01-03-2019, 08:41 AM | #61 | |||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
|
Re: A Challenger Appears! Green versus Red
Quote:
I don't think the hash lets us conceal dice rolls, just declarations. With a GM it could work, but even then It'd be a lot of extra overhead. Quote:
It did succeed by 3, but I wouldn't have feinted with a kick, as the benefit of a feint for that character is his 2 point skill advantage. I had a 63% chance of winning, while with the kick it drops to 45%. And making the decision after rolling feels like cheating. Quote:
So I can retreat for a dodge of 13 and 2 AP or leg parry for 12 and 1 AP. You're currently at 0/12 AP. I'm at 2 AP. We both suffer a -1 penalty if we spend any more FP. I hate these breakpoints. You got 36 AP to my 20. Oh well. I have a +2 to virtually every roll. I'll take a chance and make a leg parry. rolled an 11! I parried! Ok, lets spend that AP! Red moves as though he will kick again, but instead throws a fist! ugg! 16. That's a miss. We're both at 0 AP.
__________________
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! |
|||
01-05-2019, 03:14 AM | #62 |
Join Date: Aug 2018
|
Re: A Challenger Appears! Green versus Red
I'm going to take an Evaluate. Your turn
|
01-07-2019, 08:56 AM | #63 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
|
Re: A Challenger Appears! Green versus Red
Lets drop both of us to the FP penalty zone. I think you loose more than I do there.
1 spend an FP on an attack: a telegraphed kick at the left leg. Lets make you move instead of resting! 16 (Brawling) -1 (FP penalty) + 4 (telegraphed) -2(kick) -2 (left leg). Its a success! at 13 vs. 15. You defend at +2 from telegraphic. HIW 10(HT) -1 (FP loss) + 5 (base) + 2(skill bonus) = 16 7 vs 16. success! I PIF at the start of next round. Defend yourself! step into the exhaustion zone!
__________________
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! |
01-08-2019, 09:48 AM | #64 |
Join Date: Aug 2018
|
Re: A Challenger Appears! Green versus Red
HIW should be HTW (Hitting the Wall)
I drop from 10/12 FP to 9/12 FP to get enough AP to defend with (I knew I should've went with my instinct to continue with AOD...) GIDtF means I also get the -1 to DX/IQ/HT. Certainly a bigger jump down in DX for me, though it's a bigger jump down in HT for you. HTW 12(HT) -1 (FP loss) + 5 (base) + 2(skill bonus) = 18, since this is below 19 I must actually make the nuisance roll! Rolled a 7, I don't take damage. Am now at 9/12 FP 6/12 AP, and spend 1 AP (down to 5/12 AP) to do a dodge. DX11/HT11 leaves me with a Basic speed of 5.5 instead of 6 and a base dodge of 8 instead of 9. One Foe brings it to 9, I'll retreat for a +3 so I can roll against 12. Another +2 from it being telegraphed brings me up to 14. I roll a 7, successful dodge. (should I have rolled against DX instead of Jumping to try and get a +1 to jump over the leg kick? Oh well) It is now the turn after voluntarily spending FP, so I must roll Persistance is Futile now. IQ 9 +3 is 12, +2 relevant skill, +5 life or death = modified 18, still 17 or higher so I don't need to roll. (for future battles, instead of that blanket +5 perhaps something like +1 per 20% of HP lost might make sense? It doesn't really become "life or death" until you are injured, right?) Since I did an evaluate my last turn, I get to roll to recover more AP against my adjusted HT of 11 from 12. I rolled a 12... failure. Still at 5/12 AP. Since you have a mere 5/10 AP, I think I will expend my +1 from my Evaluate to attack you. I make a normal attack maneuver and use my Free Step to close back into close range. I'm spending 2 AP (from 5/12 to 3/12) to launch a DWA at you. The first is a telegraphed punch from my left hand (+4 offsets -4) at 14-4-1=9 skill. I roll a 9, it is a success, you are +2-1=+1 to defend against it. Actually... I forgot to add the +1 so it would be 9<10. Random hit location 10 = chest. Sub-location D = 5 (normal chest hit) The second half is a telegraphed punch from my right hand at 13 skill. Rolled 11, success. RHL = 6 (right leg). Sub-location B = knee (joints). You would also be net +1 (+2-1) to defend against this 2nd half. Ready to go down to 3/10 AP as well? You have 2 successful attacks to defend against! Remember you're basically -0.5 to dodge/parry due to fatigue, like I did above. (BTW for future battles, what do you think of the -2 for low line parries assuming the leg, using -1 to parry for groin/pelvis, -3 to parry for knee and -4 to parry for foot? Too extreme? I'd give a +1 for crouching though, and crouching should probably give another -1 to hit any part of the abdomen) Last edited by Plane; 01-08-2019 at 10:12 AM. |
01-14-2019, 08:39 AM | #65 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
|
Re: A Challenger Appears! Green versus Red
I'm at 4 AP, not 5.
