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Mechanical discussion

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Ser Raynald Dulver
Luecian LongBow
Septon Arlyn
Ser Walton Dulver
Derrock Swann
Riackard
Ser Fendrel Bartheld
Dyana Marsten
Kevan Lyras
Athelstan
Lady Corrine Marsten
Leifnarr Longshore
Garret Snow
Yoren longshore
Daveth Coldbrook
Benedict Marsten
Ser Jorah Holt
Loreia
Gwyneth Drakeson
Nathaniel Mason
Jon Cobb
Dunstan Tullison
Baelon Drakeson
Theomore Tullison
Test
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Post by Ereth Redwain Wed Feb 24, 2016 7:29 pm

Good to be a lord then, don't worry about haggling with one for it lol
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Post by Theomore Tullison Wed Feb 24, 2016 8:40 pm

Davain Bartheld wrote:20 isn't too stingy in my opinion. Superior plate is the most expensive armor in the game. Only the richest knights and houses would have access to this. With an armor smith it would take 10,000 silver or 47.62 gold and 15,000 silver or 72 gold without it. These sums put the ability to obtain this armor in the realm of possibility, it just means your house has to do really well converting it's non liquid assets into cash.

Actually, it's more like only the most influential houses would have access to this as it's keyed to stewardship rather than wealth.

I would opt for a mechanic that looks like this:

Stewardship TN X,

Sacrifice one wealth, gain coins equal to Wealth*(Y+Z*DoS). Critical Failure, you get half of the 0 DoS result.

For example: set X to 9, Y to 1 and Z to 0.1.

Which means that if you sacrifice 1 wealth, you get GD equal to Wealth+10% per DoS on the stewardship test. The wealthiest player houses (to my knowledge) could thus make upwards towards 80 GD with good stewardship.

It's really all about setting the general range of upper and lower limits (and averages) in terms of GD you'd like to come out of it, and tie it to some level of wealth, and you can make the math serve you.
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Post by Kevan Lyras Tue Mar 01, 2016 8:27 pm

I think I remember that we had the discussion a one point, but I cannot find it: Are strength bonus dice applicable for knockdown tests? I thought so, but Ser Adrian did not use them (not that it mattered, he knocked me down anyway)

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Post by Reader Tue Mar 01, 2016 8:30 pm

Kevan Lyras wrote:I think I remember that we had the discussion a one point, but I cannot find it: Are strength bonus dice applicable for knockdown tests? I thought so, but Ser Adrian did not use them (not that it mattered, he knocked me down anyway)

I don't think it is, at least not according to my rulebook?

Ser Adrian doesn't need bonus dice to knock upstarts like you in to the dust and smash you for multiple DoS. Evil or Very Mad
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Post by Kevan Lyras Tue Mar 01, 2016 8:36 pm

I thought the discussion revolved around the description: "
Using brute strength, you send your opponent crashing to the ground...."
, but in that case I remembered wrong.

Eh, it is only 2 DoS with the spent fatigue point, which is...zero damage after AR :;
):

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Post by Loreia Tue Mar 01, 2016 8:38 pm

A ruling was never decided. I also remember the discussion going much the same way as it has been.

It just says "
roll an Athletics test against your foe's passive Agility result."
No Strength, and no specialty added to said passive Agility.
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Post by Reader Tue Mar 01, 2016 8:41 pm

Loreia wrote:A ruling was never decided. I also remember the discussion going much the same way as it has been.

It just says "
roll an Athletics test against your foe's passive Agility result."
No Strength, and no specialty added to said passive Agility.

Thanks Ser. :;
):

Go with the basic rules and no extra dice then. No need to add more house rules and knockdown is strong already.
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Post by Kevan Lyras Tue Mar 01, 2016 8:44 pm

Thanks Shieldmaiden, at least I did not just imagine the discussion and it actually happened :;
):
True, knockdown is quite strong as it is..

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Post by Reader Tue Mar 01, 2016 8:48 pm

Kevan Lyras wrote:Thanks Shieldmaiden, at least I did not just imagine the discussion and it actually happened :;
):
True, knockdown is quite strong as it is..

