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The Hoser Report #11

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*The Hoser Report*
The strategy newsletter for Duelmasters
(c) 1987 Eudaemonic Enterprises
All rights reserved
#11 October 27, 1987
$2.00

*THE MANAGERS CORNER*

Designing characters I won’t have to live with!

Using example #4, I’ll attempt to create a waste that should be a pretty good fighting machine for 4 or 5 minutes. His fights probably won’t go longer than that anyhow.

The roll-up: ST 12,CN 9,SZ 11,WT 21,WL 4,SP 4,DF 9
My creation: ST 17.CN 9,SZ 11,WT 21,WL 9,SP 4,DF 13

I designed him to maximize attack skills (WT/ST) and parry-dodge skills (WT/DF). The only stat raises should be once each of CN and WL, otherwise study skills exclusively. This set-up should make his entrance onto the arena sands in designer plate with a matching full helm. Weapon selections may be varied using SC/ME vs. light, MS/ME vs. medium, and BA two-handed vs heavy armors. Carry one back-up SC for those weapon breakage surprises. For strategy, use the following or something close.

Minute            1   2   3   4   5   6   D
Off.              3   3   8   8   5   5   1
Act.              4   3   3   3   2   2   4
Kill              3   3   4   8   5   5   1
Off. Tactic
Def. Tactic       P   P                   P

While I’m not thrilled with a 9 WL, I don’t believe it will be a major factor with this guy. Most fights will be over in 4 minutes or less. If his parry ability is exceptional, drop APA for ASM to save endurance. Other fun creations:

      ST   CN   SZ   WT   WL   SP   DF
#1    12   12   11   15   15   9    9   Lunger
      13   16   11   9    17   9    9   Lunger
#2    21   15   13   5    15   7    9    
Basher. 10-10-10 Dec. vs off. or 10-2-10 Bash vs parry styles, wear APA,
use ML.
      16   16   13   6    15   7    9    
Total Parry. Infuriate your enemies as you scum your way to victory,
APA/F with BS/ME.
#3    11   9    10   15   13   11   15   
Slasher. SC two handed- vs. light or BS two-handed vs. heavy armor.
Attack arms, protect arms. Don't use slash tactic til minute 2 or 3. 
Wear ALE/S, 10-6-4 good 1st minute
David E. Law, Jr., 724 Frances Ave., Petersburg, NJ 08270

Here’s how I would design your characters:

     ST   CN   SZ   WT   WL   SP   DF_
#1   11   13   11   15   16   9    9    He'd be a lunger
#2   17   12   13   9    15   9    9    Typical death lunger
#3   11   9    10   17   11   11   15   Parry-riposte
#4   14   9    11   21   10   4    15   TPS
Alan Yip

For what it’s worth, here’s what I’d do with your 4 roll-ups

     ST   CN   SZ   WT   WL   SP   DF
#1   11   13   11   15   16   9    9    Lunger
#2   19   13   13   8    13   9    9    Dixie Cup lunger
#3   9    9    10   15   15   12   14   Parry-riposte
#4   12   12   11   21   10   5    13   Scum - TP
Donald Fasig Jr.

*HOSE KNOWS *
Questions and Answers

Q: Has anyone ever made it back from the DA?

A: It does happen, but very rarely. If you try to win DA fights, you may get a free kill. You can always send the character back in next turn if you still want to get rid of him.

Q: An aside on the topic of a program and flowchart. A puzzle (to me) is the various lengths of the ‘minutes’. From a page to six lines. May be a very mundane reason for this I am sure.

A: This gets into the actual program mechanics, which is impossible for the player to discern. I would speculate that there is a maximum number of actions possible per minute equal to the number of segments per minute by which the game program reckons time. The action will be dependent upon the interaction of offense and activity levels. Using low numbers causes one to by-pass opportunities to act. Using high numbers means a high probability of acting in each segment, leading to many more lines of text per minute.

Q: After your warrior becomes extremely skilled (say he has achieved 4-5 advanced experts) is it advisable to continue using tactics? I heard that when you get that skilled, tactics don’t really help you, they just lower the overall ability of your warrior. What are your thoughts on the subject?

A: In a manner of speaking, you are correct. That is, tactics always lower the overall warrior effectiveness. Where is the advantage of using them? Less experienced warriors only tend to one thing well

(or few things well). The appropriate tactic can boost that ability. It degrades certain other skill areas, but if they are non-existent anyway (example – a bashers dodge ability) the performance loss is meaningless.

On the other hand, very experienced warriors can utilize less predominant skills to an effective degree (depending on opponent type). The loss in performance due to tactics is more pronounced (although it may not be critical), and the enhanced skill area may not need enhancing to start with.

The case for tactics is that you can’t do everything at once. By gaining every possible bonus to a select area you may be able to overwhelm your opponent in your selected minute. If you are trying to dodge, chances are you’re not too concerned about a 10X attack loss (or vice versa). if this is the case, tactics are most effective when you are playing the offensive and activity extremes and least effective for the moderate strategies.

Q: it is amazing how the sample roll-ups in HR #10 seemed to be familiar. Roll-ups #2 & #4 are the exact duplicates of two of my recent roll-ups. What an interesting fact…. What are the odds of having two of the same roll-up?

A: Astronomical, given the potential combinations of seven numbers between 0 and 21 whose sum is 70. But I too have noticed duplication of replacement characters, on two other occasions (both replacements were issued within days of each other). This suggests an intentional duplication or bias. or a program problem perhaps relating to the generation of random numbers. In any event, you’re going to get plenty of free advice on your replacements.

EXCERPTS FROM THE DUELMASTERS HANDBOOK
Reprinted with permission of Mike LaPlante

One of the areas that hasn’t been talked about yet is how attributes relate to the physical capacities of your gladiators. The author has taken the attributes of over 300 gladiators and found the best statistical fit between overview statements and actual attributes. Here are the preliminary results.

Encumbrance (ST * 1.5 + CN * .75)
< 20           		Can carry very little  
20.25 - 24.75  		Can carry little  
25.00 - 32.25           Normal  
32.50 - 37.00           Can carry good amount  
> 37           		Can carry tremendous amount

Note: Using this formula resulted in a 90% accuracy rate. The breakpoint between Good and Tremendous is questionable. In response to a question concerning Encumbrance, RSI stated “there are no specific numbers given for the relative amount of weight each warrior can carry. You can tell If your warrior is carrying too much if he seems slow or tires too quickly”.

No, the moderators gave the players no specific numbers, but how exactly does the computer tell if the warrior is carrying too much? It doesn’t use specific numbers? Hardly likely. Its one thing to maintain program secrecy, quite another to insult the intelligence of a paying customer asking a legitimate question of significant managerial importance.

What the moderator is telling us is that penalties do exist for being overweight, namely to initiative and endurance. How do we avoid these, knowing our characters ST and CN? What Mike has done here (and throughout his analysis) is relate attribute to overview comments. When my gladiators are suiting up for combat, the labels on the armor don’t read “tremendous amount”, or anything like it. What they do read is “2 points”, “4 points”, etc. Not weight in gold pieces or pounds (like D&D). They use points.

Do you suppose that it is merely a coincidence that ST and CN (and Mike’s formula) also use points? Lets take a closer look at the given ranges. On the high side, 37+ would be APA/F, with 15 points left over for weapons. I’d say that’s tremendous. On the low side, 20 points would be ARM/F with two good weapons and a medium shield to boot. In my book, that is slightly more than “very little”.

In general, I’ve noticed that the above equation tends to overstate the encumbrance of fighters with very high CN and very low ST (big time). I have been sending Mike my reject replacements with varied levels of ST and CN (favoring extremes). If you get a replacement you don’t want, why not play the extremes and send it to Mike? Until he can revise this equation, I recommend the following correction factor be added: (ST * 1.5 + CN ~ .75) – C, where C is a constant with a value from 5 to 10 points.

Endurance (ST + CN + WT/2 + WL)
12-36          Very little
37-40          Poor
41-45          Normal
46-50          Good
51 +           Great

Note: The above formula was the closest I could come to a fairly accurate indication of a characters Endurance. There were several large aberration in the curve that are presently unexplained. I’ve placed the curve such that exceptions to the above table fell on the high side.

What is the importance of tracking endurance inasmuch as it is difficult to control how much your gladiator uses (more so for aggressive fighters)? Since the gladiator needs at least good endurance to be viable in the long term let’s look at the formula.

Using my own characters which I have ran for years (and therefore have a feel for the limits of), I used this formula and found exactly where the aberrations are. High WT characters tend to have endurance greatly overstated. My two lowest endurance characters (both with 19 WT) ended up with point totals significantly higher than my best winded. The fit does tend to get better the lower the WT, to 13 points (I don’t have any characters with a lesser WT). This would strongly suggest that the influence of WT is not large.

ST, CN, and WL are weighted equally. This may be so, but I’ve never seen a character with a WL of 9 or less have a decent second wind. Even with a WL of 11 endurance tends to be a problem (unless we’re talking PRP or similar). if the WL is very low. no amount of ST/CN/WT will do much good (try it). This would suggest that the influence of WL is understated. Perhaps the real reason for this is that high WL characters just don’t quit fighting. but a heavier weighting is worth looking at. My own designs seem to be effective in offsetting low CN with extra points to ST. Given decent WL, they tend to last as long as characters with moderate ST and moderate CN.

One of the interesting little tidbits of information that used to flash across the computer screen at RSI was the endurance tallies of the fights as they progressed. For example, a lunger using 10-10-L burns 5 to 6 points per attack. Typically. a good endurance lunger can launch about 8 or 9 attacks before the first exhaustion statements appear in the printouts. This would give a total of around 50 points used. This corresponds very closely with the figure given in the Handbook. Interesting.

Almost ANY formula can be successfully used to estimate endurance, provided it includes the major influence factors. Simply devise your formula, and never change it. Then apply it to your experienced fighters (whose endurance you have a feel for) to calibrate the scale. Every time you get a new character, use the formula and compare the results to the characters you have. Simple, eh?

Next time we’ll take a look at what the Handbook has to say about hit points and damage.

THE TURNSHEET – ARMOR

Normally this is not the first area on the turnsheet which I do, but after the previous information on endurance and encumbrance it seems appropriate.