Red twists and turns, retreating, burning 2 AP, dodging at 13, and rolling 8 and 7. He's now at 2 AP. didn't we decide that we were applying injury to PIF? The conversation seems to wind down at post #43. Regardless of that, He's going to telegraph another kick to the left leg. I wish I could do a semi-telegraphic attack at 13 and -1 rather than 15. oh well. 15 vs 4. Is that a critical hit? I think that's a critical hit.
__________________
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! |
01-14-2019, 12:28 PM | #66 | ||||
Join Date: Aug 2018
|
Re: A Challenger Appears! Green versus Red
Nice catch, I think I got our HTs confused and thought you were 6 then -1 for kick > 5, but you were 5 -1 for kick > 4.
Quote:
Quote:
In that case instead of a modified 18 I should have a modified 14 so I should have rolled... I'll do that now to see how it turned out. I rolled a 16... a failure with MoF 2. That loss of 4 HP to you is really hurting me! I should've put "Flesh Wounds" rules on the table, but neither character explicitly has unspent Character Points, and I don't like the idea of accruing debt without guidelines on what upper limits to put on that debt. That leaves me with 2 PIF damage which would require 1 turn of Recovery Action or 2 turns of Zero Cost to heal it. Since I didn't apply that and attacked immediately, per my previous on-the-fly ruling... I shouldn't have been able to follow up with a DWA. Rather than replay all of that, I think I'll house-rule that you can expend up to 1 AP per second to "heal" PIF damage.I would have to pay 2 AP to heal that damage... but I said you can only pay 1 per second, so I still shouldn't have been able to do it... It occurs to me that PIF rules prevent beasts with low willpower from pushing themselve to the limit, even though some beasts are pushed to exert themselves without actively contributing their will, at the behest of another... So what we could do, is if someone wants to act despite having unhealed FIP damage, is let them, but apply that FIP debt as further AP loss that round. That's different than simply allowing 2 FIP to be healed per round, because I'll still be left with 1 FIP the next round that still needs to be healed. Instead, I lose a 2nd AP simply for being able to act. So instead of being at 3/12 AP, in applying this debt, I am now at 1/12 and still have 1 PIF damage to contend with next turn... Unless you wanted to do this some other way like maybe instead of MoF dmg it's MoF/2 (round up) dmg? That would give a consistent result for my earlier failure, but only cost me 1 AP this turn and leave me with 2/12 AP. Or I guess I could take back the 2 AP spent on the DWA and give you back the 2 AP you spent on dodges. Or if you have a 4th idea. My goof, your choice. Taking back the punches/dodges wouldn't require taking back your kick roll below, but it would mean that since you did not retreat, you would still be in close range and would need to choose if you wanted the leg kick to be launched from there, or if you wanted to take a free step and launch it from reach 1, or launch it from C and step back into reach 1 after. Quote:
MA79 doesn't seem to forbid doing a Telegraphed Spinning Kick, if you wanted to keep that option in mind for later. Quote:
I guess the upside to this is I don't have to spend AP on active defenses, and my having already used my free step doesn't matter anymore, since there would be no value in retreating since adding a bonus doesn't help if you don't get a chance to roll at all. I can't say I like the absolute 'no defense' of the crit system, something like "you can defend at -10" would be more interesting. I feel like some kind of uberskilled guy with 50 in their combat skill and a parry of 28 should still have a decent chance of some skill 3 attacker who gets lucky. Go ahead and roll damage. I still get to spend 1 AP to try and Roll With Blow, though, and if I get knocked down I can still spend 1 AP to try and do a Breakfall. Y'know, I'm just going to say right now that I'm going to put the "Shake It Off" rules in MA on the table as well, in case I get stunned despite all those options. Action 2 Exploits pg 38 adds an interesting thing termed "Second Wind" allowing FP to be spent to heal HP, but that seems a little too cinematic to me, and prone to causing confusion since Cole's Last Gasp system already uses that term for spending FP to heal AP. "Near Thing" seems alright, I'm charging 1 AP for DX rolls to avoid falling, so charging 1 FP > 2 AP to negate such a failure seems okay. I