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Re: T'orites and armor
Andy,
If the player assumes something screw him. That is my basic rule.
The fact
that I am 1 person and all the players are against me I need some
cards up my
sleeve without lying about my dice rolls.
How is an adventurer supposed to know they need to roll more
ice( try harder)?
I'll tell a person "roll 2d6 vs. Swimming" because the adventurer
should notice the
water is somewhat choppy. But if someone has a dermal plate under
their skin and
someone immobilizes them that's when they find out not before the
roll.
Who rolls the dice for detect traps? The GM. Someone tells me they
want to
detect traps I ask what their skill is and roll dice vs. that. They
have NO clue that
out of the five dice I rolled only the blue die mattered and no matter
what they will
find there are no traps. ( Unless they have a skill of 2 and I roll
higher then that's when
they "find" a trap and waste time on their screwup ).
Would you rather have the GM roll a hidden amount of dice for
immobilize? I don't
think so. I could give you that if the player has an 11 in immobilize
and they roll a total
that even with a third die added they would make the check after they
roll 2 dice they
should be successful ( just lucky ). Which will screw the player the
next time they roll
2 dice and "make" their skill and I say "no good you hit a plate under
the skin try 3d6
next time".
----- Original Message -----
From: "Andrew Luers" <orc_food@yahoo.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.
Roll a die at a time only should be used on things where the
skill is not applied to a single round. Immobilize is one quick
strike.
> Now to you srewing the person with the case cost 400
> skill. The skill clearly states 2d6 for unarmored tergets.
So what if it says that? I'm still playing by that rule. My person
isn't unarmored they just look it.
Greg
>
>
> --- 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.
> > > >
> > > >
> > > >
> > > >
> > > >
> > >
> >
>