If we are to believe that penalties exist for being overweight, should we believe that bonuses exist for being under? Suppose you have a warrior that relies on initiative, and he gets matched against a similar opponent. The fight begins with the statements that are indented and read something like “weapons dash”, etc. What this is telling you is that as set up, both fighters have nearly identical initiative percentages. Tangent: By keeping records on how many skills above advanced expert your fighters are, you can “calibrate” opponents.

Next time you see this happen, try to challenge the same fighter next turn. Only this time drop 7 or 8 points of armor. You’ll blow him out of the water.

Moral of the story: When experimenting with weight, it is most advantageous to start light and work your way up. Personally, I’d rather divert the extra weight into a better off-hand weapon. Remember weight is armor ~ weapon(s).

Armor. You have two options (unlike weapons). What to wear on the front side of the turnsheet, and the back. Normal set, or fast set. Which armor offers the best cost/benefit level? I don’t know. But I do find it interesting that the people connected with RSI (directly or indirectly) seem to prefer ASM (and steel caps). I have recently begun using it myself, too early to tell how well it works. Normally I never go heavier than ARM, with APL preferred. I prefer to take nearly the protection and the bonus to initiative and (maybe) endurance. This tends to get me hit less, reducing the need for armor.

Nearly the protection? How many more times will APM allow you to get hit, compared with ARM (or ASM)? Depends alot on the opponent. In the standard arenas, heavy armor really does the job. In AD, it never ceases to amaze me how even a SZ 3 gladiator can go through APA like it was Kleenex.

Another thing to be considered is the “critical” factor, that being critical attacks. What do they do? A bash critical negates armor. A slash critical does extra hit points of damage (the latent effect is armor negation). A lunge critical puts you on the ground, reducing defense. In this case heavy armor would be preferred, because of a higher chance of turning a blow aside. Three possibilities. Two of them are bad. Make your own conclusion. Next issue a look at where each armor & helm type is best used.

ODDS & ENDS

I guess it was a mistake to run so many characters for design in the last HR. I thought all were DA candidates but some really good designs came back. If you sent something in, it will be printed. Thanks.

Mike LaPlante is not the only manager using a computer to analyze the game. Fingal wrote me to let me know he is capturing the expert statistics and then working backwards to determine the relative weight of each attribute. Fingal has “an IBM PC/XT and a IBM PC/AT… with access to more powerful systems should it become necessary”. Always good to hear from other Mac owners. He and Mike have begun exchanging data, can’t wait to see the results.

I have recieved more information on attribute increases that trigger skill increases. I would like to publish what I have in the next issue or two, right now the tables have lots of white space. Info on the attributes WT and ST would be appreciated, but I’ll accept anything. Unfortunately the training methods I use for my own stables has
precluded compiling very much information. Also, be looking for NEX updates soon.

Many managers have claimed that the most recent program changes have not addressed the “undefeatability” of fighters in the scum mode (a.k.a. TPS). I looked up the W/L of each style in AD to check this out. I selected AD because it is the home of the oldest and most wily slimers (managers or gladiators, take your pick). The first changes were announced in the turn 13 newsletter, but were implemented on turn 12. More changes went in around the end of March (turn 22). Turn 36 is the most recent.

          AIM     BAS     LUA     STA     PST     TPS     PLU     PRP     SLA     WST
Turn 11  .575    .277    .371    .478    .472    .666    .524    .648    .413    .424
 
Turn 22  .486    .368    .418    .486    .566    .617    .483    .481    .423    .456

Turn 36  .468    .482    .536    .463    .473    .535    .547    .529    .529    .472

Net      -.107   +.205  -.165   -.015   +.001   -.131   +.023   -.119   +.059   +.002

It would appear that there is much greater parity now.

I like your comments whether it’s a pat on the back or a kick in the butt. Don Fasig Jr. commented that HR #10 was ‘rambling and confused… 25% advertising”. Does that mean that the first 9 nine issues were NOT confused? In all seriousness, I had to get HR # 10 out before my Florida vacation or send it 10 days late. I opted for the rush job. As for the “advertising”, let it never be said that subscribers of this publication don’t get the Max for their money!

Jeff Morgan

The Hoser Report #12

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*The Hoser Report*
The strategy newsletter for Duelmasters
(c) 1987 Eudaemonic Enterprises
All rights reserved
#12 November 17, 1987
$2.00

*THE MANAGERS CORNER*

Some time ago I recieved a letter from David Law with comments on the game and the HOSER REPORT. It offers a different point of view from the editor’s maximum W/L, kill-at-all-costs outlook. You might like it.

In HR #1, page 7, you made a comment about not giving every roll-up a chance… You said this wasn’t roleplaying. But Jeff, it is! I know alot of managers who don’t care whether they win or lose but really enjoy giving their characters personalities and playing them that way both in the arena and in the personal ads. To these managers it’s the interaction with other managers that makes the game fun. While I see nothing wrong with playing Duelmasters like it’s a game of poker, I myself couldn’t have any fun playing it that way…

There has been alot of info in the HR that has made it worth subscribing to… but I personally don’t take everything as gospel. As you have said, a manager needs the art of compromise I’ve also found what works in one arena doesn’t necessarily work in another. Alot expands on the “make-up of an arena (scum dominant, lungers galore or balanced)

What about killings? I know you brought up the subject a while back. Here are my thoughts on that subject. I personally am not a big fan of kills. Neither am I opposed to them. My feeling is I’m spending $11 a turn to try and improve & advance a fighter and make him a success. A respectable record, expert ratings, and respect from other managers for a well designed and well run character is what I enjoy. I know how upset I am if I lose a promising fighter so I really wouldn’t want to ruin someone elses goal or dream for their character. I’d rather give his character a good ass kicking than just go out and kill him. As for the schmuck who wrote in HR #6 about his best character getting killed and he thought it was great, all I can say is I’d love to have seen his face when he read that fight result. What a crock of shit! Yes, I know its a gladiatorial game and deaths happen. But the ancient Greeks and the early Romans didn’t kill for sport. It was skill and showmanship first. Only in the later years as the Roman empire was collapsing did they kill anything and everything that could be put in the arena.

Related to the wild eyed managers and their sunning dogs going for kills are the managers who enter an arena with 5 lungers or 3 lungers and two strikers or whatever and go out 10-10-10-L every fight and … brag how great and dominant they are. I personally don’t have any respect for managers like this. They show no skill or gamesmanship using those tactics. The funny thing is that after about 15 turns their fighters are either dead or sporting .500 records and the team is sinking fast. But they keep coming back with more lungers. Sigh!

One final note on killing. In the same issue (#6) Victor Melucci made a comment about spicing up the prose when someone does die. That would be great. Whether I kill or get killed it would be nice to read how the killer made a dramatic attack and the guy dying spouts blood or guts or his head rolls or something elegant. Like Vic said, more Erol Flynn like

In HR #8 Mark Nau makes some good points on size. I’ve always imagined DM much like todays pro boxing. You put a heavyweight in the ring against a flyweight and I’ll tell you who will win 9 out of 10 times. But DM isn’t like that. The little guy has all the benefits (at least, all of the latent benefits – ed). If the ring were large enough a great flyweight would beat a heavyweight due to speed, defense, dodge, selective attacks etc. I think DM should have progressively better defense the smaller you are and progressively better offense the bigger you are. Neither is really penalized but have their advantages. I agree there is a problem with the size requirements for weapons. It appears that everything is either SZ 3 or SZ 9 Perhaps the ME should be upped to SZ 7 or 9. GS, HL, LO, LS to SZ 12. Also the AIL to SZ 12. A better spread allowing for more distinction to SZ. Little guys get defensive bonuses but have to use whimpy weapons. Medium guys (get) decent Def/Off and good selection of weapons. Big guys get offensive bonus and killing weapons. Well?? I don’t think (the Hoser’s) idea of 72 points plus size is very sound because it’s a reaction(ary) change. Just because little guys have had an advantage for years is no reason to give big guys an equally or ( larger) advantage. There needs to be a balance allowing benefits to both sides as I’ve stated.

Editors comment: The change to initial character design I proposed may not be popular, but it’s the only one yet proposed that cleanly seperates SZ and potential ability.

HOSE KNOWS
Questions and Answers

Q: I have an AD overview that says my warrior favors a very low offensive effort and moderate activity level. It also says that he has an innate ability to use the decisiveness tactic to good effect. Does this make sense to use the decisiveness tactic with a very low offensive effort?

A: Normally, no. But, you can’t lose sight of the purpose that ”favorites” serve. When a warrior is being fought using his favorite strategy the probability of executing “critical” attacks goes up. Way up. Critical attacks give you special advantages. This doesn’t mean you should use them all of the time. Your low-moderate-decisive strategy will play into the hands of certain fighters/styles. For each fighter in your stable you’ve got to know when and where the favorite strategy can be used and what the alternative strategies are. That’s why we’re called managers.

Q: What is the thing about permanent injuries? I mean I have hit enough limbs in my fights (according to the red rulebook) to cause many such injuries, yet I’ve seen none, not even to me.

A: Permanent wounds were done by hand, as were attribute increases. Attribute increases got written into the learning program, permanent wounds didn’t. Since manual moderating was time consuming, it was dropped in November of 84.

Q: Are the number of skills really worth sacrificing your attributes?
A: If you want to reinvent the wheel, go ahead. Many many managers have been down that path. Spend 15 or so fights raising attributes, and see where it gets you. It gets you a $40 or $50 investment in a character that has limited potential. With good WT, 15 fights of learning skills gets you half way (or more) to AD.

Here is a rule of thumb you may find useful. If a character has a WT of 10 or less, he’s an excellent candidate for constant stat raises since he won’t learn much on average. Otherwise, try and keep a ratio to 4 fights of skills for every I attribute attempt.

Q: I was just wondering what size this lunger (17/9/11/21/9/4/13) would have to be to do great, instead of good, damage. And is the HL going to be a good weapon when going against TPS or AIM in APA/F? Would he be better going 10-10-L or 6-4-L against the opponent in the 1st minute.

A: Why are you worried about an attribute you can’t raise? Keep reading, a closer look at damage is further on. As for weapon selection, the HL is an excellent can opener. Your character should be very good with a HL, despite what your fight will say. Just remember not to use use it on anything less than APM. Lungers that can’t use the HL might try the SS, target LE or AM.

