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Mechanical discussion

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Ser Raynald Dulver
Luecian LongBow
Septon Arlyn
Ser Walton Dulver
Derrock Swann
Riackard
Ser Fendrel Bartheld
Dyana Marsten
Kevan Lyras
Athelstan
Lady Corrine Marsten
Leifnarr Longshore
Garret Snow
Yoren longshore
Daveth Coldbrook
Benedict Marsten
Ser Jorah Holt
Loreia
Gwyneth Drakeson
Nathaniel Mason
Jon Cobb
Dunstan Tullison
Baelon Drakeson
Theomore Tullison
Test
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Mechanical discussion - Page 37 Empty Re: Mechanical discussion

Post by Baelon Drakeson Mon Nov 30, 2015 12:28 pm

The interpretation that has been in use (I have used it, it has just not been as obvious) is that the rerolled die is in the context of the test, so if you still have 'unused' rerolls a rerolled die that comes up as 1 again can be rerolled again. This is because the wording of the benefit reads "
Whenever you roll a Persuasion test"
, and the test itself spans far more than the roll itself (rolling is step 4 of 7, see pg. 27-28 in the rulebook). Whether Attractive applies in step 4 or between steps 4 and 5, the rerolled occurs within the scope of the test, and that is the only limit on the benefit other than the limit of how many rerolls you get.

Putting the logic alongside an example may help.
With 4 persuasion and Attractive:
1) Rolling [4,3,2,1] in a Persuasion test, you are allowed to reroll the 1, as Attractive lets you reroll two 1s. Currently the player is at 0/2 rerolls.
2) Rerolling the 1 yields another 1, for [4,3,2,1] in a persuasion test. The player is now at 1/2 rerolls. As before, there is a 1 rolled in a persuasion test and the player has an unused reroll, so Attractive can be used.
3) Rerolling the 1 yields another 1 (bad luck!), for [4,3,2,1] in a persuasion test. The player is now at 2/2 rerolls. Thus, they cannot reroll the 1, as they have already used the maximum.
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Mechanical discussion - Page 37 Empty Re: Mechanical discussion

Post by Marq Mooton Mon Nov 30, 2015 12:52 pm

Attractive says "
may reroll a number of 1's"

Honorable, marked (and others maybe) says "
reroll and take the second roll"
which to me implies that without that bolded bit, you'd be re-rolling all the sixes until you have none.

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Mechanical discussion - Page 37 Empty Re: Mechanical discussion

Post by Loreia Tue Dec 01, 2015 11:40 am

Reader,so my dog has an enemy Grabbed. According to the rulebook, being Grabbed prevents a character from making any attacks with weapons other than Brawling or Short Blades. Did you want to houserule this so that a greatsword can be used while grabbed with an appropriate penalty?
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Mechanical discussion - Page 37 Empty Re: Mechanical discussion

Post by Reader Tue Dec 01, 2015 11:43 am

Loreia wrote:Reader,so my dog has an enemy Grabbed. According to the rulebook, being Grabbed prevents a character from making any attacks with weapons other than Brawling or Short Blades. Did you want to houserule this so that a greatsword can be used while grabbed with an appropriate penalty?

Dogs don't have grab (for the moment, sorry). Open to review later, but nervous of making dog legions super effective at rushing infantry.

Just a normal attack, so your hound will need to down his opponent next round (Reckless attack might be an idea).
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Post by Loreia Tue Dec 01, 2015 2:33 pm

Aww, okay.
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Post by Reader Tue Dec 01, 2015 2:37 pm

Loreia wrote:Aww, okay.

Open to the idea later upon review of mechanics, or just for cohorts etc. Smile
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Post by Reader Tue Dec 01, 2015 4:44 pm

Loreia wrote:Aww, okay.

Loreia presents us with the in-game solution that doesn't swamp us with Grabbing dogs.

Roll on the next offseason.

