Game mechanics vs newbie GM

Redstone

New Member
I just started as a GM and have some basic questions. The answers i seek maybe somewhere here  but i was unable to find them so be gentle with the newbie ... hehe


I was wondering ...


If a player lose initiative and is beeing attacked, could she split her dice pool normally and without aborting to full parry or full dodge?


If it is possibile, could she defends herself against multiple attacks AND attack for herself on her last "split" without charms?


(It would be an weak attack I know)


How about changing weapons in a turn. If a player attacks with a staff (high speed) and wins the initiative, splits the dice pool to attack with an higher accuracy/damage weapon. It would be a nice stunt, but is it possible in terms of game-mechanics?


And at last ,what kind of penalities are substracted from the charakters DICE-POOL and what kind of penalities are substracted from the SUCCESSES (shields, cover, horseback)?


Thanks
 
Redstone said:
If a player lose initiative and is beeing attacked, could she split her dice pool normally and without aborting to full parry or full dodge?


If it is possibile, could she defends herself against multiple attacks AND attack for herself on her last "split" without charms?


(It would be an weak attack I know)
Yes. But until it was her initiative tick she would only be able to defend. And you have to announce how many actions you are going to split into before actually doing so (...no adding on more actions, just because of an attack you didn't expect).

Redstone said:
How about changing weapons in a turn. If a player attacks with a staff (high speed) and wins the initiative, splits the dice pool to attack with an higher accuracy/damage weapon. It would be a nice stunt, but is it possible in terms of game-mechanics?
Changing weapons, without a stunt, would count as an action. Meaning you have to split your actions.

Redstone said:
And at last ,what kind of penalities are substracted from the charakters DICE-POOL and what kind of penalities are substracted from the SUCCESSES (shields, cover, horseback)?
... all those you just counted are subtracted from the dice-pool. Not successes. Environmental stuff always detract from dice pools. Parrying / Dodging detracts from successes. Charms might detract from successes. See the difference?


Environmental stuff increases the difficulty. Active defense stuff hinders you...
 
According to the main book, p.229, shields and cover subtract successes, not dice.


-S
 
Redstone said:
How about changing weapons in a turn. If a player attacks with a staff (high speed) and wins the initiative, splits the dice pool to attack with an higher accuracy/damage weapon. It would be a nice stunt, but is it possible in terms of game-mechanics?
It sounds like the character is using the staff to get a better initiative and then actually attacking with a weapon that has a better accuracy and/or damage. Is this what you are implying?


~FC.
 
Redstone said:
How about changing weapons in a turn. If a player attacks with a staff (high speed) and wins the initiative, splits the dice pool to attack with an higher accuracy/damage weapon. It would be a nice stunt, but is it possible in terms of game-mechanics?
It sounds like the character is using the staff to get a better initiative and then actually attacking with a weapon that has a better accuracy and/or damage. Is this what you are implying?


~FC.
If someone is wielding a staff and wants to switch, they're going to be stunting the use of a two-handed weapon with one hand to begin with, or they'll lose their stick when they grab for their other weapon.  I'd say that the initiative benefit and the cost (requiring an action to change weapons) balance each other out, and in the combat, I'd just consider it a feint with a staff followed by the "real" attack.
 
Cool, thanks!


So did I get it right? ...


She can Split her dice pool and defends until her initiative tick. But only if she still has actions left! If the defender chose to "full parry" or "full dodge" she is not able to attack in the same round!


Changing the weapon in a turn could mean one action (in a splitted dice pool) and could be allowed. You can use a fast weapon to win the initiative (e.g. staff Sp+8 ), split your dice pool, and change to an accuracy bonus weapon (e.g. straight sword Acc+3).


I like the idea of using the staff as a feint. (Maybe the player needs a melee-speciality on this manoever.)


Only shields and cover penalities are substracted from the SUCCESSES. Attacking someone riding horseback, you have to substract the penality from the DICE-POOL?


