Punk Rock Warlord
You’ve seen Bladerunner and this classic scene with Deckard and Pris? How would your game of choice describe this scene mechanically?
Let’s see who will play.
Let’s see who will play.
How would HERO tell the finer points about the knockmbacks, the stun, which specific skill checks? I'd love to see someone right it up as an example in play of the HERO system.HERO wouldn’t have a problem with it. It’s a couple rounds of some pretty straightforward HTH combat with some gunplay.
The campaign would likely be Heroic level, with a limitation of “Normal human characteristic maximums”. Replicants would, of course, be engineered to exceed those maximums (by spending extra build points).
[EDITS IN PURPLE TO BETTER EXPLAIN SOME BITS]You’ve seen Bladerunner and this classic scene with Deckard and Paris? How would your game of choice describe this scene mechanically?
It's narrative. The GM is free to narrate consequences however they want, within the confines of the roll and the established Position (and, of course, genre expectations and preceding fiction). Here, the position was Risky, which means that consequences are likely bad but not catastrophic. The mechanical effect of the failure was a loss of position -- Risky was moved to Desperate in following actions -- and a loss of capability -- temporarily losing the pistol. Honestly, one or the other would have been sufficient, and both aren't stretching the system. The effect is really that the PC is now in a really bad spot, but can react to that.This is exactly the sort of post I was hoping to see. For the actual effects of the kick, like Pris's kick knocking Deckard back and down, is that all pure descriptive narrative in Blades, or is there a specific mechanic that supports it?
Yeah, I like the idea of one contested Perception vs. Stealth just to notice her. Then another Stealth vs. Deception (possibly w/Advantage) when he's examining her closely. I see his role on that check as a Fumble.Sure. Some sort of D&D/PF1.
Pre-combat rounds = 2?
Search/perception type check(s) - Deckard
Maybe some sort of stealth/deception check - Paris
Deckard fails his check
What mechanical effect tied to an attack produces a knock back / knock down in D&D? What sort of check is making not to be stunned/knocked out? This is the sort of thing where I think D&D tends to be abstract?R1
Paris catches Deckard by surprise striking 1st & knocking him back.
Deckard takes some damage & fails a check, falling prone.
Thanks for taking the time to do this. D&D tends to be the benchmark for any game, so having an example of this here will help it compare vs. other systems people write up.R2
Initiative is tied - Deckard rises, Paris grapples him.
Deckard takes some damage(?)
Deckard wins initiative, fails to break grapple.
Deckard takes more damage & is stunned for a round or so.
Paris moves away to set up killing charge.
*Deckard wins initiative, holds/readies action until Paris is close.
*Deckard rolls away/5ft steps firing at point blank. Scores a crit knocking Paris to 0hp.
Paris fails charge & falls prone.
Paris wins initiative - makes a death save (doesn't look like it was even close to successful)
Deckard finishes Paris off.
*Hold vs Ready & wether or not you can include a step with your attack depends upon your DM/edition/feats involved.
This would not play out in the 2:42 runtime of the clip. Or as smoothly.
It's 30 seconds of modern D&D action combat wise. Plus a round or two of Deckard looking around.
Two rounds of searching + 5 rounds with dice rolling, description, etc will likely take longer than the clip. The main culprit here is that here in the games we have to describe what Scott could simply show on screen.
Knockback is built into HERO’s combat system- most attacks have the potential to do some- and there are ways to increase, decrease or even nullify it.How would HERO tell the finer points about the knockmbacks, the stun, which specific skill checks? I'd love to see someone right it up as an example in play of the HERO system.