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Tactics of extras in large battle
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louism
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PostPosted: Mon May 06, 2013 2:45 pm    Post subject: Tactics of extras in large battle Reply with quote

Yet another new-to-Savage-Worlds GM here and I'm running my first sessions soon. The module I've chosen has a couple of combats involving a lot of extras, the biggest one being ~19 bad guy extras + 1 wildcard vs ~15 good guy extras + 4 PCs. How do you normally handle extras tactically?

Do they perform tricks and tests of will vs other extras or the PCs? Do the players use their extras to set up big attacks from their guys? In other words, are they supposed to be dumbed down because they're extras or do they work to their full potential until that first wound brings them down?

I'm a bit concerned about running such a big battle in my first game with the system, but this is likely just a one-shot with my group and I want to explore as much of the system as I can. Any advice is appreciated.
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Clint
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PostPosted: Mon May 06, 2013 3:02 pm    Post subject: Re: Tactics of extras in large battle Reply with quote

louism wrote:
Yet another new-to-Savage-Worlds GM here and I'm running my first sessions soon. The module I've chosen has a couple of combats involving a lot of extras, the biggest one being ~19 bad guy extras + 1 wildcard vs ~15 good guy extras + 4 PCs. How do you normally handle extras tactically?

Do they perform tricks and tests of will vs other extras or the PCs? Do the players use their extras to set up big attacks from their guys? In other words, are they supposed to be dumbed down because they're extras or do they work to their full potential until that first wound brings them down?


Well, they certainly aren't supposed to be dumbed down just because they are Extras, but there's also the point of whether those tactics will help in that situation. It's fairly even mix there, so it will be situational whether those tactics would help.

Couple of things that might help. One, the allied Extras to the PCs will inherently be broken down into 4 groups (one for each PC). If 15 isn't an absolute, you might consider 16 allies, so they divide equally between the players to control.

Conversely, you could up your Extras to 20, so you could divide them equally into two groups of 10 or four groups of 5. That way you don't have to resolve all your Extras in one action (and if your Extras get the Joker, the players aren't potentially facing 19 attacks with +2 to hit and damage).

Dividing them up will also make it easier for you to deal with them tactically since you break them down into smaller components instead of one big group.

Hope that helps.
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Zadmar
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PostPosted: Mon May 06, 2013 3:05 pm    Post subject: Reply with quote

Ninja'd by Clint, but I'd already typed up my post, so I'll post it anyway.

Personally I'd split the 15 good guy Extras among the PCs, so they each control 3-4. Then I'd split the 19 bad guy Extras into 4 groups, each group with its own initiative card, with each group primarily focusing its attacks on one of the players. The Wild Card villain would lead one of the groups and focus on whichever PC looked the toughest.

Generally speaking I'd have each group performing the same action, because it's faster, although you certainly don't have to do it that way. If a group of 5 extras with d6 in Shooting are going to shoot their weapons at a player, then I'd just roll 5d6, resolving all of their attacks simultaneously.
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Kevin
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PostPosted: Mon May 06, 2013 3:13 pm    Post subject: Reply with quote

On the tactics end, I'd advise you to "play to win." If you hold back to make it easier on them, they'll likely demolish you, quickly and without a lot of fanfare.

But if you play strategically and use your environment, your players will notice, and they'll start doing it to. Overall, a much more cinematic and entertaining encounter. SW is the one game I've found where a healthy dose of player/GM competition actually improves things.
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louism
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PostPosted: Wed May 08, 2013 11:45 am    Post subject: Reply with quote

Thanks for the advice Clint, Zadmar, and Kevin. I feel much better about running a bigger combat now.

Zadmar wrote:
If a group of 5 extras with d6 in Shooting are going to shoot their weapons at a player, then I'd just roll 5d6, resolving all of their attacks simultaneously.


Is it typical to have that many guys targeting a single player? It seems really likely that at least one of them would get a lucky roll and kill the player off.

I was thinking that bad guy extras would be spreading their attacks around somewhat evenly among the players and good guy extras. I realize this is very situational, but is that taking it too easy on the players vs having the bad guys recognize that the PCs are the ring leaders and focus on them?
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ogbendog
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PostPosted: Wed May 08, 2013 11:57 am    Post subject: Reply with quote

I did a fight similar to this with about 12 goblins vs 5 PCs.

