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<blockquote data-quote="doctorbadwolf" data-source="post: 9111051" data-attributes="member: 6704184"><p>Ran a test with the proposed system last night. It went pretty well. Biggest hurdle was that I didn't print out a primer on all the combat rules. </p><p></p><p>Another hurdle was a completely separate rule that I need to get more detailed feedback from my playtesters on, but I'm curious what folks here think, as well. The rule relates to the beginning of a conflict scene, and is part of how the game incentivizes thinking about conflict as something to prepare for and try to find ways to stack the deck in your favor.</p><p></p><p><strong>Preparation Checks. </strong>Every PC that is heading into the conflict scene, assuming they aren't being ambushed, has a chance to make a single skill check to prepare for the conflict ahead. THis can be research, making something within reason, scouting a place or area, or anything else that fits the fiction and might be helpful. If it succeeds, it adds 1 die to the initiative pool, and grants a benefit based on the skill used and the action taken. </p><p></p><p>So, last night Teddy the Bridger painted sigils of protection on everyone's face using using Alchemy (Sigils), and got a Mixed Success. So, because in the current rules a Mixed Success gets 1 die of effect, she gave every 1d physical armor, meaning when attacked physically, after making their defense check, they could reduce the result of the hazard roll by 1d6. (I'm probably changing this to Mitigated Failure being 1d (when applicable), Mixed Success is 2, and Total Success is 3. This would apply to basically all effects. </p><p></p><p>George the Benedante attempted to contact some spirits using Animism (Trance) to get a clear idea of the layout of the area and where the enemy was, and got a Mitigated Failure, and chose to set up an ally while getting none of what he was trying to get, and we agreed that a fairly small spirit chose to cling to an ally of Gearge's choice, giving that ally 1d forward and once in the conflict scene that ally could mitigate a magical attack by letting the spirit help, after which it would go away. This did not add a die to the initiative pool.</p><p></p><p>Elodie the Warlock tried to do some research with Investigate (Research) and rolled a mixed Success, and chose to just get part of what she was trying for rather than Push the check by spending an Attribute Point or taking a Complication. So she added 1d to the initiative pool, and learned just enough about the area to negate the home field advantage the enemy would otherwise have had. Add 1d to initiative pool, for 2 so far.</p><p></p><p>Finally, Garrett the Alchemist used Evocation (Invocation) to call minor spirits of wind into a collection of stones, causing them to have greater range, deal extra damage on any Success, and release the spirit on impact, causing an area of violent winds to form. He rolled a Total Success, adding 2d to the initiative pool for a total of 4d, and getting to make 6 wind stones. </p><p></p><p>So, the team has an initiative die pool of 4d6, meaning they roll 1d12 + 4d6, and compare it to the eother side's check. The enemies had a slightly higher pool due to there being more of them and the void wolves having a special trait to add 1d ( to the initiative pool. Unfortunately the enemy won the initiative and got to the set the turn order in each phase of the first round. </p><p></p><p>What I'm not sure about is...the prep roll takes a decent chunk of time, and I don't know if they're worth it. I think they're fun, and add more dimensions to any given conflict, but it does mean that there is basically a round of conflict before the first actual round begins. </p><p></p><p>IDK, thoughts?</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9111051, member: 6704184"] Ran a test with the proposed system last night. It went pretty well. Biggest hurdle was that I didn't print out a primer on all the combat rules. Another hurdle was a completely separate rule that I need to get more detailed feedback from my playtesters on, but I'm curious what folks here think, as well. The rule relates to the beginning of a conflict scene, and is part of how the game incentivizes thinking about conflict as something to prepare for and try to find ways to stack the deck in your favor. [B]Preparation Checks. [/B]Every PC that is heading into the conflict scene, assuming they aren't being ambushed, has a chance to make a single skill check to prepare for the conflict ahead. THis can be research, making something within reason, scouting a place or area, or anything else that fits the fiction and might be helpful. If it succeeds, it adds 1 die to the initiative pool, and grants a benefit based on the skill used and the action taken. So, last night Teddy the Bridger painted sigils of protection on everyone's face using using Alchemy (Sigils), and got a Mixed Success. So, because in the current rules a Mixed Success gets 1 die of effect, she gave every 1d physical armor, meaning when attacked physically, after making their defense check, they could reduce the result of the hazard roll by 1d6. (I'm probably changing this to Mitigated Failure being 1d (when applicable), Mixed Success is 2, and Total Success is 3. This would apply to basically all effects. George the Benedante attempted to contact some spirits using Animism (Trance) to get a clear idea of the layout of the area and where the enemy was, and got a Mitigated Failure, and chose to set up an ally while getting none of what he was trying to get, and we agreed that a fairly small spirit chose to cling to an ally of Gearge's choice, giving that ally 1d forward and once in the conflict scene that ally could mitigate a magical attack by letting the spirit help, after which it would go away. This did not add a die to the initiative pool. Elodie the Warlock tried to do some research with Investigate (Research) and rolled a mixed Success, and chose to just get part of what she was trying for rather than Push the check by spending an Attribute Point or taking a Complication. So she added 1d to the initiative pool, and learned just enough about the area to negate the home field advantage the enemy would otherwise have had. Add 1d to initiative pool, for 2 so far. Finally, Garrett the Alchemist used Evocation (Invocation) to call minor spirits of wind into a collection of stones, causing them to have greater range, deal extra damage on any Success, and release the spirit on impact, causing an area of violent winds to form. He rolled a Total Success, adding 2d to the initiative pool for a total of 4d, and getting to make 6 wind stones. So, the team has an initiative die pool of 4d6, meaning they roll 1d12 + 4d6, and compare it to the eother side's check. The enemies had a slightly higher pool due to there being more of them and the void wolves having a special trait to add 1d ( to the initiative pool. Unfortunately the enemy won the initiative and got to the set the turn order in each phase of the first round. What I'm not sure about is...the prep roll takes a decent chunk of time, and I don't know if they're worth it. I think they're fun, and add more dimensions to any given conflict, but it does mean that there is basically a round of conflict before the first actual round begins. IDK, thoughts? [/QUOTE]
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