shameonyou
Veteran Thulean
I'm shame!
Posts: 129 Likes: 0
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Post by shameonyou on Aug 15, 2022 22:03:52 GMT
Oh...maps. I think we can play it without maps. Just imagine it by your mind how it happens to a hero. It means this method makes a game more 'mobile'. Everything what you need is a character sheet, pencil and rule book. What do you think? Good for building 3d memory skills. Bad for heated arguments over who was where on what turn "But I wasn't near the edge of the cliff!" Depends on the group.
Ha ha! I agree
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shameonyou
Veteran Thulean
I'm shame!
Posts: 129 Likes: 0
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Post by shameonyou on Aug 15, 2022 22:05:30 GMT
Okay. I casted a D12 and it's 11 on a D12. What does 11 mean? If face-to-face with your opponent then an 11 means you don't move and get the penalty as the space cannot be moved to. How do you understand that 11 mean 'no motion' ?
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Post by n/a on Aug 16, 2022 6:18:26 GMT
If face-to-face with your opponent then an 11 means you don't move and get the penalty as the space cannot be moved to. How do you understand that 11 mean 'no motion' ? 11 is the 'front' of your character. (p46)
(p45 says)
"... if the individuals engaged in combat move (together, still facing each other!) in a random direction..."
"A character moving in a direction that he can not move in... is instead of moving penalized that round by..."
So the only situation you are using this mechanic is when you are horns locked with your opponent or in a formation. So if your horns are locked, then 11 means no movement and penalty.
If it's a formation then, 11 allows you to move forward so long as you are at the front of the formation.
But, since we are picking at the rules anyways. What if a character "can move" in that direction but it's shallows, or a slope and it would cause them to have to swim or to slide?
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shameonyou
Veteran Thulean
I'm shame!
Posts: 129 Likes: 0
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Post by shameonyou on Aug 18, 2022 5:25:38 GMT
How do you understand that 11 mean 'no motion' ? 11 is the 'front' of your character. (p46)
(p45 says)
"... if the individuals engaged in combat move (together, still facing each other!) in a random direction..."
"A character moving in a direction that he can not move in... is instead of moving penalized that round by..."
So the only situation you are using this mechanic is when you are horns locked with your opponent or in a formation. So if your horns are locked, then 11 means no movement and penalty.
If it's a formation then, 11 allows you to move forward so long as you are at the front of the formation.
But, since we are picking at the rules anyways. What if a character "can move" in that direction but it's shallows, or a slope and it would cause them to have to swim or to slide?
Oh my mind! I absolutely forgot that table on page 46!!! Can you fancy that? Blimey! Oh...now, I see. You ask 'What if a character "can move" in that direction but it's shallows, or a slope and it would cause them to have to swim or to slide'? Well, if you can move even, when you stay on an edge of a cliff/shallow, for example, you have options. First, if your enemy is extremely dangerous you can jump down and cast a spell ' Snowflake' then test your Acrobatics against a DD to land softy. If you have some time before you jump, so just try to cast the same spell 'Snowflake' and jump down then test your Acrobatics against DD. Of course, it's possible only if your character knows that spell or he can ask a divine for it. Also, that character must have enough SP. In another case, call a flying creature (if it's possible) at that moment. You can teleport yourself by sorcery too. Actually, if there is water below a cliff/shallow, so just jump down and when your character falls in water just test his Swimming. If that enemy doesn't have a bow or spears or similar, you also can climb down or to the right side or left side of a cliff. This way is risky, but you can try it if your character has a good Climbing skill. Next way is risky too, but if you're sure you'll be casting 'Snowflake' 100%, you can grab your opponent somehow and fall down with him. Enemy will be really surprised (Helpless or Surprised Targets/page 43) and while he is you just push him off from you, during a falling, and cast 'Snowflake'. If that opponent doesn't know or can't cast 'Snowflake' or similar...poor guy. Something like this. If, it's a slope, so it's better than a cliff. I think you have more options how to avoid a battle or to win it, in this case. Anyway, if you fall from a slope and you roll down on a surface of slope, you'll receive a damage. Check page 24 out of MYFAROG v.2.7 Yeah! Those cases in video games are hilarious, but things are much more realistic in our minds than it happens in computer games
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shameonyou
Veteran Thulean
I'm shame!
Posts: 129 Likes: 0
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Post by shameonyou on Aug 18, 2022 5:34:26 GMT
How do you understand that 11 mean 'no motion' ? 11 is the 'front' of your character. (p46)
(p45 says)
"... if the individuals engaged in combat move (together, still facing each other!) in a random direction..."
"A character moving in a direction that he can not move in... is instead of moving penalized that round by..."
So the only situation you are using this mechanic is when you are horns locked with your opponent or in a formation. So if your horns are locked, then 11 means no movement and penalty.
If it's a formation then, 11 allows you to move forward so long as you are at the front of the formation.
But, since we are picking at the rules anyways. What if a character "can move" in that direction but it's shallows, or a slope and it would cause them to have to swim or to slide?
Also, you know, man, it's interesting to check my topic ' Rules and Game Mechanics/ The Table Of Consequences Of Hits' here (on this forum). That issue can really make you confused!
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Post by n/a on Aug 18, 2022 9:38:42 GMT
11 is the 'front' of your character. (p46)
(p45 says)
"... if the individuals engaged in combat move (together, still facing each other!) in a random direction..."
"A character moving in a direction that he can not move in... is instead of moving penalized that round by..."
So the only situation you are using this mechanic is when you are horns locked with your opponent or in a formation. So if your horns are locked, then 11 means no movement and penalty.
If it's a formation then, 11 allows you to move forward so long as you are at the front of the formation.
But, since we are picking at the rules anyways. What if a character "can move" in that direction but it's shallows, or a slope and it would cause them to have to swim or to slide?
Oh my mind! I absolutely forgot that table on page 46!!! Can you fancy that? Blimey! Oh...now, I see. You ask 'What if a character "can move" in that direction but it's shallows, or a slope and it would cause them to have to swim or to slide'? Well, if you can move even, when you stay on an edge of a cliff/shallow, for example, you have options. First, if your enemy is extremely dangerous you can jump down and cast a spell ' Snowflake' then test your Acrobatics against a DD to land softy. If you have some time before you jump, so just try to cast the same spell 'Snowflake' and jump down then test your Acrobatics against DD. Of course, it's possible only if your character knows that spell or he can ask a divine for it. Also, that character must have enough SP. In another case, call a flying creature (if it's possible) at that moment. You can teleport yourself by sorcery too. Actually, if there is water below a cliff/shallow, so just jump down and when your character falls in water just test his Swimming. If that enemy doesn't have a bow or spears or similar, you also can climb down or to the right side or left side of a cliff. This way is risky, but you can try it if your character has a good Climbing skill. Next way is risky too, but if you're sure you'll be casting 'Snowflake' 100%, you can grab your opponent somehow and fall down with him. Enemy will be really surprised (Helpless or Surprised Targets/page 43) and while he is you just push him off from you, during a falling, and cast 'Snowflake'. If that opponent doesn't know or can't cast 'Snowflake' or similar...poor guy. Something like this. If, it's a slope, so it's better than a cliff. I think you have more options how to avoid a battle or to win it, in this case. Anyway, if you fall from a slope and you roll down on a surface of slope, you'll receive a damage. Check page 24 out of MYFAROG v.2.7 Yeah! Those cases in video games are hilarious, but things are much more realistic in our minds than it happens in computer games
Well 'off a cliff' is defined as 'can't move in that direction'. So I was being a nerd and imagining how elevated the slope would need to be to be considered a spot you 'can't move'. Then I remembered Elder Scrolls guards being dorks lmao
Yeah, I think the definition of 'can't move' has to be interpreted by the MM sometimes. My character 'can't move' off the cliff, on a slope that would lead to him falling off a cliff without a reasonable way to stop from rolling, etc. That's what MM is for to sort out the details.
But nothing beats watching the imperial guard run around confused.
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shameonyou
Veteran Thulean
I'm shame!
Posts: 129 Likes: 0
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Post by shameonyou on Aug 19, 2022 15:52:12 GMT
Oh my mind! I absolutely forgot that table on page 46!!! Can you fancy that? Blimey! Oh...now, I see. You ask 'What if a character "can move" in that direction but it's shallows, or a slope and it would cause them to have to swim or to slide'? Well, if you can move even, when you stay on an edge of a cliff/shallow, for example, you have options. First, if your enemy is extremely dangerous you can jump down and cast a spell ' Snowflake' then test your Acrobatics against a DD to land softy. If you have some time before you jump, so just try to cast the same spell 'Snowflake' and jump down then test your Acrobatics against DD. Of course, it's possible only if your character knows that spell or he can ask a divine for it. Also, that character must have enough SP. In another case, call a flying creature (if it's possible) at that moment. You can teleport yourself by sorcery too. Actually, if there is water below a cliff/shallow, so just jump down and when your character falls in water just test his Swimming. If that enemy doesn't have a bow or spears or similar, you also can climb down or to the right side or left side of a cliff. This way is risky, but you can try it if your character has a good Climbing skill. Next way is risky too, but if you're sure you'll be casting 'Snowflake' 100%, you can grab your opponent somehow and fall down with him. Enemy will be really surprised (Helpless or Surprised Targets/page 43) and while he is you just push him off from you, during a falling, and cast 'Snowflake'. If that opponent doesn't know or can't cast 'Snowflake' or similar...poor guy. Something like this. If, it's a slope, so it's better than a cliff. I think you have more options how to avoid a battle or to win it, in this case. Anyway, if you fall from a slope and you roll down on a surface of slope, you'll receive a damage. Check page 24 out of MYFAROG v.2.7 Yeah! Those cases in video games are hilarious, but things are much more realistic in our minds than it happens in computer games
Well 'off a cliff' is defined as 'can't move in that direction'. So I was being a nerd and imagining how elevated the slope would need to be to be considered a spot you 'can't move'. Then I remembered Elder Scrolls guards being dorks lmao
Yeah, I think the definition of 'can't move' has to be interpreted by the MM sometimes. My character 'can't move' off the cliff, on a slope that would lead to him falling off a cliff without a reasonable way to stop from rolling, etc. That's what MM is for to sort out the details.
But nothing beats watching the imperial guard run around confused.
It's strange if I can't jump down from a cliff. Yes, there is a chasm, but nothing stops you ( physically) to move from a cliff down. I think 'no motion' means when your character can't physically move to somewhere. For example, there is a rock wall. You cannot move through a rock wall. That is.
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