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Old 02-13-2019, 08:54 AM   #11
Michael Thayne
 
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Default Re: Multiple characters with shield wall training

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Originally Posted by Kromm View Post
The players should get to decide. Saying, "I'll do X" is a fair way to handle this; someone can always reply, "I'd rather you didn't" or "Let me try." Yes, that's a lot of decision-making in a split second, but remember that combat is a black box: The final sequence of actions is all that actually happened, however it was arrived at.

But the intent is very definitely not to prevent the target from defending anyway if helpful friends fail. It's possible, if unlikely, for two or three people to try and fail to block for an ally, and then that person to try to defend. The total number of blocks possible for the group hasn't changed, and those blocking for their friend are now more vulnerable. The perk essentially buys the flexibility to decide who's protected and who's vulnerable.
So just to be clear: there should never be any risk of anyone "wasting" blocks?
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Old 02-13-2019, 08:58 AM   #12
Kromm
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Default Re: Multiple characters with shield wall training

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Originally Posted by Michael Thayne View Post

So just to be clear: there should never be any risk of anyone "wasting" blocks?
Correct.

People with this perk are trained to respond in ways that make sense. Presumably, the person who blocked in the end was the one who was closest by a hair, best-placed by a few degrees of arc, most familiar with the particular attack, at the ideal point in recovering from their last action, etc., or who managed to communicate their intention with a raised eyebrow – stuff invisible at the gaming table. That's what I mean by "black box."

On a more meta level, I think that rulings that encourage teamwork are better even when they push the limits of realism.
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Old 02-15-2019, 01:11 PM   #13
D10
 
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Default Re: Multiple characters with shield wall training

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Originally Posted by Kromm View Post
Correct.

People with this perk are trained to respond in ways that make sense. Presumably, the person who blocked in the end was the one who was closest by a hair, best-placed by a few degrees of arc, most familiar with the particular attack, at the ideal point in recovering from their last action, etc., or who managed to communicate their intention with a raised eyebrow – stuff invisible at the gaming table. That's what I mean by "black box."

On a more meta level, I think that rulings that encourage teamwork are better even when they push the limits of realism.
Is that true for sacrificial parries as well ?
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