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Old 08-24-2010, 10:22 AM   #71
Icelander
 
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Default Re: Power Grappling and 'grappling rolls'

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Originally Posted by DouglasCole View Post
I don't know that this was a design goal for Perks, though. I understand your desire for it, but all skills aren't created equal either.
I'm not obsessed with making every Perk precisely equal. On the other hand, I would prefer that choices between them were realistic choices that could be made to distinguish characters from each other. This demands that none of them are so inherently superior to other Perks that not choosing it would be a deliberate decision to cripple the character compared to someone who did.

I'm not saying that Power Grappling was that bad. But in splitting it, there is certainly more variety between grappling Perks and perhaps an opportunity for more characterisation in choosing them. I also plan to add some grappling Perks. For one thing, there probably ought to be one which provides a bonus to break free rolls.

Defensive Grappler?
Provides a +2 bonus in Quick Contests to break free?
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Old 01-26-2011, 01:19 AM   #72
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Default Re: Power Grappling and 'grappling rolls'

Please forgive the thread necromancy, but I've recently discoved the utility of this Perk and have a specific question.

Does this Perk apply to a Judo-based Choke Hold Technique when rolling for damage/fatigue? While Judo-based skills normally don't benefit from Wrestling/Sumo ST bonuses, thus the ST+Skill for ST substitution is invalid, Choke Hold refers to the basic "Choke & Strangle" quick contest on B370.

Edit: Additionally, if I can use the ST+Skill substitution, do I use Judo or the skill level of the Technique?

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Originally Posted by Icelander View Post
...snip...
For one thing, there probably ought to be one which provides a bonus to break free rolls.

Defensive Grappler?
Provides a +2 bonus in Quick Contests to break free?

I use a leveled Perk I call "Hard to Hold" which gives +1 to break free per level. Compare the cost to "Slippery" at 2pts/level that gives +1 to break free & additional benefits.

Last edited by Trachmyr; 01-26-2011 at 02:00 AM.
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Old 01-26-2011, 04:27 AM   #73
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Default Re: Power Grappling and 'grappling rolls'

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<snip> There's already one possibility, in that one of the contests is a Regular Contest rather than a QC, which means not only do you have to outdo the other guy's margin, but have to actually roll a success. Still, with the bonuses stacked on there, I suspect that's not an issue.
I just realized that I've completely failed to grasp the differences between Quick and Regular contests.
Could somebody please enlighten me?
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Old 01-26-2011, 04:29 AM   #74
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Default Re: Power Grappling and 'grappling rolls'

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I just realized that I've completely failed to grasp the differences between Quick and Regular contests.
Could somebody please enlighten me?
Quick Contest is where you have to succeed by a higher margin than your opponent.

Regular success is where you have to succeed and your opponent has to fail for you to win. Keep rolling until it happens.
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Old 01-26-2011, 05:33 AM   #75
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Default Re: Power Grappling and 'grappling rolls'

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Originally Posted by Icelander View Post
Quick Contest is where you have to succeed by a higher margin than your opponent.

Regular success is where you have to succeed and your opponent has to fail for you to win. Keep rolling until it happens.
Aha, so Quick Contests depend on MOS, and Regular don't only Success for the active part and Failure for the other. Thanks
But is the winner only the one with better Margin of Succes, or can it also be the one with the lowest Margin of Failure?


I think I've better read the whole combat chapter as well as Martial Arts to find out what is what kind of contest then.
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Old 01-26-2011, 08:24 AM   #76
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Default Re: Power Grappling and 'grappling rolls'

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Originally Posted by Ultraviolet View Post
Aha, so Quick Contests depend on MOS, and Regular don't only Success for the active part and Failure for the other. Thanks
But is the winner only the one with better Margin of Succes, or can it also be the one with the lowest Margin of Failure?


I think I've better read the whole combat chapter as well as Martial Arts to find out what is what kind of contest then.
Just about everything but pulling a weapon away and Pin are Quick contests; those two are Regular Contests.

Actually, what I described upthread (you have to roll a success AND beat the other guy) is technically a resistance roll, which are usually only used for supernatural events.

At least, for now.



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Old 01-26-2011, 09:28 AM   #77
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Default Re: Power Grappling and 'grappling rolls'

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Originally Posted by Ultraviolet View Post
Aha, so Quick Contests depend on MOS, and Regular don't only Success for the active part and Failure for the other. Thanks
But is the winner only the one with better Margin of Succes, or can it also be the one with the lowest Margin of Failure?
Smallest Margin of Failure.

Quote:
Originally Posted by Basic Set page 348
If one succeeds and the other fails, the winner is obvious. If both succeed, the winner is the one with the largest margin of success; if both fail, the winner is the one with the smallest margin of failure. A tie means nobody won...
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