stormraven |
Welcome to Roadkill...
...where you can expect to become the title if you aren’t careful.
Background:
The opening post of the IC thread may have caused a little confusion, so here is a tidbit of explanation. Each episodic adventure is its own independent story or fable. To facilitate that, we needed story-tellers; enter the Chroniclers. The Chroniclers act as both GMs (inside each adventure) as well as ‘players’ in that they exist in a distant future based on those adventures. They are the memory keepers who record and transmit the stories of those tumultuous days to the later generations of animals. The Chroniclers have a more holistic, encompassing, understanding (but not necessarily compassionate), and unbiased knowledge of the events of those distant days and of the fate of humanity. As evidence of this, you will note that Chroniclers refer to their predecessors as ‘Humans’ not by the racially charged term ‘Two Legs’ which was common for the animals of those bygone days.
Also consider that the Chroniclers themselves may be separated in time from each other and each has his or her own personality and quirks. Chroniclers are as individual as the characters from the stories they faithfully relate to their audiences.
Our Cast of Characters:
Heist
Prophet
Turk
Flik
Poe
The System:
Mini Six (M6)
OK, folks, the bar is open! Game ON!
Turk |
Chronicler - Bertram the Elder |
Ben, a couple of things which maybe you and Jimmy read differently... so I want to get a consensus on this stuff:
As I read the rules:
- Flik can move up to 1/2 his normal move base for free - so no 1D penalty and no need for a Run roll.
- I don't think you need the run roll unless you intend to go further than your base run speed. If you intend to have Flik burn a path out of the pet store, OK, just let me know. My assumption is Flik is trying to get a little space so that the Aardwolf can't just turn around and snap at him. So I figure you are probably running somewhere below your full move base so you can attack him again.
Just as an FYI - the Aardwolf is BIG - considered a size up (scaling rules) for you guys... so consequently, you'll get a +1D on your ATT and +3 on your Dodge against him. Depending on how you want to play it... I'll adjust how your dice are spent to reflect what the attack would look like using your existing rolls. I just need to know how far you intend to move, etc. and then I can figure out the math from there.
If you think I've got the rules wrong, lemme know and we can hash it out in email or here if you want this to be an all hands discussion.
Turk |
Ben, a couple of things which maybe you and Jimmy read differently...
I can't speak for Flik, but I'm pretty sure there are a lot of things I don't understand about the Mini Six system - feel free to correct anything I misuse. Hopefully, I'll fill in any gaps in my understanding as we go.
Chronicler - Bertram the Elder |
OK, as I read the rules, in a game with NON-static defenses the -D for Wounded, Incapacitated, and the like would apply to the rolls for dodge, soak, etc. - essentially lowering all those defenses. The question is... do we want to apply that idea here? In other words, when an animal suffers a -1D (3 points in a static defense game), they would lose 3 points to Dodge, Soak, etc. This would make it easier to hit and damage a wounded target. The price is that the game becomes far more deadly for our animals as well.
To give an example - with static defenses unmodified, Prophet hit but didn't hurt the aardwolf. If we choose to lower the defenses, the aardwolf will take damage from the kick which puts it unconscious and mortally wounded. I am happy to retcon that action, if that is the decision.
Realistically, I think knocking down defenses makes sense... but it will make the game far more deadly. So, how do you guys want to play it?
Turk |
To give an example - with static defenses unmodified, Prophet hit but didn't hurt the aardwolf. If we choose to lower the defenses, the aardwolf will take damage from the kick which puts it unconscious and mortally wounded. I am happy to retcon that action, if that is the decision.
I'm good either way. I personally like the idea that defenses go down as you sustain more damage. It helps eat through that 18 soak he's got. (I realize the same applies to us, BTW)
Flik |
The only rules precedent I can see is that you dont' take a penalty to yoru static defenses when you take multiple actions. So we can possibly see that they intended static defenses to be divorced from general penalties. If that's the case, then you wouldn't take penalties when injured.
I don't know that I have a strong preference either way, though.
Turk |
Good question, Turk... and I like your face-eating notion. :) There are no mention of AoOs in the M6 rules that I can find. The question becomes 'do we want to implement one?' Feel free to discuss it in the OOC thread.
What say ye, fellow creatures of the wild? This guy is trying to run away, and there's no way we can catch him - should we get attacks of opportunity?
Poe. |
I'm torn on this one. On one hand I don't want to start adding rules on a relatively simple system. On the other, watching Turk eat its face would be cool... and it seems realistic that you'd get a swipe at its rear as it runs away. I definitely think we should avoid using all the AoO rules. I'd like for us to be able to use normal moves through a 'threatened square' without having to worry about AoOs... that way we can run around and go crazy with little worry that any move could get us killed.
Turk |
I'd like for us to be able to use normal moves through a 'threatened square' without having to worry about AoOs... that way we can run around and go crazy with little worry that any move could get us killed.
I think if you engage in a fight, it's usually not that easy to just disengage and run full out without some risk - I wouldn't have expected my character to be able to do that. It makes confrontations seem less dangerous, if you can just back out when things look bad.
Anyway, I appear to be on the minority on this; just thought I'd add my two cents.