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3

25 short spears. But the answer also depends on the training of the spearmen. (excellent answers from the other contributors) You can assume that any competently trained spearmen - ranging from the town guard to the Roman legions - have specific training in maneuvers to hem in, drive, corner, capture or execute any [correct smaller] number of enemy. ...


2

Obvious to us amateur game designers that the more dice in your pool (the more skilled the character) the MORE likely you are to roll a fumble. A poor design choice IMHO, and one of the few broken rules in an otherwise great game system. Except ... you're wrong - the more dice you roll the less likely you are to get a fumble. It works like this: To get ...


1

As Dale M correctly points out, the probability of a fumble actually goes down for sufficiently large pools. This is because you can only fumble when you don't succeed, and with a large enough pool of dice, success becomes overwhelmingly likely. Here's a simple AnyDice program to calculate the fumble rate for various target numbers and pool sizes: ...


1

I don't completely agree with Dale M's answer. Yes, the overall chance of fumbling might be less because the chance of failure decreases. I believe you should look at the chance of fumbling given that the character has failed. An expert has less chance of failing, but when he fails he has a bigger chance of failing spectacularly, which seems indeed ...


1

Kicks are less likely to land an effective blow, and more difficult to defend against, but deal more slightly more damage. (Plus other details, listed below.) Basic stats listed in TROS Core Book, pg. 256, entries #3 "Kick" and #4 "Punch/Hand/Grappling." SUMMARY: To hit: Kick ATN 7; Kick Above the Waist ATN 8; Punch/Hand Strike ATN 5. To defend against: ...



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