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About Grandmaster Axe skill M&M 7-8
03/01/2020, 17:59:04

    Safakhan writes:

    How this skill works at GM skill...

    Chance to halve the armor class of the target...

    So if a monster has a 100 armor after hitting as gm axe skill now is it 50? Or easier to hit to target by half?

    Can someone explain its mechanic?





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That would be me....
03/01/2020, 21:37:22

    Bones writes:

    A monster's Armor Class along with your character's Attack Bonus determines your character's chance to hit it. It is, in effect, the monster's ability to +resist+ physical damage.

    I describe the mechanic at the link below -- a part of my sadly neglected Combat Guide to MMVI from 1999.

    GM Axe gives your character a chance to halve the opponent's AC *on a given attack*. Based on my understanding of the M&M attack system, my best guess is that the "chance to halve" is based on your character's Axe Skill level, is determined at the start of each attack sequence, and that a success on one turn wouldn't carry over to the subsequent turns.

    So what your GM Axe Skill is doing is giving you a chance to temporarily reduce the monster's ability to resist your Axe's physical damage. Lowering the target's AC by half would make it easier to hit, but not by half.



    Related link: Chance To Hit

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THACO
03/02/2020, 12:03:50

    The Elf writes:

    Bones, you've inadvertently helped me in Bard's Tale I, Remastered. It uses that THACO system for calculating how effective your own armor is. It seems non-intuitive to want armor with a negative rating, but your charts explain it all. Thank you!




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THAC0 was the system used . . .
03/02/2020, 17:30:34

    Peter2 writes:

    . . . in AD&D v2 when I was first introduced to fantasy roleplay gaming in 1994. I got used to it eventually, but I found it much easier when v3.0 and v3.5 came along with an AC which improved with increasing numbers rather than decreasing ones.

    AD&D v2's greatest strength, in my opinion, was the Monster Manual, which I rated far above the later ones. When I later ran my own campaigns, I repeatedly imported monsters from AD&D v2 into AD&D v3-based games; we all still had our v2 manuals. I shall never know why they got rid of monsters like the Cave Fisher and slashed the wonderful ranges of skeletal undead and Oozes. I even found a logical way of including a roomful of Crawling Claws into one adventure, and there's a perfect place in my next adventure for a Slithering Tracker. In another I had great fun by slipping a Bone Golem into a roomful of assorted skeletons. It took a DC 20 Perception roll to spot it wasn't just another skeleton variant, and it's an awful lot more dangerous. It was also great fun to insert a booby trap into the game – a Gas Spore disguised as a Beholder. The Gas Spore blows up as soon as it's damaged. No Gas Spore in v3.0 . . .





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I was simply amazed
03/03/2020, 12:22:33

    The Elf writes:

    Steam, of course, has a players' forum for each of its games. I was amazed at the number of Bard's Tale players who wrote wistfully of playing it on their C-64's. (Papa Elf had the C-64; I got to have the D-128. We never did get the coveted Amiga, but went straight to an 8088.) The players also frequently mentioned Might & Magic, most notably MM3. The other main favorite was (were?) the Gold Box "Krynne" series. Personally, I can't get too nostalgic over games in which gold and arrows actually weighed a lot. If you didn't dole out the rewards so that everyone in the party carried some of the loot, then rush to a bank to deposit it, you were stuck in place. MM did it a lot better. Another thing I really miss in Bard's Tale: no potions, nor the ability to heal by any level-1 party members. Of course, the Bard can always sing you to a bit of health, but at level 1, each song cost the price of a mug of ale or beer. Paladins can't heal at all, nor perform any magic.

    The remastered version is a vast improvement: all gold and loot going into a community pool, available to all the party, and a mini-map showing all areas that your party has been into. The graphics are also high-res, but otherwise unchanged. (And the game is much harder than I remembered!)





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So effectively only a slightly higher chance to hit?
03/11/2020, 09:24:56

    Lightning Lance writes:

    So effectively, the GM axe bonus only gives you a chance based on your axe skill to give you a bit higher chance to hit an enemy... So a chance of a chance? And it's not like it improves your chance to hit for everyone afterwards.

    That's not very good, is it?





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Well, I suspect the improvement would be appreciable, but it would need to be tested....
03/14/2020, 18:12:17

    Bones writes:

    Just how big is that chance to halve your target's AC? Is it only for your character's attack? Or for all of your party until the original PC's next turn? Or for the remainder of the battle?

    We'll probably never know the answers, but if your character likes swinging an axe then I think you should let them. Have fun!





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