Against the opponents you mention, I would try the lower offense and activity levels. Your endurance will last longer, and you will be assured of determination (actually 4 sounds low, but if it works for you, hey?). If you’re not scoring hits with this strategy, raise the offensive effort as needed. Raising activity level doesn’t add to base attack percentage, which is what you want.

EXCERPTS FROM THE DUELMASTERS HANDBOOK
Reprinted with permission of Mike LaPlante

Damage (ST-SZ-CN)

Note: since luck plays a significant role here, I am currently unable to accurately predict the amount of damage your character will do based on his ST/SZ/CN. However, analysis does reveal that SZ is the most important factor In determining damage. Using my current database, the only characters that did little damage were SZ 6 or less and the only tremendous damage was done by a SZ 17 character. As SZ increases. the lowest amount of damage done for characters of the same SZ (is this a typo? – ed) also increased, irregardless of the other attributes involved. Example: A SZ 21 character with a 9 ST will do more damage than a SZ 9 character with a 21 ST. Luck seems only to raise the damage done by one class. The classes are; Little, Normal, Good, Great, and Tremendous. I have been told there is an Awesome class but this has not been confirmed in my database.

Hit Points ( 3.75 * CN + SZ + WL/2)

< 49.25         Very Frail 
49.25-55.0      Cannot take alot of punishment 
55.25-70.5      Normal 
> 71.0          Can take alot of damage

Note: There are no exceptions to the curve with the above formula. The limits for very frail and Can take alot of punishment are questionable, there was insufficient data to verify the curves at these points.

Hit points and damage are very nebulous areas. Duelmasters is not like D&D, where you can pick up the Players Handbook and look at a table to see the MS does 2d4. And, what is “good damage”? If good was 1d8 and great was 1d10, managers could make intelligent decisions on the marginal benefits and costs of training for damage.

Suppose that a tremendous damage basher with a HL can do a maximum of 20 points per hit. If so, Mike’s damage formula falls apart rather quickly (given the small spread between “frail” and “can take alot”, I see problems). As you can see, the hit points and damage abilities are dependent. If we can crack one of them, it sets the limits for the other. Let’s see what can be determined.

First, what subtracts hit points from your gladiator? It is the Total Damage the opponent does. Total damage – Weapon damage + Character damage + critical attack bonuses.

Since critical bonuses don’t happen often, Let’s ignore them. And, we’re SOL (sure out of luck) when it comes to finding out weapon damage. Mike Laplante has compiled a table of relative weights, but can you be sure that a ML swing equals 8 dagger attacks? I would rather know that a ML does 2d6+2. For some reason, the moderators don’t want us to know this. For character damage we can’t get the actual values, but we can figure out what our chances are of achieving a certain damage rating.

Let’s start with the assumption that character damage = ST + SZ. We may want to alter this later, perhaps to ST * SZ or ST * SZ/10. Remember, we are not yet bound by hit points. Hit points of damage are determined by damage class, not directly by any ST/SZ combination. I don’t think that CN figures in anywhere on how hard a gladiator hits, and I’ve never seen anything to support it.

There are multiple damage classes, of which you will fall into one with a percentage chance of getting into the next highest. Therefore two characters with identical ST/SZ don’t necessarily do the same damage. And, SZ is more important than ST, so characters with the same ST/SZ total don’t necessarily do the same damage.

Years ago when players first realized the advantage of being SZ 3 there was a great clamor for change (by those without small characters!). What the game designer did was to give bonus points for SZ above a certain level (15 or 17) and penalties for small SZ. So a 17 SZ was no longer regarded as 17, it may have been 20 or 21 for damage purposes (which would stretch the range of ST/SZ totals). And, SZ 4 was no longer worth 4 points. Obviously things didn’t change much, and there is a lesson there. Big damage is of limited value if your attack percentage is half of the opponents parry .

Getting back to the task at hand, we want to know what damage we can expect with a new character or attribute increase. What needs to be done is to make the following table for every SZ:

ST   SZ+ST     Little     Ave     Good     Great     Trem     Awe
3    6         10/90      1/10    0        0         0        0
4    7         15/80      3/20    0        0         0        0
.
.
.
20   23        0          0       15/50    15/50     0        0
21   24        0          0       12/60    8/40      0        0

Why for every SZ? Firstly, your stuck with the SZ you have making it an independent variable. Secondly, as noticed a 12 ST/21 SZ is not always the same as a 21 ST/12 SZ, even though both total 33. Given a large enough database it may be feasible to correlate the percentages to the totals from each SZ table and work backwards to determine ST/SZ weighting.

What does the table mean? The columns are the damage classes. Since a character always ends up in ONE with a chance at the NEXT, only two columns will have positive values. The others will be zero. The numbers are the total number of characters in the database that have that damage class, the number after the slash is the percentage that that number represents. For example, a new roll-up with SZ 3 and ST 3 would have a 90% chance of getting “little” damage, with a 10% chance at the next highest class. Suppose that character raises ST to 4. He then has a 20% of getting average damage. Easy, eh?

One thing you may notice is that there are 18 increments of ST+SZ (in the example table, 6 to 24). The game system seems to work in increments of 5X. The number of increments multiplied by 5x is 90%. The significance could be that you have a base 10% chance for advancing to the next class, the higher the SZ/ST total, the higher the chance (up to 100%, or the next highest class).

Now comes the hard part, determining character hit points. We have to start by making assumptions on damage. For weapons, let’s say that they are roughly similar to corresponding D&D weapons. Most will do around 3 to 6 points damage, depending. Characters. We’re back at the problem of not knowing what “good” damage means. Since we defined total damage as weapon + character, you need to ask how hard can a character using an epee, dagger, or fist hit. Unless we’re talking AIM expert, the answer is not very hard (I’d say 4 pts. max). So for the average character using the average weapon, we’re in the neighborhood of 7 hit points damage per attack.

If you accept this average, then 49 points for frail is way high. There are characters that go desperate after being hit once. Desperation should be the key, because the will roll does not come into play until then (the WL roll, or morale check, complicates things quite a bit). Desperation seems to occur when the next hit will take you out. If the average fighter (CN=12) is desperate after 3 hits, out in 4, that suggests a total of 28 hit points.

If the individual managers wish to pursue this, best of luck to them. For those who don’t I can offer this: In my experience, I found the best way to handle hit points is not to worry about the number of them, but rather worry about the number of hits you can score. And, for character design purposes, just plan not to get hit.

THE TURNSHEET – ARMOR
The more I think about it, the more I realize that armor & weapon selection is a personal preference more than anything else. Therefore, I will pass along my impressions of each type and a table from the Handbook. I have made a few additions to the table which appear in bold type.

Helms. The old rule of thumb was helm weight * 3 to get armor equivalent. The steel cap is very good protection, and only costs you two points. This also seems to be a favorite among the RSI people who play, for whatever that is worth. The helm seems to be only a marginal improvement. The full helm will turn back many blows. Some say it is the equivalent of APA, but I don’t think so. But, it is the only helm I use. After all, it is the maximum head protection available, and it only sets you back four points. A full helm gives you the option of concentrating your defensive effort elsewhere.

ALE: This is not protection, but hit point reduction. Lousy vs. edged weapons. If you have a no-con gladiator who only gets hit once, this is the perfect armor. APL: A vast improvement over ALE, very good vs. bashing weapons but still weak vs. all edged weapons. Very good for the weight, good hit point reduction but not real protection. ARM: Offers fair protection against the slash and bash, poor vs. lunging attacks. Maximum armor for low CN characters. ASM: Excellent vs. slashing attacks, particularly the SC. Minimum armor for good lunge protection, fair vs. bashing attacks. ACM: Shares weakness of ARM vs. lunge, otherwise improvement over ASM. APM: This armor will almost completely shut down lunging attacks, only heavier bashing weapons will get through. APA: Maximum protection, maximum weight. Concentrate protect locations on AM and LE. Lungers only hope is the HL. Only serious threat is bashing weapons.

Weapon vs Armor Table

Weapon          ALE     APL     ARM     ASM     ACM     APM     APA
DA              -       -       -       P       P       I       I
EP              G       G       G       -       P       I       I
HA              G       G       -       P       I       I       I
SH              G       G       -       -       P       I       I
WH              -       -       G       -       -       R       R
LO              G       G       G       -       -       P       P
MA              G       G       -       -       -       G       G
SC              R       G       G       P       -       P       P
BA              G       G       G       -       G       -       -
BS              G       G       G       -       G       -       -
MS              G       -       -       G       G       -       -
SS              G       G       G       G       -       P       P
WF              G       G       G       G       -       P       P
QS              G       G       G       R       G       -       -
GA              G       G       G       G       G       G       G
GS              G       G       G       G       G       G       G
LS              G       G       R       G       R       P       P
HL              G       G       G       G       G       R       R
ML              G       G       G       G       R       R       R

I = Ineffective, P = Poor, E = Equal, G = Good, R =Recommended

ODDS & ENDS

Have you ever wanted to ask a question of the man who designed the game? I recieved a letter from Ed Schoonover in which he asked about doing an interview for the HR. He said even the tough questions would be fair game. What I would like to do is take 10 or 20 of your best questions for Ed to answer. So, this your chance.

After a lengthy explanation by RSI late last spring of why there would be no more changes to the game, we now have a new team ranking system. The basic effects will be to recognize current performance and to spread out the distribution of free plays. Those playing entire teams for free, and established stables, probably won’t be happy. But, from what I’ve seen thus far, it looks pretty good.

How does one declare avoids in AD? Before the change you simply wrote in the manager number (which corresponds to the place in the rankings). Now, there are two manager rankings and the potential for two ranking numbers. If I want to avoid you what do I write on the turn sheet? Perhaps your team name? Some managers are running warriors from 6 or more teams, that’s pretty cumbersome. One gets the feeling that this was not thought through very well.

Most of you who write want to see an article on how to interpret your fights. So, that will be the bulk of the next HR. The following issue I will be printing the updates and attribute vs. skills tables. If there is something you want to see, let me know about it.