I decided that goblins worked in groups of three. 6 hung back, taunted and moved closer, then through spears.

the other 3 moved up, 2 would do Agility tricks, and the third would then attack, hopefully vs the -2 parry.
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cpk666
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PostPosted: Wed May 08, 2013 12:11 pm    Post subject: Reply with quote

louism wrote:
Thanks for the advice Clint, Zadmar, and Kevin. I feel much better about running a bigger combat now.

Zadmar wrote:
If a group of 5 extras with d6 in Shooting are going to shoot their weapons at a player, then I'd just roll 5d6, resolving all of their attacks simultaneously.


Is it typical to have that many guys targeting a single player? It seems really likely that at least one of them would get a lucky roll and kill the player off.


That's part of playing to win. Wouldn't you target the most dangerous opponents if you were in combat? Why should the extras be any less concerned with saving their arses? Sure they might one-shot a PC--although that is difficult with Wounds and Bennies--but it happens. If it can't happen, then the PCs really aren't risking much by going into combat. And a quick PC death really brings home the value of the Hard to Kill edge Twisted Evil

CK
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Kevin
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PostPosted: Wed May 08, 2013 5:20 pm    Post subject: Reply with quote

Counterpoint to the above …


When I say "play to win," I mean play tactically and strategically. Don't go easy on them and give away the victory, because this will be BOOOOORING!! Use everything in your toolkit to your advantage—special maneuvers like Tricks and Wild Attacks, but also group tactics like laying down cover fire to move a different unit into flank position, and so on.

What I DON'T mean is to metagame—to use information you only have because you're watching the fight from the God's-eye-view. You're not trying to win the fight, after all. You're trying to win the fun. Picking the PCs off one at a time because that's what gives you the greatest mechanical efficiency is an easy way to assure victory, but it's also cheating.



So to answer your question:
Quote:
Is it typical to have that many guys targeting a single player?

No. They could, situationally (e.g. orders from a commanding officer). But realistically, each individual Extra should attack whichever target makes the most sense at the time. (Aside from being more believable, this also helps spread the fight out—it makes sure all the players have something to do, and nobody is in TOO much danger).

The reason you roll them in groups and give each group the same action is because it's a thousand times faster and easier to resolve the game mechanic part of it. You really DON'T want to roll twenty different Extras all on their own turns.
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Zadmar
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PostPosted: Wed May 08, 2013 5:38 pm    Post subject: Reply with quote

louism wrote:
Zadmar wrote:
If a group of 5 extras with d6 in Shooting are going to shoot their weapons at a player, then I'd just roll 5d6, resolving all of their attacks simultaneously.


Is it typical to have that many guys targeting a single player?

It was just a general example of how to speed up the resolution of attacks by rolling them simultaneously. If the player has 3 Extras with him, I'd still roll 5d6, but I'd colour-code them - e.g., 2 green dice for the player, and 3 red dice spread across his redshirt allies.

If the player is fighting tactically, he may also put his allies in front of him (providing him with cover), in which case the enemies are probably more likely to shoot the allies even if they're actually aiming for the player.
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louism
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PostPosted: Thu May 09, 2013 2:10 pm    Post subject: Reply with quote

Thanks again for all the advice. It'll really help my first game run smoother.
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cpk666
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PostPosted: Thu May 09, 2013 2:54 pm    Post subject: Reply with quote

louism wrote:
Thanks again for all the advice. It'll really help my first game run smoother.


Please report back. I'd love to hear how it went.

CK
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louism
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PostPosted: Mon May 13, 2013 11:43 am    Post subject: Reply with quote

cpk666 wrote:

Please report back. I'd love to hear how it went.


Well, you asked for it Smile...

We played the adventure last night. First of all, thanks for all the tips in this thread and all the other threads on this site. This really is a fantastic community.

TL;DR... My players had fun and expressed interest in playing another game using Savage Worlds. I liked a lot of it but was a bit disappointed in the combat. It didn't run nearly as fast as I was expecting but my players pointed out that for the number of bad guys it was still way faster than Pathfinder or D&D 3.5 would have been. Character creation was a highlight and creating trappings for powers turned out to be a lot of fun. The game runs great and the GM is really freed up both in prep time and during the game to focus on story versus spending lots of time generating bad guys or tracking their hit points during combat.

This post ended up turning into part rambling session report, part review and part plea for help so please feel free to offer any advice you have on how I could have done things differently.

