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The Hoser Report #1

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THE HOSER REPORT

The strategy newsletter for Duelmasters

#1 April 1 1987

$2.00

INTRODUCTION

Welcome to the first issue of the HOSER REPORT. I am glad that there are
people out there that share my interest in this type of newsletter. I hope
that we can get off to a fast start here, with a large number of contributers.
And of course, I hope that you will find this a valuable tool in getting ahead
of the pack in your respective arenas.

First, some preliminaries. When you send in an item for publication,
please indicate whether or not you want your name (personal/team/whatever)
withheld. Material submitted will not be returned.

You’ll find that I use abbreviations quite a bit. Get used to them. Those
in the rules are used, plus a few of my own:

Aimed Blow

AIM

Parry Strike

PST

Bashing Attack

BAS

Total Parry

TPS

Striking Attack

STA

Lunging Attack

LUA

Parry Lunge

PLU

Parry Riposte

PRP

Slashing Attack

SLA

Wall of Steel

WST

I’ll probably make up more as I go, each will be noted at the first occurance.

An apology: Due to the fact that I have time pressure from a full time job
and other activities, this issue was delayed. I will be more prompt in the
future. Someone had suggested to me in a letter that a bi-weekly Hoser
Report may be a somewhat ambitious goal to start with. After reconsideration,
I agree. The Hoser Report will appear every 3rd week for the time being,
with the next issue slated for the 21st of April.

HOSE KNOWS

Questions and Answers

Many of you wrote with questions I feel will be of general interest. So, they
are paraphrased here. Feel free to submit as many as you like.

Q – Are you associated with RSI at all?

A – No. My association with RSI ended over two years ago. You can rest
assured that this is an independent publication and will not (usually)
be preaching the part line. My role now is the same as yours – a paying
customer. As much as I want to get the most for my money, both in terms
of character performance, and customer service.

Q – How will the billing work?

A – Payment may be made by cash, money order, or check. You may keep
a balance, or “pay as you go” at your option. I will not send issues
out without prepayment.

Q – How many have been sent out? Can I get back issues?

A – Anyone that misses an issue can order back issues at the regular
price.

Q – How much editorial control will be exercised?

A – I will edit for spelling (I’m very picky about those things) and
length. Articles of up to 2 pages will be accepted. I will publish items
that are relevant to gaming in general. I will not publish anything that
may be construed as libel against any party (the arena personal ads should
be used for this purpose).

Q – How about some tips on the Parry Riposte?

A – Send him to the DA (dark arena). Seriously, this style has always
given me problems. My first PRP was very poorly designed, and I decided
that this style had about the same chance as AIM fighters.

However, with the advent of the parry tactic a large number of managers
were successful in advancing small, quick learning PRP fighters to AD
(Advanced Duelmasters). Seeing what they can do when they get in the 70+
skills range is real scary. So, I changed my opinion. Unfortunately, none
of my recent replacement characters have been suitable. So, I have little
experience managing this style. Look for an upcoming article on the PRP
style written by the manager of one of the highest ranked PRP in AD.

I have a large number of ideas I will be trying soon, and will save most of
the rest for when we get around to character design. For right now, I would
say look for a replacement with low CN and SZ (of course). Minimum SP
should be a “natural” 11. By natural, I mean the “base” before you add
points. 13 or 15 is of course better. I am not sure if a 17 SP is good,
because it will cost elsewhere. WT should be highest, but can be as low as
13 if the WL is 17+. At WT = 13, the LO can be used and learning will be
quick if the fighter wins. The PRP actually has a good range of weapons to
choose from.

If ST is high, WL can be somewhat lower and extra points can go to DF.
Given that the minimum SP requirement is met, I prefer higher DF to higher
SP. Train skills. Remember, new parry style fighters are the most
affected by the recent program changes (allowing one to strike through the
parry), and the new changes announced in the latest arena newsletters (which
I’ll mention later).

The changes mean they are going to get hit more frequently. Armor will not
be the answer in most cases. Challenges & avoids must be used wisely until
the fighter has built some defense. Remember, there is a great increase in
survivability after completing the 5th fight. If you can get him past
that event…

When it comes to fighting the PRP, I do have quite a bit of experience
(mostly unpleasant). If one has been giving you trouble, you have several
options. The easiest is to send your TPS after him. A very fast LUA
or PLU can overwhelm. If you think you have more initiative skills than he has
riposte, go for it. Unfortunately, if you’re not fast enough (and not using
the afterburners) your fighter will get carved up pretty bad. Decisive
fighters (BAS,PST,STA) seem to have an edge over the PRP. Or, if you have
a better PRP, give him a lesson in humility. The important thing is to try
to kill your rival’s PRP before the 5th fight. While even then it’s damn near
impossible to get a kill, you may be able to hang enough losses on the fighter
that the rival manager will send him DA.

WEAPON BASICS
The following information was compiled by Scott Procter, updated and
submitted by Mike La Plante. I make no claims as to accuracy. Caveat
Emptor
.

Weapon Damage Table

LO

6

MS

8

QS

7

SH

3

BA

9

LS

6

BS

7

SM

1

GS

10

SC

6

ME

2

GA

7

EP

4

LG

5

HL

10

SS

6

HA

3

ML

10

MA

7

DA

2

WH

6

FI

1

WF

6
Weapons vs. Character Stats
Weapon

ST

SZ

WT

DF

Weapon

ST

SZ

WT

DF

SH

5

3

11

3

SS

9

3

7

7

BS

11

3

9

9

BA

15

7

9

9

SC

9

3

11

11

SM

5

3

5

5

LO

11

3

13

11

ME

9

3

5

5

EP

5

3

15

15

LG

11

3

5

5

WH

13

3

7

7

GS

15

9

9

11

MA

13

3

5

5

QS

11

9

11

11

WF

13

3

5

5

ML

15

9

5

5

MS

13

3

9

13

LS

11

9

9

9

HA

5

3

7

7

HL

17

9

9

11

DA

3

3

?

?

GA

13

5

9

11
A warrior using his favorite weapon receives an attack bonus approximately
equal to 3 attack skills. A warrior’s favorite weapon is always well suited
to his style but not necessarily to him. A warrior using his favorite
weapon will peel off more critical hits than normal.

My Comments: RSI has never released this information, so the table must be
a subjective ranking. I don’t agree that a ML does as much damage as a HL.
Perhaps the EP is over rated. And a few other things. But the point is,
this is very good record keeping on the part of Mike & Scott. The weapons
vs. stats table is very accurate. It goes to show that quantitative
information can be extracted from the game. In as much as a computer works
with numbers (and only then can assign “results”), more of the game can be
treated in this way.

While the weapon damage information is useful in weapon selection, it
would have even more meaning if someone can devise an approximation for
warrior hit points.

RSI ANNOUNCES PROGRAM CHANGES

If you haven’t heard, you can read about the details in your next arena
newsletter. RSI is attempting to respond in a responsible manner to
customer complaints. Whether or not I can get more kills remains to be
seen! The fact that an imbalance existed was acknowledged. Also, this was
announced before implementation. That last parry modification came
as a (unpleasant) surprise to most of us. Many people suspect that it wasn’t
much of a surprise for those tuned into the local grapevine. Announcement
when implementation is imminent is a much better policy. I hope the
glasnost continues.

Briefly, the changes are to address dominance of warriors (usually TPS)
using snail strategies. Mentioned are:

a) Bonuses for SZ.

b) Higher endurance cost for parrying. Especially when using “large”
parry weapons. Sounds like a LG to me.

c) A successful parry is considered “absorbed energy” (probably some
percentage of the time) and cost endurance to ward off.

What do I think? Big bashers could make quite a comeback, if the LUA and
PLU leave them alone. I wonder if this will help slashers also? Now is
the time to begin thinking about which of your scum to send DA. If they
have a good record, keep them until the first turn in which you see
changes, then rebuild your stable.

Rookie gladiators that rely on parry for too many minutes are going to get
hit, maybe alot. This will likely be real tough on AIM gladiators, as well
as TPS, PST, and PRP. PLU, STA, and WST have better offense and shouldn’t
be hurt too bad. If you manage a fighter of these styles and defend in
opening minutes, be sure your desperation is aggressive!

Remember, a fighter can only be killed when he is about to lose. Fighters
that win don’t have to worry about dying (and this has implications for
character design). However, without a change in the low mortality
rate, I don’t look for too many more midgets being stopped from reaching
full development (as the saying goes: twice nothing is still…). You
just won’t see many 25-2 scums.

SZ bonuses are great! As we all know, points allocated to SZ are a liability
beyond 9 or 10. I’d wager you would have to look pretty far down the AD
rankings to find someone SZ 14 or above. With any luck, SZ won’t count in
your 84 point initial design. Instead, the player gets 72 points, plus
whatever size is. Simple. Elegant. There was a mention in the arena
newsletter of being “fair”.

Here’s what the Hoser says to that: Being small has been a built in
advantage since day 1. Every point of SZ you don’t have
is a point you can put where it matters, in WT, WL, and DF. SZ 3
fighters get maximum advantage, 9 extra points (average SZ = 12). Some
of these small SZ guys have been raping the system for years.
I’m not too worried about being “fair” to the fighter that as amassed
such an edge for so long. I’m sure this topic will be good for much more
discussion when we see the changes actually implemented.

CHARACTER DEVELOPMENT – THE KEY TO WINNING

Character development is probably THE most important concept to learn
about this game. Everything starts with a good character. Good team
management dictates that you are always replacing lost characters with
good characters. Good characters have a larger number of opponents they
can challenge and beat. You become #1 as a team not necessarily by going
after the #1 team, but by winning all of your fights. An excellent character
wins most of the time even when the strategy is “less than ideal”. This
concept is larger and more subtle than it appears and takes along time to
lay out. So lets get started.

Since most of us have a full stable, someone must go. How do you select who
goes? By record is one way, but I’ve seen some impressive gladiators that
started out 0-3, or worse (a few of my own included). If this is your main
criteria, here are a few guidelines:

1) Don’t include fights where your opponent has more than a 5 fight
experience edge. A fighter with 3 fights should lose to a fighter with
8 fights, all other things being equal.

2) When your gladiator gets in the 15 to 20 fight range, discount fights
vs. opponents with 10 or greater experience differences.

3) If broken weapons have been a factor in losses, discount those fights.

4) Discount fights where you have made gross management mistakes (such as
trying to make a LUA parry), or there have been data input errors that cost
you a victory.

5) If a fighter has a large number of bloodfeud losses, only count each as
a half loss. Bloodfeuds are grossly unfair to the killer in that he is
“owned” by the bloodfeuding team for 4 turns (remember, you only have a
20% change to avoid a bloodfeud). Your opponent should be able to come up
with someone out of remaining roster that can beat you every time.

Advancement potential is a better way to judge when to get rid of a fighter.
At this point a distinction should be made between the type of gladiator
you want to advance to AD, and the “utility” type. The utility fighter comes
into your stable for one reason – to win as many fights as possible in a
short number of turns, then go to the DA. At one time these were referred
to as “Dixie Cup” warriors, because they were disposable. They either won,
or lost with a very fair chance of dying (then you get 4 more bloodfeud wins).
It’s easy to figure out when to get rid of the utility fighter, and usually
decided during initial design. Less easy is the character you thought had
potential, but has not really contributed to the team W/L (win/loss
percentage).

Back to advancement potential. First, only consider fighters whose personal
W/L is lower than your team W/L. When all of your fighters have a higher
W/L than your team W/L, your team W/L will be moving upwards most every
turn. Pretty obvious, but alot of managers don’t seem to be aware of this
simple relationship.

You should be keeping track of a few things: total number of fights
(tournament fights don’t show on the individual record – a very large
consideration in issuing challenges in AD!), number and types of skills
learned, and number of turns attribute increases were attempted. This is
the formula I use:


{Total # of skills learned}

{Total # of fights} – {Total # of fights attribute increase attempted}

The resulting number is the true average of skills per turn. If it is less than
1, DA is automatic. Too many managers believe in giving every fighter a
chance to advance. The reasons are many, but the most common is liking a
fighter. This isn’t roleplaying guys! Think of replacements in terms of
poker. If you draw cards (stats) you don’t like, discard immediately and
hope for a better draw next time. It’s one thing to experiment, but don’t
allow a poor character to lower your team W/L.

Perhaps given a chance to develop every fighter could AD. But a poor
character is going to be every bit as inferior to his peers in AD as in
the regular arena. Where is the gain?

Take a long, hard look at any character averaging between 1 and 1.5 skills
per turn. Unless there are extenuating circumstances, get rid of him. Why?
There seems to be a definite upper limit on skills. Any manager running a
character in the AD top 20 will confirm this. After 70 or 80 skills, learning
slows rapidly. Just to each 80 skills requires 53 turns at 1.5 per
turn. Two week turnaround sets an upper limit of 26 turns per year. In
other words, that gladiator will take 2 years and 2 weeks to reach that
point. I’ll let you figure out how much money that represents.

If the skills per turn is between 1.5 and 2, still look hard. If the fighter
has reached expert areas after only a few skills in that area, he is
probably worth keeping. I wouldn’t judge faults as critically as with the
previous case. Over 2 skills per turn would be very difficult to get rid
of (unless the style is AIM!).

Learning is so important to advancing. To win your stable as a whole must
learn. Fighters that don’t learn are good in early fights, but get
left behind quickly. For example, a 0-0-0 BAS may pummel a 0-0-0 PST
in their first fight. If the BAS is learning an average of 1 skill per
turn (pretty average for a BAS) and PST 3 (not unheard of) per turn, guess
who will win after they meet again in 5 or 10 turns? Another simple fact
that people seem to overlook.

If you’re still stuck, consider the fighting style. The odds are against
AIM, STA, SLA, and the WST. There are some good ones out there, but not
many. Now that the DA decision has been made, you can look forward to the
“perfect” replacement character. But since you’ll never get him, next
issue I’ll throw a few ideas out on character design. Sometimes called
“making the most of what you got”.

I hope you have enjoyed the first HOSER REPORT. Best of luck in the arena!

Jeff Morgan

The Hoser Report #2

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THE HOSER REPORT

The strategy newsletter for Duelmasters

#2 April 21 1987

$2.00

INTRODUCTION

Welcome to the 2nd HOSER REPORT. I greatly appreciate the mail many of you
have sent. I was able to personally respond to most of your letters earlier,
but as the volume of mail increases it is becoming harder for me to do so.
My apologies. For those of you sending detailed information on warriors and
problems, I will. write in such a way that will not tip off potential
adversaries in your respective arenas. It is my #1 goal to protect your
confidentiality.

Please keep the mail coming! From early response, it appears that I am
writing the kind of stuff you guys want to read. Since I have recieved much
more mattrial for publication than I have room for, don’t be disappointed if
something you sent doesn’t appear this time. It will have a higher priority
for the next issue so you are likely to see it sooner or later.

Administrative matters: Someone had suggested accounting slips so you will
be aware of what you have on account with me. Its a good idea, but for now
you’ll have to settle for something less (I’m just not sure what). As I get
time to figure something out I will. It was also brought to my attention that
my address is somewhat difficult to find. Pretty stupid on my part, the
address will appear on the envelopes for now. And lastly, I must admit I
rather enjoyed the looks I got from the teller at the bank when depositing
checks made out to “HOSER REPORT” (or variations thereof). It would probably
be best to make out checks to me in the future.

HOSE KNOWS

Questions and Answers

Q: What’s your favorite style, and why?

A: A hard choice, but I favor the PLU. 5 of my 15 gladiators are PLU. Why?
The PLU seems to be the most balanced of the ten styles. Many more
opponents you can challenge and beat. When your LUA runs out of gas,
defenses are limited to dodge, which is usually not that good until 20 or 30
fights (and it burns energy you can’t spare). The PLU can be fought like a
psuedo-LUA, or can pick up a shield and offer good defenses. A PLU can also
dodge. Initiative and riposte are generally very good. Even when my PLU’s
are in their “defense” minutes, they make good attacks at a low endurance
cost. Weapon options are also good. Learning is good when you can stretch
your fights out past 2 minutes. The only down side seems to be that
decisiveness is weak. What more could you ask for?

Q: How can I run a WST best, offensive effort, activity level, etc? I’ve got
one with great potential, but he tends to clomp around swinging like a wild
man with double-vision.

A: Why do you guys keep asking me about styles I don’t run? Actually, I
have started a WST, and am experiencing these problems. My initial
strategy was to go slow and parry in minute 1, then come out to end the
fight in minute 2. The idea was to make the fight go longer, and increase the
number of skills per turn. Unfortunately, the parry abilities of my WST
were not so hot. So, I tried 10-10-N. He clomped around swinging like a
wild man with double-vision. That’s no good either. Inasmuch as it was
against experienced scum, I may try it again. The root problem of
ineffective (or wild) attacks remains. I see two possible causes.

RSI has made references to offensive efforts/activity levels/kill desires
causing wild attacks if they don’t match your fighters favorite or
preferred levels
. Could this be? Based on my own experience, I would
say no. I have an experienced BAS who runs well at 10-10-10-B, and an
experienced TPS who takes opponents apart at 10-10-10-B. If you
subscribe to the above theory, then this shouldn’t happen. Who knows,
perhaps it is levels that don’t match the fighter.

More than likely however, it is lack of attack skills (which of course is a
function of lack of experience). I don’t know how many your fighter has
learned but when you get some under your belt, the clomping will be a
thing of the past. Think about this – it’s better to make wild attacks than to
have your opponent making the attacks, particularly when you have poor
defense. Try 10-3 or 6-3. Use the slash tactic vs. any opponent who isn’t a
scum. Or, the bash tactic with a bashing weapon vs. any opponent. Be sure
and test parry ability. If your opponent is exhausted he will be easier to hit.
Let me know how it works.

Q: What has RSI said about the HOSER REPORT?

A: I was considering about that for some time myself. Since over 2 years
had gone by since my departure, and RSI has claimed major program
changes, I felt that the time was appropriate to start a strategy newsletter.

I have been contacted by Paul Brown, it appears that RSI is supportive of
this (although they were not too wild about the name). I think the benefits to
themselves are recognized. A complimentary subscription was requested by;
and is sent to, RSI. Their desire to keep tabs on what is being published
about their primary product is certainly understandable.

It is not intended for the HOSER REPORT to be a vehicle to unfairly bash
anyone. I have received some questions and other items critical of the
moderator. Since I intend to print almost anything which has a factual
basis, it stemmed appropriate to extend RSI the opportunity to respond to
criticisms. So, you may even see statements from RSI appear in the HOSER
REPORT.

Q: Do you remember the time when I asked you how I should run my LUA
(name witheld)? Well, here is his total stats:

 
ST=12        DEC skills  2    Expert: INT, PAR
CN=12        ATT skills  2    Average skills/turn = 2.08
SZ=9         INT skills  7    Record (witheld)
WT=16        RIP skflls  3
WL=15        PAR skills  10
SP=13        DEF skills  3
DF=13

He has no problems against BAS and the likes, but always loses to LUA…. Do
you think he should try the parry tactic? I’m very reluctant to use it. He does
not dodge well against the other LUA, I’m not sure why. His 13 SP is pretty
quick in my opinion, but he never seems to get the initiative.

A: The first thing you should start doing is start challenging BAS. On the
parry tactic: 10 parry skills for a LUA is pretty damn strange considering
initiative or dodge is usually the dominant skill of this style. Between my 3
LUA (2 of which are in AD), I don’t think they have 10 parry skills between
them. The fact that he is only expert despite 10 skills plus attribute
increases (you didn’t tell me what the natural stats were you hoser!)
suggests that while his relative parry is good, on an absolute basis he doesn’t
have great parry ability. It is worth a try in this unusual case, use a good
lunging weapon that has some parry value (LO. SC, SH) with an off-hand
parry weapon (SH, DA, ME – SH preferred). Do not use the parry tactic in
your opening minute, or desperation.

Dodging – He only has 3 skills, and hasn’t hit expert (even with whatever
attribute increases were done). I’m not surprised that he can’t dodge. Even
for an experienced LUA, I feel the dodge tactic only functions to reduce (not
eliminate) the number of hits per minute. Not nearly as effective as a parry
defense, plus it costs endurance to dodge.

