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Warlord as a Fighter option; Assassin as a Rogue option
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<blockquote data-quote="pemerton" data-source="post: 6049138" data-attributes="member: 42582"><p>I don't know much about baseball, so I'll have a go at [MENTION=50304]mlund[/MENTION]'s example with reference to cricket, which I know a little bit more about.</p><p></p><p>In the early 1930s the English cricket team used a technique against the Australians that they called "leg theory" and that the Australians called "bodyline". Basically, the technique involved two components: (1) a fast delivery that tended to bounce into the body or head of the bastsman, requiring either ducking to avoid injury or playing a defensive shot; (2) a cordon of fieldsmen to catch those defensively-played shots. (The rules of cricket have since been changed to prohibit bodyline - dangerous deliveries are forbidden, and the cordon of fielders is also forbidden.)</p><p></p><p>How would you model bodyline tactics in an RPG, at something like a D&D-ish combat level of abstraction? It's not a Bluff check - there is no deception involved - if you don't either duck or play defensively, you'll be sconed! Nor is it a Will save or Wisdom check for the defending player - it's not about resisting a lure, or spotting a deception. The physical threat posed by the delivery forces a certain play by the defender: so you'd test the bowler's skill (this would be the "attack roll") vs the defence of the batsman (this would be the "AC" - no active defence in a D&D-ish system). And if the batsman "hits", the defender has played the ball to the cordon - that's what a "hit" <em>means</em> in this case - and is caught out.</p><p></p><p>That's a simple example of "forced action" which is voluntary on the part of the defender, but in a D&D-style system is best modelled by reference to the skill of the attacker.</p><p></p><p>Come and Get It has an extra dimension, namely, that no attack roll is required to force the movement - when the player chooses to use Come and Get It, the PC never gets it wrong - it's a bit like the skill mastery option for the pre-expertise-dice rogue in that respect. Some warlord powers require a hit to trigger the forced movement, others don't - it depends on the power in question - but that is orthogonal to the basic point, which is that they model the capacity of the <em>attacker</em>, through skill, to determine the actions taken by the defender.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6049138, member: 42582"] I don't know much about baseball, so I'll have a go at [MENTION=50304]mlund[/MENTION]'s example with reference to cricket, which I know a little bit more about. In the early 1930s the English cricket team used a technique against the Australians that they called "leg theory" and that the Australians called "bodyline". Basically, the technique involved two components: (1) a fast delivery that tended to bounce into the body or head of the bastsman, requiring either ducking to avoid injury or playing a defensive shot; (2) a cordon of fieldsmen to catch those defensively-played shots. (The rules of cricket have since been changed to prohibit bodyline - dangerous deliveries are forbidden, and the cordon of fielders is also forbidden.) How would you model bodyline tactics in an RPG, at something like a D&D-ish combat level of abstraction? It's not a Bluff check - there is no deception involved - if you don't either duck or play defensively, you'll be sconed! Nor is it a Will save or Wisdom check for the defending player - it's not about resisting a lure, or spotting a deception. The physical threat posed by the delivery forces a certain play by the defender: so you'd test the bowler's skill (this would be the "attack roll") vs the defence of the batsman (this would be the "AC" - no active defence in a D&D-ish system). And if the batsman "hits", the defender has played the ball to the cordon - that's what a "hit" [I]means[/I] in this case - and is caught out. That's a simple example of "forced action" which is voluntary on the part of the defender, but in a D&D-style system is best modelled by reference to the skill of the attacker. Come and Get It has an extra dimension, namely, that no attack roll is required to force the movement - when the player chooses to use Come and Get It, the PC never gets it wrong - it's a bit like the skill mastery option for the pre-expertise-dice rogue in that respect. Some warlord powers require a hit to trigger the forced movement, others don't - it depends on the power in question - but that is orthogonal to the basic point, which is that they model the capacity of the [I]attacker[/I], through skill, to determine the actions taken by the defender. [/QUOTE]
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Warlord as a Fighter option; Assassin as a Rogue option
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