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Post by Roland Cordwayner on Jan 17, 2022 19:57:05 GMT 1
As a player what I like with Fury is that it provides an alternative option for knight builds that don’t focus on LBF I & II and other combat styles boosting CD. If we are looking to rebalance it, perhaps something like treating hits from someone using Fury count as a Vicious weapon. That would basically remove its use from friendly or low-stakes combat and lend credence to the idea that if you’re just going nuts on someone that you’re pretty likely to cause mortal wounds. That variety appeals to me, which is why I wonder if Reckless as Greater action is better for variety than changing Fury. It's nice to have a range of options/"builds". But we are seeing an awful lot of Reckless attack slog fests and Norren fighting off a foe despite being disadvantaged plus some other recent threads made me think the topic worth raising. Plus it cuts House Rules, easing mental load (Fury stays as is in core rules, Reckless goes back to core rules version).
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Post by Father on Jan 17, 2022 20:28:10 GMT 1
Fury is already house ruled, core rule Fury sucks.
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Post by Roland Cordwayner on Jan 17, 2022 21:24:45 GMT 1
Fury is already house ruled, core rule Fury sucks. My mistake, it was indeed terribad. I've mainly demonstrated how confused I am, having meant to support Daeron's diversity/range point! I go to my fallback - Reckless attack as lesser might be the issue, tweak that back to Greater and keep Fury as is? - Or maybe move Fury to a flat damage bonus like LBF II as suggested by narrator? No strong thoughts on "right" level, but should be a decent bonus given quality requirements and Reckless attack requirement.
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Post by Davos Dayne on Jan 18, 2022 16:21:43 GMT 1
I see a number of good suggestions for Fury (which, for full transparency, I have considered taking as I have the prereqs for it already). Again though I will note that it is nigh impossible to get a good balance for Fury while Reckless is being reviewed.
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Post by Father on Jan 20, 2022 9:52:37 GMT 1
Also thinking I'll replace the stuff under "gaining faction points" with this. Maybe I could put in some event options for spending those points? -One action per faction per day in an open chronicle. -Events may grant DoS as rewards independently, these are added to your tally separately.
This can be done through the spreading of rumors as per the rumor system (requiring rumors to be written to go into the grapevine). -The base TN and mechanics is as with standard rumors, with a few caveats: --Praise for the members of a faction is less effective than to condemn the members of the opposing faction, therefore, DoS for praise only count as 1/2. --If making things up by using deception, your test will also be resolved against TN 9+Status+Chivalry/Virtue of target, on a simple failure, people do not believe your claims, on a critical failure, they will think you a liar. The same principle will apply for "True but unknown", but using persuasion as normal. --Add +3 to the TN if targeting non-special characters of the opposing faction.
Alternatively, you may instead seek to rub elbows with men and women of influence to win them over to your cause: -Audience TN 12 -Awareness (Empathy) TN 12 -Cunning (Logic) TN 12 -Simple Intrigue TN 12 --Gain DoS from the two lowest scoring tests. --A minor favor can be offered, granting +1D to all tests. --If instead offering a major favor, you gain another +2D to all tests. --Favors must usually be "paid off" before you may gain these bonuses again. --Influence or Glory may be spent to gain +1b to all tests (once per action) --Bonuses from Favors, influence and glory must be rolled separately, they will not be counted for the purpose of determining whether a critical failure occurs.
For either method, the following applies: -Upon scoring a cumulative 3 DoS, you gain a faction point by writing a rumor to signify the shift. -For each faction point that you scored through accumulating DoS, +1 is added to the threshold needed to accumulate further DoS. -For determining critical failure or any other effects of a rumor, this TN increase does not apply. -If you overshoot the number of DoS required for another faction point, the excess DoS will be retained if they would have been given with the +1 TN increase. -The cumulative TN increase is removed at the beginning and end of an active chronicle. -A critical failure is generally considered a licence for the narrator to get creative, it will otherwise count as a 0 DoS result.
Assists and taking extra time: -Instead of taking an action to spread rumors or do politicking, you may either assist another or gain +1D on your next such action, subject to the normal limitations. -These bonuses are added separately when determining whether or not there is a critical failure.
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Post by Davos Dayne on Jan 21, 2022 15:56:05 GMT 1
RE: A Vintage YearHaving a core event mechanic based on a stack-over-time value like chivalry/virtue is a bit harsh for newer characters that simply have not had the opportunities in game to build up, regardless of their actual qualities. It kind of makes sense for a real unknown like Davos*, but for characters that have been in the Reach for an extended period time but 'off camera' it doesn't. *Although ouch the -5 for Nemesis: Walgrave hurts. I'll be starting at negative approval having barely ever met a Redwyne. I'm seriously thinking about buying it off, but that's a discussion for elsewhere.