Initiative –
He doesn’t seem to have many initiative skills for the total
fights he has (of course not – he’s busy learning parry!). You
never said what his armor & weapons set up was. Try dropping weight to
the minimum to gain initiative (CN and WL are good so the chance of dying is
pretty miniscule), make liberal use of the lunge tactic.

Q: Do “tactics” really work?

A: To the best of my knowledge and experience, all tactics will have an
effect on your gladiator. Personally, I use all of the offensive and 2 of the
defensive tactics. I do not use riposte or responsiveness because I don’t
have the correct fighters, and I can’t remember which letter is which tactic
on the turn sheet.

The experience gained over time should answer your question. If not, get in
contact with someone you can trust, and arrange a series of “fixed” fights.
Use a “challenge” strategy, they use an “if challenged strategy. The only
thing that changes is that you (or they) switch or omit tactics.

Perceptive readers will recognize that over a series of fixed fights there will
be learning, which would confound results. This can be minimized by each
fighter raising attributes to the next even number. Or, raise CN since it has
no effect on skills. Remember, only raising to odd numbers can affect skills,
odd numbers represent break points (except in AD, which is a different
story). Alot of trouble to go to, I find it easier to believe that tactics work.

THE MANAGERS CORNER

The suggestion came in that a table be published relating weapon
effectiveness vs. armor. Not a bad idea, but room is lacking in this issue. It
is upcoming. Please feel free to send in your observations. Mike La Plante
did send in these additional notes on the tables which appeared in HR #1.

 
To use 2 EP requires 21DF, 17DF if AMB (ambidextrous).
To use 2 LO requires 17DF, 15DF if AMB.
To use 2 SC requires 17DF, 15DF if AMB..
To use 2 SH requires a 7 ST.

How many of you have problems relating SZ to the heights which appear at
the top of the fight? I can’t for the life of me figure out what the SZ of
someone 6′ 6″ is, being accustomed to the 3 to 21 scale. The above
mentioned manager sent in the following information, which was originally
compiled by Brian Stafford:

SZ

Height

SZ

Height

SZ

Height

SZ

Height

3

4’11”

4

5’1″

5

5’3″

6

5’4″

7

5’5″

8

5’6″

9

5’7″

10

5’8″

11

5’9″

12

5’10”

13

5’11”

14

6′

15

6’2″

16

6’4″

17

6’6″

18

6’8″

19

6’10”

20

7′

21

7’2″

PROGRAM CHANGES – A FIRST LOOK

In the beginning of April RSI announced important program changes. I have
heard accounts from two people of scums being knocked around like so
many tennis balls, and of a scum vs. scum fight being called somewhere after
the 10th minute. After reviewing 13 of my personal fights I have seen 1
where the mentioned changes came into play. Here is how it looked (I
challenged):
Hose Worst(Hose Machine)

Tegeus Crontis (Those Who Rule)

19-3-0

26-31-0

5’4″

5’8″

ALE,F

N,N

SH,ME

LS

SH,DA

SS

TPS

PRP

MIN 1: TC CRIT ATT, HW deflects. TC out of control, TC CRIT ATT. HW deflects. TC CRIT Att,
HW deflects, HW flies backwards, TC ATT, HW PAR,
HW is forced back, HW twists, TC CRIT ATT,
HW PAR, TC slips past, HW hit LA, TC ATT, HW PAR, HW pivots, TC CRIT ATT

MIN 2: HW hit RL, HW knocked down, HW back up, TC ATT, (comment), HW deflects, TC
exhausted, TC CRIT ATT, HW deflects, TC slips past, HW hit CH, (comment). HW frantic, TC
ATT, HW PAR, TC ATT, HW CRIT PAR, clash, TC ATT, HW hit HE, (awesome blow), HW
winces, TC CRIT ATT, HW hit LA. HW knocked down, (comment)

MIN 3: HW hurt. HW motions, TC wins.

The new changes are underlined (my strategy in minute I was 1-1-P). The
main effect was to be an endurance cost to absorb energy by parrying. Hose
Worst has tons of endurance, so it doesn’t appear to have been a factor.
What hurt was the “slipped past parry”, but thats old news. Clearly more
information is needed, changes will continue to get coverage as they develop.
By the way, if any of you would like to develop a coherent shorthand system
for detailing fights, I’ll be glad to use it.

Lastly, using my usual good discretion, I think its time to leak news from an
unidentified source about “…the release of a number of changes to the game
….under wraps for the last couple months … to address the reasons people
have dropped out.” Whatever happens (next month?), I’m sure its nothing
but good news for RSI customers. Remember, you read it in the HOSER REPORT
first!

CHARACTER DEVELOPMENT – THE NEW RECRUIT (PART 1)

Last issue I began to talk about character development and its importance,
and offered some guidelines on “stable cleaning”. With recent program
changes, now is an excellent time to think about rebuilding with an eye to
the future. So now that you’ve made liberal use of the DA and have those
replacements in hand, lets focus on which you should keep, and how they
should be set. The importance of being very picky about your new recruits
cannot be emphasized enough. There is no rule that says you have to give
every recruit a chance!
At least not yet. More often than not, this would
be a chance to lower your team W/L.

At this point something should be said about all the articles one sees in
arena newsletters about the “perfect” character. I don’t think that it would
be too hard to convince most of you that character design is a study in the
art of compromise, and that a “perfect” character does not exist in the
presence of constraints. I have seen a few articles that seem to be on track,
but most have a built in flaw that might be referred to as the “law of
averages”. What I mean is that most show characters that have no really
low stats (except for SZ, everything else is between 11 and 15). I would
argue that this type of character is going to be “incredibly average”, and
have no outstanding strengths to take advantage of. This is the kind of
gladiator that ends up with a 15-14 record. Above .500 to be sure, but if
you have a stable full of this type you’ll be forever in the middle of the pack.
Only the #1 team plays free.

In a nutshell, the Hoser theory of character design is based on the belief that
some attributes are worth much less than others. By “neglecting” some
attribute initially, points can be transferred to attributes which do more for
you. Loopholes in the game design have existed since day 1, and been taken
taken advantage of since day 2. RSI may tighten some loopholes with
program changes (changes to SZ being the prime example), but the idea is
still a good one to build your team around. The $64 question is which
attributes are “worthless”?

At this point, you should all have your original roll up rules. Even an
experienced manager can still make use of them. Lets get down to business.
Get a sheet of paper, and down the left side write down each attribute.
Across the top, write each skill area (if you’re a non-conformist you can do it
the other way around). Reading the roll up rules, make a mark at the
intersection (cell) of skills and attributes. The marks are “y” for yes, “n” for
no. and “?” for maybe. When you get done, you should have something that
looks like this:

 
     ATT  DEC  DOD  INIT  PAR  RIP       DAM  HP   END  ENC
ST   Y    N    N    N     Y    N         Y    N    Y    Y
CN   N    N    N    N     N    N         N    Y    Y    Y
SZ   N    N    Y    Y     N    N         Y    ?    N    N
WT   Y    Y?   Y    Y     Y    Y         N    N    Y?   N
WL   Y?   N    N    N     Y?   N         N    Y?   Y    N
SP   N    Y    Y?   Y     Y?   Y         N    N    N    N
DF   Y    N    Y    Y?    Y    Y         N    N    N    N

More abbreviations: ATT- Attack skills, DEC- Desciveness, DOD- Defensive
actions, INIT- Initiative routines, PAR- Parry, RIP- Riposte, DAM- Damage,
HP- Hit points, END- Endurance, ENC- Encumbrance. Note that some cells
have a “y” and a “?”. I won’t have room to explain my reasoning in this
issue, but keep it in mind.

Skill have been seperated from the “capacities” (for lack of a better term) to
illustrate a point. In general, it’s much better in initial design to maximize
skills at the expense of capacities. Why? Lets look at each capacity.

DAM: Say you’ve just got a “tremendous” or “awesome” damage warrior (a
BAS or similar brute). What good is it to hit hard when you can’t hit
anyone? To emphasize capacities, you must neglect skills (such as ATT). The
hypothetical BAS (he could be any style really) probably won’t be able to hit
any parry style warrior (TPS, PST, PRP, PLU) using a ME and parry tactic.
Think about it. The upcoming changes? Its anyone’s guess how much things
will really change, or when it will happen. I’ll believe it when I see it in
my fights. Getting back to styles, we’ve just eliminated 1/2 or maybe 2/3 of
the available opponents in your arena. Whats left? LUA? With a BAS? Not
likely. SLA? A 50/50 proposition at best. As is other warriors of the same
style (BAS in this case). That leaves STA, WST, and AIM. How many of these
are active in your arena? What is your chance of getting one every turn?
The point is as long as you can start a fighter with good damage you should
be ok. ST & SZ determine DAM.

HP: Its handy (but not necessary) to have a good amount, but I can see
little value in having excessive HP. Most every character I’ve ever seen
designed to “take damage” does just that – stands around and takes damage!
Hoping that your opponent runs out of END before you run out of HP is not a
promising strategy. CN, WL, and extreme SZ determine HP.

END: No skimping here. You need good endurance at a minimum, and an
excess is not at all bad. ST. CN, & WL are the prime determinants of END.
WT also has a small effect. If any of you attended tournaments, remember
the display on the computer screen that gave endurance totals for fighters
“A” and B”? It appeared that the effect was to “recharge” END points when
“resting” (i.e., parrying). And, all other things being equal, a higher WT
gladiator may indeed have a lower END cost per attack. The relationship is
not easy to discern, and there is little that you can do about it. So forget
about the WT effect for now.

ENC: Being able to carry APA and heavy weapons can be advantageous
early. As many of you have no doubt noticed, character abilities begin to out
strip armor protection. This is especially true in AD, were even small
warriors using average weapons can blow through APA like kleenex. If you
are taking care of END and can do at least good DAM, chances are you’ll have
adequate ENC. ST & CN determine ENC.

Once again we are out of space and time. I hope the above ideas have
provided you with food for thought. Please don’t hesitate with any
questions, comments, or criticisms on anything in the HOSER REPORT, or having
to do with the game. In the next issue look for character design to continue,
along with analysis of any new program changes. With some luck and letter
scrunching, more of your observations will also appear (including some
really good stuff on the PRP from an anonymous manager).

Jeff Morgan

The Hoser Report #3

1 views
THE HOSER REPORT

The strategy newsletter for Duelmasters

#3 May 12 1987

$2.00

THE MANAGERS CORNER

The PRP must be a real popular style (maybe I’ve been missing something).
Lots of information has been sent in for publication. One of the best is the
following article from the manager of one of the higher rated PRP’s in AD.
This is the guy I turn to with questions on this style. I hope you find it
useful. If you are sending articles please send nothing longer than this,
unless you don’t mind it being edited and/or squashed.

BUILDING THE PERFECT BEAST, OR DESIGNING A GREAT PARRY-RIPOSTE


Ok, we have all had a chance to look at the new program changes, and ponder the meaning in terms
of what they will do to our established warriors, From what I have seen, it is my opinion that the
parry-riposte (PRP) style is going to benefit tremendously. Of course I admit I may be a little bit
biased due to favoritism to the style, so let me back up this claim.

Before you ever consider making a PRP, you have to consider how the style works. This style is
not an offensive style. Too many managers send their PRPs out at 8/9/10 lunge for the first two
minutes. If that is what you want, get a Pokei. The PRP style is an elegant defensive style that is
designed to make the most of your enemies mistakes. Very few parry-ripostes will do good
damage, they tend to use the slice and dice approach, which will build up lots of popularity. By the
time the tenth minute rolls around and the arenamaster starts checking his watch, if your PRP has
hit his opponent a half dozen times, and looked good doing it, you can guess who wins.. Another thing
to consider is only two styles conserve END better than a PRP, TPS and AIM. It is easy for a PRP
to be active for 10 minutes. This assumes you aren’t being knocked around the arena by that size
20 basher you used to laugh at.

Now lets look at stats. A PRP will live and die by his riposte ability. With the new changes
allowing a sustained offense to break apart a defense, the PRP’s ability to take away the offense
becomes very important. Wit and deftness are the two most important stats in this area. They
must be a minimum of 15 each in my opinion. You will also notice that this beefs up your attack
%. This is intentional. When you riposte your opponent, the idea is to hit him.

Despite the new changes in favor of big warriors, I will still advocate a small size. The reason is
that with a small size, your defensive skills are enhanced. This is a defensive style, remember?
The other reason is you need the points elsewhere. From the experiments I’ve done, I would
recommend between a 5 and an 11. This range seems to be the best trade off in terms of dodge and
absorbing damage.

Next is con. Face it guys, with the new changes, parry styles are going to get hit. So your PRP has
to take damage and bounce back. I would like to see him take normal damage, or be able to get it
with a stat raise. Think in terms of SZ and CN equaling 21. If your SZ Is 5, try a 15 if possible,
13 would be the lowest I’d start a SZ 5 with. If SZ is 11, try a 9 or 10. Notice that a smaller size
has a much better chance of getting good END. Once again, a small size bonus.

Strength comes next. The highest strength required to use PRP weapons is an 11. Start with a 9
or 10. Only a size 10 or 11 PRP will do good damage normally, and you need the points in other
areas, If you want to do damage, get a Pokei. There are plenty of PRP weapons you can use with a low
ST, and you will be able to raise it. Speed used to be a worthless stat. If your wit, will, and
deftness were high enough, your speed really didn’t matter. With the new changes concerning
sustained offense, that is changed. Your PRP has to be fast enough to get his riposte off. If your SZ
is low, your SP can be low due to your defensive bonuses. I would try to keep it between 8 and 11.
Any higher and you will take initiative away completely from your opponents. This is not a bad
thing after 20 fights, but do it against another parry style early on and you will be in trouble. A
riposte is quick return thrust off an opponent’s attack that hits before his defenses are up. Going
offensive against other parry styles is how you lose. Keeping your speed low prevents this.

Last comes will. So far you have spent about 70 points. Will is a stat that modifies everything,
defense, attack, stat raises, skill learns, etc, etc. Given a choice, I want a high a will as I can get.
But weighing the benefits of a high will vs. a high wit, for this style, I would rather pump wit up
two more points to a 17. This leaves 12 – 13 points for will. This stlll leaves your PRP with a
65% chance to raise stats once, and plenty of staying power.

With the above parameters, my best PRP will look like this:

ST

CN

SZ

WT

WL

SP

DF
10

15

5

17

13

9

15

You will start out very intelligent, possibly with good endurance, and have a good chance of
starting with an expert in riposte. You wlll have to raise ST once to get a normal carrying
capacity.

PRP weapons are as follows; ST 9 or less, SS,SH,EP,SC; ST 11, LO,LS. Never use a EP, SH, or
SC against any armor heavier than ring. Notice that there are very few weapons a PRP can use.
This makes it relatively easy to find your favorite weapon. When you find it, there is a big
difference in your fights.

When setting up your plot sheet, keep your PRP in light armor. Ring is good against offensive
styles, leather or padded against parry styles. Keep your offense down. I only go higher than a 5 if
I’m challenging a known quantity. With the new rule on calling a fight, you don’t really have to
worry about going 15 or 20 ininutes, so set your activity at a moderate level the first several
minutes, then slow down to a 3 maybe. Never go below a 2. I suspect alot of managers will be
upping the activity levels now, and I would not want to be caught with 1 activity. Kill desire is a
matter of personal choice. Just remeitber, a high kill desire, especially a 10, detracts from your
defense. Stay away from fast LUA, big BAS, and WST in your first 10 fights. Anyone else is pretty
much fair game. Especially go after the old slimers, the ones that are all con/will. Their
managers will probably try to make them fight rather than DA them, so there will be plenty of bad
attacks to riposte. It will be a turkey shoot for a few turns at least.

I hope that this article has given you some insights into what I consider a devastating style, when
run properly. Those of you who have fought Erin know what I mean. If you have any further
questIons on this style you can contact me thru the mail. Good luck, and good hunting. – Mark
Ferris, 663A W. 6th St., Tustin, CA 92680

I recieved a very interesting piece of information from RSI (Paul Brown &
Chuck Kraver). It is an addition to the SZ/height table last issue. Apparently
you will be able to increase SZ in AD.
SZ:

22

23

24

25

Height:

7’6″

7’9″

8′

8’3″
HOSE KNOWS

Questions and Answers

Q: Do you have any ideas on PST strategy?

A: I have always viewed the PST and the STA as similar to the PLU and
LUA, one gives up some of the attack ability for a more rounded character;
The STA was intended to be the most versatile style in the game (with the
possible exception of AIM). We know how that turned out!

Versatility means not only a wide choice of weaponry, but a reasonable
ability to use most offensive and defensive tactics. Successful use opens the
door to customizing strategies to opponents. For most styles, I feel that a
manager should find a workable “offense” strategy, and a similar strategy for
“defense”. Then, alternate minutes between the strategies favoring what
your fighter does best. With most styles you don’t normally fool around
outside the “optimum” offensive effort and activity level ranges.

In theory the STA (and the similar PST) should be able to utilize all the
weapons and all the tactics. Even though the fighter in question will still
have a favorite range, weapons and tactics options make straying outside
“normal limits” more viable. Thus a manager should have a much better
chance of developing a “customized” strategy to defeat a targeted opponent.
This idea may be thought of as “doing what it takes to beat a foe”, in contrast
to using the strategy of “doing what one does best”. I like the last idea best
instead of getting too fancy on the strategy sheet. Of course, your gladiators
strengths may not be effective vs. all opponents. Thus the value of
versatility (in theory anyway).

My ideas would be get who you want to fight, use a challenge strategy if
you’re up against a known opponent. As far as tactics, try them all.
Decisiveness and parry are the obvious choices, but try the offensive tactic
that matches weapon type. On defense, relying on the parry tactic for
extended periods of time is out (unless of course the PST has 15 or 20 parry
skills). Experiment with riposte and responsiveness. PST is not noted as a
mobile style, the dodge tactic is less attractive but may be useful.

Q: Any tips on BAS? Mine never gain initiative.

A: Why are you fighting faster opponents? Try decisiveness. Are you using
a slow weapon (HL, GS)? BAS have Very good options for weapons, try a QS
or a MA. Have you tried redudng weight? Test the new sustained attack
package on your favorite scum.

The style description of BAS suggests that the norm is a high aggressiveness,
with little movement. Maybe 10-4 or 6-3 or something like that. Using
everything helps greatly (especially if your BAS can end the fight quickly),
but most won’t have sufficient endurance remaining to continue the fight.
All or nothing. Not a very promising prospect when pitted against
inherently faster (or more skilled) opponents. If you’re caught in that
situation, try to parry. Not many people seem to realize that experienced
BAS get credible parry ability. An off-hand shield is highly recommended.
You’ll be hit but the idea is to survive the onslaught. By that time the
opponent should be exhausted (or at least slowed down to where your BAS
can handle the situation). Lots of interesting possibilities for the BAS now.

Q: Why is RSI so unresponsive to customer problems?

A: Obviously. I am not very close to the situation, but the subject has been
kicked around quite alot. I can offer my opinions, especially having been on
the other side of the fence.

RSI is running about 40 or so arenas every 10 business days. Thats a pretty
fair amount of work. I would imagine that most of the resources of RSI are
being used for Hyborian War (which I hear is a very good game). These
guys are busy, but that’s not a defense.

Personally I think they do a pretty good job. I expect my turns run on time,
and by an large they are. I expect accurate data input, and it is most of the
time. Only once has input error ever cost me a fight (I didn’t bother to
contest it). I don’t really ever have any questions or need to interact with
the moderators. Maybe I should expect more?

Players can make the situation better by realizing the difference between a
grievance and a gripe. Game results are the product of the factors of random
chance. “Bad luck” is not a good basis for a complaint. Error on the part of
the moderator is. Is that question you have so important that it requires an
instant answer?

That does not mean. there have not been problems. There have been. An
adversarial atmosphere has developed, and there is lots of ill-will out there.
However we all have a common reference point, that being we want to see
Duelmasters continue to improve & grow. It is the persisent problems that
are creatjng the impression of indifference. Much of the criticism is
deserved. Duelmasters players pay a premium price, and should get prompt
solutions. RSI is making efforts to serve us better, I’m sure everyone will be
watching the follow through.

Q: I’m a new manager, and some of your references (“unless the style is
AIM”, the odds are against AIM, STA, SLA, and the WST”) weren’t clear. Are
these generally poor long range styles, short term, or what?

