12-24-2019, 08:48 PM | #11 | |
Join Date: May 2015
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Re: The pit and the pirate
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12-24-2019, 08:56 PM | #12 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: The pit and the pirate
Wouldn't you require Wesley to turn to face the direction of his jump during his shift? That puts his back or side to the pirates giving these mooks a chance to hit him before his base DX turn order.
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12-24-2019, 09:18 PM | #13 | |
Join Date: Sep 2018
Location: North Texas
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Re: The pit and the pirate
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
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12-24-2019, 09:43 PM | #14 |
Join Date: Dec 2017
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Re: The pit and the pirate
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12-24-2019, 09:49 PM | #15 | |
Join Date: Aug 2004
Location: Pacheco, California
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Re: The pit and the pirate
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compare to later on the same page: "If you spend 3 MA picking it up, you can get it automatically and continue. If you are in a hurry, you can try to grab it on the run by making a 3-die roll against DX." Since this is a hasty action that doesn't have the 3 MA to spend shouldn't it also be a 3/DX roll? (2/DX with Acrobatics of course.)
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12-25-2019, 11:26 AM | #16 |
Join Date: May 2015
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Re: The pit and the pirate
Well I would say yes to all of those considerations when making a ruling or house rule. So I would say that it would be choice whether Wesley faces the way he wants to jump or not, with the trade-off that if he doesn't, then the roll to make the jump is harder. And I'd have Acrobatics make this easier by at least one die of difficulty, but not be an absolute prerequisite.
And jumping a one-hex gap doesn't seem like all that big a deal, but trying for a two-hex gap might be possible too but much harder. And I'd want to have a chance to grab something on the far side and dangle, or make it but fall prone, rather than simple success or failure, etc. |
12-25-2019, 04:30 PM | #17 | |
Join Date: May 2019
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Re: The pit and the pirate
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I'm not sure I agree with this 'cinematic' vs 'hardcore' debate. Surely you can manage both in one game? And a single GM is likely to impose very similar rolls for accomplishing 'new' inventive actions, so I'm not sure it leads to inconsistency. I'm pretty sure I wouldn't want to limit my players imaginations. |
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12-25-2019, 04:58 PM | #18 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: The pit and the pirate
Yes, that's the best tactic to use when a 14-hex dragon knocks your fighter under it's rearmost hex. Simply declare a dagger stab to the dragon's head.
So a ST 12 DX 12 IQ 8 warrior has adjDX 16 in HTH so a 50% chance at the head shot 1d+1 attack averages 4.5 damage so six fighters in its rearmost hexes should average a knockdown.
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12-25-2019, 05:20 PM | #19 |
Join Date: Sep 2018
Location: North Texas
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Re: The pit and the pirate
Maybe it's just me, but I would never allow a smaller figure to initiate HTH with a larger one... at least not if the size difference was more than two or three hexes. Jumping on the back of a dragon, while difficult and awesome, is not the same thing as HTH combat. Currently, RAW doesn't have good way of adjudicating situations like this unfortunately, but then again, it is not likely to come up very often anyway.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
12-26-2019, 07:05 AM | #20 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: The pit and the pirate
And I have a fix because I treat all figure X moves into figure Y's hex situations exactly the same, whatever the size or type of X or Y is. Which is X is free to attempt to do so and it is up to Y how she will respond. She may attempt to jump out of the way or use an attack to stop X. Personally I wouldn't want to be the first goblin in a turn to attempt to move on top of a dragon, especially from the front. (Why can't dragons claw to the sides where their claws are?)
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