Date: Thu, 19 Aug 1999 09:12:25 -0400 From: Geoff Wedig Subject: Re: [7th Sea RPG GM] Clash of Swords/ Parry Dice VALAMIR@aol.com wrote: > > In a message dated 8/18/99 8:50:24 PM Eastern Daylight Time, > wedig@darwin.EPBI.CWRU.Edu writes: > > > Well, true, but many of the swordsman schools are trained in two hand > > fighting, so we do need a fix. right now, we're using the off hand dice > > suggested awhile back, and it does make things work well. > > Is that the off hand write up I worked up? Are you actually using it in a > real campaign situation...give me the details on how its worked for you. We are using it, in a real situation, and will probably continue to do so. It doesn't seem unbalancing, as those with Sw. Schools seem a little underpowered initially. Mind you, we've only had one session, and our main fighter fights Aldana, so I don't know that it's been a good test so far. Oh, and I finally figured out why I don't like Parry Dice. It doesn't really map to an in character decision process. Something like positioning would though, so here's a look at what I'm thinking about, though I warn you it's a little incoherent at the moment, since I only came up with this last night. Each character has a Position Modifier with their current opponent. Position modifiers go from -1 through 2, where the number is a number of addition unkept dice for Active Defense (AD). A character may attempt to raise their position by making a roll (not sure what, maybe Defense Knack, though I'd like to get the rank in swordsman school in there somewhere) They may also attempt to lower their opponent's Position by hitting them, pushing them, etc. A player may sacrifice their own position for certain moves. For example, they may get an extra unkept die for Active Defense for losing one point of position. There may be times when they can do this for attacking as well. Swordsman schools may have position modifying Knacks (such as a clinch for Abrogia) or something. The GM can always rule when Position can be changed. A Character stuck in a corner cannot raise his Position, for example. There may be an Offensive Positioning Modifier as well, indicating a better position for attacking for the character. Ok, so I don't have much in the way of mechanics yet, but you can see where this is going. This maps directly to in character decision processes, which I think is all to the good. Thoughts? Geoff -- Contents Copyright (C) 1997,98,99 by ALDERAC ENTERTAINMENT GROUP, INC.