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Old 03-21-2019, 02:13 PM   #116
Plane
 
Join Date: Aug 2018
Default Re: A Challenger Appears! Green versus Red

Quote:
Originally Posted by ericthered View Post
Do you get 10 seconds (I think?) of adrenaline before the 1 damage I did to your leg kicks in to hit the over HP/3? You only have 1 second left after this before it kicks in. -1 to dodge and reduced move.

I'll take the all out defense (dodge), I suppose. He retreats, and dodges at a total score of 16. They are two yards away now, and another all out defense (dodge) is in order.

One more second with no pain in the leg!
MA136 says you can ignore it for HTx2 seconds (a little simplistic IMO, you'd think Willpower would factor in somehow, or perhaps certain skills) so initially with HT 12 we were counting down from 24 seconds.

It occurs to me however, that due to the -1 penalty to HT based on lost FP, that my ability to ignore it should be reduced to 22 seconds since HT11*2=22

For that reason, in the future I would say that rather than counting down ("seconds remaining until penalties") it would be better to count up from 0 ("seconds passed") so you can more easily tell when you reach a HTx2 threshold.

I find it more interesting for that to remain "current HT" rather than "HT at time of injury". So conversely, for example, if 30 seconds had passed and I'm suffering the penalties (because I have less than HT 15) but then I put on some magic amulet which gives me +10 to HT and suddenly I have HT 22 and the ability to ignore it for 44 seconds, then the penalties would suddenly vanish (even though I had already started being subjected to them) for the next 14 seconds.

The last time I can find that we kept track of it was when you said there was 8 remaining when you had done a 2nd consecutive Evaluate on January 29 at http://forums.sjgames.com/showpost.p...6&postcount=81 (you had taken over counting since that was my turn). 24-8=16 seconds had passed, at that point. I will look at your subsequent maneuvers in respect to seconds-passed to see if we reached the 22 second mark (due to HT adjusted down to 11 from 12 due to loss of 20% FP)

17 seconds: Feb 12 I think when you chose AOD:Dodge http://forums.sjgames.com/showpost.p...9&postcount=97 you said "again" but I imagine that the previous time you had done so was prior to the 2 consecutive evaluates?

18 seconds: Feb 13 when you threw a kick and missed http://forums.sjgames.com/showpost.p...1&postcount=99

19 seconds feb 26 you did all-out dodge again and stepped back http://forums.sjgames.com/showpost.p...&postcount=105

20 seconds: feb 27 you did all-out dodge but did not step back http://forums.sjgames.com/showpost.p...&postcount=107

21 seconds: mar 12 same thing http://forums.sjgames.com/showpost.p...&postcount=111
*then I tried to grab you using my arm, you successfully retreat-dodged it

22 seconds: today (mar 21) when you all-out dodged + retreated to avoid my leg grapple http://forums.sjgames.com/showpost.p...&postcount=115
*then I tried to grab you using my leg, you successfully retreat-dodged that too
I don't think I have 1 second left anymore. I think penalties would not have applied during YOUR turn (if you had chosen to attack me just now, for example) but now that your segment of the turn has ended, I believe it counts as being more than 22 seconds and I can no longer ignore the first injury due to adrenaline.

In fact, because your 22 second AODD (which I wrongly presumed, but you agreed with confirming) ended BEFORE I did my grapple attempt, that should have been taken into account prior to my choice.

You had brought up a good point earlier though, being at 7/12 HP is entirely due to suffering 5 HP to my left leg, which is "over HP/3, up to HP/2" (tier 3) however that is due to a 2nd injury so tier 3 penalties would not apply until HT*2 seconds after the 2nd injury that brought me to that tier. Until then I would suffer the lower penalties from the lower-tier injury.

The FIRST injury of 4 HP to the left leg is tier 2 ("Injury over HP/5, up to HP/3") so I now suffer:

-3 DX to kick with the injured leg.
If standing, kicking with the good leg is at -1,
but any roll to avoid falling is at -3.
If lying down, there’s no penalty to use the good leg.
Dodge is at -1 and
Move is 80% normal if standing.
If you start ruining my left leg too, all of this would eventually be cumulative, BTW.

