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Post by travislerol on Jun 23, 2016 17:42:29 GMT -5
Oh, we're number crunchy, yeah, but that's a different thing. Many risks were taken all the same(hence why those characters all ended up as corpses). Stacking bonuses to something doesn't really matter much with regards to drama, I think.
I think if a lot of damage is desired for a given school, flat numbers represents it just as well. "two free raises of damage" essentially is just a flat numerical bonus with an extra step of math in there. I'm pretty okay with given schools doing more damage in certain circumstances, but the raises for damage thing has always felt clunky to me.
If memory serves, there's a "called shots" mechanic with arrows as one of the advanced maneuvers in the official rules(and there is a single reference to it being "probably acceptable" in iajitsu in the errata), but it ends up being just extra damage.
Called shots or not should probably be a related discussion with regards to just how crunchy and detailed ya'll want combat to be.
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Post by Charles ST on Jun 23, 2016 17:46:58 GMT -5
Specifically the Akodo Bushi get 'A Free Raise When Attacking' - that's extremely versatile. It can be used for extra damage, feinting (which is sort of like extra damage but... better?) knockdown, called shots, etc.). I thought it was a free raise towards extra damage, which doesn't really make sense. But - yeah.
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Post by Alex ST on Jun 23, 2016 20:17:48 GMT -5
Raises for damage actually make a lot more sense in tabletop where they add rolled dice. They're likely to add at least a small amount of damage and have a good chance to add a large amount damage by increasing the odds that at least one die will explode. In EH Raises for damage are guaranteed to only add a small, typically insignificant amount of damage.
But even beyond that, the problem is that many people look at Raises as a complete set of options. In point of fact, anything a character wants to do beyond the minimum success should be accomplished with Raises. Example: at a recent combat Yorokobi called Raises on an Athletics check not only to avoid an ambush but to also get into position to guard Nakamura. Mathematically it was simple but it was a cool moment of, "I frantically dodge out of the way and leap to my daimyo's defense!" I want to encourage people to use Raises not just for tactical options but for moments of cool. And I have no idea how to go about doing that.
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Post by travislerol on Jun 24, 2016 8:05:14 GMT -5
People do tend to look at the written options first, and unwritten options are chosen rather less frequently. As far as I know, this just seems to be universal. You can encourage this to some degree by being relatively open to improv as an ST, but writing stuff down is just more likely to communicate something as an idea to consider.
For all that 7th Sea was mechanically dodgy, the drama dice awards were at least a fun idea for rewarding this. Maybe small glory awards for appropriate actions or something? A .1 isn't likely to imbalance much, but it feels rewarding.
Anyway, for core systems, I think I'm gonna bake up each option, simulate a skirmish with each, and evaluate from there. So far, I've got "2xtrait+skill", "redraw for skill", "single die" as potential options, yes? Not gonna bother to simulate default dice or existing card system, because I know how those work.
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Post by Alex ST on Jun 24, 2016 8:20:26 GMT -5
So far, I've got "2xtrait+skill", "redraw for skill", "single die" as potential options, yes? Not gonna bother to simulate default dice or existing card system, because I know how those work. Those seem to be the two options presented. I'd say let's get together and test them out in an actual game session and just see which one is more fun.
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Post by timcoltharp on Jul 5, 2016 22:59:47 GMT -5
The only dog I have in this fight is that whatever system you come up with, you should run a 2 or 3 sessions with the ST staff to play test it. That way we are familar with it and the bugs can can get worked out.
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