I ran "The Gatling Decision" (http://www.savageheroes.com/adventures/the%20Gatling%20Decision.pdf) in a Deadlands-like setting for my group. I say Deadlands-like because I don't have the setting books but I used what background I could find around the web for the flavor and ran it with just the Savage Worlds Deluxe (SWD) rules. The adventure doesn't have any of the horror/fantasy elements of Deadlands so it was easy to run with just the core rules. I have to say, after running fantasy games pretty much exclusively, I was not initially thrilled about or comfortable with running a wild west game. One of the players asked for it, so I decided to give it a shot. By the time game night came along, I was really excited to try out both the new (to us) system and to run a wild west game. In addition, I plan to buy the Deadlands setting books now. I may never get to use them, but it is a fascinating setting with a depth I never expected from the marketing blurbs I had read.

I had sent a link to the test drive rules out to the players, but told them that they didn't need to read them if they didn't want to. I wanted to try teaching the game rules at the session as a test to see if I thought my kids might be able to handle learning it this summer. I spent a bit over an hour going over the rules. In hind site, I could have glossed over some of the combat rules and introduced them during the session or run a mock combat to introduce them. I think explaining the combat rules without an actual combat to hang them on was a mistake.

I then spent about 15-20 minutes going over the Edges, Hindrances and Powers of each of the characters. There were four players. Two opted to make their own characters using the test drive rules and some help from me from the Deluxe rule book. They had a blast creating their guys and ended up investing way more effort than a one-shot warrants because it was so fun. The other two used a couple of pregens I put together. I really enjoyed making the pregens. It was very refreshing to just come up with a character concept and be able to capture it very quickly and easily. Creating the trappings for the powers was very satisfying.

The first time I read the powers rules in the SWD, I was really turned off. After trying it, I have to say my initial impression couldn't be more wrong and I absolutely love the way the powers are handled. Two of the players each had different trappings on the bolt power and they really felt completely different. One summoned a falcon spirit which flew from his hand and ripped into his target the other would throw exploding cards Gambit-style.

I set the adventure in Colorado instead of its original Texas. We all live in the Denver area, so I thought they'd appreciate a little local relevance. That worked out great for the most part and we all learned a bit of Colorado history from each other during the session.

I'm used to running large sandbox campaigns so running a one-shot felt a bit awkward. I had trouble role playing some of the NPCs and had trouble driving the characters in the direction of the plot despite the adventure being very well written and seemingly being easy to get from A to B. If they hadn't known it was a one shot and tried to not be too difficult, I have a feeling the players would never have bitten on the main hook.

Spoilers for "The Gatling Decision" follow...








Two of the players jumped right in to the poker game in the saloon. I modified how we played it a bit versus how it was written. We did a couple of gambling rolls per the SWD rules to determine how the night was going then for the last hand, played it out as the adventure says, with a real hand of poker. I gave the players extra cards based on a gambling roll for the final hand. Mr Logan is supposed to lose this last hand and I was planning on folding to a large bet from one of the players. Unfortunately, they played pretty passive and he didn't have a chance to fold. I exercised some GM discretion at this point and for the sake of the story, swapped one of his cards out, since he had a pretty strong hand. It definitely took away from the moment but I think the players understood. In retrospect, I should have just had him make the player show first and not shown his own cards and proceeded to the cheating accusation.

The fight started off great. One of the players flipped the table over on to Mr. Logan (who failed an agility roll and ended up underneath the table). Several players took advantage of Logan's subsequent failed Strength rolls and stood on top of the overturned table with poor Logan underneath at various times during their turns. Later, Logan's goons helped lift the table off of him but as he tried to get clear of the fighting, he got knocked out. One of the goons eventually was able to drag him out of the saloon. The fight had some great moments including a player jumping off the bar swinging on a chandelier landing on a bad guy, a couple of (unfortunately failed) grapple attempts to throw someone out the front door and another down the bar, and a couple of creative smarts tricks.

The problem was that the fight just took a really long time. The players had a very hard time hitting the Parry of 5 with their d6 or d4 Fighting and damaging the Toughness 5 bad guys with just their d6 strength. As I'm writing this, I think the answer may be for them to gang up to make it easier to hit the guy and use called shots to the head to increase the damage or wild attacks but it didn't occur to me during the session. We did have the "Combat Survival Guide" on hand but I didn't want to spend too much time looking things up during play, so I didn't really use it as much as I should have.

