Summaries of advice on a replacement fighter (DM) From: gunzler@netcom.com (Mitch Gunzler) Date: Sun, 20 Jun 1993 18:05:48 +0000 I don't know how to preserve attributions from multiple sources, I aplogize to those who responded for not including their names below... >5-12-12-16-9-7-9 >AB, definitely. I'd go 5-12-12-21-12-7-15. ABs need high WT, decent >CN, and good DF, while WL is secondary and SP and ST are not necessary. >It'd be hard to make a better one (well, not really; SZ 9, WL 17, SP 3 DF 17. >Leave the rest the same). I've never run an AB so I won't presume to tell >you how, but with these numbers it's be a crime to run anything else. What weapon would this guy use? Hatchets against even Plate? >7-12-12-21-9-8-15 Id probably say PR, although Im not very good at running that >style. You could always try ST or SL and he'll easily go .750, while I cant >say that the PR would do as well, at least not from the start. .750? How would you run him? Interesting, I've never considered giving brains to an aggressive type. >My favorite way to run early PLs is 7-7-7, although I have yet to find someone >else who endorses this strategy. :) I had a sub-par PL in 65 go 8-1 before >dying in the last mail in using that strategy. I also wore ASM and H. Go >3-7-3 Dodge in desperation as well. Thanks, I think I'll try this and see how it works. >> >> 5-12-12-16-9-7-9 >> > >> > This is a fairly good character, but giving the guy a 21 wit >> >leaves him with too many weaknesses. My suggestion on the other hand, is >> >the following: >> > >> > 7-12-12-17-13-8-15 as a Parry Riposte. Run him 2-3-2 Parry to >> >open up the fight, then switch to a 4-4-4 strategy later on. Epee's and >> >Shortsword will be your weeapons of choice, where some armour, but not >> >too much. Look to something different for desperation. Train skills. >> >> Why bother raising WL? The 21WT gets more skills, and helps get even MORE >> I guess I'm asking, for a "middle term" character, aiming at getting to >> DM before senility sets in or maybe being top dog in his arena, wouldn't >> 21WT 9WL be much more effective than 17WT 13WL? > > There is a common misconception when running the so called middle >ground characters (This one is really above that), that maximizing his >starting skills will improve his his winnability. Not necessarily so. >Your guy has a reasonable con, and you can't help it. That should give >him the ability to shake off a few hits while playing >strike-counterstrike with his opponent. With the low will, you will have >a tendency to quit the first time you are hit (Not all the time, but it >will happen) and this will cost you wins. The higher will will guarantee >your character the normal endurance, (As to the poor I suspect you will >get) and the ability to shake off several hits. Will mean a reasonable >record when you become DM. > This is interesting. Any other experienced players have a reaction to this? I admit that I find the idea of an extra 5 or so skills to start and an extra skill or so every fight hard to turn down for a few points of grit. >PS conserves endurance incredibly well >compared to the PL. The most successful PS I've had fits the description >of good endurance, doesn't hit too hard. He was killed in the Champs >tourney in April, but he's go 8-6-6 in minute one, then 5-3-5 after that. > This worked against all styles except strikers who were too fast, so if >I knew the opponent could blitz me, then I would try a 5-7-5 Response >tactic to start. Again, very thought provoking. How long did he last at 5-3-5 against good defensives? And how does using the (R)esponse tactic actually affect performance (the rules gvive a rather fuzzy idea, at best)? I don't know how much this affects advice on how to design and run this character, but the Arena looks to be very offensively oriented. Lots of Lungers, Strikers, Slashers, although few Bashers and quite a few Wastes. Thanks for all the input! Mitch Referenced By Up