Loreia wrote:OOC: Hey I know, I'll train my dog to grab.
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Post by Ser Walton Dulver Mon Dec 07, 2015 6:23 pm

are penalties from injuries and or fatigue counting into combat initiative rolls?
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Post by Marq Mooton Mon Dec 07, 2015 6:24 pm

yes

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Post by Reader Mon Dec 07, 2015 6:32 pm

Marq Mooton wrote:yes

Confirming this and thanks. Smile
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Mechanical discussion - Page 37 Empty Re: Mechanical discussion

Post by Loreia Mon Dec 07, 2015 8:13 pm

Only one coordinate per roll in addition to assists, confirmed and houseruled in our house forum by Reader.
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Mechanical discussion - Page 37 Empty Re: Mechanical discussion

Post by Ser Walton Dulver Wed Dec 09, 2015 7:33 pm

Any advice?

Ser Walton Dulver wrote:[OOC: You could use major action to stand up and use fatigue point to attack :;
): Not sure what are penalties for attacking from prone position, but whatever it would be- Fanatic is dead Razz ]

[Forgot that I was knocked down, so: can I somehow use Fatigue points to let me stand up and make divided attack or do I have to use DP to stay on foot or remake my turn? That was good move, guys :/ P.S. Any idea how many DP points I may have?xD]

[url=Divided Attack - Man at Arms][/url]: 6d6k4 23-2=21 3DoS*6dmg-7AR=DEAD
[url=Divided Attack - Fanatic B][/url]: 3d6k2 10-2=8 2DoS*6dmg-2AR=DEAD

Ser Walton rolled towards his opponents, then gracefully passed in pirouette between two enemies, his blade only flashed. He straightened up and hid his sword in scabbard, while behind him two headless corpses were slowly sliding lower, to finally collapse to the ground, few feets from belonging to them heads, which bounced before they froze motionless...
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Mechanical discussion - Page 37 Empty Re: Mechanical discussion

Post by Septon Arlyn Wed Dec 09, 2015 7:43 pm

There are 0 penalties to attacking while prone, just makes it so that it's easier to hit you. Also RAW there is no penalties to movement, however I think that it was house ruled that movement rate is halved
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Mechanical discussion - Page 37 Empty Re: Mechanical discussion

Post by Nathaniel Mason Wed Dec 09, 2015 7:47 pm

Well, you can make an Agility Acrobatics TN9 to stand up as a free action, or a lesser action in armor with an AR of 6 or more. (Personally, I have always thought it should be Bulk 2 or more.)
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Mechanical discussion - Page 37 Empty Re: Mechanical discussion

Post by Ser Walton Dulver Wed Dec 09, 2015 7:53 pm

Nathaniel Mason wrote:Well, you can make an Agility Acrobatics TN9 to stand up as a free action, or a lesser action in armor with an AR of 6 or more. (Personally, I have always thought it should be Bulk 2 or more.)

so it's enough to use fatigue point to stand up, and then I'm free to cut two heads with one blow, right?
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Post by Nathaniel Mason Wed Dec 09, 2015 8:02 pm

Ser Walton Dulver wrote:
Nathaniel Mason wrote:Well, you can make an Agility Acrobatics TN9 to stand up as a free action, or a lesser action in armor with an AR of 6 or more. (Personally, I have always thought it should be Bulk 2 or more.)

so it's enough to use fatigue point to stand up, and then I'm free to cut two heads with one blow, right?

