxie defensively instead of offensively).
Baablamoth wrote:
The other night he faught a merc with a melee skill of 60 in a samsa biomorph in a 9 lives arena. even though his remade only gave him one speed, in five rounds the samsa only hit once, and didnt do damage, meanwhile he's hitting the samsa morph and couldent do more than a point or two of damage on average (that 11/11 carapace with light armor on top was more than enough). after about thirty minutes of this boredom of swing swing swing, bounce bounce bounce, and seeing that the combat would likely go for another two hours or more, he spent a moxie to get around the armor and I decided to end it there. I run a highly simulationist game, but that dosen't mean I want to bore my players to tears repeating what appears to be a broken mechanic again and again and again, and I really dont like that the only way there appears resolve a combat like that is the use of "luck points"
Moxie isn't just luck. It is drive, determination, and spirit. If they really want to win a fight, characters should be using moxie. For one on one fights you should give the NPCs moxie too. Proper use of moxie will make the fight much more interesting (at least in my opinion) as the moxie adds a whole other dimension to the fight (determining optimum moxie use is extremely difficult and there are several strategies that the combatants could use rather than attack attack attack attack). Also using called shots to hit and disable specific targets will help. The ignore armor options of called shots might help as well depending on the attackers skill. I ran an approximation of the scenario described through monte carlo simulations to determine how combat plays out when you change some of the variables. For a 100,000 iteration simulation with a crude strategy (basically attacking each opportunity and extremely aggressive use of moxie) using the following characters: The dodgemaster:
Spoiler: Highlight to view
SOM 30 MOX 6 DUR 40 Ignore Wounds 0 Attack Skill 60 Defense Skill 97 Melee Damage 3 Melee AP 0 Speed 1 Armor 0 Always uses moxie to upgrade or flip defenses to avoid taking hits. Always uses moxie to avoid knockout by flipping SOM check results.
The Samsa
Spoiler: Highlight to view
SOM 25 MOX 6 DUR 50 Ignore Wounds 0 Attack Skill 60 Defense Skill 60 (using Melee Skill) Melee Damage 5 Melee AP 02 Speed 2 Armor 11 Uses Moxie to upgrade every attack that hits. Always uses moxie to upgrade or flip defenses to avoid taking hits. Always uses moxie to avoid knockout by flipping SOM check results.
I get the following results:
Spoiler: Highlight to view
Note: The numbers here are reported with many more significant digits than they have. I am too lazy to edit them. If the Samas has six moxie as noted above: Dodgemaster won: 21.6897% of the time. Average damage taken on win: 9.90756 points. Average moxie used for win: 4.44958 points. Samsa won: 78.3103% of the time. Average Combat Length: 7.6486 turns. Longest Combat: 43 turns. If instead the Samsa had three moxie: Dodgemaster won: 44.1232% of the time. Average damage taken on win: 6.76745 points. Average moxie used for win: 3.64062 points. Samsa won: 55.8768% of the time. Average Combat Length: 9.44193 turns. Longest Combat: 47 turns. If instead the Samsa had zero moxie: Dodgemaster won: 82.9371% of the time. Average damage taken on win: 2.29806 points. Average moxie used for win: 2.2011 points. Samsa won: 17.0629% of the time. Average Combat Length: 10.1674 turns. Longest Combat: 49 turns. If the Samsa had 6 moxie and was given MRDR: Dodgemaster won: 0.2231% of the time. Average damage taken on win: 10.1466 points. Average moxie used for win: 5.51681 points. Samsa won: 99.7769% of the time. Average Combat Length: 3.35935 turns. Longest Combat: 24 turns. If both the Samsa and the dodgemaster were given MRDR: Dodgemaster won: 29.8771% of the time. Average damage taken on win: 21.4281 points. Average moxie used for win: 4.87713 points. Samsa won: 70.1229% of the time. Average Combat Length: 5.37836 turns. Longest Combat: 22 turns.
Note the average combat time and chance of winning and remember that the simulation uses a very crude strategy, using more complex strategies could alter things significantly.
[url=http://awdaberton.wordpress.com/about/]Eclipse Phase Adventures[/url]
Baalbamoth Baalbamoth's picture
first, thanks a lot for running the numbers.
As a new DM I'm kind of floundering on moxie, I dont like it as a mechanic (never liked luck points) and I dont really buy that its drive and determination. Drive and determination wouldent change pulling the trigger on a sniper rifle and change a shot from a leg wound to a head shot, and I dont see how drive and determination stops a thrown kick that would have ended in a fall and maybe a broken leg into a highly succesfull kick or a dodged bullet. It's gamism pure and simple, and as a player if I designed a character that was very difficult to hit, and the DM started throwing mooks who burned tons of moxie (they dont have to worry about getting back) I'd feel like I was being unfairly targeted by a GM using cheap ass gamist tactics. But as you've clearly shown, without using moxie really the Samsa didnt have much of a chance, and a combat could last 49 grewling turns... so it appears my aboration to using moxie points against characters needs to be overcome, further it seems boosting moxie is the best way to overcome min/maxed characters (that I do like, even if I dont like how its being done design wise)
"what do I want? The usual — hundreds of grandchildren, complete dominion over the known worlds, and the pleasure of hearing that all my enemies have died in highly improbable accidents that cannot be connected to me."
thezombiekat thezombiekat's picture
I agree with you on it being
I agree with you on it being bad form to sent lots of mooks with moxy at the party. I feel only significant NPCs should have access to it You mentioned that the NPC in the duel was waring 11/11 armour, I am assuming the PC was significantly armoured given that when hit he took no damage. I suspect had they been unarmored the fight would have been over much faster (in the PCs favour, after all he is hard to hit and will acru less wound penalties) What armour do you usually have PCs and NPCs wearing when not in an arena fight.