A: What I was referring to was the overall effectiveness of each style.
Virtually any arena newsletter you can get your hands on will have these
styles ranked at the bottom of the style listing. The AIM and STK tend to
take lots of time (and money) to develop. Since you read the HOSER REPORT I
assume that you want to avoid fighters with 4-15 records. The SLA and
WST tend to have good early fights, but can’t compete on an advanced level.
Why? The parry tactic is the “natural” way to neutralize the slashing attack.
Little needs to be said about the dominance of party styles for the last 30 or
so months. The WST also suffers a very high END cost. Even though the
cards are stacked against them, there is always room for a good one.

PROGRAM CHANGES – ADVICE TO SCUMS

At first there was a question in my mind as to whether the mentioned
changes were just new text inserted in the program. After reviewing a few
dozen fights,there is no doubt in my mind that these are real changes. Will
they have a significant impact? I don’t think its going out on a limb to say
“yes”. In fact, I think that this will initiate an “arms race”, with the large
fighter (SZ 15 to 17) being the gladiator of choice. My advice to readers is to
start racing now. More program changes are rumored for May release.

Apparently fights running past 10 minutes (scum vs. scum) will be allowed
to continue. Many managers are heavily invested in scum, and they must
have been quite vocal. I don’t think that this concession will slow the
dropping W/L for scums.

If you are running parry styles, I offer these tips; Even if you can go several
minutes without a breach in the defense, END costs will add up. Trying to
hide behind a shield for more than 3 consecutive minutes (“scumming”) will
likely be unprofitable. Many TPS will have a fair amount of DEC skills,
you’re going to have to use them. Try to soften up your opponent in minutes
2 or 3, and think about ending the fight in minute 4 or 5.

Since the changes are aimed at reducing the END of scums, you may blunt
the effect by raising the stats affecting END (ST, CN, WL). Train skills for the
challenge and random match-ups, increase the attribute if you get
challenged. Why?

If you run a scum of any experience, there are probably managers who
“have your number”. They will be eager to test the new program changes at
your expense. This assumes that you will lose most of the times you are
challenged. Remember, getting pummeled and losing fights is not conducive
to learning skills. So write off the fight and get the attributes. Of course, if
you can challenge and get the people you want to fight your rival won’t get
the chance to nail you.

CHARACTER DEVELOPMENT – THE NEW RECRUIT (PART 2)

Last issue we looked at which attributes contribute to the physical capacities
of a gladiator. So, that leaves the “skill” areas to look at, the abilities we
want the new recruit to excel in. Now we can get a better idea of which
attributes are worth more than others, From here on I will often refer to
averages. “Average” is 12 on the 3 to 21 scale (84 points/7 attributes).

First, I think most managers will accept the proposition that large SZ is
liability. You may have success with large gladiators now, but I can’t see
that the basic cause of the disparity has been corrected. SZ should be
independent of the point total. Bottom line: I want a couple of big guys in
my stable, but only a couple, Unfortunately SZ is the only attribute one can’t
alter. Warriors with unacceptable SZ are automatic DA candidates.

Looking at CN, we see that it helps no skill area whatsover. Given the low
mortality rate
, you’re nuts if you add any points during initial design.
Example: Team average natural CN for current Hose Machine is 9.46 with a
W/L of .682, Not counting the highest 3 of 15, the average CN is 7.50. Four
and one half points under average, points that can be used elsewhere. The
downside?

1) HP will be low. Generally speaking, good warriors don’t get hit very
often.

2) END will suffer. This can be offset by adding to ST and/or WL.

3) ENC will be lower. Yes, but it is partially offset by adding to ST, and
heavy armor is of questionable effectiveness later.

4) Permanent wounds. Lots of talk here, but no action yet.

5) My warrior will die. Maybe so. Thats life in the food chain. Expect to
lose a few, but the ones who make it will take you far.

SP is the last attribute I feel can be neglected by most gladiators. The table
from HR#2 shows that speed contributes to everything but attack. Note the
“?” by doage and parry. My lowest SP characters are not lacking in either
skill area. In fact, my best TPS (Engwar in AD) has a natural SP of 5.
Compare your high SP characters to your low SP characters. How quickly
does each reach expert in parry or dodge? Has raising SP ever caused you to
reach expert in these skill areas?

The exceptions would be PST, STA, and PRP. These styles are heavily reliant
on decisiveness and riposte. I would say minimum SP of 11 for these styles,
maximum of 9 for all others. Many managers might disagree, that is their
perogative. I maintain that no character with 21 SP will ever be a dominant
character, Duelmaster or otherwise. Good maybe, but not truly great.

The first thing I look at on a new roll-up is these three attributes. Ideally
they will total 30 or less. Using this system, the best character I have to
date is a character with a 17. Since 12 * 3 is 36, that character recieved a
“bonus” of 36 – 17 – 19 points. Where should you put them?

WT is the most important attribute for any fighter that hopes to be viable in
the long run. High WT fighters tend to require less skills to reach expert
status. WT adds to every skill area. The question mark under decisevness is
to indicate that this only seems to be effected by a very high WT. WT may
also have some effect on END. It takes a very long time to reach AD on 1
skill per turn. Never accept less than a natural 11 (11 can become 15).

WL adds only 2 skills (attack and parry), but is important in many other
ways. When the computer decides to check for morale, that 21 WL keeps a
gladiator going for a long while. It increases END and HP. I actually had a
character raise to a 22 WL (in AD) and he reached expert in decisiveness. I
doubt that there are too many truly great characters with a WL of 10 or less.

DF is probably more of a priority than WL to some managers, but if your
man is small and fragile, WL should come first. Checking the chart, DF
increases attack, parry, dodge, and riposte. Weapon problems begin occuring
rather frequently with 10 or less DF. No fighter can have a DF too high.

ST will be fairly important for the same reason as WL, they cover your
deficiencies in CN. With a 9 you can use a good slashing weapon (SC) and a
good lunging weapon (SS). The lightest bashing weapon is the QS (11 ST). ST
will also be more important the smaller the fightet is. SZ seems to have a
much larger effect (positive or negative) on damage than ST does.

Now is when you should determine style. Usually it is clear before you add
any points that some stytes will be out of the question due to such factors as
SZ, damage, endurance, etc. That serves to narrow the field. Well designed
characters usually have a choice between two or three possibilities.

ODDS & ENDS

The backlog of material for publication continues, but don’t let that hold you
back. One of the things I feel is important to the HOSER REPORT and its
readers is exclusivity. You may have noticed announcements once again in
your arena newsletters, these will be probably be the last.

Do you suppose now that R&D on Hyborian War is complete Duelmasters
players will get a price roll-back?

I have heard that the 4th Grand Tournament will be held over the Labor Day
weekend. If you can only take one major trip this summer, this is the one.
Not only do you get a chance to gain experience while your rivals are idle,
but its a fun weekend. You meet other managers face to face, lots of politics.
My favorite part (next to killing someones entry) is the announcement of
each rounds pairings. Talk about suspense. Then comes the frantic rush to
cut deals for information (or mercy), and fill out your turnsheets in the
alloted time.

Then comes the wait for results. The first two rounds can take several hours
each. After the first elimination things speed up quite a bit. Then there are
the upset victories, the cinderella stories, usually a prominent death, and the
pain of elimination. If you still have warriors advancing, things get intense.
The chances of matching up with a cupcake are slim, chances are better that
you’ll match with the type of opponent that always gives you trouble. You
really feel great when you still have entries in the 6th, 7th, and 8th rounds.
And you’ve done a good job. My bet is the Mordant warriors will once again
be standing tall when the dust settles.

Some of the newer managers have asked me to clarify earlier references.
After this issues article on the new recruit, I will back-track to a basic game
philosophy that may give readers better insights on how to view this game.
Good luck.

Jeff Morgan

The Hoser Report #4

3 views
THE HOSER REPORT

The strategy newsletter for Duelmasters

#4 June 2 1987

$2.00

THE MANAGERS CORNER

The deluge of material on the PRP continues. The following
information was submitted by a manager who wishes to remain
anonymous. It relates selected attributes and number or skills
learned to the number of skills required to achieve expert status in
given skill areas. The value of this information is in character design.
Obviously, we all want our gladiators hitting expert levels at the
earliest opportunity. Good character design insures this.

Unfortunately, the manager did not say if attributes had been
increased after initial character design (which would make results
more difficult to interpret). If you send in this type of information,
please indicate what attributes were raised to the next odd number,
and when it was done (before or after?). The best information is
obtained from gladiators whose learning has not been “contaminated”
by attribute increases. Also, some attributes were not included (such
as ST & WL for attack and parry). However, I feel the information is
still excellent and will be of considerable value to readers.
Remember the following is for PRP fighters. This is a topic that
deserves, and will get, much attention in upcoming issues of the
HOSER REPORT. Stay tuned.

Exp Attack

Exp Initiative

Exp Parry

Exp Riposte

Gladiator

A

A

B

A

B

A

B

C

D

WT

15

15

13

21

19

15

15

21

13

DF

15

16

13

11

13

15

15

11

16

SP

13

17

16

9

10

11

13

9

17

Skillsreq’d

4

5

2

8

8

2

0

8

0
Adv Exp Riposte

Gladiator

E

WT

13

DF

16

SP

17

Skills req’d

3
If there has ever been doubts in your mind as to what weapons are
well suited to which style, this chart submitted by Alan Yip should
answer your questions.
BAS

STA

SLA

PST

LUA

PLU

WST

TPS

AIM

PRP
BA

^

X

X

^

X

^

HA

^

X

^

^

^

^

^

MS

X

X

^

X

^

WF

X

X

X

WH

X

X

X

^

^

^

MA

X

X

^

^

^

SS

X

X

X

X

X

X

LO

X

X

X

X

X

X

X

X

BS

X

X

X

X

X

X

X

EP

X

X

X

X

X

X

X

X

SH

X

X

X

X

X

X

X

X

DA

X

^

^

^

^

^

^

^

^

SC

X

X

X

^

X

X

X

X

X

SM

X

X

^

X

^

^

^

X

^

^

ME

X

X

^

X

^

^

^

X

^

^

LG

X

X

^

X

^

^

^

X

^

^

GA

X

X

X

X

HL

X

X

^

^

^

ML

X

X

QS

X

X

X

X

X

X

LS

X

X

X

X

X

X

GS

X

X

X

X

X

Comments: Alan indicated that this list was not complete. I have
made some additions (the ^’s). If you see something we missed,
send it in. I do not certify this (or anything else) to be error free.
What do you expect for two bucks?

One manager wrote to suggest that the rankings should give the
styles of each warrior (great idea!). The idea would be to promote
less popular styles by awarding the title of “Style master” to the
highest ranked gladiator of each style. Even some of the initiates
would have a chance at gaining a title to defend (would they play for
free?). He also asks the following question: “A topic I’d like to see
discussed is how to rid the arena of wild eyed managers and their
sunning dogs who insist on going for the kill. Are you with
me????”

Killing is certainly a topic I spend alot of time thinking about. What
about you? Killing and related issues would make a great topic for
debate since we all have a stake in it. I’ll devote as much room to it
as needed to print your opinions. How about it guys?

HOSE KNOWS

Questions and Answers

Q: Does the program actually control skill learns, or is it the decision
of management?

A: If your meaning is “does management control skills on an
individual basis”, the answer is no. Obviously, the game designer has
decided how skills should be learned (made decisions), and the
program is written to execute those decisions. There are many
factors that influence learning, including WT, WL, damage taken,
fight length, winning or losing, experience differential, luck, and
probably a few more that don’t come to mind right now. If you don’t
have a copy of the red rulebook (where these factors are mentioned),
you may want to get one.

Back in the days when the game was run on Kaypro 10’s, you could
actually watch this process on the screen for each fight (maybe you
still can on the new system, I don’t know). This was a very popular
item for RSI customers at tournament time, or for those visiting the
underground factory.

Each factor had a numerical value assigned, all values were summed.
The resulting number ranged from a low of perhaps 20, to 120 or
more. The computer then generated random number’s between 0
and 100 (it “rolled the dice”). If the “throw” was less than the
gladiator’s sum, then a skill was awarded. Then, 20 was subtracted
from the sum and the process repeated until a “roll” was missed. A
high WT fighter could have an initial sum of say, 90. If the first roll
came up 91 he gets hosed on his skills. I believe that in the event
that a fighter came up empty, he then got a “saving throw”, with a
50% chance of getting a single skill.

Q: How obvious will it be when I come across my favorite weapon?

A: Not very. In addition to a favorite weapon, each fighter is
assigned a favorite offensive effort, activity level, and tactic (there is
a chance that the favorite tactic will be no tactic at all). If you
happen to be using the “favorite” weapon and the other factors are
off, you can see how this confuses results.

When you are optimizing on the “favorites”, you should have a much
higher probability of pulling off “critical” actions (attack, parry,
dodge, riposte). Criticals are generally identified as the very long
sentences in your fights. Since the game in general gives you very
few specifics to go on, you have to zero in over the course of a large
number or fights. When you see good things happening alot, you’re
getting close. Try to vary as few factors as possible in any one
minute.

Upon invitation to AD, you are informed what the weapon is, along
with the tactic. In AD, you are always well suited to your favorite
weapon, though this is not always true in the regular arena. Also,
they tell you about what offense & activity are favorite (very low,
low, moderate, high, very high). If you have been playing for any
length of time (which will be the case if you get the AD invite) you
will know this anyway, so it is not that helpful. Favorites are
supposed to be reasonable for your style. This should give you a
starting point. Good luck, and don’t worry about it too much.

Q: Does a small, fast STA with a WH have a prayer against a fast
LUA of equal experience?

A: Usually, no. The STA normally will have an edge in decisiveness.
A big edge. This will allow him to get in the first couple of attacks
(which may or may not hit). Most LUA will have the CN and/or WL
to shrug this off because small fighters don’t deal extra damage in
most cases. Then the high initiative of the LUA takes over (decisive
fighters generally can’t control the fight for an entire minute),
leading to a perforated STA. Usually.

All of this is based on the assumption that you want to try and out-
quick the LUA. Most LUA come blasting out of the starting gates, but,
not all of them do. Some play a more moderate strategy to create
sustained attack and avoid sucking wind in minute two. Some
managers vary the strategy by opponent. Second guessing other
managers can be risky. That is why I always worry first about
running my fighter to do what he does best, instead of worrying too
much about what the other guy will do.

If the STA has any type of defense, he can very easily win by
waiting out the LUA. If in doubt, try it.

Q: When you say “natural”, does that mean before or after you add
the base 14 points of training?

A: AFTER you add your base 14.

Q: Do you have any suggestions on large fighters?

A: I feel that the satire philosophy of differentiating between
attributes applies to fighters regardless of SZ. Invest your points in
the “big payoff” attributes. The primary difference will be that the
choice of styles will be different. Large fighters are usually better
made into the more aggressive styles.

Q: I am under the influence that if a warrior is ambidextrous, all he
needs is the minimum deftness to use the same weapon in both
hands. I once had an ambidextrous lunger with 11 deftness and he
did just fine with two longswords.

A: What? Not a whole lot has ever been mentioned in the rules
about being ambidextrious, and I don’t recall RSI making public
statements about any benefits arising from this state.

In our fights there is never any indication for ambidextrious fighters
of what hand the primary weapon is carried in, or if this changes
between fights (such as to take advantage of a right or left handed
opponent. It certainly never changes during the fight. If I
remember correctly, there was supposed to be some minor bonus to
attack and parry (say, equivalent of one or two skills), and lower DF
requirements for using two identical weapons simultaneously.
Closely related is the “two handed bonus” that is supposed to arise
from not using an off-hand weapon or shield. Meaning, the program
assumed a fighter using a single handed weapon in both hands gets
extra power and quickness (sounds like another small attack bonus).

This may be another one of those areas where the game designer had
always intended for the game to have that feature, but it hadn’t
actually been programmed yet.

Q: If we’re your best fan do we get to receive the HOSER REPORT for
free???

A: Fat chance.

WHATS ON THE HORIZON

For those of you in AD, I’m sure that you have had an opportunity to
read the latest announcement from RSI “So what the Heck is the deal
with Advanced Duelmasters Anyway?!”. It raises a number of
questions concerning the future of this game, and I think that it
applies to all Duelmasters players even though it only seems to have
appeared in the AD newsletter (those of you not yet in AD might
want to get a copy from a friend or the moderators). I will not use
my limited space to reproduce it here, but for those who are not in
AD I will summarize what it said:

The AD audience is too small to pay for the programming costs
associated with the game. Since AD was to have been the foundation
for future games, the cost was to be spread out into the future
games. Now, Ed (the game designer) has devised a combat system
that will make Duelmasters obsolete. Any further improvements in
AD are therefore not justified on a cost basis, RSI will develop the
new system instead. Further AD improvements have “hit a brick
wall”. This decision was reached after 3 months of internal debate.

Its disturbing that RSI had had the information of a new system for
three months, yet was widely publicizing enhancements to AD and
the standard arenas. We’ve all read the official announcements, and
many of us had heard leaked rumors (don’t feel too bad guys, I was
sucked in myself). The rug has been pulled out from under us.
Again. If Duelmasters was not so enjoyable (addictive?) these
continued PR flaps would have killed RSI long ago. They might yet.

Why do I think that it pertains to all players? The differences
between the standard arenas and AD are: 1) some different lines of
text in the computer output, 2) some minor differences in attribute
increases, 3) fighters are well suited to their favorite weapons even
if they were not in the standard arenas, and 4) a diffetent point
range for each warrior class. For all outward appearances,
Duelmasters and Advanced Duelmasters is the same game (a rose by
any other name…). If you accept this, then the announcement
applies to ALL arenas and players.

Don’t get me wrong, I’m always in favor of a better game and RSI has
promised a better game. Having known the game designer
personally, I have every confidence and expectation the AD II (or
whatever you want to call it) will be awesome. But, RSI has not
earned much praise for on-time performance. Hyborian War was not
running on regular turnaround until more than two years after the
promised release date. How long will it be before the new
“Advanced Duelmasters” comes out? I hope you like the game as it is
today.

Maybe this announcement also will be soon forgotten by RSI? Well,
at least one lesson has been learned about promising release dates.
RSI didn’t give one. Personally, I don’t want to know until the new
game is ready for playtesting. I hate being strung along.

The unanswered questions? What about the Grand Tourney, is it
scrubbed?. What of the AD characters that mangers have invested 50
fights and hundreds of dollars in? Since AD as we know it will be
obsolete, doesn’t it follow that the system that produced them (i.e.,
the regular arenas) will be obsolete? Can they transfer into the new
system? Will the old game still be run? Will the current
Duelmasters customers be SOL (sure out of luck)?

I had contacted Paul Brown last week on a different subject, and this
was briefly mentioned. Paul realized that there were unanswered
questions, and called back later to leave a quite lengthy message on
my answering machine.

From what Paul had said, current Duelmasters players needn’t worry.
Duelmasters has always been a good product for RSI, and they will
continue to run and support it (standard arenas and AD apparently).
Characters still active when the new system is brought on line will be
able to transfer into it, much as gladiators now transfer from the
standard arenas to AD. It seems that the Grand Tourney is also still
on. The rest of his recorded message slips my mind now, but the
thrust of it was that there is no threatening news for current
Duelmasters customers.

Unfortunately, it looks like no new programming either.

What does it mean for us? Most importantly, it appears that we are
“locked into” the system we have now. Things could be worse, we
could have been stuck with the total dominance of scums. It would
appear that this announcement kills any further speculation on
program changes and the strategy implications.

Is there cause to be upset? I guess the bottom line is not really. I
certainly don’t think much of the promised improvements being
withdrawn (it stinks), and I wonder how long a stagnant game will
hold the interest of all the players. Perhaps there will be a number
of small low cost things that can be done? RSI made a business
decision, which they were well within their rights to make. Perhaps
it was the nature of the announcement. I’ve never heard of a new
product being launched in quite this way. I hope that the remade
Duelmasters is ready soon.