Jeff Morgan

The Hoser Report #13

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*The Hoser Report*
The strategy newsletter for Duelmasters
(c) 1987 Eudaemonic Enterprises
All rights reserved
#13 December 8, 1987
$2.00

*THE MANAGERS CORNER*

CHANGES IN THE BONUS AWARDS
RSI takes a step in the right direction

As I’m sure you’re all aware of by now, RSI has announced it’s latest changes to the Duelmasters system, that is the bonus awards, or as my friends know them: Free turns. I’ll skip over the small print and minute details, and get right to the heart of the matter.

Although I haven’t been around along time like our favorite Hoser, Mike La Plante and numerous other experienced veterans, I feel that I can represent a view of these changes, and how they help the newer teams. Right away, I can hear numerous cries of “foul” coming from most of the veterans, especially those who run excessive number(s) of teams. These guys are worried that they won’t be able to “rape the system” any more with their impressive win-loss records. But aren’t these the same guys who are complaining to RSI that all of their arenas are dying? Have any of you ever considered why this phenomena is occurring? Beginning managers and semi-experienced ones alike have always had dreams of capturing top team, or one of the top warrior titles so that they would be able to enjoy their turns gratis. But when some wily veteran sits up on the top rank with his .700+ winning percentage while fighting 1 or 2 fighters a turn, it’s not too hard to figure out that it will end up costing him a fortune. Under the new system, discounts are based more on present achievements, making it much harder for everyone to rest on their laurels.

With unchartered and chartered teams, the new teams in the arena will finally have something to fight for. The opportunity to win these illustrious awards should help make the prospect of staying in DM more enticing to these rookies. Consequently, the arenas of Alistari should begin to repopulate and complaints of non-existent arenas should come to a gradual halt.

Sure the veterans at the top won’t be able to run their full fledge of half a dozen or more teams anymore, but with the increase in participants, isn’t it better to have ten people enjoying the game, rather than a single person getting bored of his ten teams? – Garth Werner

… I’ve been checking Mike La Plante’s formulas for ENC, HIT, etc. on my own computer and so far everything has agreed 100% with my roll-up statements. However, I agree with you that WL is understated in the formula he uses for END, I just can’t tell by how much.

One last thing… you gave me some advice on a replacement lunger I got … you said he would be good for maybe the first 5 fights, then DA him and hope for a better replacement. With this in mind I named him D.C. Warrior ( Dixie Cups. He is now 7-0-0, learns an average of 3 skills per fight and does better now then when he first started (he beat an 11-11-2 lunger last turn!). I almost sent D.C. to the DA on his first turn. Thanks for convincing me to give him a chance. – Mike Troxell, P.O. Box 545, So. Pittsburg,TN 37380

Glad to hear your subscription is paying off. Perhaps you should keep D.C. a few more turns!

Jeff just a quick reply to that moron who ask(ed) “Are the number of skills really worth sacrificing your attributes?”. Yes they are! For about a year and a half all I I did was to raise stats. (T)hat was a team in the low .400 and my highest warrior (was) in the champions. Now that I’ve changed to skills for all but two or three raises I have moved my average into the high .500 and a 11-2-0 duelmaster. – Patrick J. Myers, 107 S. I 2th St., Akron, PA 17501

If you have been playing for 18 months. moving your W/L that far upward is impressive. But did you consider the manager who asked that question may have been a rookie, as you once were? Please keep the insults where they belong, in the personal ads of your arena newsletter.

HOSE KNOWS
Questions and Answers

Q: I have a warrior who I think is pretty good. What do you think of him?

Initial          16   13   6    13   17   8    11
Present          17   13   6    13   17   9    12 
Desired          17   15   6    15   19   9    13

I intend to train CN, WT, and DP each two points from the initial stats. Do you think I should train those attributes first, or go all out for skills? How close is he to any experts?

A: I’d like to run a WST like this. Raising CN to 15 will make this guy a real brick, which is what you want with this style. Do it soon. As for WT and DF, I would not but that is your decision to live and die by. Since he is SZ 6 he’s bound to be good regardless (why don’t you wait until he has a few experts and then see what the raises do?). Learning should be good with a WT/WL of 13/17, make sure your fights last past minute 1. If you forego most of the attributes now you can plan on an AD invitation in about 25 fights. Once there, you can plan on adding about 5 points to each attribute.

The advantage of a 13 DF is that the MS becomes a weapon option. I have great respect for this weapon, especially for the little guy who doesn’t do much damage. Good choices at this point in time would be the BS or SC. As for being close to experts, perhaps you can determine that yourself after the update issue (HR # 14) comes out.

Q: If you really do dislike the AIM & SLA, why?

A: I don’t “dislike” any particular style. I have two goals in this game. The first is to have the highest possible W/L. The second is to have the highest possible number of kills. RSI now runs 40 or 50 Duelmasters games. I would bet a six-pack of my favorite beverage that the AIM and SLA are at or near the bottom of the style rankings in each of those arenas.

In the character design process, many people decide style first. I decide it last. What I have found is that it takes a very special gladiator to make it as an AIM or SLA. Such characters would be even more successful practicing a different style.

Q: I’ve been playing DM for more than a year now and would like to know how long DM has existed.

A: I don’t know the exact dates, but the playtesting began a year before I started playing. That would be in the spring of ’83. The turnaround between turns was very slow so there were not a large number of turns played. Regular turnaround did not begin until of August of ’84 (at which time the name “Gladiators” was dropped).

ANALYZING A FIGHT RESULT

The fight is a result of an interaction between two fighters (which can be described in the terms we’ve been using all along, percentages, points, etc.) and two strategies. As the skill percentages of your gladiators increase the text lines begin to tell you more about your fighter. More importantly they give you clues to what your opponent is doing. Consider the following:

Result = (Stats A + Strategy A) * (Stats B + Strategy B)

The multiplication is merely an operator of convenience. The exact nature of the interaction is determined by the flowchart of the combat program. I would like to point out that the computer that determines our results must use numbers and operators. The important part of the above equation is that “strategy” and “stats” are additive. We already know about stats. Using this model we can treat the effects of “strategy” (specifically offensive effort, activity
level, and tactics) in the same manner. Like any problem, you have Knowns and Unknowns.

Known: You have been keeping meticulous records of your learning, stat raises, and expert levels (right?), and you have your minute strategies. How close can you come to the opponents stats? The answer is usually “close enough”.

The SZ of your opponent is given. You know the minimum ST/WT/DF from the weapon(s) used (some wily managers carry back-ups they can’t possibly be “well suited to” as a ploy, look at what is in his hands). If he hits you often you know what kind of damage he does, setting an upper limit on ST. If you hit the guy several times before he reaches desperation, you’re looking at high CN. The number of skills he learns will give you an idea of how far above his WT minimum he is. Tires quickly, quits after little damage? Low WL. If he has frequent stat raises (especially consecutive raises to the same stat), he’s got a high WL. This type of character also gives himself away by when he quits. Remember the relationships between ST/CN/WL, use the formulas from the HR where possible. And, you may know his expert ratings if you’re lucky. That’s quite alot of information.

Now we need to jump right in and read a fight. I have selected a fight from the last Tourney because it shows the new managers what they can look forward to, it’s not too complex, and I won it. The fight:

Engwar of Hose Machine TPS 5′ 11″ ALE/F, BA SH, BA DA

Powinski of Skull Smashers PLU 5′ 7″ ALE/H, EP SH, SH SH DA

[Those in the stands shift their attention to the warriors.] {1} Engwar strikes downward with his battle axe! {2} Powinski makes it look easy as he gracefully dodges the blow. {3} Powinski allows his foe to over-extend himself. {4} Engwar makes a slashing attack with his shortsword! {5} Powinski deflects the attack with his shortsword. {6} Powinski sidesteps, trying to throw his opponent of balance. {7} Engwar slices up wickedly with the gleaming blade of his battle axe {8} Powinski deflects the attack with his shortsword. {9} Engwar smashed through the parry with his battle axe! {10} Powinski is struck on the left rib cage! {11} Engwar strikes downward with his battle axe! {12} Powinski twists impossibly away from the blow, amazing the spectators! {13} The arena quiets in respect of the masterful dueling. {14} Powinski bats his foe’s weapon aside leaving him open to attack! {15} The weapons lock together in a test of strength. {16} Powinski slashes with his epee! {17} Engwar parrys with his shortsword to make the attack unsuccessfull {18} Engwar allows his foe to overextend himself. {19} Engwar slashes with his battle axe!

[Minute 2. Engwar is dominating the contest!] {1} Powinski contorts his body inhumanly as he unbelievably dodges the blow! {2} Powinski bats his foe’s weapon aside leaving him open to attack! {3} From the stands a voice yells ‘Engwar, you stupid idiot!’ {4} Engwar rushes to his opponent’s weak side! {5} Engwar slices up wickedly with the gleaming blade of his battle axe! {6} Powinski deflects the attack with his shortsword. {7} Powinski bats his foe’s weapon aside leaving him open to attack! {8} Engwar rushes to his opponent’s weak side! {9} Engwar smashes at his opponent with his battle axe! {10} Powinski’s body is a blur of motion as he leaps away from the attack! {11} Powinski ducks under his oncoming foe, seizing the counterstrike! {12} Powinski slashes with his epee! {13} Engwar parrys with his shortsword to make the attack unsuccessful! {14} Engwar falls back, then leaps forward catching his foe off guard! {15} Engwar brings his battle axe hurtling down with devastating force! {16} Powinski yelps, as it takes his full strength to parry with his shortsword! {17} Powinski disengages his foe’s weapon arm and tries to steal the initiative! {18} Engwar leaps to his left! {19} Engwar brings his battle axe hurtling down with devastating force! {20} Powinski deflects the attack with his shortsword. {21} Powinski ducks under his oncoming foe, seizing the counterstrike!

[Minute 3. Engwar is showing how he won his honor!] {1} Powinski drives forward, epee stabbing repeatedly with his charge! {2} Engwar deflects the attack with his shortsword. {3} Engwar disengages his foe’s weapon arm and tries to steal the initiative! {4} Engwar defends to conserve his strength. {5} The warriors stand quietly and study each other. {6} There is a lull in the action, as both warriors pause to catch their breath. {7} Powinski blurs forward, epee stabbing suddenly with blinding speed! {8} Engwar deflects the blow with his battle axe. {9} Engwar feints an attack, freezing his opponents initiative! {10} Powinski thrusts with his epee! {11} Engwar deflects the attack with his shortsword. {12} Engwar bats his foe’s weapon aside leaving him open to attack! {13} Powinski slashes with his epee! {14} Engwar dodges left, avoiding the blow. {15} Engwar ducks under his onrushing foe, looking for the counterstrike! {16} The warriors stand quietly and study each other. {17} The trainers plainly show their displeasure! {18} Powinski slashes with his epee!

