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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="pemerton" data-source="post: 9663314" data-attributes="member: 42582"><p>A failed Steel test causes hesitation. From Revised p 121-2:</p><p></p><p style="margin-left: 20px">Steel is an attribute that represents the character's nerves. It is tested when the character is startled or shocked. The results of the test then tell us whether the character flinches, or whether he steels his nerves and carries on.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">When a Steel test is failed, the player loses control of the character momentarily - just as the character loses control of his faculties. The player chooses <em>how</em> the character loses it, but after that the character is <em>out of action</em> for a few in-game seconds as he freaks out. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">When a player fails to get a number of successes equal to his hesitation, he's failed the Steel test. When this happens, the character stops what he is doing and loses it for a moment - for as many heartbeats as the margin of failure.</p><p></p><p>The player has four default options for hesitation; various traits can add additional options. Once the hesitation has ended, the player regains control of their PC, and the character can act.</p><p></p><p><em>Let It Ride</em> says (p 32) that "A player shall test once against an obstacle and shall not roll again until conditions legitimately and</p><p>drastically change. Neither GM nor player can call for a retest unless those conditions change. . . . Nor can a player retest a failed roll simply because he failed." So if a player fails a Steel test, their character hesitates and their is no re-roll. But once the character has recovered from their hesitation, they do not to test again.</p><p></p><p>In the particular episode involving Aedhros and Alicia, Aedhros's hesitation gave Alicia sufficient time to cast a Persuasion spell. As per the Revised Character Burner (p 181),</p><p></p><p style="margin-left: 20px">a sorcerer may offer a 'suggestion' to his target. It must be a minor request or suggestion and seemingly normal or mundane; the sorcerer may not <em>command</em> his target to do anything. If the spell is successfully cast, then the victim must do as the sorcerer suggests. He must attempt to complete the request in the time allotted by the duration. After that time, the suggestion will lose importance, and the victim will move on.</p><p></p><p>The duration is "sustained" - analogous to "concentration" in D&D. So when Alicia collapsed from overtaxing herself by casting, the spell ended. So Aedhros was magically persuaded only for a moment. But I (playing Aedhros) decided that the moment for murder had passed:</p></blockquote><p></p>
[QUOTE="pemerton, post: 9663314, member: 42582"] A failed Steel test causes hesitation. From Revised p 121-2: [indent]Steel is an attribute that represents the character's nerves. It is tested when the character is startled or shocked. The results of the test then tell us whether the character flinches, or whether he steels his nerves and carries on. When a Steel test is failed, the player loses control of the character momentarily - just as the character loses control of his faculties. The player chooses [I]how[/I] the character loses it, but after that the character is [I]out of action[/I] for a few in-game seconds as he freaks out. . . . When a player fails to get a number of successes equal to his hesitation, he's failed the Steel test. When this happens, the character stops what he is doing and loses it for a moment - for as many heartbeats as the margin of failure.[/indent] The player has four default options for hesitation; various traits can add additional options. Once the hesitation has ended, the player regains control of their PC, and the character can act. [I]Let It Ride[/I] says (p 32) that "A player shall test once against an obstacle and shall not roll again until conditions legitimately and drastically change. Neither GM nor player can call for a retest unless those conditions change. . . . Nor can a player retest a failed roll simply because he failed." So if a player fails a Steel test, their character hesitates and their is no re-roll. But once the character has recovered from their hesitation, they do not to test again. In the particular episode involving Aedhros and Alicia, Aedhros's hesitation gave Alicia sufficient time to cast a Persuasion spell. As per the Revised Character Burner (p 181), [indent]a sorcerer may offer a 'suggestion' to his target. It must be a minor request or suggestion and seemingly normal or mundane; the sorcerer may not [I]command[/I] his target to do anything. If the spell is successfully cast, then the victim must do as the sorcerer suggests. He must attempt to complete the request in the time allotted by the duration. After that time, the suggestion will lose importance, and the victim will move on.[/indent] The duration is "sustained" - analogous to "concentration" in D&D. So when Alicia collapsed from overtaxing herself by casting, the spell ended. So Aedhros was magically persuaded only for a moment. But I (playing Aedhros) decided that the moment for murder had passed: [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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