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Gun Fu, John Wick Style
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<blockquote data-quote="pemerton" data-source="post: 9505528" data-attributes="member: 42582"><p>This seems quite intricate - there seem to be a lot of steps involved, including comparisons of values; and a lot of tracking.</p><p></p><p>Just as one example of what I mean:</p><p></p><p style="margin-left: 20px">use a <strong>Hook Punch</strong> to reduce any Defense your opponent rolls by 1, as well as their Reaction by the same amount. If you use this 3x in a row, you can inflict the <strong>Fracture</strong> wound, breaking a bone essentially. This particular Wound in Labyrinthian acts as a <strong>Status Effect</strong>, and anyone who attacks you gets a bonus die equal to your Wound Size. (e.g., take a d4 Fracture, anyone who attacks you can add a d4 to their damage. Wounds go up a die size with every reapplication.) </p><p></p><p>I gather from this that an attack roll is compared to a defence roll. And the punch adjusts the latter. It also adjusts the Reaction, which is a separate value. There is a need to track how many hook punches are done in a row; and then to track the status affect which grants a bonus die to attacks.</p><p></p><p>It's not clear how impactful all this is - eg a -1 reduction seems modest if it is d20 rolls being compared. I couldn't tell how big wounds are. I'm also not sure how often momentum is generated, given it's based on rolling max on a damage die (I think?).</p><p></p><p>I also wasn't sure how the focus on hit location fits together with other parts that seem to be more freeform - eg "it could also be something like putting a bullet in their knee or something to that effect".</p><p></p><p>I also wasn't clear on how the "grid" is meant to work - does the same grid work for fighting in a lift (elevator), in a ball room, in a sports stadium, etc? And what does "fleeing" mean on this grid? (Given that fleeing is indicated as one way of ending combat.)</p><p></p><p>It would help me to get a handle on how all this is mean to work to have the procedure set out step-by-step: who decides that a combat is occurring, and how does play "transition" onto the grid; and then who performs what steps and how are actions declared and resolved?</p></blockquote><p></p>
[QUOTE="pemerton, post: 9505528, member: 42582"] This seems quite intricate - there seem to be a lot of steps involved, including comparisons of values; and a lot of tracking. Just as one example of what I mean: [indent]use a [B]Hook Punch[/B] to reduce any Defense your opponent rolls by 1, as well as their Reaction by the same amount. If you use this 3x in a row, you can inflict the [B]Fracture[/B] wound, breaking a bone essentially. This particular Wound in Labyrinthian acts as a [B]Status Effect[/B], and anyone who attacks you gets a bonus die equal to your Wound Size. (e.g., take a d4 Fracture, anyone who attacks you can add a d4 to their damage. Wounds go up a die size with every reapplication.) [/indent] I gather from this that an attack roll is compared to a defence roll. And the punch adjusts the latter. It also adjusts the Reaction, which is a separate value. There is a need to track how many hook punches are done in a row; and then to track the status affect which grants a bonus die to attacks. It's not clear how impactful all this is - eg a -1 reduction seems modest if it is d20 rolls being compared. I couldn't tell how big wounds are. I'm also not sure how often momentum is generated, given it's based on rolling max on a damage die (I think?). I also wasn't sure how the focus on hit location fits together with other parts that seem to be more freeform - eg "it could also be something like putting a bullet in their knee or something to that effect". I also wasn't clear on how the "grid" is meant to work - does the same grid work for fighting in a lift (elevator), in a ball room, in a sports stadium, etc? And what does "fleeing" mean on this grid? (Given that fleeing is indicated as one way of ending combat.) It would help me to get a handle on how all this is mean to work to have the procedure set out step-by-step: who decides that a combat is occurring, and how does play "transition" onto the grid; and then who performs what steps and how are actions declared and resolved? [/QUOTE]
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