DUELMASTERS – A BASIC APPROACH

This is a tough column to write for someone who has played for so
long. Over the years you see almost everthing (or so you think), and
you take for granted your accumulated experience. You actually
forget why you do the things you do. Playing becomes habit. Yet,
there isn’t anyone out there who can’t learn a new trick, myself
included. It is my intent to start “from the ground up” and build a
framework in which to view this game, I am hoping that the
verteran players can draw something valuble out of this. As with
anything you read in the HOSER REPORT, feel free to send in your
comments, criticisms, or whatever (i.e. I need more material for HR
#6).

Chances are, you haven’t seen a game quite like Duelmasters before.
When you first began (or even now), didn’t you ever ask yourself
how DO they do it? I did. Duelmasters was my first exposure to PBM
games. I never even played Dungeons & Dragons until I was in
college (a deprived childhood, right?).

So, what do you do? The answer is to construct a model that
describes what is happening on your printouts. You have already
done it, whether you realize it or not. How? By accumulating
knowledge from various sources and drawing inferences. This allows
you to predict consequences of your actions. When results don’t fit
the model you modify the model and try again. More on it later.

Model building is really a form of problem solving, which is done by
qualitative or quantitative analysis. The game designer never
intended to give out numerical information on the game. This policy
has been continued by RSI. In other words, they don’t really give
you much to go on. Even the popularity was changed from a number
value to descriptive terms. Looks hopeless at first, don’t you think?

We all know that Duelmasters is computer moderated. Computers
must work with numbers at the most basic level, then match
numerical results to the lines of text we see on the printout. A ray of
hope.

Before you can analyze information, you have to gather it. Where?

1) From your fights. You have very good control over 50% of what is
going on (via the turn sheet).

2) Your friends, especially if you can arrange fixed fights and
compare strategies used.

3) The HOSER REPORT. I had intended this publication to be a clearing
house for information, not 4 pages of me telling you how to manage
your stable. I have lots of good ideas and experience, but so do the
readers. One of the strengths of this game is that people with widely
differing opinions can be successful at the same time. If everyone
understands how to extract information and contributes, this could
very well be your “key to the bank”. Readers of the HOSER REPORT
manage a very large number of warriors. As a group we see more
fights in one turn cycle than the individual manger will see in years
of play. How much you get out will be proportional to how much you
put in.

4) Contact with RSI, and friends of RSI employees. Information
leaks through RSI like a sieve. Before joining RSI I had the luxury of
being able to personally visit with the game designer, we talked
about the game sometimes for an hour or more. Ed however is a
pretty crafty man. He gives you that kernel of truth, but plants it in
a pound of manure, The trick is to sift through the bull. Moral of the
story: Reliability of information from this source is suspect. Use
with caution.

5) Other games. When talking of Duelmasters, I often make
analogies to other games such as backgammon, poker, eucher, D&D,
and horse racing (among others).

When you try to figure this game out, there are a few pitfalls to
avoid. Specifically, keep it as simple as possible. The simplest model
that fits results is better than a complex one that gives about the
same fit. While Duelmasters is a wonderful game, don’t give it credit
for anymore than it is really doing. From some of the things people
ask you would think that RSI had created machine intelligence and
applied it to a PBM game.

What is Duelmasters? Basically, nothing more than a combat
resolution program. Think of D&D. Whenever you have an
encounter, there are several outcome possibilities, one of which is
combat. There is a procedure you go through to resolve this situation
that looks something like this:

Simplified, but essentially correct. With Duelmasters, there is only
one possibility, combat. The above system gives you a rough
guideline to compare Duelmasters to, which I will do next issue.

BONUS ISSUE!

Normally I stay with the 4 page format because I feel that it is
appropriate. This time however I was running late and didn’t have
time for editing. Also, there was quite a bit of material to print, so
here it is. My apologies if your issue came postage due. And….
NEW LOWER PRICE!

For this isssue you may have noticed that I lowered my price (see
front page – ha ha). It can’t go any lower! Sorry, I couldn’t resist,

Jeff Morgan

The Hoser Report #5

1 views
THE HOSER REPORT

The strategy newsletter for Duelmasters

#5 June 23 1987

$2.00

THE MANAGERS CORNER

After the last issue I received some great information on skills,
attributes, and ratings. This information is on the PRP, but next turn
I will move on to the PLU. Each issue I will concentrate on a
different style, and will update as needed. Mike LaPlante supplies
the following (learning in chronological order):

 
                  ST   CN  SZ   WT    WL   SP   DF  Hand
Original:         12   14  12   12    8    13   15  R
Final:            12   14  12   12    9    13   15
Increases:        WL+ 1, riposte skills +2, expert riposte.
 
                  ST   CN  SZ   WT    WL   SP   DF  Hand
Original:         9    14   9   16    11   11   16  R
Final:            12   14  12   17    9    13   15
Increases:        WL+1, expert riposte.
 
                  ST   CN  SZ   WT    WL   SP   DF  Hand
Original:         9    11  13   14    11   10   16  A
Final:            9    11  13   15    11   11   15
Increases:        WT+1,SP+1,riposte skills +2, expert riposte.
HOSE KNOWS

Questions and Answers

Q: This business about the warriors “favorite weapon”…. Does this
“favorite weapon” change as a warriors attributes change?

A: Nice try. No, as far as I know, after favorites are determined
they never change.

Q: I was brought up on the notion that if someone is going to use an
offensive tactic such as lunge or decisiveness or any other offensive
tactic he better have a high offensive effort. Similarly, if you used a
defensive tactic, you should have a low offensive effort. To me, this
made sense. but is it possible that a fighter might fight better with
say a 2-7-7-D-N or 9-8-9-N-P? How about a 4-4-8-L-N?

A: Matching tactic to the pace of fighting makes sense to me too. On
the surface I can see no advantage to the above examples (well,
maybe in the last one). Using a high offensive effort makes one
swing more, perhaps with a better chance or hitting the target.

How would you write a program to do this? You might try to add a
bonus to the base chance of doing the activities in question. Say, X
percent per point of offensive effort. Using the same reasoning, you
would account for the effect of the parry tactic by using bonuses, or
modifiers to the computer generated die roll. Are there negative
modifiers? The Duelmasters rule book implies this.

If true, opposites should tend to cancel out. This would leave your
gladiator no better off, and taking undue risk. The last example
however may not be a bad strategy for a LUA caught in a long fight
(more than 1 minute). The idea being that you have a better chance
of making lunge criticals without a big END penalty associated with
high offensive levels. Lunge criticals are great because they not only
hit for damage, but knock opponents down (reducing overall defense
and giving you determination).

Q: I just got a SZ 3 character that I think is pretty good. His stats
are:

 
ST    CN   SZ   WT   WL    SP  DF
16    6    3    21   10    6   6

All my friends say he’d make an awesome TPS, but I’m afraid that
under the new rules he’d be totally destroyed. Personally, I was
going to make him a PST. As a TPS his stats would be:

 
ST    CN   SZ   WY   WL    SP  DF
18    12   3    21   14    6+2? 8+2?

As a PST his stats would be:

 
ST    CN   SZ   WT   WL    SP  DF
18    6    3    21   14    10  12

What do you think I should do with him?……..If I make him a TPS,
whats better: 11SP/11DF or 9SP/l3DF? … Also, do you think a PST
would need more con?

A: This is an awesome replacement character. I’d kill to get a
character like this. Whatever you do with this set-up, he’ll be good.

In your designs, you miss virtually every break point by using even
numbers (excepting WT, which you can’t alter until AD). He might as
well be {17, 12, 3, 21, 13, 5 or 7,7 or 9} or {17,6,3,21,13,9,11}.
Think about it. And think what you could do with the extra 2 or 3
points. As far as SP/DF combo, only 3 styles really need a SP greater
than 9: STA, PST, and PRP. Chose 9/13 if you go TPS. More CN? It
doesn’t add skills. WL, DF, and ST do. Raise CN two points later in
the arena, max out skills now.

Given the last program changes, ability to take damage in early fights
could be a problem. The effect this would have would be a rather
low and misleading W/L record. The chances of getting slain are still
very small, but you do hate to lose one like this (thats why I say
raise CN in early fights). Your concern about getting hit is valid; but
don’t let it keep you from taking good risks. This is what I would do
with that character:

 
ST   CN   SZ   WT   WL    SP  DF      PLU
20   6    3    21   15    6   13

The reason I “wasted” the ST point was for better END and ENC (CN is
low, and WL is not high). Based on my experience he will reach
advanced expert attack after learning one attack skill. A parry
expert in 4 or 5 parry skills. Think of the fun you’ll have brutalizing
more experiericed gladiators (and raping them for skills). In 20
fights he should have numerous expert ratings and an AD invite.

Q: Could you give us the arena numbers of some relatively new/not
experienced arenas?

A: RSI would be the best source for this information. Good luck.
Experienced managers typically play several teams (I am aware of
some playing 5 teams). Over the years they have spread out to
every arena. Whenever a new arena is announced, experienced
managers are drawn to it like sharks to a shipwreck. T advise you to:
a) keep patient, and b) keep reading the HOSER REPORT.

DUELMASTERS – A BASIC APPROACH

Over the last several weeks I’ve thought about a chart that would
reflect how the game program handles combat. The more I think
about it, the more I can see different interpretations. Kind of like
character design.

The way I view what is happening is easier to understand when
viewed in segments. FIRST, the program has to determine what
each gladiators modifiers are. They can be changed by wounds,
exhaustion, broken weapons, minute of fight, etc. SECOND, the
program needs to determine a concept I call “determination”. The
fighter with determination is the one who determines the action of
the fight, the one doing the driving (we won’t say what the other
fighter is doing). THIRD, the bulk of the program would be the
combat segment. FOURTH, the computer checks the status of each
fight to see if the fight should end (the part of the program where
the infamous “will roll” comes into play). At this point the fight
either recycled to the modifier section, or ended. Consider the
following:

Diamond 1: Decisiveness check, This is the point where STA, PST,
BAS, and other decisive fighters try to gain determination. Three
possible outcomes: T, they gain decisiveness; Y, you gain
decisiveness; N, no one gains decisiveness.

Diamond 2: Initiative overwhelm: Ultra-high initiative fighters can
take away determination before the other guy knew he had it.
Slower BAS and PLU can’t usually be a threat here. Two possible
outcomes; decisive fighter keeps determination or else loses it.

Diamond 3: Initiative check: If there is no decisive fighter, the
fighter with the highest initiative roll will gain determination. If
both gladiators are scumming, there may be no fighter making an
initiative roll.

Diamond 4: A attack (“A” denoting the gladiator with determination),
two outcomes.: Success, the attack is good; or miss the attack was
poor.

Diamond 5: B: responsiveness check. If you screw up against a
responsive fighter, this is where I think you would get zapped. If
you do get hit exit the combat loop to status. If the other guy fails to
hit, back to the attack diamond.

Diamond 6: B riposte check. Where aggressive fighters with low to
moderate inititives get in trouble with PRP. If the riposte hits, the
program procedes to status. If the riposte misses or fails, procede.

Diamond 7 B dodge check. At this point if fighter A hasn’t had the
attack turned back on him, the worst he can do is lose determination
(and this is not likely to happen if the other guy isn’t trying to take it
away). If the dodge fails the fight procedes to the next diamond, the
other outcome takes you to determination.

Diamond 8: B parry check. Two outcomes. If the parry worked
recycle to determination, if the parry did not work go to status.

This model may have a few problems (I’ll leave the fixing to the
readers), but a few items can be pointed out. There are many ways
an attack can go awry, many optiotis for the defender. People focus
too much on parry. By having a model of how the flow of the
program runs, you can better avoid trouble spots for your warrior,
and look to “short circuit” an opponents strength.

The main point of the last two issues is that Duelmasters is nothing
more than a specialized combat resolution program, along the lines of
other character combat games such as D&D, etc. Don’t give it more
credit tnan for what is actually going on. Most of us have a good feel
for what can happen when. Try putting it on paper. If you think it
looks good, send it in.

RSI AND CUSTOMER SERVICE

I’ve always wanted the HOSER REPORT to be in-depth and hard-hitting.
I think the in depth is progressing nicely. Now comes the hard-
hitting. Here are some of the comments I’ve recieved:

Let’s explore frustration, if you’ve played Duelmasters for a time, you’ve experienced it
for one reason or another, I went to discuss one form in particular and that is dealing
with the RSI management.

RSI – IRS: There must be a subconscious message in the choice of initials. I find that
dealing with either can be just as difficult. The reasons are different, but the effect is
the same.

What causes RSI to be so difficult? The problem is simple, it’s a “siege mentality”
company. Anytime a customer has a complaint management “clams up”. They hide
behind their large shields and absolutely refuse to listen, This is very typical of high IQ,
introverted, intellectual people. They simply aren’t customer or people oriented.

So what happens? They formed a Customer Service Department. They hired a nice guy
and he seemed to genuinely care abbut the problems, but he can’t really help. They have
saddled him with all of this responsibilty and, obvlously, tied his hands by not giving
him any real authority. It Is still a company controlled by the Production Department.
Any successfull service company put’s its emphasis into Customer Service because the
customer pays the bills. Personally, I like the guy and you couldn’t pay me enough to do
what he is doing. He’s got to be more frustrated than any of the rest of us. Since he’s
been there the answers, if you want to call them that, haven’t changed, so somebody is
telling him what to say. Customer Service exists in name only.

What can we do? We could quit playing the game; but I’m not ready to do that. I
remember a time when this game was FUN, EXCITING, and CHALLENGING. I remember a
spy report that had personality. I remember game enhancement announcements that
would have improved the game not reduced its quality as some of the recent changes have
done. I remember when the quality of the output was more important than the schedule.
I sincerely hope that somehow the game can regain the excellence it once had.

I’ve heard rumors of a massive boycott for several turns. I don’t think that this is a
reasonable solution either. Think about the numerous failures of Hyborian War have
and probably will continue to cost RSI a great deal of money. It’s also probable that most
of that money was generated by Duelmasters. As a businessman, I don’t know of many
small companies that are over financed, so a boycott would hurt RSI’s financial standing,
and eventually, us. I believe this because most of the recent changes have been geared
toward cost reduction. Fourth class mail is cheaper than first class, but my turns are
suddenly taking two days longer to get to me; Shorter fights reduce processing time and
mail costs. I hate for a fight to be determined by a NON-EXISTENT crowd. The computer
generated spy report takes less time but is also useless and boring.

I propose a formal Association of Managers to present our views, complaints, and
suggestions to RSI. It would require some work and the involvement of as many of us as
possible, but we are getting nowhere as indivlduals.

Paul, I hope that, when you read this, you will accept it and understand that I am writing
this because I care about the game. Somebody has to impress RSI that your dwindling
customer base is RSI’s fault and it is mostly due to a lack of responsiveness to the
customer.

Jim Jarvis

(send diplomatic messages to Unknowns; arenas 3, 12, 21, AD)

Another manager writes: “Along the same lines, I have been really getting
excellent Customer Service from RSI. I don’t know if you have noticed but they do seem
to be getting better. Lately, I have been sending in questions on different aspects of
Duelmasters with each turn and they have, in each case, responded in two weeks. Not bad
considering the volume of mail they must process.

My latest experience? Several weeks ago I was late with my arena
17, so I sent it overnight mail to RSI’s street address. My turns were
misfiled, I missed the turn, lost the Duelmastership, and wasted $10
on express mail. About a week later I got a letter from the RSI
customer service rep explaining the error. RSI credited my account
for one turn plus $1.50 for the Duelmaster title which I lost by
default. Not bad. Almost covered the cost of the overnight letter!
The most recent error was a lost replacement character for arena 1
(who was DA meat). I wrote RSI about it, sent it with the next turn’s
strategy, a new replacement arrived before the turns did. Nice touch
(they could have waited and sent it with the arena 1 results).

It would be better if the errors never occured, but I think RSI is
getting better in this respect.

ODDS & ENDS

It would appear that I have created the potential for
misunderstanding and therefore issue this clarification: In HR #4, in
my Basic Approach column I said concerning information from RSI,
“Reliability of information from this source is suspect. Use with caution”. Did I
mean that the moderators are disseminating false information on the
game? NO!

What did I mean then? I can tell you from experience how often the
RSI phone rings from players not really needing information
essential to completing the turn, but rather wanting to gleen a hint or
tip that no other player has. The moderators would never get done if
they gave the time some people would take. Most players do not
engage in this, but there are habitual offenders sufficient in number
to make this a real concern.

In situations such as this, it is not at all inconceivable that an
employee could “take someone for a ride” in terms of hints. Also,
there is an image and mystique that RSI would like to create and
maintain tor the game, this must also be put in the balance. Enough.

An east coast manager known as Fingal sent in some ideas that are
worth repeating:


Interpreting the turn results: It would be as helpful to quantify the verbiage to get a
better idea of how one’s gladiator is doing – to better determine what the fighter’s
favorite weapon, tactics, etc. It would also be helpful to quantify the turn data – to
determine that if one’s opponent launches 10 attacks in a single minute that they
probably set their offensive value to ten for that minute, etc.

Weapons vs Armor: In the supplement to the rules, casual mention is made of the fact
that certain weapons fare better against particular armors. However, it is not clear
from reading the rules which weapons have bonuses or penalties against which armor or
defense. Further, it is not clear exactly what the armor choice represents – total
weight; weight of the armor; helm and shield; weight of armor and helm; etc.

Duelmasters is a game based on random numbers. When you try to
assign an exact number to opponents offensive levels it can be
misleading. Take two examples: a fight between two SLA, and a
flght between a SLA and a TPS. In the first example, if your SLA
overwhelms the opponent you can’t be sure how aggressive he was.
In the second case, the SLA will make large numbers of attacks
regardless of his offensive levels. Beware the pitfalls.

Try plotting the fights, get some graph paper and make a frequency
distribution chart. Over time a pattern will develop, whether or not
it will be useful will depend upon tracking the right things.

The question about weapons vs. armor effectiveness must have came
up 10 times since the last issue. That is another aspect of the game
that you have to learn by experience. But, since you read the HR, its
a good bet that you want to know NOW. Ok. Most of it is supposed to
be intuitive. I guess it fits in with being a realistic simulation. From
the grapevine these are the special situations I believe are, or may
eventually be, in the game (I don’t know if these are programmed or
not).

The LS is a weapon expressly designed to split ARM (and ACM to a
lesser extent). Less effective vs. APM and APA, use a HL, SS, or LO.
The SC is largely ineffecuve vs. ASM. The GS is supposed to be a
terrific tool to break items such as shields, broadswords, and TPS
heads. No weapon does more damage than the HL, but it suffers a
big initiative penalty (as does the GS). Very specialized tools. On the
other hand, no weapon has a greater damage variability than the MS.
For a quick bashing weapon try a MA or better a QS. I don’t think
that the maul suffers any speed penalties, and we all know how hard
it hits. The SS is supposed to be very quick handling, allowing one to
find the weak spots in plate. The SH is very nearly as good for
parrying as a ME at half the encumbrance. It hits for more damage
than an EP and is more survivable vs. heavy weapons. What a deal!
The BS is an excellent weapon for SLA. Hits hard, no initiative
penalties (probably no bonuses either, but the SLA is quick to start
with), the only real heavy armor alternative. The LG is very
cumbersome, the added parry costs you in dodging. In general, ALE
and APL are designed to soak up energy from concussion attacks.
Some of the force of the blow gets through. Pointed and edged
weapons tend to go through much better. So, APL is generlly a good
choice against a BAS. ARM, ASM, and ACM is very bad vs. opponents
that lunge.

I have been watching some of the armor set ups of some of the RSI
employees playing in AD, and I’ve noticed that ASM is very popular,
hmmm.

Have you noticed something about the game? Like, it seems
everyone is leaving? Last turn in AD 162 gladiators fought. In arena
17, 54 participated And, in arena 1 there were 44 present to fight.
Unfortunately, this seems to be the norm. Not only does declining
participation ruin the game for us, but RSI can’t be making decent
profits running an arena for only a handful of players.

Whats RSI to do? They could do nothing. They could advertise and
refill existing arenas with new players. Of course, there is a very
high a attrition rate as the virgin managers get eaten alive by the
experienced managers.

Declining arenas coupled with difficult entry for rookie managers
points to an elegant solution. I think pretty soon RSI will have to
begin combining arenas. New arenas will be off-limits to current
players until the rookies get a solid footing. Think of the level of
competition. Maybe more managers would have incentive to stay
until “the new game” is out if the regular arenas were like AD. And,
with our moderators profits boosted we can be assured that our
favorite game will continue to be run.