[Minute 4. Engwar’s skill at arms has him at an advantage in this fight!] {1} Engwar deflects the blow with his battle axe. {2} Engwar steps back, and then rushes forward In a counterstrike! {3} Engwar smashes at his opponent with his battle axe! {4} Powinski drops to his knees, avoiding the attack then leaping back up! {5} Powinski falls back, then leaps forward catching his foe off guard! {6} Powinski lunges wielding an epee! {7} Engwar contorts his body inhumanly as he unbelievably dodges the blow! {8} Engwar twists to the side, throwing his opponent off balance. {9} Engwar stabs powerfully upward with his shortsword! {10} Powinski is wounded in the chest! {11} It is a tremendous blow! {12} Powinski fights with the cunning of desperation! {13} Powinski is badly hurt and breathes heavily! {14} Powinski is stopped by Greywand’s legate! {15} Engwar has defeated his foe!

This is my convoluted thought process as I read a fight: In minute 1, Engwar gets clear determination and makes 4 attacks. One of these is a critical attack (line 7). Criticals have a way of getting through, and this one does for normal damage to the area targeted. Powinski executes 2 critical dodges (2, 12), and 2 normal parrys. Powinski begins 3 ripostes (3, 6, 14). One riposte was successful, and was blocked by a critical parry (17). Engwar then begins his own riposte sequence to end the minute. Note there was one comment (13) which is not important. There is one lock-up (15).

My own strategy was moderate with low activity with no tactics (I would love to share my turnsheet with you, but I must remain competitive in AD). He is PLU. If he had wanted determination he could have had it. Yet, he initiated not one attack. Offensive effort of maybe 3. The biggest due to what he is doing comes from the “riposte sequences”. A sequence normally will be 3 lines long (see lines 7-9, min. 4). Powinski’s are aborted ripostes. And there was a lock-up on one attempt. He’s holding back! Low activity level. Had he been around say 5, those ripostes would have launched. The one that did barely overcame my initiative. The fact that he did 2 critical dodges with an activity level of 3 speaks well for dodge percentage. My attack efficiency is only 1 in 4. Not much else is apparent after 1 minute.

My strategy in minute 2 is unchanged. Note lines (4, 8, 18). Obviously the opposing manager has made some type of change. Powinski made 5 riposte attempts (2, 7, 11, 17, 21), three of which aborted (4, 8, 18). One riposte was answered by a critical parry (13), riposte (14), and critical attack (15). Of 4 attacks, 3 were critical. None hit, which speaks highly of the opponent. We see the recent change to endurance cost for parry in line (16).

My conclusion is that Powinski is certainly using the parry tactic. My increased movement was one clue. Don’t be fooled by the increased number of ripostes (three of them didn’t launch, the other clue). Had I been using an aggressive strategy there would have been little way to know if his riposte was weak or if he held back. The astute manager will have noticed that the riposte sequence always follows the critical dodge.

In minute 3 Engwar goes scum mode to rest before the onslaught. Scumming now gives the opponent a chance to tip his hand, and burn endurance. The minute starts by Powinski completing his action from the previous minute (I assume that action had the probabilities associated with Powinski’s minute 2 strategy). Most of us can recognize the slowdown by lines (5, 6, 16, 17). Powinski initiates 4 attacks, one of which is critical (7). None hit.

A parry/dodge ratio of 3:1 should tell the other manager something, as should the fact that all of Engwar’s ripostes aborted. Powinski is still holding back. He either has great confidence in defense, or a problem. Have you guessed what it is? Knowing the number of initiative skills above advanced expert my fighter has, I am able to calibrate Powinski (each of his skill levels can be thus approximated, though not in this fight).

In the final minute Engwar shifts to an aggressive strategy (one many bashers would feel comfortable with). Had I done this earlier I would have easily had determination. But look what happened. He never had much of a chance to show me, but I suspect that he intended to get after his opponent. Perhaps an offensive effort of 6, with about the same activity. Had he gone much higher, he would have been in the drivers seat against a TPS.

The thing that draws my attention is how easily he quit. Combined with such a controlled strategy and low encumbrance, he is hurting for ST/WL (probably has average CN). Reviewing two previous fights confirms this, he has reached exhaustion in the 5th while in the slow burn mode. And, he raised ST to get good damage. Of course, the points have to go somewhere (WT/SP). I’ve seen him use a SH and raise DF to get the EP, piecing everything together gives me a pretty fair snapshot of this opponent. Not perfect, but good enough.

Pretty easy huh? Were you expecting a grand revelation? The point is, this should be easy. How many things can your opponent be doing? People seem to forget they’re dealing with a simple combat program. RSI is doing this for PROFIT. It is therefore in their interest to create an imagery of complexity around the product. Many managers therefore expect any explanation to be very intricate. What actually is going on may indeed be very intricate. But, a simple model works very well.

EXCERPTS FROM THE DUELMASTERS HANDBOOK

Tactics
(Part 1 of 3)

The following information, pertaining to the 5 available tactics in Duelmasters, has been obtained from the Duelmasters supplement and arena experimentation.

By using the various offensive and defensive tactics available to the particular fighting styles, you can significantly change the way a particular warrior fights. While this can be advantageous (when) used wisely, utilizing the wrong tactic against the wrong opponent can result in defeat by an inferior foe. As stated by RSI, the best advice on tactics is to use them sparingly. A warrior will always be giving up more of his total ability to focus on a particular tactic than he will gain in one area by using the tactic.

The following illustrates the tactics usable by style and is important in determining who and who not to fight.

Style versus Tactics Table

Fighting Style     BA     SL     LU     DE     PA     DO     RP     RS
BAS                ws     u      u      ws     u      u      u      u 
STA                s      s      s      ws     u      u      s      ws 
SLA                u      ws     u      u      u      u      u      u 
PST                u      u      u      ws     ws     u      s      ws 
LUA                u      u      ws     s      u      ws     s      u 
PLU                u      u      ws     u      we     ws     s      u 
WST                ws     ws     u      u      ws     u      s      u 
TPS                u      u      u      u      ws     s      s      s 
AIM                ws     ws     ws     u      ws     ws     u      u 
PRP                u      u      ws     u      ws     u      ws     u

ws = Well suited s = Suited u = Unsuited

By analyzing the above table and utilizing the Supplementary Rules, you can reasonably determine when and when not to use a particular tactic in fighting a known opponent. Listed below are some general guidelines in using tactics and more importantly, when not to use them.

Rule #1 : Never use a tactic that your fighting style is unsuited for.

Rule #2: Use tactics that are only suited, not well suited, sparingly.

Rule #3: Use tactics that your fighting style is well suited to only when you are fighting a known quantity or are reasonably sure the use of the tactic noticeably improves the natural abilities of your warrior.

Rule #4: Pay attention to the weapon you are using when modifying your fighter. Don’t use a tactic your weapon is unsuited for.

Note: The above table/rules apply to the norm ( i.e., some styles, reed fighters, will occasionally favor a tactic unsuited to his style). If you think your fighter is one of these exceptions, by all means, experiment.

Mike brings up some excellent points on tactics. The first being that overall performance is reduced by focusing. The second is that incorrect use or opponent type can be costly (most likely to happen when challenged or random match-ups). It would help greatly to know which skill areas are affected by tactic use, and what the actual percentages are. Since the percentage modifications are temporary, I can see no way (short of espionage and/or bribery of RSI employees) of deriving this information as can be done with skills & attributes.

Don’t let this discourage you however. It is easy to imagine scenarios where you must concentrate on one aspect for one, or several, minutes. What would you do in the following example?

You have a basher facing an offensive opponent whom you know to be much faster (via initiative or decisiveness). You know that he is also 7 or 8 skills above advanced expert in attack (140%). Your basher on the other hand is 2 skills past advanced expert in parry. He has learned 10 defensive skills and not yet hit expert. You have little riposte, but can carry a shield. Now suppose we knew the following:

                   AT     PA     DO     IN     RP     DE 
parry tactic      -10    +15    -5     -10     0      0 
dodge tactic      -10    -10    +15    -5     +5      0

Let’s say the opponent is a lunger. To open do you: (a) use normal bashing strategy, (b) try to use the parry tactic, or (c) try the dodge tactic?

ODDS & ENDS

I’ve went back to white paper for a couple of reasons. The first is that I don’t like to create an adversarial atmosphere That is, a few people pirating isn’t as bad as me assuming everyone is dishonest. Secondly, I will be able to send 5 page issues (when warranted) because this paper weighs less per page. And as you may have guessed, its cheaper.

RSI must have hired some new data entry people, judging by the recent sharp increase in turn errors. I would have sworn it had been a year since I had seen the last one (maybe 6 months). This gave me a chance to test the “Customer Service Department”. This apparently consists of some form letters (with your name mail-merged in). I wrote a second letter. Got another reply, and it wasn’t a form letter. Didn’t answer my question, but it was two paragraphs long (for whatever that is worth). RSI is fortunate to have such a good game.

I had a recent experience with another PBM company, Emprise Game Systems. I had requested rules for the game Warp Force Empires (strategic space scenario). Along with the rules was a survey form. I was too busy to return the survey (the best excuse I could come up with). Some time later they sent me a follow up survey, which was more of a humorous attempt to make you feel like a dog for not playing their game. I returned it, with several comments. Would you believe that the president of the company, Steve Gray, sent me a personal letter after recieving my response? He even recommended a competitors game to Mel if you are looking for a company to spend your hard earned dollars with, take a look at EGS (P.O. Box 9078-51, Van Nuys, CA 91409-9078). A company with that kind of attitude deserves a free plug (and they just got it).

What is this Eudaemonic Enterprises? The HOSER REPORT is just the first product of this business, which will be producing products for the Thinking Man. Another project which has been under way for Over a year is rapidly approaching the programming stage. An “official” announcement at this time would be premature, but I can say that it will of be of great interest to all of you (if you like a challenge that is).