Do you agree?   :D
 
Stillborn said:
According to the main book, p.229, shields and cover subtract successes, not dice.
Ah, yes you're right. Damn, it's been too long since I've played... I'm muddling the rules...
 
Solfi said:
Redstone said:
If a player lose initiative and is beeing attacked, could she split her dice pool normally and without aborting to full parry or full dodge?
Yes. But until it was her initiative tick she would only be able to defend.
This is a house rule. Cannonically, the answer is no. Your only choices when getting attacked before initiative are:

  • Suck it up
  • Abort to a single parry. This only works on "a single attack. The character may not split her dice pool in a turn when she aborts to parry" (core book, pg. 230).
  • Abort to full-dodge (pg 231). The rules for full dodge supercede normal pool splitting.

Redstone said:
If a player attacks with a staff (high speed) and wins the initiative, splits the dice pool to attack with an higher accuracy/damage weapon. It would be a nice stunt, but is it possible in terms of game-mechanics?
Cannonically, I don't think it is explicitly covered. Personally, I'd make them eat a dice action to change weapons. This is something that 2nd Edition will make go away, fortunately. Since weapon speed will have nothing to do with initiative then.

Redstone said:
And at last ,what kind of penalities are substracted from the charakters DICE-POOL and what kind of penalities are substracted from the SUCCESSES (shields, cover, horseback)?
Check out the custom storyteller screen on my home page. It has a table for each.
 
My previous post detailed options in standard combat. In power combat, the abort to parry becomes an abort to full parry. Like full dodge, the mechanics of full parry prevent and supercede normal pool splitting.
 
This is all correct assuming no house rules.


As you get more comfortable, you may want to tweak the system. Myself, I do not force you to decalre actions before your turn, nor decide in advance how much you want to split pools. Your first action is at full pool, and each action after that is [current action -1] x 2. Thus, -0 for first action, -2 for second, -4 for third, etc.


This makes for faster and more furious combat, is a bit easier on everyone if they get attacked before their turn cause they can still defend and have an (albiet reduced pool) attack later, and saves the headache to less tactical players on trying to plan their round in advance.


Should you take a defense action before your turn, when it is your turn under this system, you still can not use a Simple or Multiple Action Charm. Players under this system (and smart enemies) will frequently attack (at even the smallest pools) Dragon Blooded for example, to prevent use of Simple Charms like Elemental Bolt and Whirlwind Shield Form.


Again, house rule, and your mileage may vary.
 
I'll wait for second edition before using houserules. But I'll keep them in mind ...  Thank you


But I've got another one:


Is it possible to abort to "full dodge" and then use "DippingSwallowDefense"?        


(Because DSD allowed to "parry any one incoming hand-to-hand attack that he is aware of." Pg. 166 CB). Can I use it even in a full doge action?


:lol:
 
Refelxive defense charms granting a parry or dodge attempt are totally indepent from your dice action that turn, so yes you can abort and use DSD. That is actually one of the things making them so damn useful.


High powered defense combos often include dodges, parries and counterattack (in that order) to truly make attacking that particualr exalt a bad idea. That is, before you get persistent defenses like flow like blood.
 
Wow, I like this game ...


Can you remember where to find the rule about that. I have to justify it in front of my GM ...
 
Redstone said:
Wow, I like this game ...
Can you remember where to find the rule about that. I have to justify it in front of my GM ...
Well on page 154 and 153 is the description of the different charm types and when reading refelxive instant and supplemental you will have enough arguements to prove your point to your storyteller.
 
Operations, I do like the way you think.  A simple two die penalty is a good idea, though I think that a plus one difficulty would be a little more fair, as it would allow someone the chance to succeed, even if they have taken as many actions as their die pool.
 
Then again' date=' I prefer using difficulty penalties over die pool penalties in general.[/quote']
Yeah me too. I tend to just use difficulties as assigning difficulty and pool penalties is highly arbitrary anyway and I do not mess up anything I think.


And for the player it is just way more complicated when both come together "now roll your melee+dexterity against difficulty 4 with a two die penalty" I'd rather say just "difficulty 5".
 

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