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Poison'd errata and Q&A

Started by lumpley, August 24, 2007, 03:15:21 PM

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1. I can always roll to endure duress instead of fighting. Yes, I can take a deadly wound by enduring duress when someone gives me one - I wouldn't call that GM fiat, by default. That is, the GM might decide that it's a deadly wound if it's not obviously one (as in the thrown overboard to drown example), but when it's obviously one, the deadly wound rule comes into effect without any decision-making on the GM's part.

2. Depends. Jim could really make out well, actually, if you go straight to the rules for fighting on a side, and Pete's the leader of the side, and Jim just withholds his dice. Jim would keep all his Xs plus gain 2, without having to endure duress at all.

That's a big if, though. Who's where on the ship? Who's done what to whom, recently? Is Joe attacking helpless or unsuspecting, or going straight to a fight? Are Pete and Jim cornered? Is Pete the leader? Is Pete Joe's primary target, but Jim is in the way?

Anyhow, if somebody says "I run them both through," stop, back up, and figure out the details of when, where, how, and in which order. That'll tell you how to apply the rules.



Aha!  I understand perfectly now. 

Basically, if I want to throw Pirate Joe overboard and he sees me and resists, I have to beat him in a fist-fight if we're both unarmed.  The consequences of him losing the fight are that I get to throw him overboard, and he's narratively beaten up but mechanically not hindered - he takes no mutilation or deadly wounds, at least until I toss him into the briney deep.  And if Pirate Joe has a cutlass and charges me, and I don't want to risk death, I can just endure duress and get gutted and make a bargain to live.  I suppose, technically, I could also make a bargain to avoid Pirate Joe stabbing me, if he was inclined to agree.

I also understand the other scene.  I might have to fight the two pirates in sequence unless they specifically make their stand against me side-by-side, and the plot might dictate how that goes, depending on whatever bargains might have been made.

Where I am unclear is regarding the consequences for failing a duress roll.  It sounds like the consequences are just that the GM can call a fight (although he can call a fight any time he wants, right?), and you don't get advantage.  It also sounds like failing a duress roll could have a narrative impact.

Thank you for clarifying so much.  It makes very good sense to me now how this game works, and I'm eager to get my gaming group to try it.