thezombiekat thezombiekat's picture
I agree with you on it being
double post
nizkateth nizkateth's picture
Somehow, I feel like having a
Somehow, I feel like having a really high combat skill in EP is sort of like having a really high combat skill in Call of Cthulhu. Useful certainly, but not game-breaking given the overall theme and focus. A 95% chance to avoid taking damage in melee would be outstanding in say, D&D or M&M, where the focus is often a lot of battle. But in a political/investigative/horror type game, where the threat/challenge might as easily be: "the Jovains will nuke us if we fail this negotiation" or "holy crap that exsurgent [i]thing[/i] is deep-freezing the habitat just by existing!" or "is life worth living, even for potential eternity, after losing everyone I loved in the Fall?"... I don't see high dodge as that big of a deal really. I'd go with the 'let him be badass in his field' option. Guns cut through Fray, so it's not like combat is meaningless anyway.
Reapers: Do Not Taunt Happy Fun Ball. My watch also has a minute hand, millenium hand, and an eon hand.
Lalande21185 Lalande21185's picture
Moxie and NPCs
Baalbamoth wrote:
As a new DM I'm kind of floundering on moxie, I dont like it as a mechanic (never liked luck points) and I dont really buy that its drive and determination. Drive and determination wouldent change pulling the trigger on a sniper rifle and change a shot from a leg wound to a head shot, and I dont see how drive and determination stops a thrown kick that would have ended in a fall and maybe a broken leg into a highly succesfull kick or a dodged bullet.
Your mileage may vary of course. But I always saw moxie as more determination than luck. For one thing, it doesn't allow rerolls :) For me, moxie isn't something that changes the results that happen after the fact even though it is used after a roll. Let me give an example: suppose a character is being attacked by a guy with a gun who really wants to kill him. The guy spends a point of moxie to go first and fires two shots, the first hits and he upgrades, the second misses but he flips to get a hit. What the character being shot at sees isn't really a guy with low skills being lucky, but an opponent who really wants to kill him and therefore doing much better job than his skills otherwise allow because he really [b]wants[/b] it. So to me moxie is sort of like being in the zone and sort of like having high morale. You can make things happen because you really want them to and are giving it your all. Of course you can't give your all constantly which is why moxie runs out. Regarding NPCs having moxie: Whether you like to use NPCs with moxie is really on how gritty and tactical you like your games. If you don't use moxie with most NPCs: the games will be very cinematic and superhero like (which may be what you want). Also the players won't need to rely on tactics as much, so this is good if you don't have very tactical minded players. Using this play style, opponents that do have moxie are like supervillains in a superhero movie, a real threat, while those without are the thugs that the superhero effortlessly plow through even if they should be vulnerable to bullets. If you like to use moxie with most NPCs: the games will be much more gritty and realistic, where every guy with a gun is a threat. This will require characters to use tactics much more if they want to win without getting seriously injured. Also you can use moxie to further characterize the NPCs actions: are they aggressive spending moxie very liberally on attacks, hoping to overwhelm their opponents with sheer ferocity? Are they defensive taking cover and using moxie to upgrade defenses only (perhaps while waiting for backup to arrive when they will swap to offense using their remaining moxie aggressively in an effort to achieve fire superiority and win the fight). For realistic games where 'violence of action' is a good way to win fights, giving most NPCs moxie is a good thing. I very much prefer the second type, but both are equally good. You should however, always make sure that your players know what type of game you are playing. Regarding gladiatorial type fights: Most MMA and boxing style fights do tend to take a while, so I don't really see this as a flaw in the system. The best thing to do to speed up fights is to actually avoid even matches. Barring that, you might want to introduce a factor that lets them end quicker. Moxie is one possible factor, MRDR is another, but there are many others. For example instead of a straight up slugging match, maybe have 9 lives put a wasp knife filled with liquid thermite in the middle of the arena. They then dose both contestants with MRDR, and have them start at opposite ends. This will add a lot more variety and tactics to the fight, as getting the wasp knife and stabbing your opponent with it will pretty much guarantee a win (and it will look spectacular to the audience :) ). Combine with moxie and you will have a very tactical fight, with the player having to make a couple of important decision each round (is he going to use moxie to attack me? Should I attempt to disarm to get the wasp knife away from him? Should I use moxie to create a critical so I can hit him with the wasp knife and win? etc.) rather than just I attack, he attacks, I attack, ad infinitum.
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thezombiekat thezombiekat's picture
The problem I see with giving
The problem I see with giving most NPCs moxy is that they don’t have to save it for anything. 4 guys with modest skill jump the party each with 3 moxy, and they will spend it because win or lose there is nothing else they can do with it. The PCs probably average 4 moxy each so they have more, but they need to save some for the next fight, the bomb disarming, researching something important, and they already used some negotiating morphs and gear for the job. Moxy is powerful but for PCs it is rare, every use of it is an important strategic decision balancing what it can achieve now against what it might achieve latter. For NPC security guards, ganger thugs and any other NPC who the PCs interact with but the story dose not revolve around moxy is still powerfull, but it is also cheap. Even if they only have one point they use it, they are only ‘on camera’ for one ‘scene’ so they will use any moxy they have in that small window.
thezombiekat thezombiekat's picture
The problem I see with giving
double post
OneTrikPony OneTrikPony's picture
I also do not like "luck"
I also do not like "luck" stats and agree with the OP that it's most often abused by Gamists but Moxie is a significant part of the EP mechanic because the game is a roll-under percentile system with point buy CG. It's easy to max-out the system and challenging players can require a ton of work on the part of the GM who has to write increasingly improbable scenarios. If you're going to GM the game you really need to use Moxie. As I say, I'm not really a fan and I hate having to track another stat especially for NPC Mooks So Here's how I do it; I assign the Moxie to myself. Usually 5 points per session unless we double up on PCs I never spend more than one point of moxie on a single character unless it is a significant NPC or the NPC is important to the scenario. It helps with the story and keeps some tension in the game by allowing an NPC to spurprise the characters once in a while.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

thezombiekat thezombiekat's picture
That would work well. It
That would work well. It avoids the mooks using moxy because they will never be on camera again while giving the GM options to surprise the PCs.