Another problem with the fight was the cramped nature of the saloon. I bought and downloaded some figure flats to use for the session since I don't have any western minis. I've never used figure flats before. I opted to use the tri-fold ones because I planned to turn them on their head to indicate shaken. They ended up being very fiddly. We had numerous domino-effect chain reactions where guys just kept getting knocked over as people moved their guys. Maybe the bi-fold guys would stand up better or maybe the ones I bought were just too narrow, but it was a huge pain.

The role playing with Mr. Grainger went well for the most part but I don't think I made the plot hook very appealing. The players agreed to deliver the box but they were pretty clearly not very interested in doing it.

The next day on the train I decided to try out the Interlude option from the SWD. It really went well. My players don't need much encouragement to role-play but the back-stories don't always come out in normal play. This really helped with that. I think the players liked the idea of it and I'm thinking about introducing it into other games.

The fight on the train started out great. The guys on horses were being picked off quickly and there was a nice tense fight in the mail car. Then all of a sudden, it became a real slog. No one was hitting anyone and neither side was accomplishing much of anything. It went on for a painfully long amount of time. Eventually, one of the players climbed on top of the mail car and started throwing his exploding cards into the car and mowed through the bad guys. He then proceeded to take out most of the riders the same way. The other players were occasionally hitting and damaging other riders but it was really slow. The -2 unstable platform penalty for shooting the riders really hurt the players and the -2 cover the players had stopped most of the shots from the riders.

By the time the fight finished, we had been playing the adventure for about 4.5 hours. It was late and a couple of the players were clearly done. We agreed to keep going and see if we could wrap it up in an hour. When they reached the final small town (Canon City in my relocated version), it was clear all of us were tired and the role playing (by me in particular) was waning. We agreed to stop before the big final battle and I think if it had not been a one shot, the players would have just left town with the gun, sold it, and forgotten about the plight of the people there. There was one very entertaining part where the kid came in with the shotgun. Per some advice on running that adventure I read, I paused a beat before having the kid's Dad grab the shotgun from him to see what the players would do. A beat was all that was needed for the player with quickdraw, to draw his derringer from his spring loaded holder up his sleeve and shoot at the kid. I treated it as an interrupted action and made opposed agility rolls. The player won and got the shot off. It missed.


In summary, here's what I thought went well:
- The players had a lot of fun (Obviously this is the most important part of a game)
- Other than reading the rules a bazillion times, it was really very little prep time for me, the GM.
- Character creation was refreshingly creative and fast
- Minimal administrative work during the game allowed us all to focus more on the story
- Interludes seem like a great idea and played well

Here's what didn't go so well:
- Combat. It was not as Fast, Furious or Fun as I had hoped it would be. Though to be fair, it was Faster than it would have been in Pathfinder and I may have had unreasonably high expectations.

I'd like to give Savage Worlds another shot but I think I need to get with some of my players and just run some combats first to see if we can get them running Fast, Furious and Fun. I really feel like we missed something there.

If anyone actually read down to here, thanks for taking the time to read my first impressions of Savage Worlds!
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Wibbs
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PostPosted: Mon May 13, 2013 12:04 pm    Post subject: Reply with quote

Sounds like it went pretty well. The Gatling Decision was also the first Savage Worlds adventure I ever ran, so I can identify with your experience Smile

The way you describe it, I suspect that the combat slowed for a couple of reasons.

The first would be a lack of familiarity with the system on the part of the players. I can assure you that once people learn their characters, what rolls they need to make etc it speeds up enormously.

You reference the second reason in your post, and I think you are spot on. Ganging up, called shots, wild attacks, tricks, Intimidation and Taunt are invaluable tools to use and in general, good teamwork with these can make an enormous difference to how quickly combat runs for. In particular, Ganging up and Wild Attacks can be brutally effective. The best way of introducing these to your players is for the NPCs to use them. There's nothing quite like seeing your character Shaken by a puny intelligent type using a Smarts trick to get the penny to drop.

Another thing that might have made a difference is that Deadlands uses a variant on Bennies called Fate Chips. These have different colours that affect their abilities, and the weakest of these is equivalent to a standard bennie. I suspect that not using these might also have slowed things down, as more powerful versions allow players to add d6 to their rolls.

Lastly, what was the general bennie flow like? If bennies were a little scarce that would likely make the players more cautious and less willing to try 'dangerous' things that might have ended combat faster.

Anyway, just my two cents,

Wibbs
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Nordicnomad
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PostPosted: Mon May 13, 2013 1:06 pm    Post subject: Reply with quote

I think the big thing you have to watch with this system is the average fighting and shooting of the posse characters vs the target numbers you're throwing at them.