Jeff Morgan

The Hoser Report #6

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THE HOSER REPORT
The strategy newsletter for Duelmasters

#6 July 14, 1987

$2.00

THE MANAGERS CORNER

A few issues ago a weapons table appeared in which I made some additions
such as giving a ME to a LUA, etc. I goofed. A LUA can be well suited to a
ME, in the off-hand. In the rush to get that issue out, I was less than careful
in my entries. and tended to forget that this was a primary hand chart. To
set the record straight, here is an excellent table I have received for this
information from the Duelmasters Handbook, compliments Mike La Plante:

BASSTASLAPSTLUAPLUWSTTPSAIMPRP
BAMWWWUUWUUU
HAUWWWUUWUWW
MSWWUMUUWUUU
WFWWUMUUWUUU
WHWWUWUUUMWU
MAWWUMUUUMWU
SSUWUWWWUWWW
LOUWWWWWUWWW
BSMWWWUWWWMW
EPUWWWWWUWWW
SHUWWWWWUWWW
DAUWWWWWWUWU
SCUWWWMWWWWW
GAWWWUUUWUUU
HLWWUWMMUUWU
MLWWUUUUUUUU
QSWWUWUUWWWU
LSUWUWWWUWWW
GSWWMWUUWWWU
FIMUUUUUUUWU

W = Well suited, M = Marginal, U – Unorthodox, underlined cells are uncertain.

Enough of that. On to fighting styles. Some people have suggested that the
famed `luck factor’ might make trying to relate style, initial attributes, and
skills to expert unreliable. Maybe so. I’ve got some interesting thoughts on
the luck factor later in the newsletter.

However, during character design I still think it would be useful to know
what attributes to dump those last points into to maximize a specific skill
area. We’ve seen lots of PRP figures, here are some for the PLU (next issue
we’ll look at some LUA).

                  ST     CN     SZ       WT     WL    SP     DF     Hand
Original:         15     7      10       15     16    6      15     R
Final:            15     7      10       15     16    6      15
Increases:        Parry + 8 or 9 (skills) = expert (learned two same fight declared expert)
 
                  ST     CN     SZ       WT     WL    SP     DF     Hand
Original:         11     11     10       19     9     11     13     L
Final:            12     11     10       19     13    11     13
Increases:        Attack +6 = expert, initiative +7 = expert, Parry +9 = expert
 
                  ST     CN     SZ       WT     WL    SP     DF     Hand
Original:         11     9      10       17     15    5      17     R
Final:            12     11     10       17     16    5      17
Increases:        Attack +2 = expert, Defense +8 = expert, Initiative +4 = expert, 
                  Parry + 9 = expert
 
                  ST     CN     SZ       WT     WL    SP     DF     Hand
Original:         11     17     9        11     13    15     10     R
Final:            13     19     9        13     15    16     11
Increases:        Attack +9, WT,WL,DF + 1 = expert, Defense + 13, WT,DF +1 = expert,
                  Initiative +6, WT + 1 = expert, Parry + 12, WT,WL,DF + 1 = expert
 
                  ST     CN     SZ       WT     WL    SP     DF     Hand
Original:         14     5      6        17     17    6      19     R
Final:            14     7      6        17     18    6      19
Increases:        Attack + 3 = advanced expert, initiative + 5 = expert, Parry +7 = expert,
                  Riposte + 7 = expert

HOSE KNOWS

Questions and Answers
Q: In issue #3, Mark Ferris referred to a 13 WL equaling to a 65% chance to
raise a stat the first time. How about some further information on the
relationship between WL and the % chance to raise stats the first time,
second time, third, etc.

A: The common wisdom holds that stat raises are based on a d20. Since WL
is approximately 3-20, every point or it adds 5% (100/20) to your base
chance the first time. If successful, the next raise has about 1/2 the
chance of happening. Say your gladiator has a 19 WL. If you attempt to
raise SP (for example) for the first time, you have a 95% chance for success
(19 * 5). The next time you make the attempt, your chance is half of that, or
47.5% (its probably safe to round to the nearest 5%). The third attempt is at
half of that, or, (rounding up) 25%. Failed attempts change nothing.

In AD, the first 3 raises are treated as the first. Using the above example,
you have a 95% chance for EACH of the first 3 raises (remember, misses
won’t affect the odds). Then, the 4th raise is treated at 1/2, the 5th at 1/4,
etc. As you can see, with a 10 WL you only have an initial (and best) chance
of 50% per attribute. Another good reason why there will never be a
dominant character with a WL of less than 10 (I’ll catch some flak for that
statement I’m sure). Lastly, the game designer had (at one time) the intent
that a character would always have a 10 or 15% minimum chance of success.

Q: You’re supposed to have a better chance to learn skills against a more
experienced warrior, if you win, if it’s a long fight, etc. My experience has
been very mixed in this regard. Your comments please on this. Also, how
many skills per attempt would a particular WT level expect to learn?

A: It sounds like you’re already aware of the factors that increase learning.
The thing to remember, not only in regards to learning but performing any
other action, is that this is a game based on chance. There are no guarantees
of doing, anything, including getting x number of skills per fight. Your
character blows a die roll inside the computer, and you’re hosed regardless
of how good you think he is. Lots of managers grumble about program bugs,
the moderators, etc. when luck goes against them. They would be better off
writing the fight off as bad luck and moving on.

As far as determining skills per turn based on WT alone, forget it. I have a
BAS with a 13 WT (13 WL) that can pull down 5 skills per turn. On the other
hand, I have a LUA with a 17 WT (17 WL) that is lucky to get 3 per turn.
The best thing I can tell you here is the more WT the better. Sorry.

Q: I just received a replacement character. His stats are:

ST    CN   SZ    WT    WL    SP    DF
10    20   12    8     5     7     8

I’m new to Duelmasters and am not sure if this roll up has potential or not…
I was thinking of making him a LUA with:

ST    CN   SZ    WT    WL    SP    DF
13    20   12    13    11    7     8 (raise to 9 1st fight)

I realize that he would probably be slow and uncoordinated but with CN 20
and ST 13 he could probably take any punishment thrown at him and still
wear down his opponent. What do you think?

A: I never worry too much about the uncoordinated statement. My first
reaction was DA, but that LUA you have doesn’t look that bad. I don’t feel
that this is a long term tharacter. With that in mind, an 11 WT would be
sufficient. Use the extra points to get DF as high as possible (11 if you switch
a point from ST also). He should win maybe 5 of his first 7. Then send him
DA and hope for a better replacement. This should help your W/L quite a
bit if you have a new team.

Q: Do you have any advice on LUA? I’ve had 5 killed. Usually around fight
6. The death rate seems fairly high for the offensive styles.

A: I don’t think that the death rate is very high for anyone. However,
offensive styles tend to use up their END rather quickly, reaching exhaustion
in the first 2 or 3 minutes. When you’re exhausted only 3 things can
happen and all of them are bad. Hopefully the 5 you lost were all 6-0 or
close. This is ideal because not only do you get that tremendous boost to the
W/L, but you get to own someone for 4 turns via the blood feud (you should
have someone on your roster who can get at least 3 wins out of it).

In general, use mid to high offenive effort (for attack percentages) with mid
level activity (to conserve END as best possible) vs. defensive fighters. Its
safe to assume that you will always have determination via initiative.
Against aggressive fighters, don’t hold back anything. Vs. aggressive
opponents the fight will almost always be over in two minutes (usually less)
so END is not a big concern. Even if he you can dodge well, its not your
strength. Use light armor (ALE, F), and try a LO if you can use it. The ENC is
1/2 that of the LS, but you don’t have to hit a given opponent twice as much
to end the fight. If you like to take chances, you can forget a back up
weapon (keeping ENC down).

THE DUELMASTERS HANDBOOK & THE LUCK FACTOR

Last week a very interesting item came across my desk, the Duelmasters
handbook by Mike La Plante. Its a pretty slick little rag, 30 pages spiral
bound. Well thought out, well put together. Unfortunately, at this time it is
apparently not being sold and is only in limited distribution. The contents
include: Stats Vs. skills & capabilities, formulas for damage, hit points,
endurance, encumbrance, coordination, intelligence, weapons table with
damage ratings, weapons vs. stats & style, recommended set ups and
strategies for each style, and more. With updates and more to come..

The Duelmasters Handbook is the best attempt I have seen to date to
quantify the game. I’m sure that most of us are familiar with games like
D&D where the player can go to various tables to get a numerical value for
such things as hit points, encumbrance, etc. As we all know, in Duelmasters
RSI is sitting on this type of information like a mother hen.

This handbook contains tons of tables and practical information (linear
regression is used to derive much of it). The formulas are likely not the
exact formulas in use by the moderators, but are very workable. I don’t
neccesarily agree with everything in it, but it will give all players new
insights into the game (with any luck the authors can be persuaded to sell
it). It has been put together over the last 3 years by several managers and
apparantly sources close to RSI employees (leaks are not uncommon, I
understand lots of sensitive Hyborian info is floating around the LA area).
The authors have given me permission to use items from the Duelmasters
Handbook in the HR. Stay tuned.

Among the many things that give food for thought is the idea of the “luck
factor” (LUF). This is to be distinguished from the infamous “will roll” which
is akin to the D&D morale check. The LUF is used to explain many things as
we all know. In fact, it seems to come into play everywhere (at least,
everyhere something odd needs explaining!). Lets take a closer look at the
luck factor.

Now, one of the game premises is that as a warrior is trained (learns skills) it
increases ones mastery or probabillty of performing certain actions. The
common wisdom holds that learning a skill (say attack, my favorite) adds “x”
percent to ones base chance of hitting the opponent.

If you have this luck factor popping up everywhere, or if this factor was a
large percent of the act in question, the result would be an unpredictable
game. In other words, if the program goes through an elaborate procedure
of taking your base attack percent and modifying it (for weapon, tactic,
offensive effort, encumbrance, exhaustion, attack location, and anything else
which may effect the outcome), then adds a 50% chance of “luck”, what value
is the modified skill level in the first place? When a gladiator who has
learned 20 skills fights one that has learned only 10, we are all pretty sure
of the outcome. Fighters from the bottom of the rankings do not regularly
defeat those at the top. The luck factor can’t be that large.

Let me digress for a moment to one of my last visits to RSI’s underground
factory. I was watching the programmer Chuck Kraver input several
replacement characters (one of which was mine). As I have said in the past,
if you ever get a chance to visit RSI or go to the Tourney, watching the
computer screen as things are happening is a must. Getting back to the
story, the character overview program was doing its thing. Checking to see
that the point total was equal to 84. Checking to see if this was in fact a
legitimate replacement (we’ve all heard about the counterfiets – I heard of
one manager who actually had the nerve to submit an entire team of SZ 3
characters!). Then, the number 5, 10, or 15 was assigned to each of the new
characters.

I asked Chuck what the significance of this was. He replied that it was a
rating or evaluation devised by the game designer to measure the soundness
of a character design. It sounded bogus to me, but at the time it was clear
that I would not get a straight answer and it didn’t strike me as important.
It was forgotten. Until a few days ago.

After receiving the Handbook I called the authors (my next phone bill will
have a 10 kill desire) and the ensuing conversation turned to skills and the
“luck factor”. Mike and Mark La Plante said that each fighter had a bonus or
up to 3 skills during roll up, making comparison of simflar (even identical)
fighter difficult. And, the LUF was randomly assigned to each character,
being 5, 10, or 15 (0 is also possible). If I had not personally seen the roll up
program in action, I would have likely dismissed this. But, I had seen it on
RSI’s computer screen. I contacted a few other managers who don’t
communicate with each other, and got the same account. Hmmm.

Divide 5, 10, and 15 by 1, 2, and 3, and you get 5 each time. This is a
number that has been referred to as the percentage value of a single skill by
many people. Managers of very experienced fighters will verify that the
upper limit of learning in any one area is about 20 skills (less if attributes
affecting the skill in question have been raised before the 20th skill). 20 * 5
= 100. As in 100 percent. It fits too nicely.

Does this mean that if a character has learned 20 attack skills he has a 100%
chance of making a successful attack (i.e., never makes a “wide” or “wild”
attack). Not likely. Why? It would mean that a rookie fighter (or one that
has never learned an attack skill) would have a 0% chance of making a
successful attack. That is clearly not the case. Obviously every (or most
every) fighter starts above 0%. Which implies that you can exceed 100% (if
the above assumptions hold).

Also, it appears that the luck factor is no larger than 15%. This seems not too
large as to throw results, yet large enough to explain the odd things we
notice from turn to turn.

Now on to the number to expert (NEX) or more rarely number to advanced
expert (NAD) case. Suppose that you have two new characters with identical
stats, and the same fighting style. In the absence of the LUF you would
expect that each would require the same number of skills to reach expert
status in a given area. If the LUF as described above opetates here, there
could be a variance of up to 3 skills in the NEX (similar to a confidence band
in linear regression excepting it is not plus or minus). To illustrate lets plot
WT vs. NEX attack for the case of no luck factor (A) and luck factor (B)
assuming all other factors are equal.

(Really cheesy graph here)

The point I am trying to make is that ST, WL, DF, and style being equal,
every odd point of WT should reduce the NEX for attack skills. But how
much? Also you dont know what LUF will be assigned to the new recruit.
However, if you get off your duff and send your NEX info in for publication
(anonymously if you prefer – plain brown wrappers are ok), eventually the
influence of each stat on each skill area will be clear as will the influence of
each style. Then when you hit the first expert, you compare the actual to
predicted and you know what the LUF for that fighter is. It should be an
across the board type of thing. I’m out of room. More on this next time.

FEELS GREAT! LESS KILLING

FEELS GREAT! LESS KILLING

In HR #4 I invited managers to voice their opinions on the issue of killing in
the arenas. Here is a sampling of the responses so far.

I have had my best warrior killed, 3 A. E. and 1 exp. in 21 fights. I realize that I am in a deadly
arena (two teams are just about to reach 20 kills each In 40 turns; they’re both in the top 5 so
they know what they are doing) and personally I like it. It gives our arena character. It takes
skill to kill and I believe credit should be given where credit is due. High kill desires are supposed
to make a warrior less in control. This is a definate advantage to his opponent. If the opponent
loses or dies, this just shows how much better the first fighter is. Again, I can’t stress this
enough, it takes skill to kill and I believe credit should be given where credit is due.

Many people wouldn’t buy that story, so here’s what I tell them to put them in their places. This is
Duelmasters! Let’s face it, in a gladiatorial combat game, death is, as it should be, part of the
game. Do you think the ancient Romans used rubber weapons? Like it or not, each manager must
be wllling to deal with death. – Alan Yip

… As to the wild eyed managers and their sunning dogs going for the kill, also add their screaming
canaries. Editor you will not believe this but there is even a team on the Isle. The Hose Machine
that goes for the kill. Yes. True.

The data `seems’ to show that few arrive on the Isle with a lot of kills, although the figures can lie,
(You) would have to factor in the large number of TPS. (It) would seem that RSI promotes kills to
stir up ‘fuzzin and feuding’. That is Ok. (There is) intimidation. Discourage challenges. Means
more of your own work………Kills might be fun, although I would rather try to figure out how to best
a warrior who has beaten mine 10 times. That is a matter of taste. IS IT A PLUS? All things
equal, who will win? The warrior with a 7 kill or a 1 kill? I don’t know, I’d suspect the 1 kill.
If we must have kills why not give them more class. Something besides “Hosefoe wails and drops
dead”. Something elegant. More Erol Flynn like. More dashing. An occasional “Runs him
through”. – Victor Melucci

ODDS & ENDS

Among some of the suggestions recieved recently was a suggestion to go to a
longer format (maybe 7 or 8 pages). Since such a move would increase my
costs significantly, this would involve a price increase. Another manager
suggested generating sample replacement characters in each HR and inviting
managers to design the character and explain their reasoning.

I’m waiting for your input.

It looks like, the “computer” Spy Report is gone. Not to many managers liked
the compu-spy. I’m surprised it generated such strong opinions. Too bad for
RSI, I’m sure it increased their productivity. From experience. I can tell you
that writing a good report day after day for multiple arenas burns you out.
Its very difflcult to keep up on things such as alliances, feuds, and what not.

One astute manager noticed that in issue #5 1 raised my price back to the old
level. Yes yes, fluctuating market conditions.

A new definition for frustrating: Frustrating is when you learn the “favorite”
offense and activity of one of your most promising gladiators, and he goes on
a 4 fight losing streak when you implement the “favorites”.

Jeff Morgan

The Hoser Report #7

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THE HOSER REPORT
The strategy newsletter for Duelmasters

#7 August 4, 1987

$2.00

THE MANAGERS CORNER

For those of you interested in LUA (who isn’t?), here is the information I
have received to date on this style:

 
                 ST    CN     SZ     WT    WL    SP    DF    Hand
Original:        12    11     11     13    17    9     11    A
Final:           13    11     11     15    18    9     11
Increases:       NEX initiative +2 (occured before WT raise). NAD Initiative +3. WT to 15, 
                 NEX Attack+4, WT to 15
 
                 ST    CN     SZ     WT    WL    SP    DF    Hand
Original:        15    9      14     15    15    7     9     R
Final:           15    10     14     15    15    9     11
Increases:       NEX Attack +3, DF to 11
 
                 ST    CN     SZ     WT    WL    SP    DF    Hand
Original:        11    11     8      15    18    9     11    R
Final:           13    11     8      15    19    9     12
Increases:       NEX Initiative +5
 
                 ST    CN     SZ     WT    WL    SP    DF    Hand
Original:        12    6      9      15    21    8     13    R
Final:           12    7      9      15    21    8     13
Increases:       NEX Attack + 1, NEX Defense +5, NEX Initiative + 5 or 6 (learned 2 
                 Initiative same turn reached expert)
 
                 ST    CN     SZ     WT    WL    SP    DF    Hand
Original:        15    6      11     17    17    7     11    R
Final:           16    8      11     17    18    7     11
Increases:       NEX Attack + 1, NEX Decisiveness +4 or 5,NEX Defense +6,NEX initiative +5,
                 NEX Riposte +6
 
                 ST    CN     SZ     WT    WL    SP    DF    Hand
Original:        17    5      12     12    17    10    11    R
Final:           17    8      12     13    18    10    11
Increases:       NEX Attack +5,WT to 13, NEX Defense +9,WT to 13, NEX Initiative +6,WT to
                 13
What is interesting is to compare gladiators with the fewest differences, and
see what those differnces mean to the number of skills required to hit
expert. If you missed issue #6, NEX means “number of skills to expert”, NAD
means “number of skills to advanced expert”. Attributes raised that did not
affect the skill area in question, or did not reach the next breakpoint (odd
number) are not induded. By popular demand, an in depth look at the
relationship of skills to attributes appears later in the issue.

If you would like to contribute, I need the initial stats of your gladiator, plus
what his learning and raises are in the order in which they occurred. You
need not identify yourself or the gladiator, and the gladiator does not
have to be currently active so long as your record keeping in clear. Next
issue we will run the stats for the BAS.


More reader inputs on “favorites”. A manager who reads his friend’s copy of
the HOSER REPORT (thanks alot – I know who it is and I’m going to double
charge his account) sent an interesting note regarding favorites. He said that
when one of his LUA got his AD invite, his favorite tactic was lunge and
dodge. Odd. Also, when his fighter went out with his “favorite” weapon, he
lost his next 3 fights. After switching back to the old weapon (LS), he won 3
of the next 4. I can believe that.


Jim Jarvis writes … “Now about the resurrections in AD, from what I’ve seen,
they should have happened. Many of the deaths occurred because of a
program error. The information on weapons & fighting tendencies was way
off. My lunger Mikos died because I tried to use those incorrect tactics &
tendencies. I was prepared to accept the death until I found this out.”


For those of you not yet in AD, the slain are being brought back (apparently
you have to request this). The program that generates the overview sheets
players received upon AD qualification had the “favorite” offense and
activity levels reversed. So if you had a fighter who liked “moderate
offense” and “very high activity”, it came back “moderate offense” and “very
low activity”. I guess this was quickly corrected, but not before…

HOSE KNOWS

Questions and Answers
Q: We … wonder whether or not any of the other PBM magazines have
enough in them about Duelmasters (our only PBM interest) to warrant
subscription. What is your opinion?

