Difference between revisions of "Talk:Future Imperfect - New Combat System"
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− | --[[User:Dieterthebold|Dieter the Bold]] ([[User talk:Dieterthebold|talk]]) 23:57, 18 November 2016 (CST) This seems more fiddly at first glance, but experience will show what you're about. Maybe refer to CF as something other than surprised, as that makes less sense during later combat rounds. Also, with penalties for Full Defense, is it the Defender's or Attacker's die type that is used? Like Bruce, I could use some examples or visuals to understand what's going on here. I do like the reverse declaration. | + | --[[User:Dieterthebold|Dieter the Bold]] ([[User talk:Dieterthebold|talk]]) 23:57, 18 November 2016 (CST) This seems more fiddly at first glance, but experience will show what you're about. Maybe refer to CF as something other than surprised, as that makes less sense during later combat rounds. Also, with penalties for Full Defense, is it the Defender's or Attacker's die type that is used? Like Bruce, I could use some examples or visuals to understand what's going on here. I do like the reverse declaration. I'm also unclear as to how the action speeds work mechanically. Do they change the TN, occur particular order, etc.? |
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+ | --[[User:Jason|Jason]] ([[User talk:Jason|talk]]) 13:34, 19 November 2016 (CST)I cant see the fiddliness here, though I definitely empathize with the lack of examples. In the current system you roll some dice, draw some cards, discard some cards, then count down steps and go when your card is called. In this you declare your action, draw ONE card, check your reflex on that card, then compare that to the TNs listed for the quartiles to determine when you go. The majority of cards will have the same TNs for each quartile and action speed pair. I should have those ready to show this weekend. | ||
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+ | --[[User:Melonberg|Melonberg]] ([[User talk:Melonberg|talk]]) 18:15, 19 November 2016 (CST)I will probably want to have at least one sample conflict for us to try the new system out, if you feel it's ready for prime-time! Considering the nature of what you guys might undertake, having a fight scene probably won't take any wrangling on my part... |
Latest revision as of 18:15, 19 November 2016
--Dieter the Bold (talk) 23:57, 18 November 2016 (CST) This seems more fiddly at first glance, but experience will show what you're about. Maybe refer to CF as something other than surprised, as that makes less sense during later combat rounds. Also, with penalties for Full Defense, is it the Defender's or Attacker's die type that is used? Like Bruce, I could use some examples or visuals to understand what's going on here. I do like the reverse declaration. I'm also unclear as to how the action speeds work mechanically. Do they change the TN, occur particular order, etc.?
--Jason (talk) 13:34, 19 November 2016 (CST)I cant see the fiddliness here, though I definitely empathize with the lack of examples. In the current system you roll some dice, draw some cards, discard some cards, then count down steps and go when your card is called. In this you declare your action, draw ONE card, check your reflex on that card, then compare that to the TNs listed for the quartiles to determine when you go. The majority of cards will have the same TNs for each quartile and action speed pair. I should have those ready to show this weekend.
--Melonberg (talk) 18:15, 19 November 2016 (CST)I will probably want to have at least one sample conflict for us to try the new system out, if you feel it's ready for prime-time! Considering the nature of what you guys might undertake, having a fight scene probably won't take any wrangling on my part...