03-29-2019, 04:06 PM | #121 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: A Challenger Appears! Green versus Red
No AP gain.
All out defense (dodge). No step.
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03-30-2019, 12:37 AM | #122 | ||||
Join Date: Aug 2018
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Re: A Challenger Appears! Green versus Red
ffuuuuuuuu
I made a right-handed punch to a random hit location and I rolled an 18, so no point bothering to check which location I was targeting... Got a 12 on the Unarmed Critical Miss Table... a TRIP. I make a DX roll to try and avoid falling. As per before, rolls like this to avoid falling cost an AP, so I am down to 0 AP remaining now. =/ I rolled a 9 against my DX of 12 reduced to 11 which should be a success... But I forgot to apply the "any roll to avoid falling is at -3" so my modified DX should actually be 8, meaning I just barely fail! FALLING NOW. I want to use my Breakfall technique, but I'm all out of AP, so I need to burn another FP to get some! I reduce from 9/12 to 8/12 FP and receive 50% of my AP, bringing me up to 6/12 AP again. I haven't passed another breakpoint by spending MORE than starting FP/5 (that's per every 3 FP spent, as that is more than 2.4 FP) but since I've spent 1/3 of my FP (~33%) my base ST is reduced by 1/6, so 5/6 of 12 is 10 exactly, so I am finally weak enough to suffer -1 to my damage! Since I have just lost another FP, I must make a HT roll for "Hitting the Wall". I am rolling against HT 11 (12-1) +5 = 16. I do not believe I would get my +2 training bonus, because what I am using my FP for is for Breakfall, which is not a specialty of Boxers. I must roll, since my score is not 19 or higher.... and I got a 17... a failure... Quote:
This is not more than 1/3 of HP so there's no "Partial Injuries" counter to worry about on the torso yet. Quote:
I'm now able to spend 1 AP to attempt to do that Breakfall using the Acrobatics skill that I have at default... My modified DX of 11 would have given me a default Acrobatics at skill 5... Quote:
I feel like it's too late RP-wise to back out of this commitment, wanting to breakfall was the reason I burned my FP in the first place! I got a 15... a failure. Actually because of skill 3, that is a CRITICAL failure. When you roll a critical failure, the GM determines what happens to you. It is always something bad – the higher the roll, the worse the result.I guess I have to determine this since I am the GM. I'm not aware of any established ways to deal with critical failures using acrobatics techniques. I'm especially not sure how to deal with "the higher the roll, the worst the result" except to establish a "Margin of Critical Failure" which is how many points you crit fail by. Quote:
Now I have to roll the damage from the fall. But first, to determine hit location: rolled a 7, it's to the RIGHT leg now... sub-table B got a 4, I'm landing on the KNEE, this counts as a "joints" hit from crushing attacks. Huh... since I fell down, I am now in a "lying" posture with all appropriate penalties to my active defenses. It occurs to me that it is strange though, that "Breakfall" can make you "Crouching" instead of "Lying" after a fall, but nothing in between. It might be interesting to say for example, allow crouching on MoS 2, Kneeling on MoS 1, and on MoS 0 allow the player to choose between crawling or sitting. THOUGHTS? Since a leg is about a yard long, and the knee is half that length, the formula 21.4 x 1 x 0.5 = 10.7, the squareroot of that is ~3.27 rounded to nearest whole number gives me velocity of 3. HPxV/100 = 12x3/100 = 0.36 which means I take 1d-2 crushing damage to the right knee. I roll a 1, and with the -2 gives a -1, meaning NO damage is taken. LUCKY. No need to bother with a Roll With Blow, I guess. I'm at 1/12 AP 8/12 FP 5/12 AP and lying down! correction: 2/12 AP + 8/12 FP + 6/12 HP, still lying down of course BUT WAIT: I haven't used my FREE STEP yet. Saving it to do a no-cost retreat would be pointless if I'm unable to retreat because I'm unable to defend againt a surprise attack... B385 "If you lie down or are knocked prone, your lower half occupies the hex you were standing in and your upper half can occupy any adjacent hex"My legs are still in your hex, but my upper half is now occupying some adjacent hex... I assume I could choose whatever hex I like on my own side, but not the 3 hexes on your side since that would normally require evading you to occupy those! I will choose to fall backward, easier to envision than falling into my left or right. I think this means I would be in a supine posture, if I had fallen forward I would be in a prone posture. I use my free step to shimmy 1 further hex away from you Now my legs are no longer in your hex (they are 1 hex in front of you) and my upper body is 2 hexes in front of you. Actually, consulting Pyramid 3/44p10: dropping from standing to prone in one move (three levels) is 1 AP.I don't see why that should only apply to VOLUNTARY posture changes. If you involuntarily fall down and don't take any damage or try to breakfall/roll with blow then you wouldn't lose any AP, so it's like cheating! I don't like that, so I will apply the AP costs for changing to lower posture when you are forced there or go there accidentally too! It only makes sense, since you're disoriented and stuff! For that reason... yeah I actually am at 1/12 AP in the end. Losing 2 less AP than I previously thought was countered by forgetting to apply two separate 1 AP costs (Breakfall and "Facing and Posture Changes") I could have opted to spend my last AP doing another 60 degree turn so that you don't start in my side hex, but I figure my defenses are so penalized that I'll fail regardless of what I do, so I may as well conserve my AP. Oh, and since I can do a free 60 degree turn without spending AP, I'm going to keep my upper body planted and rotate my legs away from you! Now they are front and to the left of you, so you can't reach them with a kick without stepping first! This is per B392 (Multi-Hex Figures) the head rotates, the lower body (tail or legs) follow! since you did not have to defend, go ahead and make your HT roll to recover AP, then choose your next maneuver (your last post was 19s for tier 3, so your next will be 20s) (note that if you can force me to lose 2 AP, I will have to burn another FP and drop to ~58% meaning my HT would reduce to 10 and 20 seconds is when my adernalin would wear off, meaning my next attack would suffer tier 3 penalties!) Last edited by Plane; 03-30-2019 at 01:38 AM. |
