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Re: T'orites and armor





Greg, 

I thought your basic rule was "Screw everyone." :)

BJ


On Wed, 8 Mar 2000, Greg Mowczko wrote:

> 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.
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > >
> > >
> >
> 
>