Deadite Deadite's picture
Fray is not a god skill.
Fray is not a god skill. Succeeding in Fray rolls 97% of the time does not mean avoiding an attack 97% of the time. You still have to hope you beat your opponent's MoS. Let the character specialise. He's still going to get hit a lot, he'll just be hit despite successful rolls and a "spirited defence", as the rule book says.
Baalbamoth Baalbamoth's picture
I dunno...
a mother defending her children who spent her moxie the other day, dosent have as much determination as a paid thug who is just doing it for the money? or what about a character with a maxed out Wil vs a npc drug addict with a willpower stat of 2 but somehow the moxie makes the junkie more determined than somebody who shows their determination through their entire lives? I guess I'm never gonna understand it, and though the apologetics are appreciated I think Moxie was added purely as a cinematic hook. as to detailed melee combat goes... I think the game is pretty lacking, I hate the subdual rules. Assuming I want to stick with the system as designed eventually I plan on incorporating the best and most detailed melee system I ever read... Ultimate Martial Artist from hero games, and the conversion isnt even that difficult its almost a 1-1 and because both games use phases I can do things like have the huge guy with the sledge hammer make a haymaker attack that wont land until the next phase giving the defender time to dodge, disarm, judo throw, etc. and should provide some better melee combats all around along with style specializations and special manuvers depending on current training. its basically a spy game, how can you have a spy game without kung fu and ka-ra-te" now after reading all this I tend to agree with one trick that moxie is pretty indespensible to the game as written, I doubt though that I would give myself a set number of points... if I did that no doubt I would soon hear "hey why are you always only spending on moxie when the thugs try and kill my character? how come you dont spend it when other characters are attacked?" so yeah I think I'll try it by the book for a while and if it gets too cheezy try something with less chedar. nizkat- I have yet to see a james bond film without lots of action, ninjas, and explosions... investigation is fine, but as a player and a gm I tend to find onesided RP only adventures pretty slow and boring so I put about 50% combat or chases in my game regardless of what genre. If a system is so slanted I cant do that without killing half the party or allowing the other half to breeze through all combatants as if they were moving in slow motion... it kills the fun for players and GM alike at least in my opinion. well when the opponents are considered very well tranined with a 50-60 skill and all you've got to do is not roll 40% higher than what they roll... as the numbers above show 87% of the time the guy with the 97 skill is going to trounce his opponent in a completely one sided fight. theres no nail biting suspense or edge of your seat action there, it's just predictable and monotonous. so I'm going to try the mooks with moxie this week, and see how that might change things... edit- another aspect of min/maxing... last week when this happened I talked with the Ultimate player (IE dogearific guy) I said, well if you wanted to build a character who almost dominates melee you succeeded. he said "yeah, and thats never as much fun as you think its gonna be." so I dont know why people go out of their way to make builds where they have very little chance of failing at a few things and never try to do anything other than what the character is great at, it pretty much kills their fun and yours... you'd think expirenced gamers would know to avoid these kiddie builds yet I find more and more the expirenced gamers seem to take a perverse pleasure in making these things but very quickly get tired of them or tired of the game.
"what do I want? The usual — hundreds of grandchildren, complete dominion over the known worlds, and the pleasure of hearing that all my enemies have died in highly improbable accidents that cannot be connected to me."
thezombiekat thezombiekat's picture
Baalbamoth wrote:
Baalbamoth wrote:
well when the opponents are considered very well tranined with a 50-60 skill and all you've got to do is not roll 40% higher than what they roll... as the numbers above show 87% of the time the guy with the 97 skill is going to trounce his opponent in a completely one sided fight. theres no nail biting suspense or edge of your seat action there, it's just predictable and monotonous.
Going back to the learned skill ranges table (EP p 174) what you describe is putting an experienced professional or trained expert up against an Olympic grand master who has almost reached the pinnacle of current understanding. Just what do you think should be the result? One way you could challenge him more is numbers. Say you have 5 PCs, they get jumped by 6 thugs and 2 attack him, makes sense he is obviously going to cream them in a 1 on 1 fight.
Baalbamoth Baalbamoth's picture
um somebody should win in less than four hours?
and there should be no such thing as a 47 turn knife fight? edit- and really, if your talking about martial arts/the fighting sciences the differences between "world champion" and a highly trained expert are significant but not so much that the olympic master should win a streetfight 87% of the time, all it takes is one lucky punch or in this case, stab, one zig when he should have zagged.
"what do I want? The usual — hundreds of grandchildren, complete dominion over the known worlds, and the pleasure of hearing that all my enemies have died in highly improbable accidents that cannot be connected to me."
thezombiekat thezombiekat's picture
And if the PC with fray 97
And if the PC with fray 97 isn’t waring armour (armour not being common in martial arts tournaments or street fights), then one lucky hit will give him a wound reducing his ability to dodge subsequent blows. Now I would actually expect a world champion to beat a trained expert 87% of the time, if the fight was fair. Of cause most street fights are not fair. When street thugs attack they prefer to do so with superior numbers, surprise, better weapons and good position, especially if there target has a combat rep. stack some situational modifiers at the start of the fight, 3 guys crowding around one sounds like a superior position, give them reach weapons (length of pipe) and suddenly the skill 60 guys are hitting on 90, with 3 attacks to the PCs one. Now he will have to do some tricky moves (free running to a hard to reach position) to negate or reverse there position advantage, or acquire a weapon to counter their reach. If he tries to rely on his frey he will soon lose to the action economy.