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04-01-2019, 05:51 AM | #123 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: A Challenger Appears! Green versus Red
Well, I was worried that I was letting you fish for criticals... And I suppose you caught one. I'm not fond of critical miss tables in general, but we've certainly been playing with them.
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I have very conflicted feelings about movement while prone, but I suppose we can work with this. ------------------------------------------- I recover 1 AP, and am now at 5/10 There are two options here. One is to step forward and kick that left leg. You would defend at dodge -3 (prone) -1 (injured leg... though that doesn't actually make sense). But I've only got around a 60% chance to hit, and deprives me of a free retreat. If I want to run out the clock, this is a fantastic opportunity to do so. So I'll step back wards and evaluate. Get up. Take your time. Stick some weight on that bum leg. I can get most of the benefit of attacking while prone just by letting you try to dodge on an injured leg.
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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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04-01-2019, 10:38 PM | #124 | ||||||
Join Date: Aug 2018
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Re: A Challenger Appears! Green versus Red
I don't think you recovered AP, log shows you rolled a 12 which is greater than 9, you had to roll equal or loss.
It occurs to me that the house rule of losing 1 AP per Margin of Critical Failure on failed acrobatics is pretty extreme. I think like AP lost due to injury that perhaps a HT roll should've been allowed to mitigate that. Would you be opposed to this? Quote:
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These don't even reduce dodge at all! B141 requires reducing Basic Move, but not Basic Speed. MA116 mentions "None of this applies if you’re sitting, kneeling, or lying down – just use the usual penalties for your posture" in respect to DX penalties as another example. There is no dodge penalty listed for "Missing Legs" which represents a 1-legged person and which I think is what you are meant to use if a leg is crippled. I would interpret "Using crutches or a peg leg, you can stand up and walk slowly." to mean someone with this can normally NOT stand at all (even though it is possible for people to stand 1-legged) and so would always suffer the posture penalties of a lower posture (perhaps "kneeling" on a nonexistent leg?) The -1 and -2 seem like lesser versions of the -4 when crawling/lying. A -2 to dodge is essentially tying the AD penalty from kneeling/sitting. I think in a lying or crawling position someone with healthy legs would be at an advantage (you could use your legs to help push yourself out of the way) so I think it might make sense to apply those dodge penalties even when lying down... It's just perplexing there's no dodge penalties for people who have the Lame disadvantage. It seems like someone with a crippled leg ought to be at least -1 to dodge when trying to avoid stuff in a crawling/lying posture compared to someone with a leg at 100% health. I think perhaps when fully crippled, the -2 from the previous tier should still apply, perhaps even increase to -3. That scales well with the -6 to skill experienced with One Leg. In that case, someone with BOTH legs crippled really ought to suffer a -6 to dodge in addition to the penalty for lying down! I would say when standing though, that the dodge penalty is partly accounting for the difficulty of remaining standing after your dodge. I think I'd let someone waive that if they were willing to let themselves fall down as part of the dodge. That might just be the "dive" bonus though. Quote:
Since Evaluate you in turn since that requires "reachable with a single Move and Attack maneuver" I might just barely be able to do that since a step could narrow the gap to one and my lower body would actually be in your front-left again. Since this is the turn after losing FP, I must now make my "Persistance is Futile" will roll. My IQ 10 is reduced to 9 due to fatigue, +3 means I roll vs 12. Training bonus is N/A since I lost the FP doing acrobatics, +5 is N/A because choosing an offensive maneuver NOW (when I am suffering shock) wouldn't be wise anyway, even if aggression before I accrue another -1 to dodge would be good. I roll a 5, success. That said, I don't think I'm OBLIGATED to attack you, so I'm going to do an all-out defense anyway (double option), using my free step to put another yard between us (now it's 3) and use my free 60-degree facing change to swing my legs from my front-right to my back-right hex, making it harder for you to target them. You have 4/10 AP, roll against HT again to see if your Evaluate got you any this time, then choose your next maneuver. (also please comment on whether or not you agree it might be okay to make a HT roll for MoS to mitigate AP loss from critical failure on acrobatics, like is done for AP loss due to injury... I think I really made that inherently too exhausting Last edited by Plane; 04-01-2019 at 10:51 PM. |
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04-04-2019, 05:44 AM | #125 | |||||||
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'd be happy to switch to using simplified last gasp movement rules discussed in the gurps forum (not during this combat though) Quote:
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Another evaluate.
