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Old 01-03-2020, 10:55 AM   #291
ericthered
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Default Re: A Challenger Appears! Green versus Red

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Originally Posted by Plane View Post
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...
Perhaps on the first two posts in the thread?

Quote:
I was searching for instances of "HP" and I can't seem to find any since then, so I assume neither of us was injured since these?

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 =/
I searched dice roller for "damage". You seem to have a bunch of -1 damage rolls from falls.

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So I think AP-wise I'm at 6/12 you're at 5/10 .. ?
I believe that is correct.
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.
You're one too high in both cases. see post #171. its 8/12 and 7/10.

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If you agree on that 9 or less randomness would you roll it?
Yes. No collision. Barely.

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If it succeeds, I guess either of us could treat it like an attack and make a defence against if if we wanted to?
Sure... not that it matters.

So I think Green is now running full speed away from red, and both have their backs to each other. I think that counts as Green's turn, as we've already rolled for his move.

So I think Green specifies speed changes, Red decides if he wants to obstruct, and then its Red's turn.
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Old 01-21-2020, 02:47 PM   #292
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Default Re: A Challenger Appears! Green versus Red

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Originally Posted by ericthered View Post
So I think Green specifies speed changes, Red decides if he wants to obstruct, and then its Red's turn.
He won't slow down but if you don't obstruct and I end up in your rear hex, if there is MP to spare he'll probably try and use up what remains (I guess free 60 degree turn?) to avoid having you start your turn directly behind him.
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Old 01-22-2020, 12:10 PM   #293
ericthered
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Default Re: A Challenger Appears! Green versus Red

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He won't slow down but if you don't obstruct and I end up in your rear hex, if there is MP to spare he'll probably try and use up what remains (I guess free 60 degree turn?) to avoid having you start your turn directly behind him.
But.... But... All Out Telegraphic Kick to the Vitals from behind!


Kidding. Sort of.

60 degree turn works. left or right?

Red will not obstruct.
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Old 01-26-2020, 12:22 PM   #294
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Default Re: A Challenger Appears! Green versus Red

*reviews*
I had to use 2 Movement Points to enter your hex, leaving me with 1 unspent Movement Point to use after I resolved my attack against you.

But... now I'm wondering if I should actually be allowed to turn at all.

Normally you need to spend a Movement Point to automatically evade an ally, and I think most house rules apply a similar concept to if you successfully evade an enemy.

Even though AP-wise I'm owed a "free" 60-degree turn (even though I hate the idea of 'free' step/turn stuff and want to charge for EVERYTHING, I think we established we'd use them) MP-wise I might not be able to take advantage of that freeby if I had to expend that MP to get past you...

Unless... should we wave the usual MP fee if using the "9 or less" accidental collision rules?

IE spending the MP is basically what you do when passing through allies' hexes to waive the assumed usual need to roll that? IE sort of like pre-dodging?

EDIT: wait... actually... I think I would need to spent a movement point to exit your hex (into your rear or left or right hex) which I wouldn't be able to do at all if I had to spend my 3rd MP to merely evade you...

What would even happen if you spent your last MP to evade someone? Wouldn't that mean you'd actually need 2 MP to go from "sharing my ally's hex" to "passing through my ally to exit his hex into his rear hex" ?

Last edited by Plane; 01-26-2020 at 12:25 PM.
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Old 01-28-2020, 09:24 AM   #295
ericthered
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Default Re: A Challenger Appears! Green versus Red

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Originally Posted by Plane View Post
Normally you need to spend a Movement Point to automatically evade an ally, and I think most house rules apply a similar concept to if you successfully evade an enemy.

Unless... should we wave the usual MP fee if using the "9 or less" accidental collision rules?

IE spending the MP is basically what you do when passing through allies' hexes to waive the assumed usual need to roll that? IE sort of like pre-dodging?
I'd wave the MP fee. And I'd say that friends who want to save the MP can use the 9 or less collision rules. It will bite them eventually. So yes.

Quote:
Even though AP-wise I'm owed a "free" 60-degree turn (even though I hate the idea of 'free' step/turn stuff and want to charge for EVERYTHING, I think we established we'd use them) MP-wise I might not be able to take advantage of that freeby if I had to expend that MP to get past you...
Yes, we've established we're using the free stuff, at least for this combat.


Quote:
EDIT: wait... actually... I think I would need to spent a movement point to exit your hex (into your rear or left or right hex) which I wouldn't be able to do at all if I had to spend my 3rd MP to merely evade you...
I think you would have ended up in my hex if you were trying to evade me... and I think evasion normally does allow you to pass someone but end in their hex. I've got this image of Jacky Chan rolling through someone's legs and then popping up behind them in what gurps calls close combat.

Quote:
What would even happen if you spent your last MP to evade someone? Wouldn't that mean you'd actually need 2 MP to go from "sharing my ally's hex" to "passing through my ally to exit his hex into his rear hex" ?
yes, passing through the allies hex to the hex beyond normally takes 2 MP.
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Old 02-05-2020, 07:11 PM   #296
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Default Re: A Challenger Appears! Green versus Red

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I'd wave the MP fee. And I'd say that friends who want to save the MP can use the 9 or less collision rules. It will bite them eventually. So yes.
Waving the MP in exchange for potentially needing to spend AP on a dodge if you do collide does seem pretty balanced, especially with the modified pricing system Cole did in his blog where I think it was 2 AP for 100% MP and 1 AP for 50% MP or thereabouts.

