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Outgunned Adventure Is Smart As A Whip
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<blockquote data-quote="mikeawmids1" data-source="post: 9665205" data-attributes="member: 7030604"><p>I would argue that any story-first system is ad-hoc by nature, and the solution to the problem you posed above would be determined by player action within the fiction.</p><p></p><p>The heroes are moving through a war-torn city, when they are confronted by a group of enemy soldiers - and a tank.</p><p>Clearly signpost the tank turret rotating to face them, no Extreme attack in the first reaction turn, but you've warned your players (within the fiction) that the hurt is coming.</p><p>Players have the first two action rounds to declare they are moving out of the firing range.</p><p>First action round have them roll Brawn+Stunt (2 Critical) to avoid small ams fire from the soldiers.</p><p>Second action round have anyone still in the open roll Brawn+Endure (Extreme) against tank fire.</p><p>If all heroes have bolted, have the soldiers chuck grenades into their hidey-hole, roll Brawn+Endure (2 Critical) to avoid explosion damage.</p><p>... and so on.</p><p></p><p>The Adventure rules do contain guidance for complicated situations where Heroes are dealing with danger from multiple fronts. If a Hero found themslves being attacked by the tank and soldiers simultaneously, the Director could ask for a Brawn+Stunt roll (Extreme + Critical) to avoid all damage. Rolling that kinda' success is unlikely, but that's where Help, Adrenaline and Spotlight would come into play.</p></blockquote><p></p>
[QUOTE="mikeawmids1, post: 9665205, member: 7030604"] I would argue that any story-first system is ad-hoc by nature, and the solution to the problem you posed above would be determined by player action within the fiction. The heroes are moving through a war-torn city, when they are confronted by a group of enemy soldiers - and a tank. Clearly signpost the tank turret rotating to face them, no Extreme attack in the first reaction turn, but you've warned your players (within the fiction) that the hurt is coming. Players have the first two action rounds to declare they are moving out of the firing range. First action round have them roll Brawn+Stunt (2 Critical) to avoid small ams fire from the soldiers. Second action round have anyone still in the open roll Brawn+Endure (Extreme) against tank fire. If all heroes have bolted, have the soldiers chuck grenades into their hidey-hole, roll Brawn+Endure (2 Critical) to avoid explosion damage. ... and so on. The Adventure rules do contain guidance for complicated situations where Heroes are dealing with danger from multiple fronts. If a Hero found themslves being attacked by the tank and soldiers simultaneously, the Director could ask for a Brawn+Stunt roll (Extreme + Critical) to avoid all damage. Rolling that kinda' success is unlikely, but that's where Help, Adrenaline and Spotlight would come into play. [/QUOTE]
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