I've had enough of rule discussions and playing fun police for the night.

In the words of the Lonely Island/Michael Bolton: "
Now back to the good part!"


viewtopic.php?f=213&
t=2643&
start=10
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Post by Theomore Tullison Tue Mar 01, 2016 10:12 pm

Okay, so this may be a discussion on a fundamental level that taking it over to GR forums may be for the best.

Question is about dice limitations.

What I would assume to be the general rule, since it comes with all the rules for dice rolling, and is where the index directs you if you look up bonus dice:

Page 31: "
The number of bonus dice
can never exceed the number of test dice rolled."


An interesting little bit being this one, for consider, it seems odd to specify this if you could not exceed your rank to begin with.

Page 149: "
Bonus dice gained in this way cannot exceed your rank in the ability you’re testing."


Then there's the contradiction in the warfare chapter. I would argue that this one must be the error.

Page 182: "
As usual, their ability
ranks restrict the number of bonus dice they may roll."


Going to narrator chapter about expanded specialties, there's a line that fits with what we find in chapter 2:
Page 203: "
Bonus dice cannot exceed the number of test dice rolled;
thus, the ability automatically limits
the number of bonus dice rolled."


There's a few references to the restrictions on bonus dices here and there, but without saying anything about what those restrictions are. Mostly about bonus dices from such and such (glory and DP most notably) can exceed them.

Unrelated, I came across this official answer to a question that's been asked in here before:
Q) Why would I ever invest in Knowledge or Healing for a unit?
A) Certainly, some abilities are more useful than others on the battlefield. The Narrator might allow a unit to make a Healing test to repair an injured unit. The Narrator may give tactical Bonus Dice to units with ranks in Knowledge in situations that apply or require Knowledge tests to bring down a wall or something similar.
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Post by Reader Tue Mar 01, 2016 10:23 pm

Theomore Tullison wrote:Okay, so this may be a discussion on a fundamental level that taking it over to GR forums may be for the best.

Without making a final decision one way or the other yet, and as normal being open to debate, it's important to remind people that there's a certain element of "
My house, my rules"
.

I'm hardly a tyrant on rules, but it's important that my Supreme Executive Power isn't undermined. :;
):
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Post by Gwyneth Drakeson Tue Mar 01, 2016 11:54 pm

*lobs a scimitar at you*

There. Done and dusted. No one can argue with that.
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Post by Baelon Drakeson Wed Mar 02, 2016 12:53 am

Gwyneth Drakeson wrote:*lobs a scimitar at you*

There. Done and dusted. No one can argue with that.

Oh, but you can't expect to wield supreme executive power just because some watery tart threw a sword at you.
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Post by Gwyneth Drakeson Wed Mar 02, 2016 12:56 am

SHUT UP, WILL YOU?! SHUT UP!
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Post by Loreia Wed Mar 02, 2016 2:41 am

Ah, now we're seeing the violence inherent in the system. Had to come from me, that one. Razz

It's important to note that the quote from page 149 refers to bonus dice gained from the Consider action in intrigue, and that you can apply that one-time-only(per Consider action) to any test in the next exchange(turn), which makes it useful in the event that you don't have as much bonus die as you could for a given ability required for an action you may want to take.

I don't find this to be contradictory to any of the statements taken from the rules as previously mentioned. I see it as a trade-off: you have less than the limited number of bonus dice set by your rank in the ability for an action you wish to take. To get a better result by obtaining more bonus dice, you can take the action Consider instead, but it will leave you open to your opponent's next action. You gotta decide if you're prepared to take punishment in the event they're going to try and land a hit with Influence(which, as we've seen, is the predictable action).
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Post by Septon Arlyn Wed Mar 02, 2016 2:54 am

Yeah, I almost wish that intrigue was set up a little bit more like combat. Where influence and read Target were greater actions and things like fast talk, manipulate and consider, and withdrawal were lesser. As it is, it's pretty much read Target, or influence, I've only seen a few other actions, generally assist and mollify, and in one shining example of Loreia using withdraw with Dustin.

-------

https://dragonsdance.rpg-board.net/viewtopic.forum?t=3093
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