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Inactive Forums => Burning Wheel => Topic started by: Bill Cook on November 08, 2004, 03:13:11 AM

Title: Playtest Results
Post by: Bill Cook on November 08, 2004, 03:13:11 AM
I was trying, in solo playtest, to resolve striking distance in a duel by pace counts. That was about as effective as bluffing in solitaire. So I called up some friends, and whadaya know, two came over to help me out.

After I got them up to speed on the mechanics and we started scripting, immediately, tracking of distance doubled. It made me think, the overhead will only grow with six players at the table. Movement is an absolute bugbear! At one point, I had a swordsman sprint away in order to gain ground for successive volleys of Charges; the player in that duel pursued, keeping the distance even. After a few exchanges of back and forth with nothing in range, he said, the hell with it, and moved towards the other match to wail on his buddy's opponent, who'd Gotten Inside and had him in a Lock. (Heh heh.) So how far apart was he from them? I guessed ten paces, and we moved forward.

Getting In straddles movement and action. As I understand it, you have to have (1) the paces moved to close to zero and (2) a Charge or Get Inside scripted. Once again, the issue of precedence reared its head, and I had to resolve things in an order that made the most sense.

For example, the player I was Inside on, with a Lock, scripted Escape, Get Outside (dash). I scripted H. Strike, H. Strike (-). Well, he broke the Lock. That worked fine as as, since its penalty had nothing to apply against. But for the next action, he was either Inside with no penalty or three paces away, out of range for an H. Strike. I know you could say, well, he H. Strikes as the other guy Gets Outside. But that's functionally before. Even if all action results are suspended, they must resolve in some order, where one conditions the other.

Two things kept me from finishing off that PC: (1) I forgot to make called shots to bypass armor and (2) all of us kept forgetting to enforce VA.

** ** **

Something I noticed about the move category of martial actions: given equal or fairly well-matched resources, they rarely succeed. The fact that ties go to the defender raises the bar even further. I've got two things in mind to accelerate their instance: (1) for ties, both sides re-roll failures. (2) If the tie persists, re-roll full pool.

** ** **

Building on the weapon reach table I compiled/extrapolated in Resolving Combat Distance (http://indie-rpgs.com/viewtopic.php?t=13294), I created a sequence of distinct states of striking distance for mismatched weapon reaches, from greatest advantage to greatest disadvantage: