11-21-2019, 03:31 PM | #21 |
Join Date: Oct 2015
Location: New England
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Re: Some questions about Melee/Wizard
Acting in the order of constantly changing adjDX can be tricky to keep track of. I've played with the only DX adjustments affecting the action order being those imposed by wound reaction. The idea behind it is that your basic reaction speed should not change just because, for instance, you are stabbing at someone on the ground or above you, or if you are in an HTH brawl. You do slow down when stunned a bit. Everyone at the table was fine with it, and some even preferred it to RAW since it just made things a little simpler. It does change tactics a bit, but it is a satisfyingly playable alternative.
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11-21-2019, 04:23 PM | #22 | |
Join Date: Aug 2004
Location: Carrboro, NC
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Re: Some questions about Melee/Wizard
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11-21-2019, 05:51 PM | #23 | |||||
Join Date: May 2015
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Re: Some questions about Melee/Wizard
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The reason you don't, is because at any point before you actually act, you can change your declared action to any other legal action. If you look at the examples of play in the rules, you'll notice that pretty much no player ever declares their actions before they do them. Pre-declaring your intended option is mostly a formality intended to help people think about what they're intending to do, so they don't make that impossible by moving too far. It also communicates to other players their intention, which can be helpful for speeding play and for checking that a figure really didn't move too far to do something. However there are a couple of edge cases where you might really need to, mainly something like starting Dodging in case someone you can't see (and so, can't change to Dodge as a reaction) attacks you. But the way we mostly played, pre-declaring and option would mostly be a needless waste of time that isn't done except to help other players know what you're up to (e.g. so they don't move their characters in ways that will mess up your line of fire or something). Quote:
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11-21-2019, 10:14 PM | #24 | |
Join Date: May 2015
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Re: Some questions about Melee/Wizard
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11-25-2019, 01:47 AM | #25 | ||
Join Date: Jun 2019
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Re: Some questions about Melee/Wizard
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In my own shorthand on record sheets, a figure had base DX (DX), dressed DX (DDX) and adjusted DX (adjDX). DDX was DX minus anything for armor, encumbrance, and wounds, these being the adjustments you "wore". AdjDX was DDX plus or minus anything else that applied. Actions came in order of DDX, success or accuracy determined by adjDX.
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"I'm not arguing. I'm just explaining why I'm right." |
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11-25-2019, 08:09 AM | #27 |
Join Date: Dec 2017
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Re: Some questions about Melee/Wizard
I've been preferring the new (almost) blanket rule that action order tracks adjDX for that action in all cases. Actually, I extend it to include ranged missile fire as well, which is both better in a game-ist sense (streamlining rules) and I think perfectly justifiable in terms of realism (i.e., it takes time for objects to fly through the air, plus you have to aim more carefully at longer range).
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11-25-2019, 09:58 AM | #29 | |
Join Date: May 2015
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Re: Some questions about Melee/Wizard
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+4 DX is a huge accuracy boost, and it seems to me that the most important effect of knocking someone down is it prevents them from acting. It also prevents them from getting away, allows you to get them in HTH if you want, etc. |
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