# Parry and momentum pool

Sorry if this has been answered before.

A pict attacks a pc. The pc parrys adding doom to the pool.

The pict rolls 2 successes. The pc rolls 4 successes.

The pc clearly parrys.

Does any momentum get added to the pool? If so how much?

I will assume that both rolls are made at D1, so thereâ€™s no issues with regards to visibility, Harms, etc.

The pict has generated 1 Momentum (because itâ€™s one success higher than needed). The PC has generated 3. In a Struggle, the lower is amount is subtracted from the higher. So in this case, the PC has generated a net amount of 2 Momentum, which can be added to the pool as normal. (Assuming thereâ€™s enough space left in the pool, as only a maximum of 6 Momentum can be saved at any time, as per the core book page 102.)

1 Like

Am I right in thinking that an exact success has little impact in a struggle? So if defender gets 1 success vs d1, it only does anything if the attacker also exactly hits their difficulty.

Sage: thanks.

Lauberfen
That would be a tie. PCs win ties unless the gm pays a doom to win. ( if my learning the rules is correct)

Ricardo440

That is exactly correct.

I get that. My point was that often it seems defence has no impact, even on a success. So if the attacker get 2 successes v difficulty 1, and the defender gets 1 v difficulty 1, the defence has no impact at all.

Even in the previous example with both sides exactly hitting their difficulty, a tie goes in the playerâ€™s favour by default, which means there is virtually no point weaker NPCs defending at all.

My point was that often it seems defence has no impact, even on a success. So if the attacker get 2 successes v difficulty 1, and the defender gets 1 v difficulty 1, the defence has no impact at all.

In this case, thatâ€™s true. However, this is only one of many possible outcomes. The attacker may as well have rolled 1 success, resulting on a tie. Or the defender could have won. Itâ€™s always a gamble and not a sure thing. If you want to improve your odds, buy additional d20s.

Even in the previous example with both sides exactly hitting their difficulty, a tie goes in the playerâ€™s favour by default, which means there is virtually no point weaker NPCs defending at all.

What are â€śweakerâ€ť NPCs? Minions canâ€™t defend anyways. And Toughened opponents are usually not that weak. Also, as a GM you can spend 1 Doom to win a tie. And if you really want to defend, spend a few Doom for extra d20s.

Personally, I rarely defend with NPCs (unless it is really fitting the narrative) because I donâ€™t want to drag out combat unnecessarily long.

1 Like

I like the idea of breaking ties against the player with a doom point. Could you tell me what page of the book thatâ€™s on because apparently I overlooked it. Thanks.

Page 98.

â€śIn the case of a tie, a player character wins, unless the gamemaster spends 1 point of Doom.â€ť

1 Like

I didnâ€™t realise minions canâ€™t defend. Whereâ€™s that in the rules?

I suppose I just begrudge it being common that a die result will make no difference, particularly given you often have to pay for defence with Doom, in a game which otherwise has a very enjoyable level of detail.

Plus if defence had difficulty 0, it would eliminate the issue entirely, meaning that every success in Melee would make a difference to the outcome. (but would probably make defence overly strong, admittedly).
[/whinge]

Page 305: â€śMinions cannot attempt Reactions, and they cannot sacrifice armor or shields to ignore Wounds.â€ť

1 Like

Toughened opponents in a Squad also can not defend.

1 Like

Much appreciated, I canâ€™t believe I missed that part.

Although one important rule. Minions can ( for one doom) block an attack meant for another.
So they can die in their droves to give your sorceror/ big nemesis a longer shelf life.

E.g. you have to hack your way passed all the minions before you can get to their leader.

I noticed some people in reviews mentioning the final bosses were often shot in round 1. This would stop that.

1 Like