Baalbamoth Baalbamoth's picture
well...
I thought I was a total bad ass after a few years of muay thai and an impressive amature record and a 12/0/0 pro record. my trainer took me to long beach because a guy that was fighting in K1 needed sparing partners and was willing to pay and maybe bring me to K1 with him... I got knocked down twice in the first round, and my nose was bleeding all over the place. Then in the second he stopped hitting me in the face and destroyed my legs and arms (yes my arms) in the third (where I could barely stand, barely lift my arms, and my vision was fuzzy) he put me down two more times... and this was sparing... afterwards the guy's trainer basically begged me to come back because all of his other sparing partners refused to advance on him (I was generally a lumbering idiot) of course I said "absolutely" and stayed as far away from that gym as I could... it took me weeks to recover. the guy won K1 the next year... so yeah as bad ass as I thought I was (I was great at kicking amature's asses) the difference between me and a real champion contender was night and day... but... there was a guy named Ray at my gym that was absolutely the most dirty fighter I ever met, once when he thought he was going to loose a fight by disqualification he dropped an elbow into the neck/spine of his opponent, he was always in trouble for domestic violence. one time Ray was scheduled for a fight and said he couldent make it, the trainer called him every name in the book and said he wouldent get him any more fights if he backed out (as I said we were in a palooka gym, so when another pro fighter dropped off a card, we would fly just about anywhere and fight anybody that night for pay... our rep for doing that was pretty important) Ray showed up with a home jail ankle bracelet, we taped it up and ray faught... One time Ray got in trouble with the cops because he beat the crap out of a guy, then smashed his head through the drive through of a del taco, then shoved the rest of the guy through and into the resturant... in a ring, with gloves on, Ray couldent touch me... but I would never (ever) fight ray in the street, and he was no pro contender... I think ray might have been able to beat that champ on the street. lol I really dont know what point I'm making here, but yeah I guess I know from direct personal expirence the difference between a contender and a bad assed thug, and it's all too much quantify that with a single percentage score.
"what do I want? The usual — hundreds of grandchildren, complete dominion over the known worlds, and the pleasure of hearing that all my enemies have died in highly improbable accidents that cannot be connected to me."
Lalande21185 Lalande21185's picture
My bad
So I was going through my code to update it to handle multiple opponent combats (results coming soon, hopefully) and I spotted an error: the characters were getting free called shots to bypass armor. Consequently, the numbers above are wrong (they are more right for a combatant with a skill of 70 making called shots to bypass armor, but not 100% correct because of the MOS 60+ = +10 DV rule). I apologize to everyone. Here are the 'corrected' numbers (assuming I didn't make any more stupid mistakes). I have added the effects of called shots and the dodgemaster using moxie offensively to upgrade the results only (with called shots once the moxie runs out) to the results.
Spoiler: Highlight to view
[code] Samsa has Zero Moxie No Called Called Call+Off % of PC wins: 11.588% 54.147% 71.654% % of NPC wins: 88.412% 45.853% 28.346% PC win av. turns: 23.7119 17.5269 9.43476 NPC win av. turns: 18.9891 18.3525 13.6815 Av. turns taken: 19.5364 17.9055 10.6385 Min turns: 2 2 2 Max turns: 67 75 50 Samsa has 3 Moxie No Called Called Call+Off % of PC wins: 2.623% 18.537% 30.967% % of NPC wins: 97.377% 81.463% 69.033% PC win av. turns: 21.4651 16.3031 9.88727 NPC win av. turns: 11.542 11.4266 9.9505 Av. turns taken: 11.8023 12.3306 9.93092 Min turns: 2 2 2 Max turns: 56 67 63 Samsa has 6 Moxie No Called Called Call+Off % of PC wins: 0.565% 7.158% 16.022% % of NPC wins: 99.435% 92.842% 83.978% PC win av. turns: 18.3327 13.8349 8.18568 NPC win av. turns: 8.06316 8.53359 7.97547 Av. turns taken: 8.12118 8.91306 8.00915 Min turns: 2 2 2 Max turns: 48 61 52 Samsa has 6 Moxie and is using MRDR No Called Called Call+Off % of PC wins: 0% 0.049% 0.069% % of NPC wins: 100% 99.951% 99.931% PC win av. turns: -nan 9.67347 6.5942 NPC win av. turns: 4.09431 4.10882 3.90336 Av. turns taken: 4.09431 4.11155 3.90522 Min turns: 2 2 2 Max turns: 18 21 22 Samsa has 6 Moxie and both are using MRDR No Called Called Call+Off % of PC wins: 2.404% 15.23% 27.823% % of NPC wins: 97.596% 84.77% 72.177% PC win av. turns: 8.60566 7.1566 4.52981 NPC win av. turns: 5.51725 5.31354 4.50326 Av. turns taken: 5.5915 5.59424 4.51065 Min turns: 2 2 2 Max turns: 20 21 16 [/code]
Sorry about that :(
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thezombiekat thezombiekat's picture
@ Baalbamoth
@ Baalbamoth Big story you told there, I got a bit lost reading it. I think what you are saying is that K1 fighter can beat you reliably. You can beat dirty fighter reliably if he is forced to fight to a set of rules. But you think dirty fighter could beat K1 fighter if nobody was indorsing any of the rules K1 is used to fighting with. Based on the record you clamed I would say you have professional experience (12 pro fights sounds like a significant number to me) and therefore a skill of 50. While K1 fighter has won an international event so I will call him a system-renowned authority on the subject, skill 80. Also I am assuming you both have similar skill levels in the offensive and defensive skills used (unarmed combat and fray) and being similar fighting styles your both used to fighting people with that style. And from the way you described it he was going to beat you reliably until you got more skill. This reflects the EP skill system well, I refer regrettably to Wikipedia to determine that K1 rounds are 3 min, being 30 combat rounds. You where still active (if not effective) after 3 rounds, 90 combat rounds. Lalande21185 is listing maximum fight durations in the 60-70 combat round range (without using moxy). Both of you however learned to fight to a set of rules. And while those rules are necessary in a sport you deliberately