I don’t know. Do you already know this person? How are you building rapport? How much time do you have to do that?
Do you think it is convenient, that every time someone tries to persuade someone we need to discuss this sort of checklist?
Without knowing all that, I think Sway is the obvious way to go.
How, why? Based on what?
I mean, if there’s nothing preventing someone from staying at a distance from the fight and then firing at a target… sure, why not go with Hunt?
Right. So the player uses their descriptions to make use of desired skill plausible, Just like I have been saying.
Hard to admit? No, not at all. But again… I’ve seen plenty of games that didn’t face the confusion that yours does.
Is it hard to admit that some of the fault is your group’s?
I am sure some of it is fault of our group, but also, a lot of other people have said similar things, even in this thread. It is frustrating to discuss this game, because hard core adherents will not listen any criticism, and say that to them everything just magically works without being able to explain how. And the ambiguity of skills is objective fact about this system, and it is hardly surprising that it could lead to situations I describe.
I already did explain it… it’s to promote creative play.
I also didn’t say it wasn’t related to skilled play.
So now we are supposed to creatively angle for use of better skills. But when I say we are doing it, you say we are doing it wrong? Which is it?
Yeah, but you can adjust if you want. Also, you seem to be ignoring a lot of what’s in the book already.
You keep saying stuff like that. Then be specific. Quote what we are ignoring.
I donMt think it’s more appropriate. I said an argument could be made.
Mate. It is a duel between two disciples of the same martial school, a master and pupil in fact, fought using the ritual weapons of said school. It cannot get any more duely than this, so if this is not a clear case for finesse in combat, nothing is.
And this. This is the sort of discussion is what happens at the table.
No. I said that the game doesn’t always grind to a halt so a decision on how to proceed can be determined. I never said that there is not overlap in some of the actions.
It’s just not an issue for my groups at all.
How? Do everyone magically and telepathically always agree what skill is most appropriate, or do you defer to the opinion of one person (presumably the GM or the person using the skill.) Because otherwise it will happen. Lately we often just defer to the choice of the skill user, to get past this, but this of course means that people are free to use their best somewhat plausible skill.
Waylaying someone in a battle is different than facing someone in a duel.
Is it? What if the other guy thinks it is duel, and but I am fighting dirty? What if they are distracted by other combatant? What exactly are the parameters of waylaying in battle? On what basis are you making these determinations?
Right. And I’m telling you that the GM should likely ramp up the pressure so that resource usage is not something that never matters.
So one of us does not understand how the system works, it seems. You can take coin out of stash right? And you will get stash every time your gang levels, right? Even if you do not do the smart thing and take Little Something on the Side at first opportunity you will soon have some stash. So a situation where you absolutely cannot do a downtime action and must make this hard choice can only occur when you stash is depleted. And sure, such could happen so often than this eventually happens, but apart the early game this seems unlikely, and would mean that the characters are simply unable to accumulate stash at all, which probably is not intended or assumed level of pressure.
Flavour of your action declaration is not what I’m talking about.
Yes it is. It affects the fiction which affects appropriate skill.
To some extent, sure. But players are also meant to follow the fiction, embrace danger, and not be a weasel.
I’d personally filter whatever I wanted my character to do through those principles, and then of any options that might remain, choose what was most advantageous for me.
Yes, so do I. Yet we apparently do not agree what that means. I understand it as characters making choices to do dangerous things in the fiction, but the players using their game savvy for trying to ensure that this succeeds. You seem to understand it to mean something else, but I am not sure what, expect that you think we are doing things wrong somehow.
I like this game well enough, even though I have my issues with it. But it is frustrating to try to discuss matters relating to it here, as aficionados of the game are so defensive about it.