A: Like you, Duelmasters is the only PBM that I have ever been involved
with. As you might have guessed, my knowledge of PBM magazines is
limited. There seems to be alot of financial instability among them. As far
as Duelmasters coverage, I am sure that Paul Brown is doing everything he
can to get favorable reviews and articles. However, I would doubt that they
appear on a regular basis. The best of the lot is probably PAPER MAYHEM. I
don’t have the address but am sure that RSI does. Or, check your local game
shop.

Q: I too have recieved an awesome roll-up.

 
ST    CN   SZ   WT   WL    SP   DF
8     4    10   13   14    6    15
This is what I plan on doing with him:

 
ST    CN   SZ   WT   WL    SP   DF
12    4    10   19   17    6    16
I figure ST, CN, SP, & DF can easily be raised for odd points. The question is
should I make him aTPS or a PLU? I think he’ll be a terror on the sands
either way. Do you think I should revise him? Perhaps ST 11 and DF 17?

A: I like your figuring. As far as style my personal preference is PLU (look
at what his been happening to the scums lately), although as you point out
either way this looks great. I would lean towards 17 DF normally.


The largest problem you will face in the early going is END. Also, the risk of
getting slain for this character will be about as high as possible (which I
don’t think is very high, but thats another story). Obviously the answer is to
raise CN 2 points as early as possible, then add 2 or even 3 more points again
in AD. Raise WL to the next even number (one of these issues I’ll get
around to explaining my reasoning). This character will get to AD fast if you
forget atttibute increases except as mentioned. If END problems persist,
raise ST, but resist this temptation if possible. Even with an 11, damage will
be good (maybe). Obviously ENC will be lousy, the LO or SC with a ME are
good weapon selections. You could sub a SH for the ME and divert 2 points
to armor at your discretion. Raise that CN early. Consider the following:

 
ST    CN   SZ   WT   WL    SP   DF
13    4    10   17   19    6    15
Learning should be very close to the above design, but ENC, END, and hit
points (the primary weak spots) will be somewhat better. Train as above.
Compare these to the PLU designs of last Issue. This set up is almost
identical to the last example in terms of attack and parry (switch 2 pts. from
WL to DF, 14 is equal to 13 because of the missed breakpoint of 15). Great
damage may be within reach. Looks good, eh?


Q: Regarding targeting an area, if my warrior is a right handed LUA with a
SS and SM, and my opponent is a right handed BAS with a MA and ME, I
would assume:


a) Targeting his RA would be awkward since its on the far side from my warriors right
hand – unless I’m riposting.


b) Targeting his LA is tough due to the shield.


c) Targeting his RL is awkward for the same reasons as the RA.


d) Targeting his LL seems best because its the closet to my warriors RH.


Is my thinking correct? Also, is the game program complicated enough to
take all of this into account? Finally, what guidelines do you follow
regarding targeting the various areas?

A: Your points are well taken. Whether or not the game is programmed to
take these things into account I don’t know. Ive never seen indications that
this is the case, but on my own turns I have used the same rationale you
have outlined. Since an opponent can protect either side as well by declaring
a protect location of “LE” or “AM”, I’m not sure if it will give you a large
edge.


Note the key word “large”. Many of your fights won’t be close. But in the
ones that are, you certainly want every possible advantage. I think of
targeting in similar terms as protect location. On the subject of protect
locations, the rulebook implies that your basic parry percentage applies to
the whole fighter. When you declare the protect location, you are trying to
protect this area “extra hard”. It does not say that you are foresaking
defense of all other areas. To me, this means that you may be adding the
equivalent of maybe 1, 2, or 3 skills to the defense of that area (or 5, 10, or
15 percent). Going back to your example, the ME applies to the whole
fighter, not just the LA.


Going back to attack, I think that yor attack percentage applies to the whole
target. Following the right-to-left, left-to-right guidelines may give you a
small bonus.


Another reason I believe that program likely does not handle these is the
back-up weapon. If you have a ME (or any other back up) “thrust into your
waistband” or similarly attached, it offers zero protection. The point I am
trying to make is that if the programming reflects all of these subtleties, you
would expect that occasionally an attack would bounce off of a back up
weapon/shield. They don’t.


As far as the guidelines I use, I try if possible to avoid being predictable.
If possible, I will always try to kill my opponent. To me, this usually means
targeting AB, CH, or HE. Note that the opponent can defend two “Vital” areas
at the same time (AB & CH by declaring BD). If you want to score a large
number of hits target the LE (as likely to kill an opponent as the vitals, again
the program doesn’t reflect much difference, I think it just counts hit points
of damage). When you knock an opponent down, his defenses are noticeably
reduced. I would only target the AM if you want the fight over quickly (vs.
any opponent you are unsure about being able to beat).Hitting the AM
frequently will make the opponent drop his weapon. That will almost
always bring an end to the fight.

RELATING SKILLS & ATTRIBUTES – THE GOLDEN RULE OF FOUR

If my mail is any indication of what Duelmasters players want, they want
more detailed information on the game in general, learning in specific. I am
not very optimistic that much will be made available. One of the original
ideas in the game was that the enjoyment came from learning. As any
rookie manager will testify, this game adds new meaning to the expression
“School of Hard Knocks”.

But, why face that kind of learning curve? Isn’t everyone you know trying
to decipher the game? Lots of luck. Given the nature of the turn report, I
doubt that the main combat program will ever be broken down. A few
people might come up with a good model that approximates it. Some
individuals and groups are attempting to develop games from the ground up.
Developing our own game is alot of work just to satisfy a lust for blood &
death. Lets look at an easier way instead.


I attribute the bulk of my success to what I do on the character roll up sheet.
Given an excellent initial design (read “high skill levels/percentages”),
mistakes made on the strategy sheet become less critical because of skill
superiority vs. “peers”. This means a greater variety of options. A greater
variety of opponents which you can challenge and beat. And that means a
high W/L.


Back to character design again. I can’t control what the program code does.
I can control character design. Knowing the relationship of skills to
attributes is the most important part of this process. Fortunately, RSI has
provided every player with the tools neccessary to solve the puzzle. No
need to keep you in suspense. If you have already discovered this give
yourself a pat on the back and have a beer. If not, you have not been asking
yourself the right questions.


Have you ever noticed that after being declared “expert” (in anything), it
always takes four additional skills to reach “advanced expert” unless
an attribute affecting that skill area is raised to the next breakpoint?
This is the Golden Rule of Four. The reference point from which to
base all observations.


What does this mean? Lets suppose we have our young recruit steadily
winning, and learning attack stills. One fight, he learns a single attack skill,
and is declared expert. Our rookie has but a 12 WT and naturally we can’t
tolerate 1 skill per turn, especially when our rivals are averaging 2. Next
turn we attempt to raise WT to 13, and succeed. The next outing shows the
raise payed off. We killed our opponent and learned 5 skills, 3 of which are
attack (I LIKE this gladiator). And lo and behold, an advanced expert! Now
we decide increased damage is important for the upcoming blood feud, and
attempt a ST raise to 17. We succeed. No extra damage, but now we
achieved another expert (parry).


So what is going on? Of course, hitting the WT and ST breakpoints added the
equivalent of 1 skill (5%) in attack and parry respectively. And who knows
where else? We will in a short while.


By all accounts, expert ratings are based on an absolute scale (the
Duelmasters Handbook postulates actual percentages). So, a parry expert
BAS has exactly the same base percentage as a parry expert who
happens to be TPS. Therefore, advanced ratings are based on an absolute
scale so the distance between the two remains constant. In fact this is what
we observe (4 skills, or 20% difference), unless you have done stat raises.


Then, it is simply a matter of plotting what you observe. If you have read
HR #2. the table will be similar to those. This is the table I have constructed
for WT.




WT Breakpoints vs Skill Areas

 
       ATK       DEC         DEF        INI         PAR      RIP
 
3>5
5>7
7>9
9>11
11>13  +1                    +1         +1
13>15
15>17            +1                                          +1
17>19
19>21

That is how you relate skill to attributes. What the table says is that a WT
raise to 13 will add 1 skill equivalent to attack, defense, and initiative. It
probably does more, but I have yet to observe it. Notice everything is +. All
the observations are on the high side of median. If you have ever had a roll
up sheet for a low WT character, you know that the intelligence descriptions
are negative in tone. It suggests penalties. There is an important
implication here which will figure importantly in succeeding installments.


How do I do it? Simple. Lets look at the ideal case. Suppose you are
interested in the 21 WT breakpoint. Start with a fighter whose WT is 19 or
20 already and who has never raised stats (except to even numbers, or any
CN). You wait until your gladiator is expert in all 6 areas but not yet
advanced expert in any (remember, this is the ideal case). Do the WT raise
to 21. Then go back to skills and nothing but skills. Count how many skills
(x) are needed to hit advanced expert in each area. 4 – x – skill value of the
attribute in question. Get the idea?


In the real world it wouldn’t be that easy. For one thing, how many fighters
are that evenly skilled? Probably none. It may take several warriors to
fully evaluate a single increase. There are benefits in sharing (hint hint).


If you have been doing this long enough, you’ll complete the table. If you
are like me and raise attributes rarely, this could take forever. But imagine
the character you could design if you had a complete table for each attribute.


The tools are there.

ODDS & ENDS

A new reader asked me about setting up a forum of Duelmasters managers
on Compuserve. I don’t have a modem and don’t use Compuserve (Cash-we-
serve). But that doesn’t mean that its not a good idea, so I’ll run this
manager’s message.

Anyone having a subscription (or access) to Compuserve, please send me a
note by email. I would like to try to arrange a regular (weekly) online
conference (either in the gaming forum or by CB). My Compuserve ID# is
72407,3246. – Garr Groin Ripper, Manager of Dragonguard


Mike LaPlante and his number-smashing program appear to be on the verge
of a real breakthrough on his stat tables. What he needs is more raw data
(initial roll-up sheets). Also, if you have documented learns, stat increases,
etc., he could use those. I sent him about a dozen of my old roll up sheets
(names and ID’s removed of course), but I’m sure he would love to have
more. You can send them to me to forward, or diredly to Mike at 2969
Delaware Crossing, Va Beach, VA. 23456 or call (804) 468-0643.


Whats in it for you? Firstly, Mike is forwarding all results of his efforts to
me, which will of course appear in the HOSER REPORT. Imagine how nice it
would be to optimize your next recruit to exactly the role you have in
mind. No more wasted time and money on characters destined to
mediocrity, Picture your team W/L moving above .600. A strong AD stable.
Remember, the HOSER REPORT is in limited circulation, not just every manager
will have access to this. I knew I could appeal to your greed. And, if you
have a good information base, perhaps you can negotiate with Mike for your
own copy of the Duelmasters Handbook. Why don’t you pick up the phone
now?


Well, its almost Tournament time, registration has begun. Time to think
about your Tourney roster. If you have any gladiators “on the fence” of the
DA, its time to give them the shove.


This is an excellent opportunity to bring up a promising young rookie.
You’re going to get a minimum of 2 fights. In 2 days. Maybe many more.
These fights will not appear on your record either. A great deception. I’ll
wager that not too many of the new managers in AD realize that some of the
Mordant and Osksi warriors have 30 or more fights than their record shows.
Talk about learning the hard way…


Better yet, your opponents may not participate. Won’t they be in for a big
surprise on the next turn! Another huge benefit is the challenge priority for
Tournament Victors. It is almost as good as a blood feud challenge. When
you make a Tournament Victor challenge, it gives you the first opportunity
at who you want. If they are not avoiding you, you got ’em (they have the
normal chance of success if they are avoiding). Before any non-TV challenge
is determined (including your targets!). One opponent, no waiting. Of course
there is one catch. You have to avoid elimination for 10 rounds. I think
your chances of that are improved by one simple fact: The more
experienced Mordant/Osksi and Phoenix managers (and maybe many LA
managers) will be in the face-to-face Tourney. That leaves the mail Tourney
for everyone else (you can’t register in both).


For those of you going, you’re in for a great time. For those not going, try to
make the mail Tourney. Its worth it.


Jeff Morgan

The Hoser Report #8

2 views

THE HOSER REPORT
The strategy newsletter for Duelmasters

#8 August 25 1987

$2.00

THE MANAGERS CORNER

To the Hoser

I’m sick of it. What I’m referring to, of course, is the complete dominant advantage of low size
warriors. I’ve had the misfortune of receiving among my 40+ roll-ups, an average warrior size
of almost 13.5. The lowest size I’ve ever laid eyes on was a 6. He was killed first turn. So you
see, I’ve never had the good luck to be able to take advantage of the system error that lets little
people win.

It’s true that the new rules have helped out Big Bashers and hindered Little Scum, but only barely.
Another problem that goes unanswered by this solution however, are the size 5 lungers and size 9
bashers that are now terrorizing around. Their small size does not hinder their attack ability, but
instead makes them faster and more endurane. They do less damage per blow, but land twice as
many blows and learn faster too. They take less damage, but never give the opponent a chance to
swing. The only thing that is to the disadvantage of these warriors is a higher mortality rate (big
(deal) Upon reaching AD however, this disadvantage disappears. ARRRRGH!!

I’m telling you this because I’m hoping you will write, in the Hoser Report, an article attacking
this problem and maybe incite people who are also sick of it to write to RSI and tell them to do
something. I have a few suggestions – maybe you have more.

1: TALLER WARRIORS HAVE A REACH ADVANTAGE, i.e. decisiveness bonus.

2: LET WARRIORS KILL EACH OTHER MORE, I know you’re in favor.

3: FIGURE SIZE INTO THE ABILITY TO TAKE DAMAGE AND CARRY WEIGHT MORE THAN IT IS. Big guys, as
it is now, can still be frail with a 9 con, 19 size. Bullshit.

4: RAISE THE SIZE LIMIT ON SOME WEAPONS. LS takes a 9 size, halberd takes the same. Why? How
`bout that large shield? Not too large, is it? Evidently not, if a size 3 warrior has no trouble
hefting it around in front of enemy attacks.

Surely, the right balance of these and other ideas will make a size point just as valuble as any
other. That’s fair isn’t it? – Mark Nau

I think the solution is very simple, and does not involve a great deal of
modifications to the game. Instead modify the characters which exist as
datafiles and can be easily edited.

How? A change in character design rules. Size would not count as part of
your 84 point allowance. The allowance would be reduced to 72 points
(84/7), plus whatever size may be. Thus, every new character would
have the same number of points to build attributes and thererore skill areas.
The root cause of the old bias would be gone. A new bias? Yes. But, that is
the way of the real world, and Duelmasters is advertised as “realistic”. I
think the pitch was something like `the most intense and realistic`. Where’s
the beef?

The older characters? As with scum, many managers are heavily invested in
small characters and owe their success to It. Any type of point
reapportionment would be too political to be implemented. That doesn’t
mean that it shbuldn’t be done. Instead of taking from the runts, give to the
big guys. In theory. every point below 12 (average) is a bonus point the
small fighter recieved. So, give the manager of the big guy a bonus point for
every point he has above 12 (points that under the current system are a
liability) for allocation. A size 15 character would get 3 points. A size 21
character would get 9 points (kind of scary, eh?). No more than 6 to any one
attribute, nothing above 21; just like character design. Just like character
design.

Even if this were to be done instantly, you wouldn’t see the effects quickly.
The current small fighters have had (in many cases) years to take advantage
of the loophole.

This issue features a mans style, the BAS. Here is what I have received:


              ST    CN   SZ    WT    WL   SP   DF  Hand
Original:     16    10   16    13    10   9    10  ?
Final:        17    11   16    15    11   10   11
Increases:    NEX Attack +5,ST to 17, WT to 15, DF to 11
 
              ST    CN   SZ    WT    WL   SP   DF  Hand
Original:     14    11   14    14    11   8    12  L
Final:        15    11   14    15    11   9    13
Increases:    NEX Attack +6, ST to 15, DF to 13, WT to 15
 
              ST    CN   SZ    WT    WL   SP   DF  Hand
Original:     11    10   15    14    12   11   11  R
Final:        11    11   15    15    12   11   11
Increases:    NEX Initiative +1, WT to 15
 
              ST    CN   SZ    WT    WL   SP   DF  Hand
Original:     11    6    14    17    9    16   11  R
Final:        11    7    14    17    9    17   11
Increases:    NEX Attack +4, NEX Decisiveness +4, NEX Initiative +2
 
              ST    CN   SZ    WT    WL   SP   DF  Hand
Original:     19    11   14    11    11   6    12  R
Final:        19    12   14    13    12   7    13
Increases     NEX Attack +7,WT to 13, DF to 13, NEX Dec +10, SP to 7, NEX
              Initiative +4,WT to I3.SP to 7, NEX Parry +8, DF to 13

HOSE KNOWS

Questions and Answers
Q: What is the exact meaning of achieving an expert or advanced expert
rating in some skill? For instance, say a warrior has an advanced expert
rating in initiative on his 12th skill. Suppose another warrior got his AE
rating in initiative on his 6th skill. Are they equally skilled? If yes, what if
they both gain 3 more initiative skills, are they still equally skilled?

A: The meaning of expert and advanced expert is that the gladiator has
reached an arbitrary level (initiative percentage) that triggers the computer
to print notification on the bottom of the turnsheet.

In answer to your hypothetical situation, the warriors are equally skilled
when declared AE (if they reached on the same turn). What this means is
that they were very far from equal when they began their careers. And,
given a limit of 20 skills per skill area, it means that the one which required
6 skills to reach will max out at a higher level (6 skills higher). Again, the
huge importance of well designed characters. Well designed characters
reach expert in less skills. They finish higher. Everything else being equal,
they will always be superior to warriors with an equal number or fights but
lesser beginning skill level.

If they from that point gain 3 more initiative skills each, they are still equal
since the value of a skill is constant. It is also possible that the fighter that
required 12 initiative skills to reach could have learned them all before the
other fighter learned 1 initiative skill. Not too much mystery who will be
faster. How much faster? Treat yourseff to a beer if you said 6.

Q: I just got the following replacement character. What would you do with
him?

 ST     CN     SZ     WT     WL      SP      DF
 5      12     9      9      6       13      16

I made him a PRP with ST 9, CN 12, SZ 9, WT 15, WL 9, SP 13, DF 17. What
do you think?

A: I don’t think I would keep him. But if I did, your design appears to
make the most out of him.

Q: …Also, since you claim to be the “expert” on PLU, why does this guy only
have a 2-5-1 record:

 ST     CN     SZ     WT     WL      SP      DF

 11     11(12) 5      16(17) 16      11      14

His fights went something like this:

l) Lost to WST, 4 more fights

2) Killed a PRP, 1 attack skill

3) Trashed on the bloodfeud by a PLU w/3 more fights, CN increase

4) Butchered by TPS, 3 parry skills

5) Butchered an incompetent STA, 1 parry skill

6) RSI screwed up and lost to a BAS. 1 decise skill

7) Butchered by a PST. WT increase

8) Butchered by a LUA, his 1st fight, 1 initiative skill

In the 1st, 4th, and 8th fights he fought in “classic” PLU style (parry first 3-4

min. then rip loose and lunge), in 2nd and 3rd fights he fought like a LUA.

He hasn’t gotten an expert in anything & I’m getting very depressed. His

favorite weapon is the LO fought 8-5-1O-L or around there.

A: From the looks of it you should have lost 3 of those fights (1,3, and 6),

so think of him as 2-2-1. Essentially, you started out with a 81 point roll-up.

The WT, WL, and DF breakpoints are missed. Might as well be 15, 15, and

13. But there is nothing seriously wrong with the character, he looks solid.

With a 17 WT the skills will come if your fights are longer than 1 minute

(and you win). Don’t fight like a lunger unless you are doing a stat raise

(which is independent of fight length). It looks like his favorite learn is

parry (not uncommon for a PLU), so while your primary defense (parry)

may be shaky now, it should improve quickly. I think that lots of managers

use a defensive minute for a PLU that looks like a TPS. Don’t. Think in

terms of a lunger, never less than moderate activity level, and never less

than a low offensive effort. The parry tactic works fine with activity levels

up to 7 (from my experience). If the activity level is any higher, you are

usually getting the initiative (because high activity level increases base

initiative percent). If you are attempting to defend (low offensive effort) at

this time your attacks recieve no bonus (from high offensive effort) and the

whole situation is very inefficient. Avoid it.