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Originally Posted by ericthered View Post
I think you would have ended up in my hex if you were trying to evade me... and I think evasion normally does allow you to pass someone but end in their hex. I've got this image of Jacky Chan rolling through someone's legs and then popping up behind them in what gurps calls close combat.
Yeah otherwise you'd get this weird situation where if you evaded from shared-hex (face to face) to "back to back" if you were forced to exit the hex you could only do a back-kick but not a backfist.

I was thinking one balanced way might be to treat that 1 MP as a "step within a hex without exiting". The idea how you're each occupying half-ish of a hex (three of six triangles) and even if you don't accidentally hit each other, probably ended up taking some kind of less-efficient pathway in doing so.
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Old 02-06-2020, 02:47 PM   #297
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Default Re: A Challenger Appears! Green versus Red

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I was thinking one balanced way might be to treat that 1 MP as a "step within a hex without exiting". The idea how you're each occupying half-ish of a hex (three of six triangles) and even if you don't accidentally hit each other, probably ended up taking some kind of less-efficient pathway in doing so.
That sounds correct.

where does that leave green?
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Old 02-16-2020, 12:18 PM   #298
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Default Re: A Challenger Appears! Green versus Red

I had 3 movement poins:
1st spend going into your front hex
2nd spend entering your hex (half of it, with how hex-sharing works in CC)
3rd : in the wind (how to spend it I think is not decided until we decide the outcome of relative positions)

I think I avoided the "+1 movement point per obstruction" (like an ally) since I did not try to avoid you, instead rolling the random dice where I might've accidentally collided.

If I had actually paid that, I wouldn't have had enough Movement Points to actually leave your hex, so I think the result would've been (had I attempetd it) of remaining in your hex, but us switching relative positions (front/back) within that hex.

Since I did not pay it, the remaining MP has only one possible way to spend: use it to pay the cost of exiting your hex into your rear hex, but this leaves me with my back to you, and out of range to punch you, so why should I do that?

In fact... something seems off here: I think I had proposed that (even if we did not accidentally collide) the act of swapping spots in the hex should use up 1 MP.

The distinction with refusing to try to Evade you should not save me MP (there is still awkardness, the hex was cluttered) just that it saved me the 1 AP cost of using the Evade technique (and in turn the chance to make you incur a 1 AP cost if you wanted to resist it) in exchange for the risk of losing 1 AP if I wanted to dodge an accidental collision that resulted (or make you incur 1 AP if you wanted to dodge an accidental collision that resulted)

So I think that uses up all of them, and it should mean that exiting your hex was not even an option at all for me (which is fine, I want to stay close to punch)

One thing I had to review on B387:

Change facing at end of move: Free!
You may face any direction if you used no more than half your move-
ment points;
otherwise, you may opt to change facing by one hex-side.
I had forgotten about this. I have used more than half my MP (2/3) so I can't do a free 180 degree turn, but I can do a free 60 degree turn.

Since I am right-handed, I guess it makes sense to turn right so that you are in my right hex. That way I'm merely -2 to defend against you (attacked from the side) but don't have to suffer the -4 DX penalty for my Left (Off) Hand.

So my turn is over, your back is to me but B386 "You may change facing freely before or after you move" would allow you to do a 180 degree turn and attack me.

If you wanted to attack BEFORE turning... if you knew Karate you could (B230) do a Back Kick at merely -4 to skill (only -2 worse than a Kick, though it gives you defence penalties after) but since you're merely a Brawler, "Wild Swings" (misnomer: it's a thrust not a swing) from B388-389 is an option. Unlike Back Kick it could be a punch or a kick and it doesn't give you defence penalties to do it, but it is -5 to hit and max skill 9.

Wild Swing can't be AOA:Determinred for +4 but I imagine they could be CA:Determined for +2, which would help explain the design of Back Kick (since it gives similr defense penalties).

Normally you would need to pay 2 AP to do so? first 60 is free, next 120 aren't?) but I think we were using https://gamingballistic.com/2013/08/...ile-using-las/

This doesn't give a clear answer though "can either be entirely free, or cost 1 AP for 2-3 facing changes in a move action, or 2 AP for 4+ changes within a move"

I don't like "entirely free" but "1 for 2-3" (instead of 1 for 2 and 2 for 3) and "2 for 4+" (instead of 3 for 4, 4 for 5) sounds okay. If I were designing from scratch (removing free step, free turn) I'd probably just like to remove 'step', always use MP, buy MP using AP, but that's for future battles.

So basically you could use your 'free turn' to at least take me out of your rear hex, and attack me as if I were in your side hex. This would still require a 'Wild Swing'...

Or you can spend 1 AP to do a 180 degree turn, putting me in your front hex. You are still in my side (right) hex due to relative facing so I have a penalty to defend against you.

Regardless of your choice, if you remain in your current hex you attack me from my side (I am -2 to defend)
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