weaken yourselves to obey them, and all your practice has ingrained these limits into your reactions even when the rules are not in force. The dirty fighter you mentioned did not learn these limits. He fights to the rules (sort of) when in a ring and completely ignores them outside giving him an advantage over those that have ingrained reactions limited by the rules. Unfortunately the rules do not model this. The game assumes that everybody has trained to fight in real no holds barred fights where no move will get you pulled of the other guy and your life is truly on the line. It’s just a matter of trying to have rules that are reasonably simple. If you wanted to tack something on to model this this consider allowing a profession (martial art) skill to provide a related skill bonus to unarmed combat and fray if both parties are obeying the rules of (martial art) people could also take a specialisation in unarmed combat (martial art). (and be aware as you read this that I have no formal and negligible informal combat experience, I am putting this together based on a pinch of theoretical knowledge and trying to model the situation you described using game rules) If you did this then I would change your skills to unarmed and fray 30 both specialised in kickboxing with 40 points in profession (kickboxing) (so you roll under 50 in the ring) while K1 fighter has unarmed and fray 40 both specialised in kickboxing as well as profession (kickboxing) 80 so he is rolling under 80 when he was fighting you. dirty fighter on the other hand just has unarmed and fray at 40 with no specialisations. When you put dirty fighter in the ring and he obeys your rules you can beat him because you specifically know how to defend against legal attacks and how to make attacks that are hard to defend against with legal defences. When you fight him on the street he stops obeying the rules so you can no longer use your specialisation or profession bonuses. With the numbers I assigned he can beat you and is an even mach against K1 fighter. I don’t know how realistic this is but is dose model the situation you described (unless I got that wrong) In any case it doesn’t solve your problem because your player has skill 97 in frey, without relying on specialisations or complementary skill bonuses that disappear if your opponent fails to play by your rules. Effectively your PC is a dirty fighter who has trained so hard at defending against other dirty fighters (and any other fighters) that he has fray 97 against all of them.
Lalande21185 Lalande21185's picture
In case anyone is interested:
Multi-opponent simulation with variable Moxie. The PC team is an Ultimate Mercenary sample character attacking unarmed. They are wearing armor and the fray has been upgraded to 97%. The NPC team is three Gang Members from NPC file prime. They are not using MRDR and attacking with their claws. The ultimate mercenary is using moxie only defensively. The NPCs are using moxie defensively and to upgrade attacks. Once they are out of moxie the NPCs will start calling shots to bypass armor. The simulation is using 100,000 iterations.
Spoiler: Highlight to view
[code] 0 Moxie 1 Moxie 3 Moxie % of PC wins: 94.012% 63.97%% 20.961% % of NPC wins: 5.988% 36.03% 79.039% PC win av. turns: 12.941 14.5673 16.0423 NPC win av. turns: 10.7677 9.09684 8.20551 Av. turns taken: 12.8108 12.5963 9.84818 Min turns: 2 2 2 Max turns: 41 41 44 [/code]
Note that average combat terms are calculated as the arithmetic mean, which probably isn't the best mean to use because of the (probably) skewed nature of the data. I am going to stop posting sims now, because I could do this all day looking at the variations (more people, lower skills, clubs, axes, no armor, etc. ).
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Lorsa Lorsa's picture
You're not supposed to have
You're not supposed to have unarmed fights with armor, at least not if you're expecting it to end anytime soon. Even so, getting 60+ on the attack roll gives a +10 damage so people can go down. Having some basic weapons changes this a bit of course. In the campaign I am playing in now, the GM wanted me to have the Expert trait and start with a skill of 90 (for some story reasons) but I could choose which one I wanted and so I decided to start with 90 in Fray. With morph bonuses that usually means anything but 99 is a success, so all I have to do is roll higher than my opponent. So far I've been in two unarmed fights, one where I was literally fighting naked (to have a fair fight) and I got hit once before the fury that was my opponent was down. In the other I was already very damaged, so I "cheated" and wore armor but still my opponent got a hit that actually did damage in before going down. And that's not counting the times people have stabbed me with knives. Your player having a high Fray skill just means he can take on more opponents and thus be more cool in-game. I wouldn't worry about it. I've managed to have some good fights despite starting with 90 Fray skill (I really should raise it a bit more but there's so much to spend those juicy RP on).
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Baalbamoth Baalbamoth's picture
an excelent overview
yeah, that made a lot more sense than my 3:00 AM ramble, optionally couldent the street fighter also take specialization in street fights (?) or "urban environments" (?) reflecting bonuses from using bottles, trash cans, or whatever else is around? but one big issue here... I dont like or want any fight to go for 90 combat rounds, thats like rolling dice forever. Also... going round by round is assuming both combatants are going full out and attacking absolutely as much as possible... real fights dont work like that, you gotta catch your breath, position it, gage your opponent (does he suck when I get him in corners, does he have weak legs? how bad did I hurt him when he shin blocked? all of this goes through your head while you weave and move or just stay out of hitting distance. ) sometimes the fighters will go ballistic but most of the time spent fighting isnt really striking... unless your mike tyson (heh)
"what do I want? The usual — hundreds of grandchildren, complete dominion over the known worlds, and the pleasure of hearing that all my enemies have died in highly improbable accidents that cannot be connected to me."
