Thread: "you stumble"
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Old 03-15-2019, 09:15 PM   #12
Plane
 
Join Date: Aug 2018
Default Re: "you stumble"

Quote:
Originally Posted by Gef View Post
Sort of. Check out Martial Arts, p. 107, the "Flying Attack" option under Move and Attack. Basically, you run your full distance, then jump. In a non-cinematic campaign, you get half your out-of-combat running jump distance, which is equal to your out-of-combat standing jump distance, which is (2×MV-3)/3 yards, or 2 yards for MV 5.
Flying attack I believe is an even greater penalty than a normal move and attack (-5 instead of -4) which could increase the likelihood of critical failure...

So far as I understand, wouldn't you move you full distance, make the jump, THEN make the attack roll? At which point if you got the "you stumble" crit fail, you'd get even more distance on top of it?

Quote:
Originally Posted by tbone View Post
Another easy way to rule it:

If you have enough remaining Move points to stumble past your opponent, per the text, then you do.

If you don't have the remaining Move points to do so, you just stumble and get turned around within your current hex.
In most situations, people will be making basic Attack maneuvers and be limited to 1 step anyway, which they will often have taken before making their attack, so that would be a way of nullifying that result entirely.

That has a little too much benefit, since part of the problem is that you have given your opponent your back, so I like the idea of ignoring the extra steps and just spinning in a random direction.

Quote:
Originally Posted by RyanW View Post
I would be tempted to just say a stumble critical result on a Move and Attack is a fall instead. When people start to look at critical failure tables as a source of special abilities...
There are already fall results so it might get boring to lump it in with that.

Quote:
Originally Posted by Black Leviathan View Post
I think it's a case of actions not always fitting into 1 second blocks perfectly. You stumble during your turn but maybe your ungainly fall doesn't happen entirely in the 1 second of your action. Regardless you're going to end up over there and you're going to miss.
Missing happens regardless of what you roll on the crit table, the question is at what point you begin to relocate yourself.

Azagthoth I think had the most workable solution: treating the forcibly steps past the enemy as something you must resolve the following turn (similar to how another result forces a Do Nothing on the next turn, almost like being stunned)

I would say it forces you to take a Move maneuver but only use it to walk past the enemy (you MUST try to evade them) and then stop in the hex behind them...

But conceptually it seems weird you would TRY to evade when you're actually accidentally stumbling past. Which is why I figure treat it as skill 3 so you're not likely to win a contest if opposed, but you will win automatically if unopposed.
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