Q: What effect does kill desire have on decisiveness?

A: I’m not sure. The rules say that a low kill desire makes a gladiator

“tentative”, which doesn’t sound like the desired effect. A high kill desire

may make one “less controlled” and “lower overall defenses”. I think the

part about lower defenses is very true, but other effects are unclear or

minor in magnitude. A better question may be what effect does decisiveness

have on kill desire.

Since lungers are getting the most kills (as a style), there probably isn’t a

link worth worrying about.

Q: What effect does activity level have on decisiveness?

A: It appears to me that higher activity levels do increase decisiveness.

However, I would be careful about using an activity level appropriate to the

gladiator in question.

A NEW FEATURE

I thought that after eight issues of my ranting, assaultive style the average
manager would appreciate a fresh point of view. So, you get to be subjected
to the ravings of the one and only Dan Saltich, the Mr. Baseball of
Duelmasters. In as much as he owes me several large pizzas, I think you
may be seeing more of his ideas in the future.

HOW TO NOT MAKE FRIENDS BUT INFLUENCE PEOPLE, OR WINNING

THROUGH INTIMIDATION

BY

DAN SALTICH

(Mr. Duelmasters)

I suppose that before I start this article I should at last establish some credibility. I have been
playing Duelmasters since the very beginning (yes, I remember Gladiators). I have, during my
stint in this gome, done everything humanly possible regarding the game, including running every
style multiple times, graduated over a dozen warriors to AD, and even had a warrior win his first
22 fights. That isn’t bragging, I just want everyone to at least believe some of what I am going say.

Why am I writing this article? Well besides the fact that I admit to some friendship with the
Ultimate Hoser himself (which mostly ends up being alot of added costs on my phone bill), I also
wish to pass on some info that I believe in very strongly.

Well what is this mystical secret? It mostly adds up to being some things that all people know,
some things that people might not know, and some things I don’t think anyone knows. What it all
basically comes down to is my strategy for taking top team and staying there.

To start, lets assume you’ve recieved your characters and have designed each in a reasonable way
(I know, a big assumption for some people). My sample team has: 2 LUA, 1 PLU, 1 TPS, and 1
PST. Now for the first five fights I will treat my PLU as a LUA because he wont have sufficient
defense ability to do any diffrent. Now I have 3 LUA that will fight 10-10-10-L for the first two
minutes in their first five fights. Why? Well nothing (with a few mutated exceptions) is faster
than a stripped down (light or no armor) lunger going 10-10-10-L. And for my first pearl of
wisdom I will tell you that at 10-10-10-L a lunger gets an attack bonus for using that particular
strategy. Also, the LUA have no defense to speak of and if you wait around you’re going to get
wasted. LUA’s are there to attack, so do it; and if you run out of endurance well most LUA will get
the fight over before that because you will be fighting beginning characters and in the beginning
offense has a big advantage over defense.

Now the first thing my TPS is going to do is pick up a SH and a ME. Reasons? Simple, lightweight
and yet the best parrying combination around. My TPS (in following with my beliefs) is not going
to be a scum, but don’t be stupid; we have to use the parry tactic at least in the first couple of
minutes to stop those hordes of offensive characters. But lets come out in the late rounds and
attack; not only does parrying cost END, but coming out increases our chances of winning against
another TPS who may be scummier than us.

For simplicities sake, lets treat our PST like our TPS because beginning PST tend to resemble TPS
but lack some of the defense and aren’t usually well suited to high offensiveness. As a general rule
I agree with Hoserus Maximus on fighting strategies for the different styles, but what I have said
here may be a few exceptions.

There, now we have some basic strategies for our first turn. These strategies will, for the most
part, hold up for the first 5 turns. But we come to a part now that separates the men from the
boys (or the 15-3s from the 10-8’s).

Challenges! The first golden rule is that if your warrior is not challenging someone, you’re hosing
it big time!! Why would you not ever, if that was possible, fight on your own terms? After your
first turn, at minimum you’ll know what 5 other fighters look like, so right there are 5 potential
challenges. Now its time to get completely heartless (this is where i’m going to catch flak). But if
you beat a warrior, why on God’s earth not challenge him again? If he is stupid enough not to avoid
you or alter his strategy he deserves to be beaten again. This strategy can also be effective if you
barely lose to fighter and have things you can alter. This is why I also suggest you avoid people
you fought last. A popular misconception is that avoiding is saying you’re afraid, all it says to me
is that I want to fight who I want when I want.

In conjunction with challenging let me say something about killing, I’m all for deaths in the game
but you have to look at them as to how they will effect your W/L record. Hopefully the editor won’t
delete this, but don’t always try to kill. The worst thing you can do is kill a new warrior on an
experienced team because he now owns your warrior for the next 4 turns. However, on the flip
side of that, one of the best things you can do is kill a warrior one a new or worthless team. Also
try not to get into large feuds with more than one team, its all fun writing the personal ads and all
but the bottom line is that you want winning warriors. Save the taunting and teasing for when
your warriors become ultra-powerfull and fear no one (HA HA).

A couple of more tidbits on challenging and then I’ll go on (I could have written the whole article on
challenging alone). Remember, those 1-7 warriors are there for a reason. The more fights your
opponent has over you the better your skill learns will be. This is called the Thelonius Loner
syndrome named after a great scholar (but not warrior) in Mordent.

Also, remember as you rise to the top look around and see who your competition is and try to take
advantage of their weaknesses (if any). This only goes toward increasing your chances to take top
team. And once you have top team never feel obliged to give anyone a fight they want, continue to
use challenging strategies that max out your tallies in the W column.

In closing I want to make a few statements that are not relative to the previous article. First, a
couple of corrections on info Ive read in the HOSER REPORT. (1) Stat increases in AD go as
follows: 1st is at full chance, 2nd is at 1/2 chance, 3rd is at full chance, and 4th is at 1/2chance.
From there it is the same and I have this on very good authority. (2) Don’t go to the tourney
expecting to garner valuble info from the computer screen, you will be sadly surprised. I have
seen the on-screen output and there is nothing there of any use. Well I have more secrets but one
does have to protect ones own interests and besides its time for:

RAG ON RSI

Well, no not really, but I would like to ask everyone a question. Are they happy with the decision
to shelve the obvious problem of AD when these are the managers favorite warriors and have had
large amounts of money put into them? RSI seems to be of the opinion that as long as the
turnsheets are being submitted there is no immediate problem. As patrons of the game we really
have only one weapon and that is our business that we give RSI. I want to throw out a suggestion
that has already been discusssd between other managers. Don’t everybody get scared but the word
is boycott. At this time I don’t want to organize anything I just want to get input from other
managers. The idea was a one turn hold out to signify unity and the extent of the unhappiness
among managers.

Your inputs, suggestions, or critiques are welcomed.

Dan Saltich
A1 Melniboneanon Maraudars
A4 Princes of Amber

ODDS & ENDS

Alan Yip asked about developing manager mailing lists for style specialties.
He didn’t even tell me it was ok to release his address. Hmmmmm. I am not
going to organize any list myself, but will publish manager names and
addresses unless the manager requests otherwise.

Good news from Mike LaPlante. Due to popular demand the Duelmasters
Handbook will be made available. Mike is selling them at cost, about $10
for 30+ pages. Updates will be available at a nominal cost (the Handbook is
spiral bound to make replacements/additions easy). I have spoken with
several managers (one of whom sent Mike 80 overviews), the Handbook is
getting high marks from all.

Mike’s overview database has swelled to over 230 characters. The more the
merrier. He could especially use overviews that have lots of extremes (3-7,
17-21). Next time you have to send a replacement to the DA, why not design
him with extremes and send the overview to Mike? I have just recieved the
last Handbook updates, you’ll be seeing selected items probably beginning
next issue. I think you’ll like it.

Did you know that you may fight a new recruit on the same turn you submit
the roll-up? Apparently some people were under the impression that you
had to recieve the overview before fighting. Not so. On the strategy sheet,
write “new” for the ID#.

I’ve been thinking more about disarming tactics. Sometimes the fight
doesn’t end when a gladiator drops a weapon. Given that possibility, I would
rather remove the opponents primary weapon than the off-hand one
(usually a shield). Given that 90% of the gladiators are right handed, this
means targeting right-to-right.

Time to begin working on the Tourney strategies. As you expect, I highly
recommend training skills. Reasons? You have absolutely no idea of who
you will get each round. There are a large number or fighters that can teach
you alot, particularly in the later rounds. If you need attributes, raise them
in the first 2 rounds while there are still cupcakes in the field.

Its too bad that the mail Tourney couldn’t be spread over a period of time.
Since it will all be run at once (apparently), you won’t get the suspense of
waiting for the pairings after each round.

The strategy sheet for the mail-in Tourney allows you to use a back-side
strategy for up to 5 styles. Not quite as good as knowing who your next
opponent is, but helpful.

My opinion of heavy armor (ASM and above) has never been very favorable,
but one of my recent AD fights might change my mind. My stable has been
after a certain character for quite some time. In response to my recent
challenges, the slasher in question increased armor from ALE/L to APA/F,
and weapons from SC/SH to SC/SC, ME. It worked for him. My great damage
lunger hit 9 times and couldn’t end the fight. Heavy armor has its place,
even in AD. Of course, the next turn I used a HL and crushed him like an
insect (he was very foolish to drop his avoids). The HL is a great option for
high ST lungers. You lose some initiative, but if your opponent is in plate
(particularly with multiple back-up weapons) it should’nt matter. He’s
dragging around an anchor.

Want to get your HOSER REPORT faster? Place your Zip-4 code on your next
letter to me. You can bet I won’t look it up for you. I understand it can take
a full day off of delivery. Mine is 1093.

Did this just happen to me, or are all arenas now being shipped without
newsletters?

Jeff Morgan

The Hoser Report #9

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THE HOSER REPORT
The strategy newsletter for Duelmasters

#9 September 15, 1987

$2.00

THE MANAGERS CORNER

An important part of Duelmaster gaming is the challenge. I’m not going to debate the
issue of challenging up or down, but what style opponent to challenge. I have compiled
information from the past ten turns in my arena (*25) and it is very accurate, as I
know the fighting style of each warrior. The following table contains the result of every
duel, no matter how mismatched (they even out in the end).

 
        BAS     STA   SLA   PST   LUA   PLU   WST    TPS   AIM    PRP
BAS     0       7     2     3     19    4     10     9     0      3
STA     5       0     4     6     16    2     8      5     0      5
SLA     2       1     0     1     10    6     3      3     0      5
PST     12      6     0     0     9     5     4      8     1      7
LUA     8       17    1     7     0     4     13     13    0      10
PLU     4       1     3     7     18    0     5      3     1      8
WST     4       5     5     2     11    8     0      6     2      7
TPS     3       5     1     1     14    1     4      0     1      3
AIM     0       3     0     1     3     1     1      3     0      0
PRP     3       5     2     4     5     5     9      6     0      0
The table is read with the winner along the top and the loser along the side, thus the
matchup between the lunger and basher shows that the LUA has beaten the BAS 19 times
while the BAS has won only 8. It is fairly common knowledge that a lunger will usually
destroy a basher, but some of the other interesting matchups are:

 
BAS/PST         12-3
LUA/SLA         10-1
LUA/PLU         18-4
WST/BAS         10-4
Notice that the total parry style continues to trash bashers regardless of the rule
changes. Both TPS and lungers seem to dominate the arena (only the PRP fare well
against the LUA!?). Remember that since most of the warriors have less than 10 fights
that these stats reflect mainly initiate duels, and may not be the same for veterans. –
Brought to you by the manager of Shadows of Chaos, arena 25.


In HR #5 I offered a simple flowchart of how the Duelmasters
program might handle combat. An anonymous manager working on
his own program (on an Apple II) who does not wish to be identified
offers this version (I leave it to you to draw the flowchart):

 
1) SEPERATION - the warriors are physicolly separated, instead of in-close melee.
2) 1ST ACTION - determine who gets first action as warriors close.
3) ACTION - either an attck (Goto 4), a fient (Goto 8), or not act (Goto 10).
4) DEFENSE PLAN - the defender will dodge, parry, or just let it go.
5) RESULT - is the defender hit (Goto 6) or missed (Goto 10)?
6) DAMAGE - assess damage and result on abilities and next actions.
7) BRANCH DOWN - Goto 10 for evaluation.
8 ) FEINT EFFECT - was the opponent thrown off guard or was it ignored?
9) RESULT - assess penalties to defense and initiative.
10) EVALUATION - assess fatigue and evaluate ability to continue for both warriors.
11) NEXT ACTION - does the attacker go again (Goto 3), does the defender counter-strike
(switch roles and qoto 3), or do the warriors break away due to defense, strategy, etc.
(Goto 1)?
I like it. I think it will give very good results, and achieve them
using a simple model. Clear. Concise. Complexity, if desired, can be
added into the individual sub-routines. Perhaps I can get in on the
playtest?


Running pretty low on number-to-expert stats, here is what I have
on the STA:

 
              ST    CN   SZ   WT   WL   SP    DF   Hand
Original:     10    13   16   15    9   10    11   R
Final:        11    13   16   15    9   11    11
Increases:    NEX Riposte + 8, SP to 11
 
              ST    CN   SZ   WT   WL   SP    DF   Hand
Original      13    11   13   12   11   13    11   A
Final:        13    11   13   13   11   13    11
Increases:    NEX Decisiveness + 4, WT to 13
HOSE KNOWS

Questions and Answers
Q: How do you feel on Mr. Saltich’s statement that a lunger gets an
attack bonus for going 10-10-10-L? Why would kill desire have an
effect on this attack bonus if it does indeed exist?

A: I feel that that strategy has always worked well for me. I
believe Dan said lungers as a style get the bonus, not that kill desire
directly increases your attack percentage. If there is an attack bonus
for kill desire (I can only hope) it perhaps arises from the notion that
not trying to kill means only making weapon contact, whereas when
you try to kill you actually try to push your weapon through the
opponent. This is speculation, you may want to ask the moderators

Q: What are the drawbacks of each special tactic? What are the real
advantages of each special tactic?

A: Each character can be thought of as a set of numbers in the
computer (or more accurately, in a data file). If you have HR #2,
these are listed in the article on character design. Briefly, they are
skills and capacities. I doubt that tactics would have any effect on
warrior capacities, with the possible exception of taxing endurance.


Where I think they come into play is in skill percentages. A reading
of the rulebook tells us that while using a tactic may boost some
performabce aspects of the fighter, the overall effectiveness is
reduced. This indicates that there are more penalties than bonuses.
However, if you are concerned about (for example) parry, losing 20%
of attack ability will not be a large concern. Using a tactic boosts the
appropriate area(s) by “x” number of skills while in use.


What you seem to want to know is specifics, so I’ll stick my neck out
(remember, I don’t play all of the tactics because of my team roster).
Lunge, bash, and slash most certainly boost initiative and attack. The
bash probably costs you heavily in dodge ability, maybe parry also.
Conversely, the lunge costs parry heavily but probably minor
penalties to dodge and riposte. The penalty for slashing would be in
responsiveness and riposte. The decisiveness tactic of course helps
dccisiveness, but I’m not sure about attack. It probably also helps
responsiveness, at the cost of riposte and initiative. On the defensive
side, the parry tactic boosts parry, but definitely inhibits riposte and
initiative, maybe attack. Dodge gives you the equivalent of added
defensive actions, the cost is probably in initiative and attack. The
riposte tactic boosts riposte and attack, hurts initiative, decisiveness,
and parry. I haven’t the slightest idea what responsiveness does.


Q: What are the key stat types for each style of warrior?

A: This question presumes style should be selected first. I select it
last. However, there will be style limitations based on stats. In
general, the AIM should have high WT and DF (15+, 17 preferrred).
If the SP is 11 or greater, consider STA, PST, or PRP. For high SZ,
think about BAS, LUA, or SLA. The BAS should also have a high ST,
that is less important for the SLA or LUA. In fact high SZ/low ST
makes a very good slashing combination. I would hesitate to make a
LUA with less than SZ 9, try PLU instead. Endurance burning styles
(particularly WST) should have as much WL as possible.


An easier rule of thumb is let the low-value stats (SZ, SP) point you
towards a group of swIes, then maximize high-value stats. Make the
character the style you’re most familiar with.


Q:Can any warrior “pretend” to be another style, with slightly
lowered effectiveness? Would you prefer a SLA vs. a TPS or would
you like your SLA to act like a slightly lesser LUA?

A: As I said in HR #2, the reason I prefer the PLU is that they can do
almost anything that does not require decisiveness. I see no reason
why experienced fighters can’t try these things. You might be
surprised how well a lunger can riposte, or how well a basher can
parry. Your ezample sounds like a great trick to pull. I recommend a
SC (a good lunging weapon). Remember, the parry tactic is supposed
to neutralize the slashing tactic but is vulnerable to the lunge.


Q: I have a TPS with 20 wins and 14 losses. ST 14, CN 10, SZ 9. WT
17, WL 9, SP 16, DF 15. WL has been improved twice, CN once, ST
once, SP once, DF once. He has 6 parry skills, 4 attack skills, 2
defense skills, 1 decisiveness, and 3 initiative skills. He is learning
very slowly. He is in the Champion class. Won 6 of his last 11 fights
& learned 7 skills. All of my other warriors are just beginning or are
Initiates. Do I want to send him to the DA or keep him around for
bloodfeuds? I am currently trying to improve WL if challenged,
SKILLS otherwise. Any suggestions, or am I just being impatient?

A: If there is a luck factor assigned to individual fighters, we can
guess what factor was assigned here. Its tough to learn when losing,
and harder yet when you’re busy raising attributes. You’ve spent a
minimum of 6 fights (out of 34) raising attributes. Given an original
WL of 7 I’d bet `the figure is 15 fights and wouldn’t be surprised if it
was 20, leaving maybe 15 for skills. That would mean he is
averaging around 1 skill per turn. With a 17 natural WT.


His individual W/L is a respectable .588. If your team W/L is lower
than .588 keep him around, but forget about more attributes! You
need skills. Badly. I’m sure that most every other gladiator in the
Champion class has more than 16 skills (if not, I’m setting up a team
in your arena). You’ll probably have to challenge low to win, which
of course will not help your learning. If the learning average does
not pick up and the W/L keeps dropping, can him before he damages
the team W/L.


One final consideration. With a high WT and a high SP, this fighter
will have a relatively high decisiveness. Coupled with a poor
endurance this will mean trouble (unless of course you challenge
LUA, BAS, and the like; do you really want to do that?). Remember,
TPS will learn decisiveness skills.

UPDATES

For those of you charting attribute increases vs. skills (HR #7), I can
report that increasing ST from 10 to 11 will NOT effect attack
percentage. Since I know that extremes in strength can cause
increases in the attack and parry percentages (I have seen gladiators
increase to 15 and 17 to get expert attack), it appears that there is a
“dead spot” in the table.

For those of you interested in quick lungers, the following design
should be informative:

 
              ST  CN    SZ  WT   WL   SP   DF
Original:     10  14    10  19   11   9    11
Final:        11  14    10  19   11   9    11
Increases:    NEX Initiative +3 skills
THE CHALLENGE SYSTEM

One of the suggestions received was for an explanation of the
challenge system. It appears that the only thing many managers
know about it is that they never get the people they want.
Its actually quite simple. What I am about to describe is the manual
method we used to use years ago. Of course the computer handles
this tedidus chore now, but I believe there have been very few
changes to the actual method. If not totaUy accurate, it should give
you a better insight as to what you’re up against. First, turnsheeets
were sorted by challenge type, as below.
 
DARK ARENA	BLOODFEUDS	TV CHALLENGE	NORMAL CHALLENGE	RANDOM
Note that the priority of challenge decreases as you move to the
right. Dark Arena is an automatic challenge (assuming no moderator
error of course). These people are the first out of the “available”
pool.


