12-10-2019, 07:41 AM | #281 | |||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: A Challenger Appears! Green versus Red
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12-10-2019, 11:50 AM | #282 |
Join Date: Aug 2018
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Re: A Challenger Appears! Green versus Red
Cinematic techniques are all usable (example: dual-weapon attack, roll with blow) it's just that buying them up isn't allowed except in cinematic campaigns.
In terms of perceiving the difference of a foe doing a "he's trying to walk through me as if I weren't there" (which could totally be a non-attack thing that might happen to an invisible guy, for example, or if the walker was blind) versus "he's trying to slam me", I guess one of the bigger factors would be the randomness of it. Slams, even if they are targeting a random hit location of opportunity, are presumably done with a non-random part of the body with non-random angles and non-random timing, to best inflict damage and best avoid taking damage while inflicting it. That's why with an accidental collision, not only should it always do less damage than a defensive attack, and be less accurate than a Committed Attack (which can suffer a -2 to hit if you take an extra step, which is the worst possible, since the -4 for Move and Attack doesn't apply to slams) but also maybe should have a higher chance of inflicting injury to the "attacker" than an intentional slam. The main problem there is... while intentional slams can do more damage than accidental ones (in baseline this is due to being able to take AOA:strong +2 bonus) the actual damage taken by the slammer doesn't appear to be different. To represent that, maybe those who intentionally slam should somehow take less damage, like say when rolling what they take, apply a penalty similar to "defensive attack" to the dice of damage based on the HP of the person they hit? That allows us to use the baseline collision damages unmodified, and also to make intentional slams a little more attractive, as presently they aren't, since it requires risking taking damage unless you are using a shield (Shield Rush) as a buffer to take it instead, or are wearing armor. Another way to represent that might be to have "attack" slams specify the body part, while "non-attack" slams would always have to be rolled on a random hit location. But that's not always going to result in a difference. Do you know if there are any "playing chicken" rules for driving that could be consulted here? It seems like a similar concept. Like you might only be walking into someone hoping that they will blink first and move out of the way ("I won't Evade... will you Obstruct?") and if perceiving the opponent isn't reacting to this (Bluffing?) a dodge/parry might be appropriate? |
12-10-2019, 12:20 PM | #283 | ||||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: A Challenger Appears! Green versus Red
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Also of interest is that if the defender parries the slam, no one takes damage, and no knockback is inflicted. Quote:
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12-13-2019, 01:30 PM | #284 | |||
Join Date: Aug 2018
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Re: A Challenger Appears! Green versus Red
It's kinda vague upon review... MA82
These techniques are so risky – or so unlikely to be effective in a real fight – that few reputable real-world schools teach them.They seem to fall under the "GM has the final say" (which I think applies to EVERYTHING) but it's sort unclear which is the default. Like whether "no, but GM can opt them in" or "yes, but GM can opt them out". Much like "optional" (but realistic) rules like bleeding or cumulative injury to limbs. Quote:
If someone was using something weird like just their head, one elbow or one knee, I would apply the -1 per die penalty you get when doing 1-handed shoves (which also applies to one-armed shield shoving). Quote:
I like that idea, of someone who is parrying being driven back not because they're INTENTIONALLY retreating, but because the force of the blows actually carries them backward. Given how crazy-hard it is to cause knockback (a ST 10 human punching another ST 10 human is very unlikely to inflict the 8 damage required to knock them back 1 yard) it doesn't seem much of a gamechanger to have it work that way. Quote:
.. while in the case of "I'm actually using an attack" slams, ignore the standard rules and instead, use the "Hurting Yourself" rules that all other unarmed attacks use (1 damage per 5 damage you inflict) That would represent how people slamming intentionally angle themselves to minimize injury to themselves. After all, when I think about how people body-check a door to try and knock the door down... WHY would someone ever do that if there were lower chances of injury by just elbowing / kicking the door? |
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12-17-2019, 10:40 AM | #285 | ||||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: A Challenger Appears! Green versus Red
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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12-24-2019, 07:10 AM | #286 | ||
Join Date: Aug 2018
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Re: A Challenger Appears! Green versus Red
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Slams are hits (like punches) begin with no contact and the force is applied mostly prior to contact happening so that there's a sudden impact/deceleration near full extension of limbs. Knockback is largely due to built-up momentum. Quote:
The "subtract your shove damage" approach to parrying a slam seems like it would make sense for the "I'm trying to slow them down, not divert them left or right" especially if success doesn't mean they automatically evade you like with a dodge. |
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12-28-2019, 09:24 AM | #287 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: A Challenger Appears! Green versus Red
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I while slams might have an impact profile similar to a punch, I suspect the choice of striking surface and the area effected will produce more of a push than a strike. Quote:
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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12-29-2019, 12:22 PM | #288 | |
Join Date: Aug 2018
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Re: A Challenger Appears! Green versus Red
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I guess I can't conceive how mechanically it would differ from a punch/push hybrid... You mean like you roll ST*2 based thrust to determine basic damage to compare to HP-minus-two to determine how many yards of knockback the parry gives to slow down the effective speed of the collision? |
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12-30-2019, 07:14 AM | #289 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: A Challenger Appears! Green versus Red
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I would like to finish this fight before 2021. What do we need to move forward?
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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01-01-2020, 12:24 PM | #290 | ||||
Join Date: Aug 2018
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Re: A Challenger Appears! Green versus Red
I think I need to make a notepad and keep track of stats there so I don't have to keep scrolling to past posts to remind myself :) It gets harder and harder the more tangents...
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I assume you're still at 7/10 HP from the torso hit and I seem to have went from 7/12 to 6/12 HP but I can't figure out where =/ Quote:
FP-wise you're at I'm at 9/12 and you're at... I want to guess 8/10 but I'm not sure. Quote:
..3 months of distraction about AP and deceleration.. Nov 18th I finally decided to dodge the punch and succeeded ..more AP discussion.. So I guess where we're left off is since I don't want to spend AP to prevent an impending accidental (non-attack non-slam) collision so we should first roll to see if it happens (9 or less?) or if we somehow miss colliding and I get a free evasion attempt (at -4?) from my residual momentum. My thoughts are kinda muddied on where we left off. Probably no point dwelling on damage if it might not happen at all. If it does, I'll let you piece together something based on the ideas thrown around? If you agree on that 9 or less randomness would you roll it? If it succeeds, I guess either of us could treat it like an attack and make a defence against if if we wanted to? |
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