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<blockquote data-quote="pemerton" data-source="post: 7373493" data-attributes="member: 42582"><p>I don't really know what you mean by this. I know that there are games where players can spend resources to mitigate conseequences - eg 4e has a version of these in some combat-relevant interrupts; and at our table we allow action point-fuelled retries or interrupt-speed augments in skill challenge resolution. But I didn't refer to any such system above.</p><p></p><p>Blind declarations in Fight! are not "after the fact resource expenditures to reduce consequnces". Nor are any of the action declarations I described in relation to Cortex+.</p><p></p><p>The HeroWars and HeroQuest revised systems I described are not "after the fact" mitigations - they are bidding (ie blind declarations).</p><p></p><p>"Giving" in Dogs in the Vineyard is not blind - and it eliminates fallout but doesn't stop the fictional consequences at all - it's a trade off of yielding the fiction to preserve the character.</p><p></p><p>So as I said, I don't really know what you're talking about here.</p><p></p><p>Melee in BW is not a bad choice. Nor a good choice. It's a choice.</p><p></p><p>It's not true that "even a simple combat in BW has a reasonable chance of leaving you dead". Most PCs will have a Mortal Wound around 9 to 11. This will require a Superb hit, or a Mark with a decent weapon. A Superb hit requires 5 successes. A Mark requires 3 successes, and it's not like you won't notice the opponent is wielding a dangerous weapon.</p><p></p><p>The system is no more brutal than (say) RQ, RM or low level D&D. In fact it's lest brutal than RQ, RM or 1st level classic D&D.</p><p></p><p>My BW PC has the following four Beliefs and three Instincts:</p><p></p><p style="margin-left: 20px">The Lord of Battle will lead me to glory.</p> <p style="margin-left: 20px"> </p> <p style="margin-left: 20px">I am a Knight of the Iron Tower: by devotion and example I will lead the righteous to glorious victory.</p> <p style="margin-left: 20px"> </p> <p style="margin-left: 20px">Harm and infamy will befall Auxol no more!</p> <p style="margin-left: 20px"> </p> <p style="margin-left: 20px">Aramina will need my protection.</p> <p style="margin-left: 20px"> </p> <p style="margin-left: 20px">When entering battle, always speak a prayer to the Lord of Battle.</p> <p style="margin-left: 20px"> </p> <p style="margin-left: 20px">If an innocent is threatened, interpose myself.</p> <p style="margin-left: 20px"> </p> <p style="margin-left: 20px">When camping, always ensure that the campfire is burning.</p><p></p><p>So it's not a bad choice for me to fight to protect Aramina, to purue glory, or to interpose myself - even violently - to protect innocents.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7373493, member: 42582"] I don't really know what you mean by this. I know that there are games where players can spend resources to mitigate conseequences - eg 4e has a version of these in some combat-relevant interrupts; and at our table we allow action point-fuelled retries or interrupt-speed augments in skill challenge resolution. But I didn't refer to any such system above. Blind declarations in Fight! are not "after the fact resource expenditures to reduce consequnces". Nor are any of the action declarations I described in relation to Cortex+. The HeroWars and HeroQuest revised systems I described are not "after the fact" mitigations - they are bidding (ie blind declarations). "Giving" in Dogs in the Vineyard is not blind - and it eliminates fallout but doesn't stop the fictional consequences at all - it's a trade off of yielding the fiction to preserve the character. So as I said, I don't really know what you're talking about here. Melee in BW is not a bad choice. Nor a good choice. It's a choice. It's not true that "even a simple combat in BW has a reasonable chance of leaving you dead". Most PCs will have a Mortal Wound around 9 to 11. This will require a Superb hit, or a Mark with a decent weapon. A Superb hit requires 5 successes. A Mark requires 3 successes, and it's not like you won't notice the opponent is wielding a dangerous weapon. The system is no more brutal than (say) RQ, RM or low level D&D. In fact it's lest brutal than RQ, RM or 1st level classic D&D. My BW PC has the following four Beliefs and three Instincts: [indent]The Lord of Battle will lead me to glory. I am a Knight of the Iron Tower: by devotion and example I will lead the righteous to glorious victory. Harm and infamy will befall Auxol no more! Aramina will need my protection. When entering battle, always speak a prayer to the Lord of Battle. If an innocent is threatened, interpose myself. When camping, always ensure that the campfire is burning.[/indent] So it's not a bad choice for me to fight to protect Aramina, to purue glory, or to interpose myself - even violently - to protect innocents. [/QUOTE]
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