Re: Re Running Away and resetting

From: Andrew Dawson <asmpd_at_...>
Date: Wed, 11 Oct 2000 23:51:41 -0400


At , rexabean_at_... wrote:
>Wulfis quite correct that the rules do not allow AP's to reset.

I don't disagree with the rest of this message, but I'm not sure the this is correct. The rules, as I read them, do not disallow starting a new extended contest with its own new AP totals immediately after ending an extended contest.

As an example that I may use in my game: Closing to pummel the archer:

Extended contest 1: One opponent tries to close to melee distance using a movement-related ability on each of his turns; the archer counters (defends) with Skirmish, Backpedal, Maintain Distance, etc.[1] The archer uses Ranged Combat: Archery offensively which the rusher can counter with something like Close Combat: <Weapon> and Shield Fighting or Dodge. If the rusher wins his objective, he has closed the range to melee and I would use the level of defeat to modify the abilities of the archer. If the archer wins, the rusher is defeated from afar.

Extended contest 2: Provided that the rusher has won the first contest, a new contest begins with both opponents choosing abilities and figuring starting AP totals.

These don't both need to be single extended contests and I don't see anything in the rules that disallows this method. Similarly, I think that an extended contest can end in the defeat of opponent and that opponent can initiate a new contest with a movement ability used to escape (penalized by the result of the first contest). I think that victor still gets to try a Parting Shot or Coup de Grace first though.

I may be misreading Final Action, but I think that the intent of Final Action is to regain points to continue participation in a Group Extended Contest.

Roderick? Anyone?

[1] I currently favor an improv modifier of -10 off of physical skills such as Close Combat and Athletics for the distance-closing ability and the distance-maintaining ability. I also think that the contestant who moves forward should have a better chance than the retreating archer, so I favor giving a bonus of +5 or +1/4 of skill to the forward mover.

Thanks,
Andy

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