would only allow this to be done if someone tried making the roll though (total loss AP) so there's no tricks like some low DX guy intentionally skipping the 1 AP for the roll he'd probably fail and going straight to paying the 2 AP. Although maybe for balance/realism (there should be no way to guarantee not falling) I would interpret "undo the effects" as "reroll your failure". Pg 37's "A hero may try as many as he wishes on a given turn, if he has enough FP." would instead be "if he has enough AP". One problem with PIF rolls not taking place until the next turn is that there doesn't seem a natural stopping point of "you can't do anything because you have 0 AP" if there is an unlimited amount of FP burning being possible. Did you have any ideas for slowing down the rate of voluntary FP burn? So let's see, you already hit the left leg for 4 HP, how much more is coming? You still need to roll because only a crit of 3 is automatically maximum damage. After rolling damage, please also roll on the critical hit table for additional effects. Last edited by Plane; 01-14-2019 at 12:56 PM. |
||||
01-15-2019, 07:51 AM | #67 | |||||||||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
|
Re: A Challenger Appears! Green versus Red
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
only two damage. You won't even move backwards from roll with the blow. On the other hand, that's at least one point of damage. No effect from the critical hit table. I just reread the crippling rules, and It appears I have to deal 6 damage in one attack to cripple a limb. Which is essentially impossible (ok, the critical table makes it possible, but that's still a how-probability event). Darn. I was hoping this would end the fight by crippling your leg. That'd really have made things easy. Quote:
Quote:
__________________
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! |
|||||||||
01-15-2019, 01:18 PM | #68 | ||||||
Join Date: Aug 2018
|
Re: A Challenger Appears! Green versus Red
Quote:
Quote:
The only reason I started fudging that was because I screwed up the calculations twice and ended up acting when I shouldn't have acted. It felt bad to throw out the work we'd already done so I tried to find some kind of balanced justification for ignoring the failure. Quote:
It seems weird that all the weapon skills can do this but karate's the only unarmed one. Quote:
My RWB is reduced from 12 to 11 due to the -1 DX penalty from fatigue, so I'm rolling to mitigate that now. I got an 11, success. I only take 1 damage. Quote:
You need to inflict more than 1/2 HP (5) to cripple a limb, which is 6 for someone with 10 HP. Since 1/2 HP is 6 for someone with 12 HP, you need to inflict a total of 7 to cripple Green's limbs. I only need to inflict a total of 6 to cripple Red's. These are also the caps of how much HP we can lose to our overall HP from hits to those locations. So right now, you added 1 more damage to the 4 you got previously, for a total of 5 HP lost. You could cripple the leg with 2 more damage. Losing 1 HP would also mean I lose 1 AP unless I can mitigate that with a HT roll. My HT 12 is already reduced to 11 due to Gradual Impairment, and I also apply the Shock penalty of -1 to it, so I need to roll against a 10. I roll a 9, MoS=1, I can subtract that from my AP loss, so I lose no additional AP from losing 1 HPNot 2 AP? =/ Quote:
After spending 1 AP on RWB, how much AP do you think I should have left? I'm a little unclear if I should be subtracting AP for having ignored PIF or adding it back to both of us by pretending the DWA/2xdodge never happened. How much AP I have left is going to determine what I choose to do in the future, but for now I think I'm going to do All-Out Defense (Double) since I'm suffering -1 to DX from Shock, and since I can always do that regardless of how much AP I have left. Hm... y'know, if I were to use my free step, it wouldn't be so bad, since I can spend the 2 temporary AP on retreats if I needed. But a single hex move is basically worthless since you can make 60 degree turns for free, and trying to evade you to get into your rear hex would cost me an AP to try... This makes me wonder, of that temporary 2 AP, do you think either an 'Evade' or an 'Obstruct' could be paid from that? It's kinda strange because I could see either being thought of as an attack or a defense depending on context. It seems like 'Evade' is closer dicewise to an attack, but conceptually you could be trying to escape someone trying to corner you... I guess it's no different than how Technical