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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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04-04-2019, 10:02 PM | #126 | ||||||
Join Date: Aug 2018
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Re: A Challenger Appears! Green versus Red
(note: it would be good when we roll dice, to list key details of our maneuver choice, like for example whether or not we moved beforehand, within the summary of the dice roll as character limits allow. You can even make a no-roll post there before rolling if explanations require it. This just so we don't have to compare time-of-roll v. time-of-post in case someone rolled but tailored the description to the outcome)
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Come to think of it though, critically failing an attack or defense doesn't react to severity at all. You roll on the same table the same number of times no matter how big a critical failure is. If you have skill 3 then a critical fail is equally bad whether you roll a 13 or an 18, even though the 18 should be much worse... So yeah based on that, I'll only apply the loss of 1 extra AP (on top of the one already wasted attempting the technique) instead of 2. This means I'm actually at 2/12 AP instead of 1/12... Quote:
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may sideslip as an alternative to retreating, moving a yard to eitherI don't recall any prohibition of Lame people from doing retreats/sideslips so all I can figure this to mean is there is no -1 penalty (+3 becomes +2, +1 becomes +0) for using a sideslip instead of a normal retreat. Not that huge an advantage unless the way behind you is blocked or you want to stay close to an enemy... I can't say I think the perk is necessarily worth a point. The other half (-1 to defend) only applies against all-out attacks, so unless you were already a Berserker (that's all you can do anyway) it wouldn't be that large a benefit since you might prefer not to do AOAs anyway. Quote:
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The more significant benefit is that 2nd jump to 100% move for the 2nd AP. Of course, that's harder to mitigate: "AP Maintenance Costs" can subtract 1 by passing a HT roll but needs MoS of 5 to mitigate two AP. Quote:
Your evaluate bonus builds to +2. You are still at 4/10 AP. Since you do not mention using your free step, you remain 3 yards away but you may perform a 0-cost retreat on your next turn if attacked. March 25 you were at 18 seconds of count on tier 3 penalties (target 22) when you did AOD:Dodge *March 29 you did it again, count grew to 19 *April 1 when you started your Evaluate, count grew to 20 *April 4 your 2nd evaluate, count grew to 21 *after your next turn concludes (22 seconds since) my following turn will be when I suffer the Tier 3 penalties on the right leg. As I did not have to make an active defense against you, I may make a HT roll to recover AP. I roll a 7, giving a MoS of 4 vs my HT 11 (12-1 due to FP loss) meaning that I recover 2 AP, and am now tied with you at 4/12 AP left. As before, I am going to do another AOD:Double and use my free step squirm another yard away from you (the distance between our hexes is now 4 yards) Make another HT roll and choose your next maneuver. |
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04-08-2019, 07:08 AM | #127 | |||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: A Challenger Appears! Green versus Red
Red will evaluate and step 1 step closer. He recovers 1 AP.
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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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04-09-2019, 03:00 PM | #128 |
Join Date: Aug 2018
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Re: A Challenger Appears! Green versus Red
Your recovered 1 AP brings you up to 5/10 AP.
my HT roll failed with a 14, didn't get any AP this time, still at 4/12. Tier 2 penalties now apply to my leg, BTW. However note that the reduced move and reduced dodge only apply "while standing" so they don't really matter right now since I'm in a lying posture. AOD:double again, using free step to widen gap from 3 to 4 again. Your Evaluate bonus is now +3, roll HT again to recover AP. |
04-11-2019, 05:18 AM | #129 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: A Challenger Appears! Green versus Red
I will take the do nothing maneuver. Go on, get up. Give me a proper rest.
I recover no AP.
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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! |
04-11-2019, 08:16 PM | #130 |
Join Date: Aug 2018
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Re: A Challenger Appears! Green versus Red
WHOOPS. I forgot you make the HT rolls for the previous turn at the start of the new one, so actually your 14 was a failure by 5 and I should not have added the +4 bonus yet so my roll of 16 for my previous HT roll for target 11 was also MoF of 5. NOW is when you roll vs HT+4, and then I will also at the start of my new turn. Also, choose your next maneuver. |
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