Due to the time demands of the above mentioned project, and the fact I am moving, HR #14 will be delayed by three weeks to January 19. You and I both could use a break. After December 24th. please send mail to my new address:

15824 Terrace 2 Oak
Oak Forest, IL 60452-2971

In a letter recieved from a new manager, he told me with the HR he was now ready to take on the top teams in his arena. Perhaps a few words of wisdom to the newer managers are in order. You don’t necessarily become the #1 team by beating the teams above you. You get to #1 by winning more of your fights than anyone else. This means fighting people you know you can beat. Until you develop solid characters it’s wise to fight at or even below your own level (if it won’t hurt learning). Opponents may make ugly noises in the personal ads about your challenges, but that’s ok. You don’t have to live with that. What your opponent has to live with is that every time he looks at the rankings, your team is moving up.

Happy Holidays!

Jeff Morgan

The Hoser Report #14

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*The Hoser Report*
The strategy newsletter for Duelmasters
(c) 1988 Eudaemonic Enterprises
All rights reserved
#14 January 19, 1987
$2.00

*THE MANAGERS CORNER*

Dear Jeff: I have given careful thought to your comments concerning character roll-ups. I must admit, (I) can find no flaw in your reasoning for character optimization by characteristic. It certainly seems like a logical means of optimizing skills at the earliest possible moment and skills implies viotories and victories implies playing for free – a worthy goal.

But, there are some of us who are not concerned with the financial rewards of a successful team as much as with the challenge of developing each character to the limit of their potential and amassing data on a particular fighting style.

Many times I have heard the term “scumming” used to describe the Total Parry style – and many complaints that the Total Parry style dominates arenas. I humbly suggest that it is the fault of the managers of that arena that they allow these turtles to plague them. Why? Because the Aimed Blow style is not a popular style – yet my experience is that they are generally more than a match for Total Parrys. I even had one Aimed Blow specialist carve up a Total Parry in plate armor with a full helm using an epee! On the other hand, the Aimed Blow specialist seems to be quite vulnerable to the more decisive styles – at least in the early going.

Two of your roll-up characters from the #10 Hoser Report have characteristics which allow the manager to create a reasonable Aimed Blow specialist: numbers 3 and 4.

Number 3: Gotcha, Aimed Blow specialist

ST:  (6)         11     0-15       EP/HA 
CN:  (9)          9     16-23      SC/SH 
SZ:  10                 24 +       LO/ME 
WT:  (11)        15 
WL:  (9)          9     Armor: ALE/APL 
SP:  (11)        11     Helm: Any 
DF   (14)        19     Training CN, then SKILLS

The Aimed Blow specialist is an offensive style, consequently, the offensive effort should be generally high, 8 – 10. Activity level is a matter of situation. I have used from 3 to 10 with good effect. Kill desire is also a matter of situation (and choice). I have used from 3 to 10, but have only registered kills during minutes with a low kill desire (as low as 3!).

Initially, Gotcha could be run as a lunger ( 10-10-10-L) using the weapons suggested above and attacking the legs. Or, he could be left to his own devices ( 10-6-6, 9-3-6) aiming anywhere. With a deftness of 19, he would have little trouble in finding chinks in any armor ( I have found that the Aimed Blow specialist goes for perceived weak spots regardless of the attack location specified).

Number 4 The Nerd, Aimed Blow specialist

ST:  (12)      13      0-15      EP/HA 
CN:  (9)       9       16-23      SC/SH 
SZ:  11                24 +       LO/ME 
WT:  (21)      21 
WL:  (4)       10      Armor: ALE/APL 
SP   (4)        5      Helm: Any 
DF:  (9)       15      Training: CN, then SKILLS

The Nerd will probably have low endurance and low carrying capacity, so blast out (10-10-10-L) as a lunger and watch them fly. Or out-scum the world all dolled up in the latest plate armor if you find that El Nerdo cannot win in the first minute. Fingal, manager of the Fiends, Arkers arena

A Schmuck’s Rebuttal

This is just a short rebuttal to “The Managers Corner” in HR # 12.

I ) Profanity is never called for.

2) I never said it was great to have my best warrior killed. I simply said I liked being in a deadly arena (especially when my two closest allies and myself combine for 53 kills).

3) I hope you like the face of indifference mixed with the slightest hint of disappointment, that’s what you would have seen. No use crying over spilled milk.

Well, that’s about it. I thank you for your time. – Respectfully yours, Schmuck

HOSE KNOWS
Questions & Answers

Q: Any tips on the Aimed Blow fighter?

A: Many managers have written me to ask what the secret of the aimed blow style is. Had I known what it was earlier, I would have written about it. I believe I know now. Like most problems, once you see the answer you’re surprised at how easy it really is. I had a phone call from Fingal a few weeks ago, and he apparently has been having success fighting several aimed blow fighters. His reasoning (those of you with strikers might also find this interesting) is that this style has a wide range of weapons and tactics available. Therefore, he should be able to mimic most other styles. What is the most universally successful style? Treat yourself to a beer if you said lunging. He sets up his aimed blow fighters like lungers, and its working for him.

This really makes a lot of sense. The only problem I see is that most aimed blow fighters are not designed with endurance in mind. Fingal’s strategies use the maximum amount of endurance. If it doesn’t work for you in minute one, you’re in big trouble. On the other hand, this style has the lowest endurance cost. If you manage an aimed blow fighter, its certainly worth a try (the masochists who run this style have probably tried everything else).

NEX Updates

As promised, here are the characters sent to me thus far. This should keep you database junkies busy until March. We’ve seen quite a few of these now, and the enterprising manager should soon be able to work backwards (for the major styles) to style modifications and initial character percentages using techniques outlined in earlier issues. My own analysis for the intellectually lazy and/or confused will be coming in the near future. As you analyze these stats, take note of these factors:

1) The influence of stat raises. In some cases, they were raised after the expert status was reached. In others they do not affect a skill area until extremes are reached (15, 17, or higher; see tables on following pages), or at all.

2) Look at characters of the same style, but slightly different stats. For example if you are looking at attack skills for a parry-lunge look at the attributes that contribute to that skill area (ST/WT/WL/DF) if in doubt consult HR #2 & #3 or the Duelmasters Handbook. Then, look at the number of break points difference.

3) Look at warriors with very similar stats, but different styles. This will point out the different weights (skill area modifications) that the game designer has used.

4) Note there are two identical WST fighters. They are managed by the same individual, yet have different NEX. I called this manager to see if there was not a record keeping error involved. There apparently was not. This little item is another bit of evidence supporting the mysterious luck factor. Good luck.

ST     CN     SZ     WT     WL     SP     DF          Style          #1
11     11     6      11     15     19     11          SLA 
Exp. Decisiveness of roll-up

ST     CN     SZ     WT     WL     SP     DF          Style          #2
17     15/13  7      12/10  16/15  7      17/15       WST
NEX Attack = +4, WT to 11, DF to 17; NEX Parry = +5, WT to 11, DF to 17 

ST     CN     SZ     WT     WL     SP     DF          Style          #3
10     9      21     13     10     9      12          LUA 
NEX Initiative = +1

ST     CN     SZ     WT     WL     SP     DF          Style          #4
11/10  10     8      15     15     11     15          PRP
NEX Riposte = +2 

ST     CN     SZ     WT     WL     SP     DF          Style          #5
17/16  11/10  16     15/13  11/10  10/9   11/10       BAS
NEX Attack = +6, ST to 17, WT to 15, DF to 11; NEX Decisiveness = +8, WT to 15; NEX
Initiative = +4, WT to 15, DF to 11 

ST     CN     SZ     WT     WL     SP     DF          Style          #6
13     10     15     15     5      15     11          BAS
NEX Initiative = +2 

ST     CN     SZ     WT     WL     SP     DF          Style          #7
12/10  15/14  8      13/10  19/18  14/13  13/11       PST 

ST     CN     SZ     WT     WL     SP     DF          Style          #8
11     10     11     15/13  13     13     14/13       PST 

ST     CN     SZ     WT     WL     SP     DF          Style          #9
9      12     9      15     9      13     17          PRP 

ST     CN     SZ     WT     WL     SP     DF          Style          #10
9      3      15     11     12     17     17          SLA 
Exp. Initiative on roll-up

.
.
.
(up to #42, removed for brevity by Terrablood. I don't want to type them in.)

And if that is not Enough…

The following are all I have received to date for skills vs. attributes. Notice that this is not very complete. Compiling this information takes lots of time, even with many managers contributing. These figures were obtained using the Golden Rule of 4, if you have missed earlier issues. I have made a few guesses which are clearly shown, as are “semi-confirmed” results. For example, we can never know what an attribute of 3 does, since you can’t increase a stat to 3. However, there does appear to be a fair amount of symmetry present so when I see a result for a 21 1 assume that 3 has the same effect in the opposite direction. And, when reading these you include each bonus/penalty before it. So if you have a ST 17 you have a total bonus of 10%, or an additional 5% above ST 15.

Strength

3 5 7 9 11 13 15 17 19 21
Att. -10? -10? -5 -5 0 0? +5 +5 +10 +10
Par. -5 0? 0? +5 +5
Wit

3 5 7 9 11 13 15 17 19 21
Att. -5? -5 +5? +5 +5 +5 +5 +5?
Dec. +5
Dod. +5
Ini. +5
Par. 0
Rip. +5 +5

Will

3 5 7 9 11 13 15 17 19 21
Att. -5? -5 -5 0 0 +5 +5 +5 +5
Dec.
Par. -5 0? +5 +5
Deftness

3 5 7 9 11 13 15 17 19 21
Att. -5 +5 +5
Ini. +5
Par. +5

Odds & Ends

Many people have asked about the questions that Ed Schoonover has offered to field. Sorry, I dropped the ball on this one. But I have now sent Ed 10 questions, so for those who have been asking, it shouldn’t be too much longer now.

Have you been looking for a better way to keep track of the accomplishments of your gladiators? If you run a few teams, you very quickly reach the point of having to search through several hundred pounds of paper to find what you want. What you really want is information, not wood pulp. To that end, Edward Fuchs has designed the Duelmasters Character Development Sheet. This nifty sheet allows one to track the lifetime achievements of each gladiator (20 fights per sheet), it is spacious and well laid (!). it may not contain everything you track, but if you made it a two-sided sheet you would need nothing else for record keeping. If you do hang on to old fights, this will very quickly reference each fight for you. It will be the last page of the next issue if you would like to make a (gasp!) photocopy of it. Also in the next issue: the latest encumbrance table, a look at damage using a 400 character database, managing the Parry Lunge (the first of ten articles on each style), and who knows what else.

The rash (statistically speaking) of errors that had been appearing in my turns have vanished as quickly as they cropped up. I am very happy to see this. To RSl’s credit, it had been many months (maybe a year) since the last input error on my turns. Unfortunately for RSI many other people have taken notice of problems, including Paper Mayhem. In a recent piece on customer service problems in the industry, RSI was mentioned prominently.

Speaking of Paper Mayhem, there was a review of the game back in issue 26 by Jim Townsend. In the review, he gives the following formula for endurance: E = (ST + CN) * WL/10. This reviewer supposedly just began playing, he described his new team in issue 25. That strikes me as a pretty big leap for a rookie manager to make. Whats the catch? This person is a GAME REVIEWER.

If you don’t think that PBM companies work at developing good relationships with these people, you’re NUTS. They of course want the most favorable reviews possible. If your game reviewer gets crushed like an insect because he didn’t have a few hundred fights experience to figure things out… My point is that this probably came from an RSI employee. It may not be exactly correct but close enough to help the guy along (then again, it could be it).

Let’s forget the source and look at the formula. It says that the relationship between ST and CN is 1:1. WL being equal, a character with a very high ST and low CN (say, 21 & 3) should have the same endurance as a character with 12 ST and 12 CN. The implication for character design is that you can offset low CN by adding to ST (for endurance). For attribute increases, it makes no difference which you raise if endurance is your concern. The real big news here is WL. Because it is a multiplier, adding 3 or 4 points here can have an enormous effect. If this is indeed the case, it would nicely explain why characters with 9 or less WL are always short winded. By the way I called Database La Plante with this. He didn’t like it.

And getting to databases, Mike has offered to share his with anyone who could make use of it. Just send me (or him, we both have hard copies) a SASE (39¢). It currently has about 400 characters (unidentified of course) in it. Mike has 200 more to add but has memory problems with his computer so I will be putting it all together. If you have access to a Macintosh you can send me a 3.5″ disk (400 or 800K) and I will return it with the file plus a few goodies.

The new Handbook is out for those of you interested. Have you noticed that some tables in the Handbook are slightly off? I’ve noticed it also. I started managing a 5 DF basher (heresy!) knowing I could use a ML. Surprise, that now requires 7 DF. Perhaps I’m being obtuse, but I don’t see how this particular change is an improvement in the game. The people I know who are dropping the game are not dropping because they know the weapon requirements.

It would seem that the powers that be have been up to a little monkey business. Of course they are fully within their rights to do so. One would hope that these same people would ask themselves if record keeping players (i.e. everyone) figuring out these requirements is the Worst Problem they had. Sometimes RSI makes no sense at all.

Of course you can count on seeing the changes in the Hoser Report, this will give me a little something to do for next time (by the way, the Handbook has caught some of them). This sudden change in what we all felt was a constant illustrates the value of a newsletter like this when everyone contributes. I would be most appreciative if you would drop me a card or call (NOT during football or basketball games!) when you see these things happen. Thanks.

Jeff Morgan

The Hoser Report #15

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*The Hoser Report*
The strategy newsletter for Duelmasters
(c) 1988 Eudaemonic Enterprises
All rights reserved
#15 February 9, 1987
$2.00

*THE MANAGERS CORNER*

.. item two goes back to the issue of killing In the arena. I suspect that this is a matter of greater importance than we’ve been aware of. Obviously, a very serious concern is the attrition of players and the resulting thinning of both arenas and the variety of play. I can’t think of a single more demoralizing event than to have a favorite character, who you have nurtured with considerable time, energy, and money, suddenly snuffed out. it seems to me that this would be a prime factor in causing players, particularly newer players, to lose their appetite for the game and result in their dropping out. Sure, gladiatorial combat involved death but this, we must occasionally recall, is a game, not the real thing. I think however, it’s possible to strike a compromise based on the principle of “kill or be killed”. In practice it might work like this: in a kill situation, the computer would run a test by averaging the potential victim’s own kill level for the actual minutes of the fight, if this were below a certain number, say 5, the kill would fail, otherwise it would continue as previously. Nothing would stop blood feuds or those inclined to cut notches on their sword hilts. I think something along these lines would be very beneficial to the long term health of the game…. – Ed Fuchs

This issue goes back to Day One. Ed touches on several excellent points here. One being player attrition. The people who run the game want to keep you around a long time, thus we have the current system. What assumptions this makes about the average player I leave to you to ponder. I like the “kill or be killed” system. Those with sub .500 records would have to be very careful.

Another excellent point is that of losing your investment in a character. I would use this exact argument to advocate my own (narrow) perspective. Why not have a “free market” kill system? If you were about to win, and if you were trying to kill. you would have a 15% chance of success. Assuming everyone in the area on a given turn was trying to kill (very unlikely). this would lead to a maximum 7.57. mortality rate. Sure, the low end of the rankings would be a blood bath. But as your character climbed the rankings, Ed’s principle of Character investment would kick in. You would be very hesitant to risk your best characters by indiscriminate killing Managers inclined to cut notches on the sword would quickly incur the wrath and joint action of the bulk of managers. Managers marked as inordinately blood thirsty would quickly have their teams reduced to initiates. They would have great difficulty ever advancing characters. Checks and Balances.

Ed’s last point was the long term health of the game. This question has too many facets to tackle here. AD is suffering from the problems it was supposed to cure. A growing number of managers feel its to damn crowded (personally, I like it). Increased mortality would not solve these problems. It would however put off the day of reckoning until “the new game” is ready.

There goes the Pulitzer…

Dear Jeff: I have just received a copy of your Hoser Report from a friend and I saw that I was mentioned, along with a formula that I espoused in my second Duelmasters article. There were several serious errors made in your commentary.

First, you screwed up the formula something fierce. The correct formula is {Endurance = CN*WL + ST/10}. Thus, strength has very little to do with the equation, and constitution and will have the most. To increase endurance, increase the constitution if it is lower than will or increase will if it is lower than the constitution.

Second, you should be aware that I wrote the first article in Paper Mayhem #25 with several hundred fights worth of experience. Not only had I been playing the Fates and Townsend’s Guard, I was in the first Bloodgames and had a team of five AB’s in Malcorn. The article was written from my first entries into my game log about the game, which I keep on all review positions I hold. If you read it closely you’ll note several instances where I make comments about how stupid I was and the sort, which I added as hindsight into the article.

Third, I was insulted by your insinuation that the moderators of Duelmasters somehow pampered me along to get a better review for their game. Had this happened, I would be morally bound to quit their game and write a nasty piece about their interference for any of the outlets I have for PBM articles.

The equation in question was pried, not without much grumbling and squealing, from Ed Schoonover in a several hour phone conversation covering Duelmasters, Hyborian War and many other topics if you note in my article I say that the equation is a close approximation, not the actual formula they follow. There are many other variables, one being luck, added to their formula. Rest assured that you’ll never get the actual equation unless Ed defects and spills the beans I would not call it impossible for them to make subtle changes every so often to confuse any effort at breaking it.

I’d also like to point out a fact that few seem to notice while they are busy trying to break some of the game parameters. Armor seems to have little to do with the endurance use as I found out when I had Jim Townsend (my lunger and Duelmaster in #27) was (sic) placed in full plate in an accident (I wrote APA instead of APL). He lasted for three minutes at 10-10-10-L, 5-7-6-L-n-n and 10-10-10-L respectively before going down from exhaustion. Without armor he has not been able to break the four minute barrier at these levels, either. I believe that I know the reason, as I’ve been fiddling around with a combat program on my computer and have seen how the game looks to be put together. As a hint, note that fighters go out of desperate status at the end of a minute – Jim Townsend (Associate Editor – Paper Mayhem, President Pfodd Enterprises)

Well, you can probably imagine my chagrin at reading this letter. I called my source for this information (to compound the embarrassment, I now have to admit I don’t read Paper Mayhem) to confirm this. I asked the dumb Hoosier to read back the formula given in issue #26. And yes, it is CN * WL + 1/10 ST. While it appears similar to the formula I was supplied with, it isn’t. I clearly did not screen diligently. Had I read article, I might have also known that Jim was not a rookie manager. My apologies.

Looking at the formula, it will give numbers from 9.3 to as high as 443.1 (but usually around 150). Does this mean that some characters are capable of 47 times more attacks than others? That’s real approximate. The real question is whether or not it is useful. So long as you always use the same formula for all of your characters, it should give you an idea of how much endurance a new gladiator has (compared with your current stable).

As for the relationship between reviewer and moderator, let me clarify my statements. Perhaps some people came away from my comments with the impression that one hand is washing the other (as they say in Chicago). That is not what I said.

Anyone in business knows that some customers deserve more attention than others. Would you deny this? I didn’t think so. The extra effort is on the part of the moderator. Because of this some people have better access than others (even though they don’t seek it, or necessarily use it). I have no doubt that game reviewers do not desire special treatment. I find it unfortunate that these reviewers don’t review the game under a pseudonym. Such conditions would assure the type of review that the consumer deserves to see.

At the time I was at RSI, two review positions were underway. These players had questions on game mechanics. Do you think they got the mail-merge form letter from the “Customer Service Department”? What they got was a personal letter, with a name and signature at the bottom (the name usually being Paul W. Brown III, President, Reality Simulations). You can bet your longspear they had it before their next turn due date. And lastly, what do you think the chances of Average Joe Player having “a several hour phone conversation covering Duelmasters, Hyborian War and many other topics” with game designer Ed Schoonover are (not to mention getting an “approximate” equation)?

HOSE KNOWS
Questions & Answers

Q.: Why do fighters with a high wit (19+) have a greater chance of being killed then warriors with a lower wit?

A: There is nothing about high WT in and of itself that makes a character more vulnerable to dying. It is more likely what you are seeing is death due to a lack of hit points. Whenever you have a high attribute, something else (CN, WL) has to suffer.