Baalbamoth Baalbamoth's picture
yeah, clearly moxie makes all the difference in the world
its a little confusing (which percentage goes to what?) but it appears without moxie NPCs loose what... 94% of the time, and with 3 moxie win 79% of the time... dosent that seem a bit twisted to everyone else? I mean should Moxie be THAT important?
"what do I want? The usual — hundreds of grandchildren, complete dominion over the known worlds, and the pleasure of hearing that all my enemies have died in highly improbable accidents that cannot be connected to me."
Lalande21185 Lalande21185's picture
More on moxie
Baalbamoth wrote:
its a little confusing (which percentage goes to what?) but it appears without moxie NPCs loose what... 94% of the time, and with 3 moxie win 79% of the time...
That is correct.
Quote:
dosent that seem a bit twisted to everyone else? I mean should Moxie be THAT important?
How much moxie will affect the combat depends on the particulars of the combat and the situation. Moxie is not necessarily better than other options for sheer win rate. Let me give you the effects of some other changes on the three-on-one scenario above for comparison: [list] [*] Having the Gang Members take their MRDR is far more effective than giving them three moxie. On MRDR they will rip the Ultimate apart with their claws 93% of the time. [*] Giving the Gang Members light body armor gives them a success rate of 43%. Better than 1 point of moxie. [*] Increasing the Gang Members blade skill by 30 (the price of two points of moxie) lets them win 75% of the time. [*] Increasing the Gang Members speed to 3 gives them a 53% success rate. [/list] What moxie is versatile and a finite boost. The versatility doesn't really help with non-reoccurring NPCs (though in Eclipse Phase any NPC can be reoccurring thanks to backups :) ), but the finite boost thing, IMHO, makes fights much more interesting as it adds more tactics and more psychology to the fights. It also lets you challenge one player's character without necessarily completely destroying other character's less combat capable characters, which is why I recommended it for that purpose. Note that because I view moxie a bit differently than you do (as a property of a character's psychology), I don't have a problem with gamism when using moxie because the NPCs will use their moxie according to their psychology/standard combat doctrine/motivations (that is, they will act in character when using moxie).
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Lorsa Lorsa's picture
When I was running some
When I was running some Quick-Sleeve Cage Fighting (whereas you are sleeved into a morph you don't know about, and with no time to get accustomed to it have to fight against someone you don't know who it is until after) the fights never lasted longer than 10 rounds. I think one of them was over in two (although that was 6 actions) much to the annoyance of the host who told the player to make sure the audience had more fight to watch. After some time we didn't really want to play the fights in detail (even though good narratiion helps make the scene cool) so I made a rule that on average there was a 50% chance to win. Then, depending on the difference in base unarmed skill the player got a +-10 modifier (+-20 if the difference was 30 or greater) and same with Fray. Then I would make an arbitrary judgement of the difference in morph strength and give a +-10/20 modifier based on that. Lastly, there would be a +-10 depending on how well the Integration test of the two combatants went. So take your guy for example. 50 base chance, +20 if his base Fray is 97 and the opponent has like 60-65, and with all other things being equal that would give him 70& chance to win. Roll the die and see what happens!
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Baalbamoth Baalbamoth's picture
theres a lot about moxie that makes no sense whatsoever...
two PC's, one builds a combat monster with skills in most fighting skills, the other buys one combat skill high (say beam weapons) rest medium, and gets 10 moxi. who's the most bad assed character? the one with all the expirence and combat training? or the guy that is lucky and determined? assuming the latter character chooses to burn all his moxie in a 1 v 1 combat with the former, I dont see a way in hell the first character could 1) win 2) not be considered pathetic compaired to maxed moxie man. that seems like a pretty serious ballence issue. sure the moxie has to be regained, and in further fights maxed moxie man is going to be sucking a lot but who cares... he can kick the crap outa just about anything if he's willing to rest for a day afterward.
"what do I want? The usual — hundreds of grandchildren, complete dominion over the known worlds, and the pleasure of hearing that all my enemies have died in highly improbable accidents that cannot be connected to me."
nizkateth nizkateth's picture
Only if it's allowed...
Baalbamoth wrote:
in further fights maxed moxie man is going to be sucking a lot but who cares... he can kick the crap outa just about anything if he's willing to rest for a day afterward.
As a GM I would take [i]full[/i] advantage of this situation. In a war drama with a lot of extended combat, featuring these two as allies, one would have her moments of excellence but afterward look as inexperienced as she is; while the other would have less super-moments but overall look like a veteran.