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Post by Father on Jan 21, 2022 16:56:22 GMT 1
Original iteration of event didn't have chivalry/virtue in it, but figured I might as well include it, most PC's have somewhere around 5-6.
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Post by Addam Velaryon on Jan 21, 2022 18:44:44 GMT 1
Seems like The impact from chivalry/virtue would diminish over the course of the event, and even then, depending on number of relevant benefits or drawback, might not make a difference. Take Addam who currently has 6 chivalry vs a Day 1 Addam with only 2. I get +15 approval from benefits, so I would miss out on an extra +1 to rolls from the start. But, if I only had 2 I won't get the benefits of higher chivalry from the start. On the flip side with drawbacks, I would need two negatives before I start seeing a change to rolls, and even then, an argument could be made Addam wouldn't have 6 chivalry if he had 2 of those drawbacks.
From there it comes down the Luck, events chosen, and stats. Sure higher chivalry/virtue individuals can afford to be slightly less lucky, but to the degree of 1 less on rolls.
Now in the scenario of Current vs Day 1 Addam. For simplicity sake, assume 1 DOS on all rolls, chooses the same events (Flirt and Mingle), and shows up fashionably late but not in the top 5, Day 1 Addam would get an extra +1 at the end of Stage 1 and both wouldn't get above 30 for the next +1. End totals would be 29/25 respectfully. Maybe the difference between a minor favor, but there would have to be some bad rolls from other PCs and NPCs.
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Post by Father on Jan 21, 2022 22:18:03 GMT 1
It's a thing that can compound across the event, so getting that +1 from the get-go could mean ending with +2 or +3 compared to starting at 0. The big thing is probably whether you can get to 40 or not, 80 seems out of reach without the fashionably late boost, and maybe even then you need very good rolls throughout.
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Post by Davos Dayne on Jan 22, 2022 1:26:30 GMT 1
Yeah, it was the snowballing factor that got me - flat bonuses to a bell-curve roll yielding increases to the flat bonus...
Looking at it in more detail there isn't all *that* much distance to snowball.. but it's a lot more attractive when you are starting at 21 than when you are starting at -1.
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Post by Addam Velaryon on Jan 22, 2022 1:34:40 GMT 1
Addam just a likeable guy.
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Post by Davos Dayne on Jan 22, 2022 1:40:07 GMT 1
You get one guy that just can't let go and it all goes to hell.
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Post by Davos Dayne on Jan 22, 2022 2:15:39 GMT 1
Ok, joking aside, some actual mechanical questions:
Regarding those of us with Decadent: When do we need to test self-control in Step 2? So, lets say we wish to taste 1 batches (i.e. get 1 chance roll). Do we have to test after the first taste to resist taking additional drinks of the same batch? If we do, and we fail that test, do we just take 1 more drink, or do we have to test until we succeed? Do we then have to test self-control to avoid tasting a second batch?
If we Meet and Mingle in Step 3, do we test self-control if we don't want another drink, or are we unable to decline? If we fail/don't wish to decline, do we have to test self-control to resist drinking even more?
Regarding Starkwoods: I presume Lady Allyria fills the roll of Head of House, so we would test against the Guest DC?
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Post by Father on Jan 22, 2022 8:28:46 GMT 1
Robyn actually, but other Starkwoods aren't immediate family, so rolls as guests.
Decadent does not trigger additional servings, you pick X servings in stage 2, and get Charm tests against you for the good ones. Stage 3 recommendations counts as serving for triggering more charm tests but not as servings for alcohol attacks.
It does seem reasonable that a decadent character might be more likely to overindulge on the servings than someone without that drawback if one judges by the name of the drawback.
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Post by Father on Jan 22, 2022 23:52:58 GMT 1
Other thing that I started tinkering with to follow up on people mentioning Dennis and a possible return to the lists:
Maimed It does not apply the effects of marked. Variants: Loss of weak arm: -2 Combat Defense and Passive Ride results, including tests to stay in the saddle, cannot wield any two-handed weapon, but can wield a shield. Loss of strong arm: As loss of weak arm, but also suffer a -1b training penalty on all tests requiring the use of one's hands. Loss of a foot: Half movement, -1D on all tests one would use both legs for, suffer -1b training penalty on tests to stay mounted, -2 on passive test results against dismounting you and -4 on passive test results against knockdown, you suffer -2 on all other passive test results and a -1b training penalty to all fighting tests when on foot.
Trying to find something that feels suitably crippling and appropriate while still making them able to fight (since knights getting limb replacements made of iron and fought with them appears to be at thing in RL).
Probably needs some adjustments to be workable, can definitely be the worst drawback to have since it's "forced in battle" kind of thing.
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