Next, bloodfeuds have to be determined. The reason that there are
only two sheets in the diagram is that hardly anyone ever dies
(makes sense, huh?). The total number of sheets were counted, and a
random number generated via die rolling. The number corresponded
to an indivudual strategy sheet, which was then removed (what I’m
saying in my verbose fashion is that everyone has an equal chance of
getting pulled). A check is made to see if the challenged warrior is in
the available pool. The only reasons a warrior would not be in the
pool is that he is either not playing, DA, or already challenged and
removed. Assuming the challenged warrior is availablee the
connection is automatic unless he is trying to avoid. There is a 20%
chance of avoiding a bloodfeud, 80% chance of avoiding any other
challenge type.


Lets assume that your opponent did avoid your bloodfeud. The first
challenge is then crossed off. It used to be that the avoid on the
opponents sheet was also crossed off, but now they are not expended
(no longer neccessary to double-avoid). If your second challenge is a
normal challenge your sheet goes into the normal challenge pile, the
opponents sheet goes to its respective pile. Of course, you can always
double-challenge. If you had done that, the second bloodfeud
challenge would have to be determined as the first was. If successful
(the odds of missing a double-bloodrued challenge are 25:1 against),
both fighters are removed from the pool. This process continues
until all bloodfeuds have been determined.


The process is repeated for Tournament Victor challenges. Since the
number of DA and bloodfeuds will be small, you can see the
enormous (I’ll say it again – enormous) advantage of this challenge
type. In effect. you cut to the front of the line. Take it from
someone who had 3 Tournament Victors at the last Tourney, you
almost always get who you want. Conversely, the chances of a
hostile manager getting a challenge on you are slim. About the only
thing that can mess you up is if the fighter you challenged is not in
the pool.


This challenge type can really make life miserable for your
opponents (if you like to feud). They’ll have to use an avoid against
you almost every turn. Which of course means they only have one
left. If you have two powerfull friends… By the way. there Ejit be
T.V. challeirgers ,`now that we’ve had a Tourney. This status will be
good for 6 months or until the next Tourney, whichever comes first
(32 months have elapsed since the last Tourney).


Now the normal challenges are determined, using the same
procedure as the above cases. If you get who you want, both fighters
are removed from the pool. If you use both challenges and come up
empty, your turnsheet goes into the random match-up pile. The bulk
of turnsheets are in the normal challenge pile, meaning you could be
in a long line. Many things can happen. Your fighter can get
challenged out by someone else. The fighter you want may have got
his challenge through, or been removed by someone else. Or not
even playing that turn. And Or course, he may be avoiding you.


Lastly, remaining fighters are “randomly” matched. The computer
won’t let you get anyone farther away in the rankings than one class.
In the old days remaining turnsheets were thrown into the air, and
how they landed was how they were matched (we eventually went
to the paper bag method, all those sheets were a pain to pick up).
Conceivably, the arena champ could draw the lowest ranked fighter.
It made for some interesting fights.


Is it to your ad+antage to challenge? If there are people available
whom you can beat, my opinion is yes. If you can make a good
challenge, it lets you dictate the terms. Why wouldntt you want this?
Some people never challenge and do fairly well, its a personal
decision. Looking at my own AD team performance, the breakdown
looks like this (through 33 turns):

 
          When Challening      When Challenged          Random
Wins      33                   30                       31
Losses    18                   18                       23
Kills     3                    0                        2
Slain     0                    1                        1
W/L       .647                 .625                     .574
The .625 was a surprise (I thought it would be much lower), but then
again I also make good use of the “if challenged” option on the turn
sheet. Your own percentages may surprise you.

ODDS & ENDS

Questions and Answers
By the time you read this both Tourneys will be over. If you would
like to write about your Tourney experience, I’d be glad to print it.
A manager wrote me asking if I could obtain a copy of the
Duelmasters Handbook for him, he is in an alliance against the
author. I asked Mike about this, he said no problem, Its available to
anyone regardless of arena politics. Just like the HOSER REPORT. If I
was that worried about “giving away secrets”, it wouldn’t be
published. Besides, there is no “ultimate secret” or position in the
game. Well, except for the size 3 TPS.

By the way, response from HOSER REPORT readers has been little short
or overwhelming. Mike has gathered so much info that yet another
revision will be out soon. Therefore, I’m holding back somewhat
from reprinting anything. It may be quickly outdated, and I’m plain
out of room this issue.


There has been increasing talk of a boycott, from LA, Phoenix, and
Georgia. LA or Phoenix would be the logical place for it to begin,
thats where the highest concentrations of managers are. I personally
don’t think it will come about, because no individual has stepped
forward to organize (those of you itching for action don’t expect me
to organize it).


I have not confirmed it, but have heard that there are almost 50
Hyborian games in progress. Significance? RSI’s cash flow is not as
heavily dependent on Duelmasters as it once was. Therefore for a
boycott to get managements’ attention, it will have to involve a fairly
large number of managers.


Has anybody seen the rules for the new “Advanced Duelmasters” RSI
was telling us about? It has been a while now.


Next issue will contain excerpts from the Handbook, 3 replacement
characters for readers to design, perhaps a wrap-up on skills, some
excellent letters that got here just a day late, and whatever else you
send me. Good luck on the sands.




Jeff Morgan

The Hoser Report #10

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THE HOSER REPORT
The strategy newsletter for Duelmasters
© 1987 Eudaemonic Enterprises
#10 October 6, 1987

$2.00

THE MANAGERS CORNER

The Not-So Perfect Warrior
(Gee Honey, not Leftovers Again)


I think everyone is in agreement as to what makes the super warrior, the future
Duelmaster and Tower Guardian. However, that is like knowing (believing) that the
Jaguar XKE hs the ultimate car; most people end up driving $5,000 imports. What do we
do with the vast majority of the downright awful roll-ups?


The usual response is the DARK ARENA…. and for those “must win at all cost” types,
that is probably the only answer. But I started playing Duelmasters because I liked the
concept and for the brief amount of time I’m reading the fight results, I’m in a dark
smelly underground catacomb, sharpening my sword or gritting my teeth as a teammate
sets a broken bone. It goes against the feel of the game to DA every below average player!


When I recieved my first team roll-ups, I also got a “terrific” roil-up guide (golly TWO
whole pages!!) which offered such insights as “…. consider the type of character LARGE
and STRONG or SMALL and FAST….. attributes will affect your characters ability to
fight…..ability to carry weapons and armor….”, Blah-de-blah.


“Big help!”, I thought. But wait a minute, lets look at those statements in connection
with the statistics and the fighting styles. The first is ok if all you want is a basher or a
wall of steeler, and the second makes a great parry riposte or total parry (old rules).
But what about LARGE and FAST or STRONG and SMALL?


I think that all too often, we get into a “tunnel vision” mode of character roll-up. Just
got to get that wit/will combo or he’s no good syndrome. Why not look at the character
and see what can be enhanced rather than forcing a fit. Small ST? Only need a 5 for the
EP or SH. And if 12 is an average score (84/7) then you have 7 points to go elsewhere…
like WT or DF. And then pick the style that will take advantage of the low ST (PRP
maybe?). He won’t ever knock anyone down or bash through a shield, but he just might
be able to put his little sword into his opponents eye with the speed of a striking snake!


One final thought, an example of what I’ve been rambling about. My first Duelmaster,
was destined for the DA after his first fight (yep I’m one of those w-a-a-c types). Here
are his stats:

 
ST     CN     SZ     WT    WL    SP     DF         Basher 16-6-0
11     7(I)   14     17    9     17(1)  12(1)
He won 14 of the 16 fights in the first minute, the other two in the second minute. He
lost two of the 6 fights in the first minute, the other 4 in anywhere from 2-7 minutes.
Gave him just enough ST to handle a decent weapon and the rest to WT so he’d out-learn
his opponents fight for fight.


I hope this has stirred the old feelings of excitement and challenge in character design.
The arenas need more unusual character types out there. Send any comments to: Mark
LaPlante, 2969 Delaware crossing, Virginia Beach, VA, 23456.

HOSE KNOWS

Questions and Answers
Q: You mention, in #6, about a luck number (0, or 5, or 10, or 15)
being part of character generation. I wasn’t sure if you meant that
the number was computer generated, or assigned by the operator.
Also, do you know if it can be changed later?

A: The number is computer generated. I do not know if it changes,
my guess would be that it doesn’t. If my guess that it adds 0,1, 2, or
3 skills to each skill area is correct, then a change in this number
could be detected. If it decreased, you may notice a character
achieve the same expert (or adv. exp.) status twice.

Q: Do certain styles tend to learn at different rates (all else being
equal)?

A: All else being equal, there is no difference in learning rates
between styles. Note the key phrase “all else being equal”. As you
know, some styles tend to have longer fights than others. Fight
length is the most important factor in learning that the manager can
(usually) control.


Q: Is a 9 SP lunger who lust recieved his expert rating in initiative
just as fast as a SP 11 lunger recieving the same (all other relative
attributes being identical)? What I’m asking is this: Does an
attribute such as SP really make a warrior faster, or does it make
related skills such as riposte and inltiatlve easier to learn, and thus
being able to get more skills in those areas or getting to advance
expert faster?

A: What?! I think you may be comparing apples to oranges. Starting
at the top I assume you’re defining “fast” in terms of initiative since
we’re talking lungers. Yes, the SP 9 lunger is currently as fast as
the SP 11 lunger since they both reached the same level at the same
time (the maximum potential of each may be different).
Remember, SP is just one factor that influences initiative. Suppose
the SP 9 lunger next turn learns another initiative skill, while the SP
11 gets no skills. They are no longer equally fast, SP 9 lunger is
faster (by one skill).


SP will make a warrior faster, but so will SZ, WT, and style. The only
thing that make skills easier to learn is WT (and maybe WL).


Q: You mentioned that WL should be increased to an even number.
Why?

A: Because, if you increase to an odd number. you may hit a break
point. Gladiators can learn up to 20 skills in each area (used to be
more before the program was fixed), unless the gladiator in question
has been raising attributes. If you have a very experienced fighter
in AD, you probably have already noticed this. The more attributes
you raise, the less skills are possible.

When Gladiators became Duelmasters (getting back to ancient history
now) it was Ed’s (the game designer) intention that a gladiator could
overcome his 20 skill “maximum” by raising attributes after
reaching 20. However, raise before 20 and it just counts as normal
skill value (which is why raises sometimes trigger expert ratings).
When I was working at RSI I asked Chuck Kraver about this on many
occasions, and the learning program was to be programmed to do
this.


Example: Two identical lungers, 11 WT. Lunger A never raises
attributes. Eventually lunger A tops out at 20 attack skills. and is
100% better than originally (20 * 5). Lunger B raises WT to 13. then.
tops out at 19 skills. Since raising to 13 is equivalent to 1 attack
skill, lunger B is 100% better (19 * 5 + 1 attribute increase). What is.
the difference? Lunger A can still go to 13, and will be 105% better.
Lunger B has already “wasted” that increase. Note that B may be
able to get to WT 15, or raise ST, WL, or DF. But so can A. And A will
always be 5% better in attack.


I don’t know if this actually got programmed, we’ve all heard about
enhancements that never came about. Keep in mind you can go for
years in real time before a gladiator can accumulate 20 skills in a
single area. Is being “perfect” worth the wait?

HOW DOES IT ALL FIT IN?

Since the beginning I have written about the learning system and
character design. I could probably deal with the fine points of skills
for another 10 issues, and still have more to say. A well designed
character with a good number of skills can get by with almost
anything on the strategy sheet. Yet the ability to read fights and
the strategy sheet have been neglected. Next issue we’ll shift gears
and take a closer look at these factors.

Lets start at the very beginning, with the replacement roll-up. How
exactly are the initial skill levels determined?


First, we must have a place to begin. Lets assume for now that the
character is a total zero. Zero attack %, riposte %, everything. How
does the roll-up program transform this into a new gladiator?
Consider the following:


0 + (style modifications) + (attribute modifications) = new gladiator


Zero is our arbitrary starting point. We may wish to go back and
change it to fit observed facts, but it does seem a logical place to
begin.


Style modifications. As you may have guessed, each style has
certain bonuses and penalties. For example, the PRP gets a
substantial boost to riposte %. The TPs gets a parry boost. While
much of this is intuitive, we do not know for certain what declaring a
particular style does to a roll-up. However, by setting it up in terms
of an equation, we can solve for it when we know the other values.


Attribute modifications. This we have the ability to learn by using
the Golden Rule of 4 so thoughtfully provided by RSI (see HR #7).
Imagine having a table for each attribute. Essentially, this is what
the roll-up program has. It looks at each attribute, determines the
effect on each skill area, and presto. By using the Golden Rule of 4
we can reproduce the information the roll-up program has. Consider
the following hypothetical tables for WT:

 
 
      3     5    7    9    11   13    15   17    19   21 
ATh   +5%   +5%  +5%  +5%  +5%  +5%   +5%  +5%   +5%  +5%
DEC   +5%   +5%  +5%                       +5%   +5%  +5%
DEF   +5%   +5%  +5%  +5%       +5%   +5%  +5%   +5%  45%
INI   +5%   +5%  +5%  +5%       +5%   +5%  +5%   +5%  +5%
PAR   +5%   +5%  +5%  +5%             +5%  +5%   +5%  +5%
RIP                        +5%  +5%   +5%  +5%   +5%  +5%
 
 
      3     5    7    9    11   13    15   17    19   21 
ATK   -10%  -5%  -5%  -5%  +5%  +5%   +5%  +5%   +5% +10%
DEC   -5%   -5%  -5%                  +5%  +5%   +5%  +5%
DEF   -5%   -5%       -5%       +5%   +5%        +5%  +5%
INI   -5%   -5%  -5%  -5%  +5%  +5%   +5%  +5%   +5%  +5%
PAR   -5%   -5%  -5%  -5%             +5%  +5%   +5%  +5%
RIP                        +5%  +5%   +5%  +5%   +5%  +5%
Which do you think is more workable? Lets suppose that we are
interested in maximizing the attack percentage of a new basher. The
natural WT is 9. Using the first table, the contribution of a 9 WT
would be 20% (4 skills). Now, assume we dump 6 attribute points to
WT. The contribution would rise to 35%. For WT alone. Don’t forget
that ST, WL, and DF will add to attack (because everything is a plus
in this model!). And, the fact that he is a basher should give him
another attack bonus. So, using the upper table it is quite possible to
have even an average basher with an initial attack percentage of
say, 150%. Sounds a tad high to me.


That brings us to a minor obstacle, that of knowing “how much”
percent is right. I think the computer would have a difficult time
dealing with negative or zero percentages. Also, we see rookies
obviously proficient at certain skills (indeed, some are rated expert
before their first combat), and therefore greater than zero. But given
a value of 5% per skill, with the potential of learning 20 skills this
means we will be dealing with percentages of greater than 100%.
This sounds like nonsense, but there are a number of schemes that
would allow such a thing.


Suppose the most perfect character concievable could have a parry
percentage of 300%. A given PST could have a numerical percent of
150%. But this would be only half of potential, each time the
program went to check if a parry was successful, he would have to
roll a 150 on a d300. In otherwords, only a 50/50 chance. This
explanation has problems, I’ll let the reader think it through.


Another possibility draws from the idea that certain offensive tactics
cancel defensive tactics (and vice versa). Imagine that certain skill
areas cancel other areas (like parry and dodge cancel attack). Any
percentage “over” 100 would subtract from one or more
corresponding percentages of your opponent. A close reading of the
red rulebook supports this, as did some of the old “Ed’s Ramblings”
columns that used to be in the arena newsletter.


There is a solution more elegant yet, if you are working on your own
man-on-man combat game, give me a call. The thing to remember is
that this game has random number generation (probability) at the
core. Now, getting back on track…


For lack of a better place to start, lets look at the Duelmasters
Handbook. It puts the value of an expert rating at 80%, with the
advanced expert being 100%. One could make an arguement for an
expert being 100% (it is such a nice even number, more appealing
than 80). But we’ll use 80 and 100, which can be changed later if
need be. Therefore. most roll-ups should not begin above 80%
because most fighters do not have expert ratings before the first
fight. Also, when we hit expert we can subtract from 80 to get the
initial percentage.


Looking at the second table, we see important differences. First,
there are negative bonuses for WT below 11. This is an arbitrary
line drawn by the editor, it seems to be the minimum WT, ST, WL,
and DF of a workable character (check roll-up sheets if you don’t
agree). As you can see 9 is a penalty, but less of a penalty than 7
This means raising to 9 is a bonus by virtue of being a smaller
penalty (got that?). Another thing to notice is the inclusion of “dead
spots” in the table, where hitting the next odd number does nothing
to some skills (it takes extreme WT, SZ, or whatever to affect certain
skills). The last difference is that the progression of penalties and
bonuses isn’t necessarily 1 skill per breakpoint.


The basher using this table would have an attack% of -5% at a 9 WT.
Things look better by allocating the maximum 6 points, the WT
contribution becomes +15%. Add bonuses for ST, WL, DF, and style
and I think we’re in the ballpark.


To summarize. these tables can be constructed using the Golden Rule
of 4 and making a few assumptions. Of course, a single manager
could play for a lifetime before compiling this information. A good
size coalition could do it in a few years. Subscribers to this
publication could do it in a few months (hint hint).


Once you have a table, and using NEX statistics you’ve seen in the
HOSER REPORT, the style modifications can be determined. If the luck
factor does exist it could complicate this somewhat. This in turn
allows you to design the best possible character from a given
replacement. PRP with maximum riposte. TPS with maximum parry.
BAS with maximum attack. Whatever you need in the competitive
environment. Having done this, its time to consider how to read
your fights, and the finer points of the strategy sheet. Next issue.

HAVE YOU BEEN STEALING THE HOSER REPORT?

If you plead guilty to the above, now is the time to banish the guilt
forever by ordering your own subscription!

* Think of the CONVENIENCE of having the HOSER REPORT sent to you
without delay!


* Think of the PRESTIGE of telling your friends that you have your
own subscription!


* Think of the EDITOR. By expanded support of this publication you
can rest easy knowing that the HOSER REPORT will continue to grow in
quantity and quality.


* Think the OLD DAYS when the moderator was your only source
of information.


Isn’t it worth it?

ODDS & ENDS

Ok, quite a few of you wanted to have a few roll-up characters to
hone your sklls on. The following are actual replacements which I
have recieved recently. Pick any, pick all. Design your best
character, and if you wish tell us how you would outfit and manage
him in his early outings. Try to keep the length of your brilliance to
under one page,. If there is a good response we can do it again.
 
 
     ST   CN   SZ   WT   WL   SP   DF  
#1   7    13   11   9    12   9    9
#2   16   12   13   4    9    7    9
#3   6    9    10   11   9    11   14
#4   12   9    11   21   4    4    9
It has been brought to my attention, by several people, that there
are more bootleg copies of the HOSER REPORT than medium shields in a
total parry locker room. I am glad to know that so many more
people read the HR than I thought. On the other hand, it is not really
fair to the readers who actually pay for their copy, and somewhat of
an insult. If this newsletter isn’t worth the cover price to you, then
don’t read it. Now I can certainly understand the situations where
you have a roommate, brother, etc. who plays the game and you
share a copy. But people are making multiple copies, and copies of
copies. A line must be drawn.


Unless you are color blind, you have noticed my new twist: the HOSER
REPORT in living color. While it certainly is pretty, that is not my
primary motivation for introducing color. The color HOSER REPORT will
be very difficult to photo-copy, which should scuttle the pirates in
short order. Rest assured by next issue I will have the time to
perfect the non-copyable issue. Enough said.


Another change you may have noticed is on the front page. I will
have more to say about this next issue, and an announcement will be
coming soon after that will be of great interest to readers.


The Grand Tourney is now history. I participated in the mail-in
(which is somewhat embarrassing after all of the shameless hyping I
did about the face-to-face tourney), it seems to have gone very
smoothly and RSI deserves praise for a job of enormous proportions
well done.


Don’t feel bad if you came out of the Tourney with a poor W/L.
Given the format, you have to make it to round 6 just to reach .500.
RSI distributed a Tourney newsletter to all players, if you keep a
database on opponents it would be a good idea to make note of how
they did.


I had promised excerpts from the Duelmasters Handbook, but the
latest revision arrived (too late for deadline), making the old one
obsolete. I have given it a quick read, it looks excellent, much new
information (thanks largely to HR subscribers). Rumor has it that the
author will be making use of the same new printing techniques as
the HOSER REPORT.




Jeff Morgan