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thezombiekat thezombiekat's picture
While a middling fighter can
While a middling fighter can beat a world class fighter by using 10 points of moxy in a fight this is not an effective long term strategy. You don’t get tor moxy back tomorrow. You get it back next session, that could be weeks away, (or a little bit when you achieve a motivation). During a session any PC should have to roll important checks in many situations. Possibly several fights. While Mr lucky would naturally spend all his moxy to win a fight for his life, he would still be well advised to avoid that fight, possibly spending only one point of moxy for a critical success on a check to talk the other guy into not fighting him, at least until the rest of the team shows up. This is why I prefer not to give moxy to minor NPCs. They don’t have to save it for latter, if 4 mooks each have 3 moxy and are moderately less skilled than the PCs they will win the fight easily, or force the PCs to spend most of their sessions supply of moxy. Major NPCs can have some, it makes them feel more major. The exception to this however would be if you take moxy as the GM. Dead lands and several other games do this. Each player gets a ‘luck’ resource and the GM has a supply that can be used to enhance any enemy NPC or even adverse situations the PCs face. Now the GM will have to decide wether it is better to make the mooks hit into a crit or save that point for latter. The other thing to consider is that your PC with fray 97 spent a lot on fray. It is one thing to want to challenge him but for that price being able to look cool beating up mooks is probably reasonable. If becoming great at combat just means you get specially tailored enemies who can beat you then it was a waist of RP. I say let him come out of fights in better condition than the other PCs. He payed for that privilege. The other PCs must have advantages over him, either in the form of a different very high skill or a larger number of moderately high skills. The only problem I see is your quite reasonable annoyance at how long it takes to resolve a fight. The only solution I can see is to house rule the damage codes for melee weapons so those hits that do land hurt more. This would have a side effect of making melee weapons almost as effective as firearms which may or may not suite your table.
Lalande21185 Lalande21185's picture
Moxie is only one factor
Baalbamoth wrote:
two PC's, one builds a combat monster with skills in most fighting skills, the other buys one combat skill high (say beam weapons) rest medium, and gets 10 moxi. who's the most bad assed character? the one with all the expirence and combat training? or the guy that is lucky and determined? assuming the latter character chooses to burn all his moxie in a 1 v 1 combat with the former, I dont see a way in hell the first character could 1) win 2) not be considered pathetic compaired to maxed moxie man. that seems like a pretty serious ballence issue. sure the moxie has to be regained, and in further fights maxed moxie man is going to be sucking a lot but who cares... he can kick the crap outa just about anything if he's willing to rest for a day afterward.
Remember, moxie is just one factor. It is not a god stat, all the moxie in the world won't help a character if their skills are too low. In the scenario above, the moxie man will probably win in a beam weapon fight (spend moxie to go first, hit, upgrade, concentrate and hope the opponent isn't willing to spend moxie to do the same), but won't necessarily be able to beat the skilled opponent in melee. Let me give you some examples using modified Gang Member NPCs. We will increase the first gang members blades skill to 80 (90 claws, note that I am not allowing the specialization to apply to defense so the melee defense is only 80) and their moxie to 3. If raised using points this is a 85 CP increase. In contrast the second gang member will have a moxie 10. If raised using points this is a 135 CP increase. The Skill Gang Member will not use his moxie to flip attack dice. The Moxie Gang Member will use Moxie as fast as possible except they won't spend moxie to go first. Neither will use called shots because their armor is only 4. Under those circumstances, in a 1-on-1 claw vs claw fight. The Skilled Gang Member will win a healthy 90% of the time. Let me give you some example fights from the simulation: Fight 1:
Spoiler: Highlight to view
[code] BEGINNING SIMULATION ++ TURN 1 ++ Rolling Initiative: -- Skilled Gang Member: rolls 4 + 7 for an initiative of 11. -- Moxie Gang Member: rolls 5 + 7 for an initiative of 12. --Phase 1-- Moxie Gang Member: Moxie Gang Member: Moxie Gang Member is attacking Skilled Gang Member. Moxie Gang Member: rolls a 85 (out of 55) for their attack. Skilled Gang Member: Skilled Gang Member: Skilled Gang Member is attacking Moxie Gang Member. Skilled Gang Member: rolls a 24 (out of 90) for their attack. Skilled Gang Member has spent a point of moxie. Moxie Gang Member: rolls a 55 for defense. Moxie Gang Member: takes 11 damage (and has taken 11 damage total). Moxie Gang Member: takes 1 wounds from the hit (and has 1 wounds total). --Phase 2-- --Phase 3-- --Phase 4-- ++ TURN 2 ++ Rolling Initiative: -- Skilled Gang Member: rolls 6 + 7 for an initiative of 13. -- Moxie Gang Member: rolls 5 + 6 for an initiative of 11. --Phase 1-- Skilled Gang Member: Skilled Gang Member: Skilled Gang Member is attacking Moxie Gang Member. Skilled Gang Member: rolls a 35 (out of 90) for their attack. Skilled Gang Member has spent a point of moxie. Moxie Gang Member: rolls a 74 for defense. Moxie Gang Member: takes 15 damage (and has taken 26 damage total). Moxie Gang Member: takes 2 wounds from the hit (and has 3 wounds total). Moxie Gang Member: has rolled 56 (out of 45) to resist knock out. Moxie Gang Member: is knocked out from taking 2+ wounds. Team Number 1 has won! [/code]
Fight 2:
Spoiler: Highlight to view
[code] BEGINNING SIMULATION ++ TURN 1 ++ Rolling Initiative: -- Skilled Gang Member: rolls 5 + 7 for an initiative of 12. -- Moxie Gang Member: rolls 9 + 7 for an initiative of 16. --Phase 1-- Moxie Gang Member: Moxie Gang Member: Moxie Gang Member is attacking Skilled Gang Member. Moxie Gang Member: rolls a 93 (out of 55) for their attack. Moxie Gang Member has spent a point of moxie. Skilled Gang Member: rolls a 80 for defense. Skilled Gang Member: Skilled Gang Member: Skilled Gang Member is attacking Moxie Gang Member. Skilled Gang Member: rolls a 24 (out of 90) for their attack. Skilled Gang Member has spent a point of moxie. Moxie Gang Member: rolls a 98 for defense. Moxie Gang Member: takes 12 damage (and has taken 12 damage total). Moxie Gang Member: takes 1 wounds from the hit (and has 1 wounds total). --Phase 2-- --Phase 3-- --Phase 4-- ++ TURN 2 ++ Rolling Initiative: -- Skilled Gang Member: rolls 10 + 7 for an initiative of 17. -- Moxie Gang Member: rolls 4 + 6 for an initiative of 10. --Phase 1-- Skilled Gang Member: Skilled Gang Member: Skilled Gang Member is attacking Moxie Gang Member. Skilled Gang Member: rolls a 86 (out of 90) for their attack. Skilled Gang Member has spent a point of moxie. Moxie Gang Member: rolls a 9 for defense. Moxie Gang Member: takes 14 damage (and has taken 26 damage total). Moxie Gang Member: takes 2 wounds from the hit (and has 3 wounds total). Moxie Gang Member: has rolled 49 (out of 45) to resist knock out. Moxie Gang Member: is knocked out from taking 2+ wounds. Team Number 1 has won! [/code]
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thezombiekat thezombiekat's picture
Not that it likely matters
Not that it likely matters much but I found a section in the main book relating to NPCs and moxy.
