02-19-2016, 02:27 PM | #1 |
Join Date: Jul 2009
Location: Oklahoma City
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[Action 2] Chases, Wipeouts, and Recovery
I ran a foot-chase last week, using Action 2's chase mechanics, and the results felt a bit off to me.
For a specific example, one round had the quarry attempting a Stunt by jumping the 6-foot fence at the end of the alleyway; he failed.
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The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog Last edited by Gigermann; 02-19-2016 at 02:38 PM. |
02-19-2016, 02:44 PM | #2 | |
Join Date: Sep 2007
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Re: [Action 2] Chases, Wipeouts, and Recovery
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Close Call is "Emergency Action or Stop, or suffer a wreck". Wreck is "an instant Stop and is out of the chase. Worse, that participant collides with something, taking thrust damage..." So, anything that makes you stop fleeing (unless you do something dramatic just to avoid stopping) versus anything that not only makes you stop with no chance of avoiding it, but also hurts. |
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02-20-2016, 11:27 AM | #3 | |
Join Date: Jul 2009
Location: Oklahoma City
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Re: [Action 2] Chases, Wipeouts, and Recovery
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So, with a Stunt, the results of significant failure have to "end the Chase" (intentionally, or as a result of a "wreck"). In the example, the Quarry could break a leg jumping the fence, so it qualifies. Easy enough. So it's back to Emergency Action: what does it look like here? He jumps the fence, but the Stunt fails, resulting in a "Close Call." Mechanically, on the next round, he must avoid a Chase-stopping collision/injury/etc. ("wreck") by either ending the Chase intentionally or accepting a delay (-5 to the Chase roll)—there's no Trait-check associated here, and no choice other than "keep going or stop." If the result of his failure is that he got caught up on the fence, and he had to take the next round to untangle his foot, this makes sense—he's not really going anywhere this round, so there's nothing else to do—but then where's the "wreck" if he doesn't stop? It feels like one of those weird breakpoint issues, like having to wait a round after a grapple to do a Judo Throw. Maybe you just have to play it out and ignore the visuals and the terminology until after the mechanical results are determined.
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The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog |
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02-20-2016, 12:03 PM | #4 | |
Join Date: Sep 2007
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Re: [Action 2] Chases, Wipeouts, and Recovery
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So you'd need to narrate the Pursuer not so much as "you crash into the fence" (suggesting a stop because that's a fairly closed-ended thing to describe) but "You jump for the fence after your quarry, but your foot slips...", leaving open some possibilities either way. It's similar to the problems in narrating combat mechanics. "I try a very fancy attack I learned in France, which involves a beat, a feint in quarte, a feint in sixte, and a lunge veering off into an attack on his wrist" is a way to describe a Deceptive Attack, colorfully describing your mechanical choice before you roll the dice. But consider the difference if the sentence ended "... a lunge which nicked his wrist so that the blood flowed". The second one narrates too far, describing the result before it's known. But it would be perfectly acceptable if you'd already rolled the dice. Either style will work, as will both together. But you have to beware of verbally painting yourself into a corner too early. |
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Tags |
action, action 2: exploits |
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