The Forge Reference Project

 

Topic: The Role of Cover
Started by: Blind Hero
Started on: 3/24/2005
Board: Adept Press


On 3/24/2005 at 6:41pm, Blind Hero wrote:
The Role of Cover

I'm a little confused about how cover works in a game. I love the idea of a general "skill" but it keeps hiccupping in-game.

Example: Cammy has gymnast as her cover. She has Olympic level abilities, contacts in the world of sports, and mean roundhouse. Let's say her Cover is 5 and Stamina is 3.

During an fight, she's going to do a graceful but deadly kick that pulls on her gymnast training. The example in Sorcerer says you roll the cover first and then Stamina. How do you usually figure out the difficulty for the first roll? 1 dice? Then you apply any dice that succeed to the stamina roll.

How often should role be used in this way? The example characters in S&S have several Covers and could use them with allot of different roles.

Could you give me a few good examples? When should you ONLY roll cover? What if your cover is Martial Arts and you get into allot of fistfights? Should you roll MA first on most of those rolls and then combine with Stamina? What is a good guidline for the difficulty of the initial Cover roll?

Any help would be appreciated.

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On 3/24/2005 at 10:37pm, greyorm wrote:
RE: The Role of Cover

Unless I'm completely mistaken: it's a dice pool. You roll Cover + Stamina -- in this case 5 + 3, for a total of 8 dice -- against whomever she is aiming that kick at.

The "difficulty" is whatever the opposition rolls. So, say she's kicking a creepy thug with a Stamina of 4. She needs to beat his 4 dice.

Cover should be used whenever appropriate. Worrying about whether or not "it would really apply" or etc. misses the point.

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On 3/24/2005 at 10:48pm, Andrew Norris wrote:
RE: The Role of Cover

The "dice pool" idea doesn't sound like it actually comes from Sorcerer.

The examples in the book show a relevant Cover roll against X opposition dice (where I don't remember the X), with successes translating into bonus dice for the Stamina roll, which is the actual attack.

My interpretation is that X above is a GM-determined difficulty for the flourish. Depending on the situation, a failed roll either translates into penalties or has no effect.

Cover is relevant when it's made relevant -- if the player describes setting up their opponent with fancy martial arts or gymnastics footwork, then making their attack while they're off balance, that's an "A, then B" combined action, and so it uses the two rolls. If you're just using a fighting style handled by your cover, and not combining actions in the fashion above, you'd probably choose whether to roll Stamina or Cover (and choose the higher one).

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On 3/24/2005 at 10:58pm, greyorm wrote:
RE: The Role of Cover

Andrew Norris wrote: The "dice pool" idea doesn't sound like it actually comes from Sorcerer.

Just to be nit-picky, there are a number of rolls in Sorcerer that rely on X + X or even X - X (a couple of the rituals). Thus, I have run it the same way regarding situations where Cover applied alongside another attribute for a situation. Ron, or someone else, can correct me if I was in error doing it this way (and if so, I'm sure he will).

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On 3/24/2005 at 11:07pm, Andrew Norris wrote:
RE: The Role of Cover

Sorry, you're right, and I was half-thinking that when I wrote that. That's definately in the rituals. I don't think it's anywhere else, though.

I think it's best to parse what I wrote as "I think you got it wrong, but I'm not sure, and I'm trying too hard to be polite about it." Sorry about that. I'm sure someone with better knowledge of the rules will set both of us straight.

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On 3/25/2005 at 2:49am, Alan wrote:
RE: The Role of Cover

From my extensive reading of Ron's comments about Cover, here's how I would do it:

For an acrobatic attack, you would not add the two ratings. Instead you roll the Cover vs (either an opposing Cover or a number of dice chosen by the GM), then add the bonus (or penalty) dice to the attack roll. This would all be a single action. The initiative would be based on the second roll.

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On 3/25/2005 at 3:35am, Trevis Martin wrote:
RE: The Role of Cover

I'll say that I usually have the player roll their cover vs a single die to determine how many victories roll over as dice to actual combat roll. You can evaluate the action according to how difficult it is of course but I find the one die reasonable in most cases.

best

Trevis

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On 3/25/2005 at 5:25am, Paka wrote:
RE: The Role of Cover

Alan wrote: From my extensive reading of Ron's comments about Cover, here's how I would do it:

For an acrobatic attack, you would not add the two ratings. Instead you roll the Cover vs (either an opposing Cover or a number of dice chosen by the GM), then add the bonus (or penalty) dice to the attack roll. This would all be a single action. The initiative would be based on the second roll.


I am with Alan on this one. I think he's got it solid.

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On 3/25/2005 at 2:32pm, Ron Edwards wrote:
RE: The Role of Cover

Hello,

Alan nailed it.

As a general rule, the only time scores add in Sorcerer is for the rituals.

Best,
Ron

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On 3/28/2005 at 10:42pm, Blind Hero wrote:
RE: The Role of Cover

Thank you very much for the responses. This really helps!!

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