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[TSOY] Bruised & Bloodied

Started by Leto II., February 03, 2006, 10:49:45 AM

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Leto II.

If too Chars fight each other with abilities that use different Pools, bruised is a real nuisance (giving that penalty die on the next action), but bloodied has no effect (because it only gives a penalty die on the Pool the other character is currently not using).

Is this correct or have I misunderstood something. If it is correct, what intention is behind it?

Clinton R. Nixon

Quote from: Leto II. on February 03, 2006, 10:49:45 AM
If too Chars fight each other with abilities that use different Pools, bruised is a real nuisance (giving that penalty die on the next action), but bloodied has no effect (because it only gives a penalty die on the Pool the other character is currently not using).

Is this correct or have I misunderstood something. If it is correct, what intention is behind it?

This is what I love about the Forge. People will confront the people who designed the games they play with no more reverence than you'd give a fly. "Hey, I read this, and I demand to know why it's that way!" I'm not being sarcastic here, either - I think this is awesome and a good thing.

Well, Leto, I'll tell you - the intention is that I don't think you should be over-penalized for cooking a good meal while someone tries to beat you up. It's a strategy option - do I take this person head-on using similar skills, where I can block their blows but take more impediments, or do I take this person on in a different arena, where we'll both get hurt quickly, but I might have more of a chance? Or even better - do I take this guy on using an ability that isn't related to the pool he's damaging, but does damage the pool he's using?

Clinton R. Nixon
CRN Games

Leto II.

Quote from: Clinton R. Nixon on February 03, 2006, 11:10:07 AM
Well, Leto, I'll tell you - the intention is that I don't think you should be over-penalized for cooking a good meal while someone tries to beat you up. It's a strategy option - do I take this person head-on using similar skills, where I can block their blows but take more impediments, or do I take this person on in a different arena, where we'll both get hurt quickly, but I might have more of a chance? Or even better - do I take this guy on using an ability that isn't related to the pool he's damaging, but does damage the pool he's using?

Aha, there we get to the point. We are talking about different things here. My point is, that in a conflict using similar skills (e.g. scrapping (instict) vs. bamboo warrior (vigor)), no matter if it is a resisted or a competetive ability check, the first harm that is dealt out (bruises) give you a penalty to your next check. But after that, one or both characters are already seriously harmed, bloodiedness is dealt out which implies no penalty. After that is broken which deals a huge penalty, no matter what you use. So the effective harm dealt out raises with bruises, falls with bloodiedness and rises again with brokenness.

Quote from: Clinton R. Nixon on February 03, 2006, 11:10:07 AM
This is what I love about the Forge. People will confront the people who designed the games they play with no more reverence than you'd give a fly. "Hey, I read this, and I demand to know why it's that way!" I'm not being sarcastic here, either - I think this is awesome and a good thing.

Exactly, I read it and it did not make sense to me so I asked what it is about. I stated the situation and my question. If I was being disrespectful I offer my excuses.

Clinton R. Nixon

Leto - think of it this way:

Step 1: Man, this hurts. Hmm.
Step 2: Breathe for a second. Is this worth it?
Step 3: Either: wow, I beat the odds and threw down! or Holy crap, that really, really hurts.
Clinton R. Nixon
CRN Games

Judd

So, essentially, taking Harm can be part of the stakes even before Bringing Down the Pain.