Well, first of all, thank you for the detailed answer.
This exchange is really interesting and I'm getting a lot of hype about trying the system in practice.
Playing without giving too much time to the players to think is something I've seen suggested for more than one game. Never tried it in practice, but I'm skeptical of how doable it is.
Still, the idea is charming, so worth a try.
Assuming she had an ATN of 6 and you had a DTN of 5 on Total Evasion, she had a 20% chance of doing 5 or less successes, and even then you chances of matching her would have been 61% against 5 successes or 84% against 4. Your chances of getting 6 or more successes were 29%, and in that case it would have still no be enough for 58% of her rolls.
In short her chances to not hit you in the first exchange was little more than 20%.
What kind of tactic could have she used with an higher success ratio?
I've checked the rules and those also need the attacker to win the contest.
I don't think there's any maneuver that does anything if you roll less successes than the opponent, hence why dice advantage is so important.
I went to read the rapier description in RoS and raised an eyebrow. "Rapiers are light weapons unsuited for parrying heavy swings"? I see somebody is confusing rapiers and smallwords, and even the latter can parry big swings.
-3 to swing damage? So less damage than a punch?
Ok, ramblings aside, why should you attack you a thrust at all? If the opponent is also attacking or is without dices, fine, but as first strike is sounds like you are asking to get expulsed.
Considering that Evasive attack doesn't work with thrusts, aren't thrust-centric weapons a bad choice? Especially the rapier that can't really cut, to say nothing of having to defend against cuts (DTN 8! Come on!)
Still, a level 2 cut to the forearm is shock 5: it will probably lead to another succesfull hit in the next exchange, as the opponent would lack 5 dices from his pool.
Of course if the opponent has armored arms but some other body part uncovered you go for that, but my point is that, given the advantages of hitting first, whatever strike is the easiest to accomplish is generally the best option.
Also, I'm interested in making a "cloack and sword" campaign, so shields and armor would be a little out of place. You can have a buckler or an heavy cloack, but that's it.
That's why I'm so focused on the "naked swordmen" scenario: I need a symmetrical fight to work well.
You have definetly hyped me here.
It wouldn't be the first system that reads one way but plays in another.
Anyway, while we are on this, let's theorycraft in a vacuum and see how far Alan the dicewaster goes on the spherical cow surface.
You joke, but that was my idea had you asked me for a detailed character
I can't find any battle axe in the weapons list, there's the handed axe which is medium.
How did Bob got initiative when is Block failed? And where did he got 4 dices, when he had used all 10 to block?
Also, with sidesword I meant the Reinassance blade, but given that it's a thrust oriented weapon in RoS (even if it's actually well balanced, although some are more like rapiers), and having seen my doubts on these weapons above, I gladly switch it with an arming sword.
Well, if Alan sees his opponent throwing the red dice he should go for Elusive attack too. 4 dices to increase enemy ATN to 10, but with 2 dices from the stance and 1 from the arm cut he loses only one dice.
If he uses less dices he just make increase his chances to miss, without helping his defence in any way. He wants to roll all of his dices: his hope is to strike first and strike hard.
I was going to say "Alan should buy initiative back!", but then checked RoS and you can't buy initiative back there as you can do in BotIT.
This leads to some interesting things: it's perfectly possible to throw white dice, then wait for the opponent attack and steal inititative. Even using 10 dices to get a quasi-guaranteed win in the initiative contest agaisnt an opponent with high perception leaves with 4 dices, plus 2 for stance and 1 for arm cut.
The attacker could think of using Elusive Attack, but that leaves open to Counters, as it uses to many dices.
So the attacker is doomed? The only winning move is to not play at all?