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Burned Circle - OOC Thread
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<blockquote data-quote="ThirdWizard" data-source="post: 6054190" data-attributes="member: 12037"><p>Sorry for the delay, I was travelling for Thanksgiving. </p><p></p><p></p><p></p><p>Yeah, I was expecting more really.</p><p></p><p></p><p></p><p>Yep! To quote the book: "Sometimesthere’s confusion about when to use Athletics and when to use Might. As a rule of thumb, Athletics is used to move yourself, while Might is used to move other things and people." So, if you're going to try and grab them, push them, or in some way hold them back from being able to change zones, that would be a Might Block. However, if you want to describe it differently, you could probably use other skills. It all comes down to descriptions and intent.</p><p></p><p>In order to try to move, the ghoul would have to beat the block's power. If the ghoul rolls higher than the block, the block is ignored. If the ghoul doesn't roll higher, then the ghoul can't move at all. So its all or nothing. Keep in mind that to do this, you will have to move first, giving you a -1 penalty to the block roll.</p><p></p><p></p><p></p><p>Yeah, that threw me for a loop when I was trying to figure out how far the ghouls ran based on their rolls. What makes sense to me is that you always move at least one zone, then extra shifts determine extra zones of movement. That fits with the rest of the rules. </p><p></p><p>For example, when using shifts to speed some thing up, you get the result at meeting, then every extra shift it becomes faster. In all cases I've seen shifts are always used to make a result better. So, if you meet the roll, you move one zone. Every shift after that you move an extra. Seems the most logical.</p><p></p><p></p><p>More responses to come later today with regard to the specific rolls.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 6054190, member: 12037"] Sorry for the delay, I was travelling for Thanksgiving. Yeah, I was expecting more really. Yep! To quote the book: "Sometimesthere’s confusion about when to use Athletics and when to use Might. As a rule of thumb, Athletics is used to move yourself, while Might is used to move other things and people." So, if you're going to try and grab them, push them, or in some way hold them back from being able to change zones, that would be a Might Block. However, if you want to describe it differently, you could probably use other skills. It all comes down to descriptions and intent. In order to try to move, the ghoul would have to beat the block's power. If the ghoul rolls higher than the block, the block is ignored. If the ghoul doesn't roll higher, then the ghoul can't move at all. So its all or nothing. Keep in mind that to do this, you will have to move first, giving you a -1 penalty to the block roll. Yeah, that threw me for a loop when I was trying to figure out how far the ghouls ran based on their rolls. What makes sense to me is that you always move at least one zone, then extra shifts determine extra zones of movement. That fits with the rest of the rules. For example, when using shifts to speed some thing up, you get the result at meeting, then every extra shift it becomes faster. In all cases I've seen shifts are always used to make a result better. So, if you meet the roll, you move one zone. Every shift after that you move an extra. Seems the most logical. More responses to come later today with regard to the specific rolls. [/QUOTE]
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