Grappling defines 'Break Free' as an attack. Hm... come to think of it, maybe Evade should actually cost an attack? I haven't treated it that way but it's an idea for future battles. Even if I make it cost 1 Movement Point and 1 Action Point, it's essentially getting thrown in as if it were a Free Action... if it took the place of an attack, choosing whether or not to do it would be a bigger thing. You could still Evade+Attack but with both being a -4 for DWA. To run far and evade you'd need to do a Move+Attack for example. The problem I can see with that approach is it would prevent doing Evade on an All-Out Defense, which sounds wrong. So perhaps doing an Evade should count as if you did a Dodge, and apply a -1 to future dodges? This would prevent someone doing All-Out Attack from doing an Evade (which doesn't sound horrible) but maybe have the option of allowing someone to spend an Attack instead of a Dodge to do it, depending on their preference? What is your next maneuver? |
||||||
01-16-2019, 10:23 AM | #69 | |||||||||||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
|
Re: A Challenger Appears! Green versus Red
Quote:
Quote:
the maximum being what? your starting number? Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Well, that kick was anti-climatic. I was hoping for more than 1 damage. We're both at 2 AP. He's going to evaluate for +1 and take a step back (they are now 2 yards apart, I believe, so Green can't launch a standard attack, as he can't kick) Will roll for HT (very low) at the start of next round.
__________________
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! |
|||||||||||
01-16-2019, 12:24 PM | #70 | ||||
Join Date: Aug 2018
|
Re: A Challenger Appears! Green versus Red
Quote:
Yeah, like for example say I have bought up "Second Wind" so that I get 100% of my HT instead of 50% in AP. If I burn 1 FP, I am immediately back up to 100% AP, so the AP recovered by a successful Do Nothing would go nowhere, so that gives some purpose for it, because it's weird if suddenly you have full AP and can't do anything with it. The purpose of forcing Recovery Actions should be for getting people back up to 100%. Quote:
Quote:
I guess since technically neither character is defined as having Bloodlust that makes some sense. Quote:
Since my AOD was untriggered, I get to make a HT roll. I rolled 12, which would'be been a success when we started but due to my -1 to HT, I just barely fail it and get nothing back. I hadn't used my free step because I wanted to save it in case I needed to Retreat. That was obviously a mistake because I lose my free step if you don't attack me and I can't retreat! I'm not making that mistake again! If I need to retreat, I'll just spend one of my two free AP on it. I'm making another AOD maneuver (still Double), and using my free step to move further away from you (3 yards apart now). You'll never close the distance with Evaluate limited to Step, and if you take any maneuver other than Evaluate, you'll lose your accumulated bonus unless that is an Attack maneuver where you immediately come at me... but to close range you'd need to do something like Move + Attack, Committed Attack, or All-Out Attack :) Either way, your offense or defense will suffer, and it will be costly. Meanwhile, with HT 11 vs your HT 9, I am more likely to regain my AP than you. I can play this game :) (well, except for the eventual countdown for my leg injury adrenaline wearing off... I kinda lost track of that, should I leave it up to you to tell me when I will suffer it? That seems more realistic because me tracking it feels like metagaming with you tracking it I will be surprised) roll vs HT 9 (10-1) to see if you recover AP from your Evaluate, then choose your next maneuver, we still both have 2 AP right now I think (if not for the free 60 degree turn, I imagine I'd be doing something like "circling" to your left side (forcing you to spend AP pivoting) to exhaust you, kind of like how fighters will circle each other a lot in real fights... there's not really much of an incentive to do so in this AP system though, which is why I dislike the 'free' aspect) Although it wouldn't be the best strategy unless you were much nimbler/fit because in Tactical Combat, a 60 degree turn takes 1 movement point while a sidestep+60turn (or a front-right step +120 turn would cost 3 movement points. It would work out better if using a DX MoS discount system to mitigate that. Last edited by Plane; 01-16-2019 at 12:36 PM. |
||||
Thread Tools | |
Display Modes | |
|
|