From: itlm013@dale.ucdavis.edu (Captain Caveman)
Newsgroups: rec.games.pbm
Subject: RE: Slasher Designs
Date: 27 Jan 93 20:25:37 GMT
Organization: Computing Services, UC Davis

In article <1993Jan27.013542.12531@dragon.acadiau.ca> 900667c@dragon.acadiau.ca (Gerald Cameron) writes:
>Well, it's been a few months, but I finally sent in a turn a few days ago,
>and am anxiously awaiting the return of my results.  Go Highlanders!

Then you're in the same boat I am.  I sent my DM 35 turn in today
(Go Too Much Posse!), and am anxiously awaiting the results.  Here's to
a combined 10-0-10 turn!

>Anyways, I've noticed that there have been a lot of managers floating around
>of late who like to design and run slashers (seems to me that last year there
>was just me and David), so I thought I'd stir up a little non-rollup discussion
>by posting my current ideas on slasher design, and see what kind of response
>it gets.

Well, when faced with David's implacable comments, I tried out a couple
slashers, and it turned out they really can kick ass (I gave up after my
last two "pre-David" slashers went a combined 2-12-1).  At that point,
I was a new manager, so to speak.

>First the stats:
>
>ST: 11-15   Really 11 is all you need, but 13 is nice for damage and the GA,
>            maybe BA.  I'd only go 15 if I had a real damage monster on my
>            hands who I didn't want to make a basher for some reason.

Even lower.  I'd say 9-11.  The Battle Axe and Great Axe are nice, but hardly
necessary.  Any higher than 11, and I'd leave the ST where's it at (i.e.
don't add to a 12, unless you've got a stray point running around).

>CN: ?       Take what you get, and no higher.  Of course too high a CN, and
>            you won't get high enough in other, vital areas.

As with any offensive.  I'd cap the CN at about 9, though.  Any higher than
that and your average SL roll-up is looking better as a PS or PL.

>SZ: 5-11    If you get smaller than 5, I'd say you can't do enough damage,
>            so look at another style.  Not that you can really go wrong with

Here's where we differ.  I don't think that there is a legitimate SZ maximum
on the slashing style.  SZ 18 slashers are just as good, and sometimes
better, than the SZ 8 ones.  The benefits to attack and init are enough to
make up for the loss in defense, at least in regular AD.  And besids, in
tourneys, it's my opinion that the tide has turned against the smaller
styles.  I've only lost once to a character under SZ 6, with a character over
SZ 12.  I think that the improvements in warrior design have pretty much
evened up things for the small characters.

>WT: 15-21   One of the few styles (Along with WS) that I'd say you could make
>            course more is always better.

I didn't get the whole post, but I assume that I agree with you.  Actually,
I prefer 17's, but will go with 13 when the rest of the roll-up looks
good enough.

>WL: 13-21   I'd only go with the 13 if you've got GOOD attack potential.  The
>            21 is nice due to the attack and endurence it gives you, but points
>            are needed first elsewhere after WL hits 17.

My major bone of contention.  High WL's are absolutely unnecessary for this
style.  My best ever was a WL 9 slasher, and I've had a couple that have done
well with WL 7.  Sure, they burn endurance fast, but they also hit hard and
well.  Besides, if you get into an extended battle with a style, you've
lost already.

I've seen my SL's take out TP's in about 30 seconds, and I've had it done
to me.  A sponge TP can usually beat you, so avoid them.  

>SP: 9-15    11 is great, 13 perfect.  Helps you beat them damn LU, as well as
>            working towards your Def. and Rip. skills.  Also adds a little Init

No beef here.  I prefer SP 17 DF 11 myself, but I'm sure that with enough
DF, you can make up for the lack of Init by an abundance of Attack.

>DF: 13+     The more the merrier.  I suppose you could go with an 11, but I'd
>As for strategy, basically I subscribe to the Decise early in life theory.
>Also, I run with an AE between 4 and 6, occaisionally cranking it up to 8.

I don't like Decis early in life.  Slashers run hot anyway, so going with
a 10 offensive effort, unmodified, seems to get them off to a pretty good
start.  Besides, Decis completely screws up their attack.  I keep the 
Activity Level middlin' in order to control their wildness, and keep the
Kill Desire around 6 or 7, so they don't try to kill with each swing.

>So, what do you all have to say?

Despite some minor points, I pretty much agree with you.  In fact, I've got
a SL now named "Tower of Power" who I'm quite proud of. :)  SZ 18 wonder.

Trump
dfcleary@ucdavis.edu
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