This dodge penalty is going to be rough because I'd been relying on that to avoid the penalties to parry kicks or parry attacks targeting my lower body using hands instead of legs (since I cannot do a Leg Parry like you)

As for the effects of the second injury...
it was January 15 when you rolled 2 damage for your critical hit (I didn't get a defense, but luckily you didn't roll any special effects on the crit table) which I reduced to 1 via RWB http://forums.sjgames.com/showthread...10#post2236010

Following that, you did an Evaluate (and stepped back) on Jan 16 http://forums.sjgames.com/showpost.p...7&postcount=69

Jan 17 you followed that with a "Do Nothing" and mentioned 17 turns remaining until pain kicked in http://forums.sjgames.com/showpost.p...2&postcount=71
At that point we were still operating on the assumption of HT12*2=24 seconds, which I believe means that 7 seconds had passed since the first kick.

For that reason, I believe the "adrenaline counter" should be 7 behind the other, so if we are at 22 seconds since first kick, we are at 15 seconds since 2nd kick.

I should upgrade from tier 2 to tier 3 penalties on my left leg after 7 more seconds, possibly less if I lose enough FP to lose another point of effective HT.

LUCKILY: I'm probably not going to try kicking you while I stand up (perhaps if I fall down!)

House rule I think reasonable: even though it only specifies "kicking", I believe it would make sense to apply these DX penalties to ANYTHING done with the leg, including:
*kneeing
*stomping
*trampling
*leg parries/jams
*grappling using the legs
*break free using the legs
*roll with blow against attacks targeting the leg
*avoiding obstacles during a move
*if we were to actually involve some kind of DX roll involved in stepping in general as a house rule
*jumping
*running
*hiking
*any other ideas?


Dodges would be excluded, I would assume the -1 to dodge when standing incorporates the effects of -3 to DX on the leg.

Thought on that? After all, arm injuries say "any action involving that arm" so it seems like an oversight that the penalty on leg injuries should so narrowly only apply to kicking, even if that's technically the RAW.

Based on that, my attempt to grapple you using my right leg (not my injured left) based on my above house-rule should suffer a similar "kicking with the good leg is at -1" meaning my target number should have been 12, not 13.

This luckily doesn't change any results (I still would've hit, even if I hadn't telegraphed it I would've tied the required 8 to-hit) but we should keep it in mind

We are only 1 yard apart (I used my free step to enter close combat to grapple you, since I don't think grappling using your legs is allowed at reach 1 like a kick) since you retreated.

I would've gone down from 2 to 1 AP after trying that leg-grapple. Having experienced pain as a result of doing it, I wise up and...

All-Out Defense: Double using my free step to again narrow the gap from reach 1 to CLOSE COMBAT with you.

Since I make no attacks, your own AOD:Determined Dodge is NOT triggered, so you may make an HT roll (vs 9, due to the -1 to HT we both suffer from FP loss) to try and recover some AP. I believe you also have only 2 AP remaining like I do.

After doing that, please choose your next maneuver at which point it will be 23 seconds since your first kick to my left leg and 16 seconds since your 2nd kick. We can note this in future as (LL4/23s/LL5/16s) indicating how many seconds has accrued since I had suffered enough damage to reach an adrenalin-tracking tier.

You lost 3 HP to a torso hit but there is no need to track that since it didn't even hit the first tier ("Injury over 1/3 HP: -1 to DX for all purposes.") which would require a total of 4 HP to the torso (I really should be trying to do that!)

The only value I might see in tracking that is if we were dealing with a buff system like if magical spells were able to cause a reduction in your total HP (some kind of Affliction: Attribute Penalty) like for example if you were reduced to a total of HP 8 then 4 would be more than 1/3 and counting from that moment WOULD matter... or maybe not? Perhaps you should only count when you drop below that level, which would begin counting from when the total HP was adjusted, not the injury.

CLIFFS: we are occupying the same hex again, left leg is in pain, roll HT v 9 to recover AP, choose your next maneuver.

Last edited by Plane; 03-21-2019 at 02:23 PM.
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