Re: Re: Combat Rules

From: Lightcastle <light_castle_at_...>
Date: Fri, 23 Dec 2005 14:38:19 -0500


On Friday 23 December 2005 4:08 am, Roderick and Ellen Robertson wrote:
> Hmm, maybe make it 10 - the same number as a +1 augment.

10 ap= a +/-1 augment? Has some logic to it.

> Then the player has to call the special effect before rolling the dice -
> "I'm going to Disarm him, so that's a minimum 30 AP bid - I'll double that,
> just to make sure I get it on a marginal victory."

I think the danger here is that you end up requiring a list of "how many AP for an action" things.

> If he wins, he does the special effect, if he loses, well, he loses AP. If
> he wins big, he disarms *and* gets the additional AP swap.

There is some attraction to this approach.

> And while a -3 penalty might not seem like much, what about disarming
> someone who's using the Windsword, or Balastor's Axe? It takes away some
> major powers.

So doesn't that require a higher AP bid? After all, disarming a sword is -3 only because you used the equipment table. That would make disarming a knife -1 and a greatsword -5. And, as you say, what if it is named as a trait and has magic and bonuses and what have you?

> Of course, this comes down to "play the game, not the rules". The rules
> should (and can, with some minor fiddling) let the player do anything, but
> they aren't written to say that you can.

Oh, I agree. I have just found that I have never found a solution to the "everything by AP" vs "unrelated" that has settled in my head. I have let AP bids alone result in bonuses/taking away of traits and I have made them more specifically unrelated actions. (i.e. - you shooting at me and I hide behind the rock. If your goal is "riddle me with arrows" then getting to the rock is an AP bid big enough to end the contest, not an unrelated action.) I have, nonetheless, enjoyed the game tremendously. I can always get something dramatic to work. I've just never had it fit comfortably enough to stop fiddling. :-)

LC

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