Re: low bids in combat; missile fire;feat descriptions

From: Ian Cooper <ian_hammond_cooper_at_...>
Date: Thu, 22 Jun 2000 13:27:58 -0000

Nick wrote:

>After all, if there's no
> way you could "wound" your opponent off the action you declare
>(i.e. deal at least 4+ AP x2, more likely 7+ AP x1), you aren't
> doing anything that could reasonably result in a wound off what
>you're doing.

Exactly, so I think it is good guideline. And because of the relation to effects one that is easy to justify to the players.

If you bid low and get enough to "wound" because of an AP multiplier then obviously you can read it that you were able to take advantage of the opening that your feint produced etc.

Remember that most real-world combats end not because everyone is klled but because one side or the other runs away. If narrator characters drop in AP to the point when they can no longer make an attack under the baove rule of thumb they might want to consider withdrawing (obviously some narrot characters can use the desperation stakes rule to make attacks at this point). If players are constantly making low AP bids representing circling or waiting for their opponent to make a move I might allow the opposition to run-away without amking an ability test. If those opponents keep returning to haunt the players they may think twice about not attacking them more aggesively when they had the chance.

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