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Started by DAudy, August 25, 2006, 03:03:35 PM
Quote from: DAudy on August 25, 2006, 03:03:35 PMSimplest yet. Why bother with Humanity checks? Since they are always Humanity vs Humanity, it is statistically identical to flipping a coin or rolling high/low on a single die. Is it just to maintain continuity of system or do people allow roleplaying bonus' to humanity rolls or penalise particularly dehumanising acts?
QuoteBonuses and penaltiesThe key to successful rolls in Sorcerer is to pile on the dice. This is where role-playing comes in.A dramatic or appropriate quip while announcing the task: +1 dieAnnouncing a task generically ("I swing at him!"): -1 dieRepeating a simple task after failing:: -1 die (cumalitive)Especially clever versionof the action: +2 diceAnnounced action moves the plot along significantly: +2 diceObstructive, petty announced action: -2 diceThese are cumulative! If you have a Will of , that means you get four dice to roll for Will-based things, but that just won't be enough. In a dice-rolling situation, the players should not shift out of role-playing mode but rather get into it as deep as possible, being dramatic, pithy, and cunning to get p to eight or nine dice. if the demonic assassin is gaping its slavering jaws wide or cocking it flaming shotgun, and if the players just let the dice roll according to the numbers on their sheets, the characters will be eaten, shot, stomped, possessed, and all sorts of other horrid stuff. Role-playing is athe best defense against danger and the best means to accomlish the characters' goals.
Quote from: jburneko on August 25, 2006, 03:25:43 PMIn your first issue you're double dipping. The temporary/lasting penalties ARE the manifestation of the roll over rule. You don't deliver penalties AND roll over your victory. You just use the penalties. So your second attack should be 6 on 4, not 7 on 4.
Quote from: Valamir on August 25, 2006, 05:39:48 PMAs to your second issue. It becomes very clear once you adjust your perceptive framework a bit.The dice mechanics are not "initiative" to see who goes first, and then "I've acted vs. I haven't acted"Rather think of it this way: the winner of the rolls totally owns the loser. My high die is a 10, yours is an 8. That doesn't simply mean I go first you go second. That means I dominate you like a little squeally punk. You then have the option to either a) eat my total domination with a 1die defence...i.e. suck it up and stay on target, or b) abort and desperately defend yourself...with the chance that your desperate defense will actually enable you to scramble to safty...but it means you totally didn't get to do ANYTHING productive that round.If you choose to stay on target (and survived) then I get full defense against you...not having to do with any "recovery from action" thing...but because I OWNED you this round. I'm so in control of the situation that I can whomp you with full effectively AND defend against you with full effectiveness. You on the other hand can only do one or the other.
Quote from: greyorm on August 25, 2006, 06:17:23 PMSimple! And you answered it yourself: the game's currency is used with Humanity as well, so those rolls earn you victory rollover dice or penalties to following rolls.
Quote from: Christopher Kubasik on August 25, 2006, 11:50:11 PMI meant to bold this section of the quote: "...and if the players just let the dice roll according to the numbers on their sheets, the characters will be eaten, shot, stomped, possessed, and all sorts of other horrid stuff."I think it excitely shows what I said in my own words: the game will kill the PCs if they are not actively stacking as many advantages as they can. In normal circumstances, you need bonuses. Once your PC is wounded, you need even more.That's why the combat is never a foregon conclusion even if you've started taking damage. Once you put the bonuses into active play -- balls to the walls authorship -- the combat won't be lopsided. That's why you roll. So you can keep adding dice into your pool for the action.