If skills are roughly equal to the target number, they should be fine in winning against a big group of extras. But it'll take them a pretty long time to get the job done.

For example a wild card with d6 fighting, fighting a target with d6 parry will fail or critically fail 70% of the time. So he'll roughly kill an extra once in four rounds.

But if his fighting is d8 against a parry of 6. It's about 50-50, so he'll only take two turns to kill a mook on average.

And if his skill is twice the target number, like d8 shooting vs tn 4 he can kill 4 extras in 5 rounds typically.

That's a huge swing in fight length and deadliness with on change I die type. You can get an idea of what you fights should on average look like with the probability calculator

here ==> http://cameralovesyou.net/swprob/swprob.rb

Until you get a good feel for how things run. But you should see how quickly a character can go from ineffective with a d6 skill to a death dealing god at d10 with edges that increase his number of attacks and provide bonuses to hit and damage.

Just make sure important villain npc's you think are invincible, and are important to plot line are kept out of reach or have an exit strategy. They tend to get one shotted when pc's start dropping all their bennies and getting creative to try and take him out.
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Clint
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PostPosted: Mon May 13, 2013 2:54 pm    Post subject: Reply with quote

Nordicnomad wrote:
If skills are roughly equal to the target number, they should be fine in winning against a big group of extras. But it'll take them a pretty long time to get the job done.

For example a wild card with d6 fighting, fighting a target with d6 parry will fail or critically fail 70% of the time. So he'll roughly kill an extra once in four rounds.


A d6 Fighting gives a 5 Parry not a 6 Parry, so if their skills are equal, the Wild Card actually has slightly better than about a 50% chance of hitting their target on average.
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Nordicnomad
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PostPosted: Mon May 13, 2013 3:12 pm    Post subject: Reply with quote

Oops. Just meant to type "6 parry" not d6. So used to making everything a die type... :/

Just using it to illustrate the effect a die type equal to target number has on fight length.
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Zadmar
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PostPosted: Mon May 13, 2013 3:19 pm    Post subject: Reply with quote

Nordicnomad wrote:
Oops. Just meant to type "6 parry" not d6. So used to making everything a die type... :/

Just using it to illustrate the effect a die type equal to target number has on fight length.

But then if one of the fighters start using Wild Attack, they're going to have a massive advantage - which the other fighter can only counteract by using Wild Attack as well. At that point anything higher than 1 is a hit.

Combat is only slow if both sides are holding back.
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Nordicnomad
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PostPosted: Mon May 13, 2013 4:07 pm    Post subject: Reply with quote

Zadmar wrote:
Nordicnomad wrote:
Oops. Just meant to type "6 parry" not d6. So used to making everything a die type... :/

Just using it to illustrate the effect a die type equal to target number has on fight length.

But then if one of the fighters start using Wild Attack, they're going to have a massive advantage - which the other fighter can only counteract by using Wild Attack as well. At that point anything higher than 1 is a hit.

Combat is only slow if both sides are holding back.


I know in our group at least the wild attack isn't used much. Most games we play are pretty gun heavy, and those with melee characters are hesitant to accept the -2 parry when it can result in them being shot in the face. Plus most new players don't use the extra combat rules very often in my experience. They kind of forget they're there unless they're constantly being used against them.

But you're right, just didn't think I'd get into that math since they didn't use it and others had already mentioned it.
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Zadmar
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PostPosted: Mon May 13, 2013 4:49 pm    Post subject: Reply with quote

Nordicnomad wrote:
I know in our group at least the wild attack isn't used much. Most games we play are pretty gun heavy, and those with melee characters are hesitant to accept the -2 parry when it can result in them being shot in the face.

And yet, statistically speaking, their chances of winning are significantly higher if they Wild Attack - particularly against opponents using firearms. By holding back, all they're really achieving is to prolong the fight. Unless the players are heavily outnumbered, trying to escape, or expecting backup, there's no real benefit in extending the fight unnecessarily.

The way I convinced my players to use tactics was to use lots of tactics against them. They generally have a pretty high Parry, and rarely get hit if the NPCs just slug it out with them, so I frequently have the bad guys Gang Up and Wild Attack to pound through their defences.
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ogbendog
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PostPosted: Mon May 13, 2013 5:10 pm    Post subject: Reply with quote

yeah, -2 to parry doesn't effect the chance of getting shot, unless they are fighting guys with pistols.
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