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Friends, Gamers, Editors, Lend Me Your Ears! (New Rules)
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<blockquote data-quote="GMMichael" data-source="post: 9588068" data-attributes="member: 6685730"><p>Truth. How does this look?</p><p>[SPOILER="Revised Initiative"]</p><p>An extended conflict begins when the Guide calls for an Initiative Contest. This is a d20 roll plus whichever attribute bonus your character was using when conflict began - it's your choice. After rolling, players take turns in order of highest initiative contest to lowest. Your initiative contest also determines the priority of your actions. When players announce actions at the same time (see Reactions), the actions of players with higher initiative contests occur before those with lower contests.</p><p>[/SPOILER]</p><p></p><p></p><p>I moved Actions above Turns. I was probably thinking that since initiative contests determine turn order, that turns should come next <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p>[SPOILER="Using Actions, On Your Turn"]</p><p>Using Actions (004, 005, 200, 202, 205)</p><p>You start each round with three actions to use, and you lose them at the end of the round, so use them wisely! Attacks, defenses, and posture changes (see Posture section) are the most common actions. The campaign theme or the Guide's action list will provide many more choices of what you can do with an action. An attack is an action with a rules-related benefit like causing damage or inflicting a difficulty penalty on your opponent. Defenses are actions that negate certain kinds of attacks, but you must roll a Pro against the attack's contest to negate it. You can take actions that are not on the action list; just tell your Guide what you want to do. The Guide will tell you if you need to use more than one action for your idea. If it's very fast or simple, the Guide can call it a Non-Action and let you do it for free.</p><p></p><p>On Your Turn (203, 204, 213)</p><p>When your turn begins, you are called the Initiating Character, and you get two benefits over the other characters in combat. One, you initiate the actions, which means that all other characters must wait to act until you do. The initiating character's actions take priority over all others, regardless of your initiative contest. This means, for example . . .</p><p>[/SPOILER]</p><p></p><p></p><p>After revising Actions, there's more emphasis on what counts as an action. As in, they're attacks, defenses, or posture changes, and that more choices are usually provided. The GM, if unsure, can refer to a module's action list to see what else counts as an action, and use those ideas as a way to measure new actions.</p><p></p><p></p><p>A lot of these answers will come from other modules: how to level, how difficult some things are, what certain contests mean. The framework's there, but not the specifics. I did a little rewriting to better show that the PC is an important, creative part of the process; it's not all on the Guide's shoulders.</p><p></p><p></p><p> </p><p></p><p></p><p></p><p></p><p>I changed "pilot will best you" to "pilot will engage and outmaneuver you," just to trim that ambiguity a bit. Combat <em>could</em> ensue, but the example Guide doesn't want to force a fight. The PC can make the suggestion for blowing up/chasing/immobilizing. Do you think the example PC should respond at the end of the paragraph (in light of the above edits)?</p><p></p><p></p><p>I added another mention of "choose from module list," since a skill list is a really good thing for a module to have. Armed Combat can be, and is, a valid skill list item, but it definitely is more valid in some campaign themes than others.</p><p></p><p>You're right about the rules taking off too fast. I hope my edits are on the right track - I might be pretty close to posting a full revised version soon. Some of your concerns (and maybe others') probably make more sense when you realize that this document should stand on its own, but its purpose is to provide the foundation for more complex games . . . games with skill lists, action lists (which can include combined actions), perk lists, etc. It can't be a modular hub if it's too specialized.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 9588068, member: 6685730"] Truth. How does this look? [SPOILER="Revised Initiative"] An extended conflict begins when the Guide calls for an Initiative Contest. This is a d20 roll plus whichever attribute bonus your character was using when conflict began - it's your choice. After rolling, players take turns in order of highest initiative contest to lowest. Your initiative contest also determines the priority of your actions. When players announce actions at the same time (see Reactions), the actions of players with higher initiative contests occur before those with lower contests. [/SPOILER] I moved Actions above Turns. I was probably thinking that since initiative contests determine turn order, that turns should come next :( [SPOILER="Using Actions, On Your Turn"] Using Actions (004, 005, 200, 202, 205) You start each round with three actions to use, and you lose them at the end of the round, so use them wisely! Attacks, defenses, and posture changes (see Posture section) are the most common actions. The campaign theme or the Guide's action list will provide many more choices of what you can do with an action. An attack is an action with a rules-related benefit like causing damage or inflicting a difficulty penalty on your opponent. Defenses are actions that negate certain kinds of attacks, but you must roll a Pro against the attack's contest to negate it. You can take actions that are not on the action list; just tell your Guide what you want to do. The Guide will tell you if you need to use more than one action for your idea. If it's very fast or simple, the Guide can call it a Non-Action and let you do it for free. On Your Turn (203, 204, 213) When your turn begins, you are called the Initiating Character, and you get two benefits over the other characters in combat. One, you initiate the actions, which means that all other characters must wait to act until you do. The initiating character's actions take priority over all others, regardless of your initiative contest. This means, for example . . . [/SPOILER] After revising Actions, there's more emphasis on what counts as an action. As in, they're attacks, defenses, or posture changes, and that more choices are usually provided. The GM, if unsure, can refer to a module's action list to see what else counts as an action, and use those ideas as a way to measure new actions. A lot of these answers will come from other modules: how to level, how difficult some things are, what certain contests mean. The framework's there, but not the specifics. I did a little rewriting to better show that the PC is an important, creative part of the process; it's not all on the Guide's shoulders. I changed "pilot will best you" to "pilot will engage and outmaneuver you," just to trim that ambiguity a bit. Combat [I]could[/I] ensue, but the example Guide doesn't want to force a fight. The PC can make the suggestion for blowing up/chasing/immobilizing. Do you think the example PC should respond at the end of the paragraph (in light of the above edits)? I added another mention of "choose from module list," since a skill list is a really good thing for a module to have. Armed Combat can be, and is, a valid skill list item, but it definitely is more valid in some campaign themes than others. You're right about the rules taking off too fast. I hope my edits are on the right track - I might be pretty close to posting a full revised version soon. Some of your concerns (and maybe others') probably make more sense when you realize that this document should stand on its own, but its purpose is to provide the foundation for more complex games . . . games with skill lists, action lists (which can include combined actions), perk lists, etc. It can't be a modular hub if it's too specialized. [/QUOTE]
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