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<blockquote data-quote="Crimson Longinus" data-source="post: 9845649" data-attributes="member: 7025508"><p>I am building rapport with them in attempt to get them see things in my way, consort or sway?</p><p></p><p></p><p></p><p>Yes, but this also is not a game that uses battlemaps (or at least we don't) so things like positioning are somewhat vague. And of course the person who wants to shoot, will say that they move at the back of the space when trouble arises. But are you saying that shooting at relatively short distance, when melee is about to happen or is already happening, but when the shooter is not himself in melee is hunt, not skirmish? Sounds reasonable enough to me, but I also do not think this is information that is in the rules and I think equally reasonable case could be made for skirmish.</p><p></p><p></p><p></p><p>Right. Was that so hard to admit? And I think the delineation of the skills is an example of that.</p><p></p><p></p><p></p><p>Not sure it happens more often than not. But it happens way more often than<em> in</em> <em>any other game </em>I've played. And to me it is obviously because the skills are intentionally designed with overlap. And to this day no one has managed to explain to me <em>why</em> they're designed like this, especially if it is like you claim that this is not supposed to me an avenue of skilled play.</p><p></p><p></p><p></p><p>Because that's not what the rules say.</p><p></p><p></p><p></p><p>Because super often it is not clear what skill you "should" use. So why would you not choose the better one?</p><p></p><p></p><p></p><p>Like your literal example of showing how what skill to use being clear, is open for debating that another skill is actually more appropriate. You say this doesn't happen, and your own example has it happening! And yeah prowl might be a bit of a stretch, but it also says you can waylay an enemy in the midst of battle with it, even if skirmish might be better, so should be doable, at least at worsened position (which, if you have several more points of prowl than skirmish, is what you should do.)</p><p></p><p></p><p></p><p>In the beginning of our campaign our heat got out of hand, we had no money and downtime actions were scarce. But we've understood how the mechanics work since then and have become much better at managing stuff. Claims that make money, playbook abilities that grant downtime activities, gang traits that mitigate heat, and simply just getting better at working the system. And of course in any game that goes on for while the characters will accumulate some stash, so a situation where you simply cannot do a downtime activity just is not something that can happen.</p><p></p><p></p><p></p><p></p><p>But I am also the player making the action declaration, so by the flavour of my action declaration I can influence the fiction, thus what skill the best applies.</p><p></p><p></p><p></p><p>No one is mitigating every risk. But intelligent players will see the mechanics, and understand which tactics will increase the chances of success and which mitigate (some) risks. Am I supposed to take such things into account? Yes or no?</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9845649, member: 7025508"] I am building rapport with them in attempt to get them see things in my way, consort or sway? Yes, but this also is not a game that uses battlemaps (or at least we don't) so things like positioning are somewhat vague. And of course the person who wants to shoot, will say that they move at the back of the space when trouble arises. But are you saying that shooting at relatively short distance, when melee is about to happen or is already happening, but when the shooter is not himself in melee is hunt, not skirmish? Sounds reasonable enough to me, but I also do not think this is information that is in the rules and I think equally reasonable case could be made for skirmish. Right. Was that so hard to admit? And I think the delineation of the skills is an example of that. Not sure it happens more often than not. But it happens way more often than[I] in[/I] [I]any other game [/I]I've played. And to me it is obviously because the skills are intentionally designed with overlap. And to this day no one has managed to explain to me [I]why[/I] they're designed like this, especially if it is like you claim that this is not supposed to me an avenue of skilled play. Because that's not what the rules say. Because super often it is not clear what skill you "should" use. So why would you not choose the better one? Like your literal example of showing how what skill to use being clear, is open for debating that another skill is actually more appropriate. You say this doesn't happen, and your own example has it happening! And yeah prowl might be a bit of a stretch, but it also says you can waylay an enemy in the midst of battle with it, even if skirmish might be better, so should be doable, at least at worsened position (which, if you have several more points of prowl than skirmish, is what you should do.) In the beginning of our campaign our heat got out of hand, we had no money and downtime actions were scarce. But we've understood how the mechanics work since then and have become much better at managing stuff. Claims that make money, playbook abilities that grant downtime activities, gang traits that mitigate heat, and simply just getting better at working the system. And of course in any game that goes on for while the characters will accumulate some stash, so a situation where you simply cannot do a downtime activity just is not something that can happen. But I am also the player making the action declaration, so by the flavour of my action declaration I can influence the fiction, thus what skill the best applies. No one is mitigating every risk. But intelligent players will see the mechanics, and understand which tactics will increase the chances of success and which mitigate (some) risks. Am I supposed to take such things into account? Yes or no? [/QUOTE]
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