Q: Did you notice the new envelope RSI sent out with our turn results this time? Could this mean they are finally ready to unveil the new game? I’ll believe it when I see it.

A: How could one miss it? At the risk of putting my size 11 Nikes in my mouth (again), I thought that Paper Mayhem said something about RSI buying someone elses game. Perhaps this is hinting at the new “Advanced Duelmasters”, or the Hyborian War rumored rewrite. Perhaps it is more vaporware (or the PBM equivalent). In any event, I share your sentiment.

Q: Got a question for the Hoser (finally). You may or may not have noticed my new PR, (name withheld). I’m having trouble running him. I run him like the DM guide says, but so far he’s 1-5-0. Stats are 11-11-12-17-9-7-17 and he has his advanced X in riposte. He has five descriptions under intelligence so his luck factor s/b OK. So far I’ve used an epee and a small off hand weapon. He gets most of his ripostes of OK, but everyone blocks his strikes (from rip.). Am I running him wrong? Or is he DA meat because of his speed? Help! He’s dragging my W/L down.

A: I don’t think that this character is DA meat because of his speed. It is lower than you would like to see for his style, but WT and DF of 34 compensate rather well. Advanced X inside of 6 fights backs this up.

In reviewing the strategies from the Handbook which you say you use, I see the author consistently advocates a low activity & offense, and opening parry tactic. With the program changes that weakened parry a new character shouldn’t be doing this (check the most recent Battle Report). Try to up your offense to the 3-5 range, activity to 5-? (allowing for endurance, which won’t be great), and drop the parry tactic in favor of riposte. You definitely want to end the fight in 3 minutes or less (at this point). Try a heavier damage weapon so your few hits count (LO or SS, the marginal increase in damage outweighs the marginal increase in weight). Unfortunately, learning and losing can form a nasty circle. But learning (and attack skills) will come. If your W/L is causing you to lose sleep, fill one of your team slots with a Dixie Cup to compensate.

Character Damage Ratings

For those managers who are primarily interested in guidelines to be used for character design, here is a summary of the data (n = 390) from Mike LaPlante’s database:

                         Little damage (n = 20)
           Average    Minimum    Maximum    Standard Deviation 
ST         9.0        4          12         2.3 
SZ         6.3        4          10         1.7 
ST+SZ      15         8          18         2.1

                       Average damage (n = 108)
           Average    Minimum    Maximum    Standard Deviation 
ST         11         3          15         2.4 
SZ         9.4        4          15         2.2 
ST+SZ      20         15         25         2.4

                         Good damage (n = 174)
           Average    Minimum    Maximum    Standard Deviation 
ST         12         3          21         3.0 
SZ         11         4          18         2.7 
ST+SZ      24         16         31         2.9

                         Great damage (n = 73)
           Average    Minimum    Maximum    Standard Deviation 
ST         14         8          21         3.0 
SZ         15         8          21         2.7 
ST+SZ      28         20         34         2.1

                       Tremendous damage (n = 13)
           Average    Minimum    Maximum    Standard Deviation 
ST         15         10         21         4.2 
SZ         18         14         21         1.8 
ST+SZ      33         29         39         2.8

                        Awesome damage (n = 2)
           Average    Minimum    Maximum    Standard Deviation 
ST         18         15         21         4.2 
SZ         19         18         19         0.7 
ST+SZ      37         34         39         3.5

Two of the basic premises on damage are that SZ is weighted more heavily than ST, and you begin with a particular rating and have a chance of getting the next highest rating.

The first premise is supported by empirical evidence, and also by standard deviations. Note that in every damage class the standard deviation for SZ is less than that for ST, exactly what we would expect to see. In Mike LaPlantes original database, approximately 3% of the characters did not fit the second observation. That is for the enact ST and SZ, there were characters representing three classes (i.e., average, good, and great).

About three years ago a change was made in the damage rules. Every character in the game was reviewed and some were promoted one class (I run one of these characters in AD). I am assuming that the small percentage of characters who don’t fit the mold are from that time. Given the low mortality rate, this is not unreasonable. In any event, their numbers are small and I threw them out of the database.

Another interesting note is the range of ST+SZ. It averages about 10. Looking at the data graphically, it jumps out at you. I had speculated in HR #12 that chances for increasing damage worked in a similar fashion to attribute increases (i.e., a d20). This was because there are 18 increments between 3 and 21, allowing a base chance of 15X and 5% increments to 100% (the next class). it appears that I was wrong, a d10 may work better.

The range is not perfect however. For the high damage classes it is short. This is probably because I used the actual character SZ, not the weighted SZ. For Average and Good damage, the range is broad. I am not sure if penalties for small SZ/ST would account for all of this or not.

What is most important is being able with reasonable certainty to avoid wimpy damage. If you are interested in trying to break it down further, send me a SASE (39c) and I’ll send you a copy of the database.

The Parry Lunge

Let me begin this by saying that this is perhaps my favorite style (next to lunging), so my normal opinionated viewpoint will be slightly more so. The game designer once wrote in the arena newsletters that this is the most balanced style. I believe it. A good parry lunger can assume almost any role that does not require decisiveness or responsiveness. Note. the key word “good “.

The roll-up: Strength should not be less than 9. Not only are there weapon considerations involved, but you must keep in mind damage and endurance. As far as an upper limit, try 15. Higher levels may work, my experience has been mixed. It sure is nice to be able to use a HL, but how many times do you actually face an opponent in plate?

I’ve always advocated low-con characters, so for a minimum try 3. Yes, there is a risk but you can usually raise it to a safe 5. Keep in mind at these low levels, you will have to compensate by adding to WL and/or ST. Preferably WL. If you are blessed with an ultra low CN character, travel lightly and invest the bonus wisely. For an upper limit I like 13. If you have more CN than this, think of making this character a different style (LUA, WST).

I would recommend the same range for SZ as for CN. Most people will tend toward TPS, AIM, PRP, or PST at the lower sites. I guess I would too, but that doesn’t mean that the very small parry-lunge wouldn’t work. If you proceed with a SZ of 6 or less, boost strength so the guy will have some punch. Once again, for the larger gladiators you’re better off looking at a different style. The very large parry-lunge will have lesser dodging ability and high initiative both of which degrade defense. If you’re not going to have good defense, might as well be a lunger.

WT, WL, and DF are the money stats. You can’t have too many points invested in any one. Your attack, parry, initiative, and riposte come from WT and DF. Emphasize WL (attack, parry, endurance, intangibles) and either of the other two. Minimum WL is 15. If you go much lower, the option of being a pseudo-lunger is much less attractive (exhaustion losses).

With DF you can go down to 11 and still use all good parry-lunge weapons excepting the EP (which I do not view as a good PLU weapon). As for minimum WT, I prefer 13 but you can go as low as 11 if you’re patient. Lastly there is SP. Whatever this attribute does for you, WT and DF do better. If you get 13 or higher, be thinking PST, STA, PRP, or possibly BAS.

Offensive Effort and Activity Level: Parry-lunge is really an offensive style wearing a very thin disguise. The lowest offensive effort I have found practical is 3. I’ve tried lower, the result is usually pretty ugly. Go as high as situation and endurance dictate. For activity, remember that mobility is key. I’ve gone as low as 3, but usually only after active minutes to rest. I feel overall defense suffers. Try 5 as the normal minimum. There is no maximum, but keep in mind at 8+ you will be very active. Change tactics from parry to riposte, dodge, or lunge (depending) at 8+.

Kill Desire and Targeting: At you discretion. Many managers feel that some styles hit certain areas better than others. If so, for the PLU target the abdomen.

Armor & Weapons: Will largely be dependent upon ST/CN, but favor light armor. Ringmail or less with a full helm makes a good combination. As for weapons, any sword or spear is fair game. The SC or LO are excellent choices. Try an off hand medium shield or shortsword. Carry one back-up weapon. I see people with as many as four (even in AD!), one has to wonder if they are going into a duel or a crusade. We seem to be in a phase of low breakage.

The first 5 fights: Fortunately, as a style the parry-lunge tends to learn parry and initiative. But parry will be weak at first. Do not rely on any defense for more than 1 minute at a time. Many managers advocate 10-10-L for the first 5 fights. This is very effective (especially against BAS), but learning is the pits. Try this strategy if challenged, raise stats.

Styles to avoid are LUA, BAS, SLA, and PST. Make an effort to go after BAS, AIM, and other PLU. Vs. TPS. PRP, WST, and STA your strategy will be dependent more on individual opponent. Exceptions will be lame characters of any style.

Don’t go higher than 5-6 vs. the PRP (you’ll be playing into his ability). Never use the parry tactic against a lunger or PLU who thinks he is a lunger. Parry and riposte strategies are effective against BAS, keep activity level up.

If you can get the person you want, go for skills. Try to open on defense, but don’t let the fight go longer than 3 minutes until you’ve got skills under you’re belt. The only reason you ever want to have longer fights than this is to avoid predictability. Try 3-6-P (despite what I said earlier), 3-8-R, 3-8-D. Almost anything goes on offense. In fact, some PLU are faster than many LUA.

Climbing the Rankings: As your skill totals grow, you can move away from the standard “parry then lunge like hell” mindset (but you don’t have to). In middle minutes, try dropping your defensive tactic. You’ll also find that 5-6 is a good alternative to 10-10-L. If you survive minute 1, the only character likely to do the 10-10-L on you are other PLU’s. Otherwise, have fun.

Odds & Ends

No sooner had I published HR # 14 than Fingal called to say that his Aimed Blow theories had impacted head-on with the real world. Oh well.

From now on please make checks payable to me, not the Hoser Report. My new bank seems to have a problem with this, and it may be a few weeks before I can select a new bank. Thanks in advance.

Here are the changes in weapon requirements that have been brought to my attention:

GA raised to SZ 7
ML raised to DF 7
LS lowered to SZ 5
MS lowered to DF 11

Please send requests (and SASEs) for character databases directly to Mike LaPlante. I have only ST/SZ/damage info at this time (accidentally trashed the rest). If you would like that, I will mail you a copy.

Due to increasing demands on my time, the Hoser Report will be published every fourth week (instead of every third) from now on.

Jeff Morgan