EP p386 NPCs AND MOXIE side bar wrote:
When a gamemaster is generating or winging NPCs that the characters interact or fight with, the question of Moxie for NPCs must be addressed. When it comes to run-of-the-mill grunt NPC characters, we recommend that such NPCs don’t be given Moxie. The reasons for this are simple. For one, it is one less stat/headache for the gamemaster to keep track of. More importantly, however, it represents the edge that player characters have over the nameless mooks they encounter. When it comes to major NPCs, however—prime antagonists, key allies, etc.—these characters should have their own Moxie score. Because such NPCs play pivotal roles in a scenario, it is important for them to be able to alter the outcome of events in much the same way the player characters can. It also allows a gamemaster to counteract an unfortunate roll of the dice that might otherwise spoil the big climax you have worked so hard to set up.
Smokeskin Smokeskin's picture
Baalbamoth wrote:Bernardo
Baalbamoth wrote:
Bernardo knocks out ground fighters with one punch... one punch... course he's not really human either, some kind of homosapiens/sapiens gigantus or something like that...
Lots of ground fighters get knocked out. Ground fighting isn't some ninja auto-win skill, that's not what I'm saying. All I'm saying is that a standup striker needs good takedown defense so he can stay on his feet, something that very few standup martial arts teach. A pure standup striker will lose almost every time against a ground fighter. I don't know who this Bernardo is and I'm on vacation on a crappy hotel wifi so not inclined to look it up, but I don't doubt he has one punch knockout power - but I doubt he has 100% accuracy. For a knockout you need to hit precisely at one of the sweet spots, and no one can do that against a moving target every time - even he will need to stay on his feet long enough to throw many punches unless he is very lucky.
Baalbamoth Baalbamoth's picture
ZombiKat- yeah thats kind of
ZombiKat- yeah thats kind of how I took it, but if thats true why does every NPC have moxie... even simple pod workers? further if Moxie is that importing for stopping a heavily expirenced characters from just steamrolling all minor opposition regardless of numbers... it seems logical to me all of them should have or be able to spend at least a point. Lalande, but heres the problem with that... if I am making a well rounded combatant, I probably wont have any skill at 80.. beam weapons, kenetic weapons, spray weapons, melee, fray, freefall, free running, first aid, throwing skill, all pretty important for that roundedness... so if he had 60 in half of those on top of necessary non-combat skills I think that'd be close to the limit compare that with the scum enforcer I got in my party now... specialized in lazer pulser (no other ranged skills) at 110 with specialization smart link and other mods, think fray at 80, and some other high skills in melee freefall and free running. moxie at 10 and thats about it, even took (I forgot the name of it) the disad that makes his infiltration skill terrible. so... he just waits around till something is worth shooting then destroys whatever or whoever it was. you can argue "man what a boring character, has almost no background skills and he can only really do one thing well" ya... but he does it really friggin well and he's like the guy who only carries a hamer as a tool and sees everything as a nail waiting to get wacked. sure, there are adventures where he litterally does nothing the entire game, or only really rolls dice for a half an hour then goes back to doing nothing all game... but I do gotta deal with this and sometimes its pretty hard. Smokeskin Re: bernardo... holy hell he's dead and he committed suicide in 2012... http://en.wikipedia.org/wiki/Mike_Bernardo I just loved the guy because he was in K1 forever, only won once but his jumping flying uppercuts were legendary. he was really a pretty terrible fighter, took way too many hits, and no, he had a really low thrown percentage... but right when you were sure he was about to go down, he would duck his right shoulder, then really fast crouch way down and leap forward with these bizzare totally off ballence punches that would some how land square under the chin and KO his opponents... sometimes in the first round before any other punches or kicks were thrown (Peter "Hurracane" McNeeley KO'ed in 41 seconds...) I still dont know how he managed it, huge guys arent supposed to do that kind of fly weight stuff.
"what do I want? The usual — hundreds of grandchildren, complete dominion over the known worlds, and the pleasure of hearing that all my enemies have died in highly improbable accidents that cannot be connected to me."
Wyvernjack Wyvernjack's picture
I'm new to the game and
I'm new to the game and coming from systems like Dark Heresy, I was a bit worried how high combat stats could get. I'm curious though, and i might remember wrong, sorry in advance if i do, but won't fights between equally skilled melee fighters be a little more random due to the fact that crits ignore armor and that if both succeed, the one with higher MoS(or was it higher number shown in the example?) Succeeds in attacking/defending. There also the bonus damage from SOM and +2dv for being a synth? For dealing with chars like these, can one Fray an agonizer which can't be seen without enhancements for a -20 to his actions? Think swarms do damage without rolls, just staying in contact. Shock vs biomorph and emp vs synth before enemy closes into melee? Implanted blades with toxins. Thought these aren't unarmed vs unarmed.

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