That depends on the armor you are wearing. Spending a fatigue gets you a lesser action. Under RAW, If you are wearing armor of 5 or less, you can stand up with a lesser action. If you are wearing armor of 6 or more, you have to make the Agility test, as standing up in heavier armor requires a Greater Action. You could spend both a Fatigue and a DP for two lesser actions and stand up, if you don't want to or think you can't make the roll. (That's my understanding anyway.)
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Post by Septon Arlyn Wed Dec 09, 2015 8:07 pm

Well if they were both standing next to you, you could just make the attack roll. Or if they are within 1/2 range you could just take the fatigue as your movement
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Post by Ser Walton Dulver Wed Dec 09, 2015 8:14 pm

Septon Arlyn wrote:Well if they were both standing next to you, you could just make the attack roll. Or if they are within 1/2 range you could just take the fatigue as your movement

the thing is that we played it out wihout map, so I assumed that we all were standing in crowd. And in crowd head are flying to right and left, it happens :;
):
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Post by Loreia Thu Dec 10, 2015 1:19 am

It never hurts to ask. Ask and you shall receive. In my combat thread, we also played it by ear.

You don't get penalized for attacking while knocked down. Think of it as being on one knee. Your arms are still free, and being lower on the ground only means you're closer to your enemy's legs. So maybe you hack off their legs and they pass out and die from blood loss. Or you swipe at their stomachs and hit a kidney or a spleen, both very quick and very painful. You might not cut off their heads from where you're kneeling, but killing them both on one turn is still very impressive.

Sometimes I worry myself with how gory I get with the details...
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Mechanical discussion - Page 37 Empty Re: Mechanical discussion

Post by Reader Thu Dec 10, 2015 11:28 am

To answer a PM: no to armour stacking. Nice try.
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Mechanical discussion - Page 37 Empty Re: Mechanical discussion

Post by Septon Arlyn Wed Dec 23, 2015 11:24 am

so in the sparks fly event, kevan used a taunt action (persuasion,) and according to the book on pg 147

Taunt
Influence: Awareness
rank
Persuasion Specialty:
Taunt
Deception Specialty:
Bluff
Taunting is risky. You goad another character into action based on
your barbs and insults. You can use Taunt to provoke a character to do
something you want—at the cost of worsening his or her disposition
toward you.
Consequences of Defeat: Taunting pushes your opponent to
act. An opponent who has an Amiable or better disposition does
what you want, but when he has completed the task, his disposition
falls by one step. An opponent whose disposition is Neutral
or Dislike may or may not perform the task based on the danger
posed to him. Again, his disposition worsens by one step. Finally,
opponents with dispositions worse than Dislike attack you or flee
if attacking is not an option.


and on page 165 under the other actions heading from the page before

Use Ability Varies
You may use other abilities not directly related to the combat. You
might use Athletics to break down a locked door, Awareness to look for
an exit, Agility to catch a swinging rope, and so on. The test’s Difficulty
depends on the action intended. Chapter 4: Abilities &
Specialties
presents useful benchmarks for abilities, but some tasks may be harder
given the distractions of the combat.
In addition, many abilities can be used in one round, but some are far
more involved and may require several rounds to complete, indicating
you have to spend several rounds working toward completing the task
while the conflict rages around you.


So what I take this to mean is that if you taunt someone who is already attacking you (I'm assuming the majorty of people who are attacking you will be at a DR of worse then dislike) that you would cause people to attack you, per the bolded text in the taunt descrption.

The question is how long would a taunt action take (free action, lesser action, greater action) , what would the TN number be?
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Post by Loreia Wed Dec 23, 2015 12:00 pm

It would be their passive Will result(Will*4).
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Post by Septon Arlyn Wed Dec 23, 2015 12:07 pm

Loreia wrote:It would be their passive Will result(Will*4).

I like that, i'm leaning towards a lesser action but I can see the case being made for a free action
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Post by Yoren longshore Wed Dec 23, 2015 12:24 pm

Once combat takes over the normal intrigue rules ceases to work. If you've already drawn steel then it's past the point of diplomacy. People are generally not inclined to listen to you when they try to kill you :;
):

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Post by Ser Jorah Holt Wed Dec 23, 2015 12:27 pm

though taunt in this instance is to draw their attention to you rather than another person or use intimidate to scare them away. I've used it a couple of times

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