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Let's talk about "plot", "story", and "play to find out."
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<blockquote data-quote="Crimson Longinus" data-source="post: 9845522" data-attributes="member: 7025508"><p>Sure. I don't mean there never are situations where it is not pretty clear cut which skill to use. It is just a that due the intentional overlap, the situations where it is not clear cut are very common, and then it is is more about flavour and how you describe things will affect it. And this is either intentional or if it is not, bad rules writing.</p><p></p><p></p><p></p><p>They happen way more often than any other game I've encountered. Because whilst some edge cases always exist, most games are written in attempt to avoid such from occurring, whilst Blades seem to for some reason to be written to intentionally create them.</p><p></p><p></p><p></p><p>I think style of command is more distinct. Consort and sway overlap<em> a lot</em> though, and it often is far from clear which is the one that obviously used.</p><p></p><p></p><p></p><p>You are again thinking about situation where it is clear which skill to use, like sniping someone from a roof. Of course that is hunt. But if we are in combat, and the enemy is not next to me, I have some distance, like they're across the room or yard or something. Then do I use hunt or skirmish? Skirmish is for close combat, hunt is for shooting from "long distances." Unclear, and intentionally so, I'd argue. And the actual play is full of situations like this. </p><p></p><p></p><p></p><p>They could. But again, I am not talking about trying to stretch skills beyond credulity, merely taking advantage of the ambiguity.</p><p></p><p></p><p></p><p>I mean, with game where the skills are intentionally ambiguous like this we probably couldn't, but then there at least would not be haggling and and discussing it all the time. GM says it is this, and that's that.</p><p></p><p></p><p></p><p>But it is not a hard decision whether to roll with tree dice or one. And yeas, sometimes there indeed could be touch choices like you mention (except not really, as then you just pay for extra action, with stash if necessary and do both.) but most of the time it just is pretty basic maths and managing numbers. </p><p></p><p></p><p></p><p>What does it actually mean? Does it mean to not play skilfully? Like characters are doing crimes left and right, of course they're living dangerously, but does it mean the players should not try to use rules to manage risks and increase the chance of success?</p><p></p><p></p><p></p><p>Are you sure they are not about to <em>duel</em>, and thus use finesse? But yeah, not prowl. Until one of them is distracted by something else, and one can reposition and attack from unexpected angle, then a case for prowl could be made. In any case, even with you original example I think at least as strong case could be made for finesse. </p><p></p><p></p><p></p><p>Yeah, so sometimes it might be setup action, but often it is just the situation evolving, sometimes it could be a help action. Like if one character throws a bomb at the enemies (using wreck) then another can use the confusion, smoke etc to use prowl to get a drop on one of them. Stuff like that.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9845522, member: 7025508"] Sure. I don't mean there never are situations where it is not pretty clear cut which skill to use. It is just a that due the intentional overlap, the situations where it is not clear cut are very common, and then it is is more about flavour and how you describe things will affect it. And this is either intentional or if it is not, bad rules writing. They happen way more often than any other game I've encountered. Because whilst some edge cases always exist, most games are written in attempt to avoid such from occurring, whilst Blades seem to for some reason to be written to intentionally create them. I think style of command is more distinct. Consort and sway overlap[I] a lot[/I] though, and it often is far from clear which is the one that obviously used. You are again thinking about situation where it is clear which skill to use, like sniping someone from a roof. Of course that is hunt. But if we are in combat, and the enemy is not next to me, I have some distance, like they're across the room or yard or something. Then do I use hunt or skirmish? Skirmish is for close combat, hunt is for shooting from "long distances." Unclear, and intentionally so, I'd argue. And the actual play is full of situations like this. They could. But again, I am not talking about trying to stretch skills beyond credulity, merely taking advantage of the ambiguity. I mean, with game where the skills are intentionally ambiguous like this we probably couldn't, but then there at least would not be haggling and and discussing it all the time. GM says it is this, and that's that. But it is not a hard decision whether to roll with tree dice or one. And yeas, sometimes there indeed could be touch choices like you mention (except not really, as then you just pay for extra action, with stash if necessary and do both.) but most of the time it just is pretty basic maths and managing numbers. What does it actually mean? Does it mean to not play skilfully? Like characters are doing crimes left and right, of course they're living dangerously, but does it mean the players should not try to use rules to manage risks and increase the chance of success? Are you sure they are not about to [I]duel[/I], and thus use finesse? But yeah, not prowl. Until one of them is distracted by something else, and one can reposition and attack from unexpected angle, then a case for prowl could be made. In any case, even with you original example I think at least as strong case could be made for finesse. Yeah, so sometimes it might be setup action, but often it is just the situation evolving, sometimes it could be a help action. Like if one character throws a bomb at the enemies (using wreck) then another can use the confusion, smoke etc to use prowl to get a drop on one of them. Stuff like that. [/QUOTE]
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