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Re: T'orites and armor



no, the player made an incorrect assumption and
jumped the gun.  Wait to find out how many dice
it'll be, then roll.

Wright
----- Original Message -----
From: "Andrew Luers" <orc_food@yahoo.com>
To: "Greg Mowczko" <mooch@cioe.com>
Cc: <gmlist@cioe.com>
Sent: Tuesday, March 07, 2000 11:25 PM
Subject: Re: T'orites and armor


>
>   Greg .. You don't tell the player how many die they
> need to roll!!! What do the poor persons do, roll one
> at a time to see how many they get? I have been know
> to do that in the past but almost never for skills.
>
>   Now to you srewing the person with the case cost 400
> skill. The skill clearly states 2d6 for unarmed
> tergets.
>
>
>
> --- Greg Mowczko <mooch@cioe.com> wrote:
> > As a GM I've had people try to immobilize someone
> > who wasn't normal and ran
> > it as following:
> >
> > Player: Is he wearing armor?
> > Me: None you can see
> > Player: I immobilize him ( 2d6 roll ) Made it.
> > Me: Results, he is still standing
> > Player: What I made my check
> > Me: Correction you would have made your check if it
> > took 2d6 but that was
> > a 3d6 check since you didn't know he is missing the
> > kidney you tried
> > to hit ( or something like that )
> > Player: F*ck
> > Me: Does a 24 hit? How about a 25 and an 18? Take 26
> > points
> >
> >
> > I'm for extra dice to the check with possibilities
> > of the player not knowing
> > they need to roll more dice to succede until they
> > try. Just like detect traps
> > is supposed to be done by the GM. You don't know if
> > you failed or not you just
> > know you didn't find a thing ( or you waste time
> > unarming a piece of hair that
> > go stuck in the lock that you thought was a trap )
> > Greg
> >
> > > From steve@virtual-voodoo.com  Tue Mar  7 14:10:32
> > 2000
> > > From: "Steven E. Ames" <steve@virtual-voodoo.com>
> > > To: "John  Hogg" <johnhogg@laf.cioe.com>
> > > Cc: "John  Hogg" <johnhogg@laf.cioe.com>,
> > <gmlist@cioe.com>
> > > Subject: Re: T'orites and armor
> > > Date: Tue, 7 Mar 2000 14:10:01 -0500
> > >
> > > Clothing and Robes are different. Clothing does
> > not provide any DV.
> > > Standard everyday attire or business clothing
> > gives you 0 CDV. Hence you
> > > can immobilize most people with no extra effort.
> > So... you don't have to
> > > be naked to get zero CDV... you just can't be
> > wearing anything armored
> > > or padded. Normal clothing also does not affect
> > your movement rate (GM
> > > adjudication for those tight leather pants you
> > like to wear).
> > >
> > > I'm still pondering your extra difficulty check...
> > are you suggesting
> > > something along the way of an extra die per CDV?
> > So 3d6 for robes, 6d6
> > > for plate?
> > >
> > > -Steve
> > >
> > > ----- Original Message -----
> > > From: "John Hogg" <johnhogg@laf.cioe.com>
> > > To: "Steven E. Ames" <steve@virtual-voodoo.com>
> > > Cc: "John Hogg" <johnhogg@laf.cioe.com>;
> > <gmlist@cioe.com>
> > > Sent: Tuesday, March 07, 2000 1:53 PM
> > > Subject: Re: T'orites and armor
> > >
> > >
> > > >
> > > >
> > > > On Tue, 7 Mar 2000, Steven E. Ames wrote:
> > > >
> > > > > Doesn't robes protect against immobilize as
> > well? Twas my
> > > understanding
> > > > > that anything that provide at least 1 point of
> > 'CDV' could get you
> > > > > around an immobilize. Plus monks wear robes :)
> > > > >
> > > > > -Steve
> > > > >
> > > >
> > > > Kinda takes the wind out of that 400 ep skill if
> > you go that way,
> > > though
> > > > ... not many folks outside of scrogg worshipers
> > and new party members
> > > > dashing ahead before the fire mage's spells go
> > off enter combat naked.
> > > >
> > > > Perhaps instead of a 2d6 flat roll, increase the
> > difficulty of the
> > > skill
> > > > check based on how the target's armored (GM's
> > call)
> > > >
> > > > Something like 2d6 for naked and clothing and on
> > up for different
> > > armors,
> > > > creature armor ability, etc.
> > > >
> > > > As far as robes stopping an immobilize, I
> > distinctly remember an
> > > > unfortunate 1-hop line drive when I was in
> > shallow left field in
> > > little
> > > > league that my uniform pants indeed did NOT stop
> > before dropping me to
> > > the
> > > > ground quite effectively.
> > > >
> > > > Needless to say, that area got armored right
> > quick.
> > > >
> > > > Though I do see your argument in regard to
> > taking the armor value and
> > > > movement costs associated with clothing and
> > considering it armor ...
> > > > within the system it seems accurate.
> > > >
> > > >
> > > >
> > > >
> > > >
> > >
> >
>