| seekerofshadowlight |
You are in a chase, rules found on Page 113 of the Swade core book. Basically each card is a range of 5. I put you at a range of 25 to start( 4 cards). During a chase you can take normal actions also the things below
1: You get one free action ride check to "change position" move one card
2: Once per round you can use an action to make a 2nd ride check at a +2
3: You can "Drop back" 1 or 2 cards and if you do this you don't need a maneuver check but can't change position that round either.
4: you can "Evade" (Action or Free Action) making it harder to hit you, -2 as a free action or -4 as an action
5: Flee, at a -4 you can use an action to try and get away if you are 4 cards away, -2 if 5 cards and a straight check at 6 or more cards
6: You can Force someone on your card to make opposed rolls or be "Bumped" and maybe hit something or have an accident
7: You can use a hold action to remove the shaky platform penalty
8: You can try and ram, odd with a horse but eh okay.
| Flying Eagle |
"...each card is a range of 5. I put you at a range of 25 to start( 4 cards)..."
4 cards x 5"/card = 20". Are we at 4 cards or 5 cards?
Regarding Actions 4-6, and 8 : what Attribute are we rolling for these?
Since it's dark, I'm assuming a -4 Shooting penalty. So it makes best sense for us to try to ride faster than them, and not waste any time shooting.
So : always do a Free Ride check and 2nd Ride check at +2, and move away whenever you Succeed. And always do a -2 Free Action Evade to help avoid getting hit.
Once you're 6 cards away, start trying to Flee.
| seekerofshadowlight |
I edited a few time and 25 was a mistake. If you look at the map they are on the 10 of spades. They are on the 8 of spades. So its three cards between you but I count the one they are on so its 4 cards.
4,5 and 6 are all riding checks.
| seekerofshadowlight |
To make it clear, you get one Ride check as a free action, it's normal movement. On a success you love 1 card, on a raise you move 2 cards
Action 2, you get a +2 to your roll, not to the difficulty.
I will say if you use evade as a free action, this replace the ride as a free action
| seekerofshadowlight |
@ flying Eagle : I honestly thought you rerolled your ride check as you had it marked as "Re-ride". I'll fix that.
Okay guys to make this clear. Every round you get a riding check to move. This does NOT use any of your 3 actions. This can be combined with a 2nd riding roll, which uses an action (Option 1)
To make it clear.
A: You get one free action ride check to "change position" move one card ( this takes no action}
Then you get your normal 3 actions per round. You can do normal things, such as shooting at folks. You also these options below
Option 1: (Action) Once per round you can use an action to make a 2nd ride check at a +2
Option 2: (Action)You can "Drop back" 1 or 2 cards and if you do this you don't need a maneuver check but can't change position that round either.
Option 3: you can "Evade" (Action or Free Action) making it harder to hit you, -2 as a free action or -4 as an action
Option 4: (Action) Flee, at a -4 you can use an action to try and get away if you are 4 cards away, -2 if 5 cards and a straight check at 6 or more cards
Option 5: (Action)You can Force someone on your card to make opposed rolls or be "Bumped" and maybe hit something or have an accident
Option 6: (free Action)You can use a hold action to remove the shaky platform penalty, but attacks against you are at a +2
Option 7: (Action) You can try and ram, odd with a horse but eh okay.
| Flying Eagle |
Keeper - according to a comment above, I believe we started on the 8 of Spades. I got 2 Successes in the first round, and 2 in the second, so I should be off the screen (2 cards beyond the 8 of Hearts). FWIW, I haven't double-checked anyone else's results, but you might want to.
I was a bit confused by 2 squares under each card, and wondering if we were moving 1 *square* instead of 1 *card* per Success, but according to your posting of the bad guys, it is 1 card per Success.
Also, no one other than me in our group made 2 movement rolls on their round 1 and round 2 turns. I think this is due to general player confusion about the rules, so maybe you could just make up those rolls for them?
| seekerofshadowlight |
At the start of round three you are on the Ace of Dimond, Which is indeed 4 past the 8 of Spades. The two squares per card is just spacing as I just laid this over the other map. They don't matter, they are just space for the tokens. I will Likely space 3 each if this comes up again to be less cluttered.
I do agree there is some confusion, the rules don't get used much and I made an error on one part myself.
| Rufus Cooperson |
So kind of an odd question, and more for clarification on my part.
Say I roll the d8 and get an 8, or a d12 and get 12.
Know I know that it is an exploding dice, but are they also raises due to the target being 4 with every 4 others being a raise ?
Just asking for my own knowledge and information, as this has not happened yet.
| seekerofshadowlight |
Normally extra raises do not matter rules wise, if you get 6 raises on an attack, its still just 1 extra d6. However, it dos say every raise should give you something, But that is up to the GM.
I tend to add extra stuff when you roll a few on non attack rolls
| seekerofshadowlight |
Sorry, I am lagging again. Getting my ass handed to me IRL currently. Its almost 4:30 Am and I just now got home, sigh.
I do not have no hard and fast rules for what the extra raises do outside of combat. But the extra AP is not a bad idea.
| Flying Eagle |
Ummm...I'm not exactly sure what to do here. I will note that the Captain only made one Spirit roll against two Persuasions, but other than that...what are our options? Start fighting against a troop of well-armed soldiers? I'm going to try one more thing in-game...
| Winona Concord |
Well, we can shoot our way out, or we can go with the captain and wait for him to maybe figure out that the team had nothing to do with it, at which point we've lost our job trail-riding with the herd and pretty much derailed (failed) the adventure.
| Flying Eagle |
I have found from personal experience that players generally don't like not being in control of their actions, so putting us in a cell might have rubbed some people the wrong way. I once merely put the entire party in handcuffs, and half the players immediately quit.
| seekerofshadowlight |
Sorry guys, I was in a car accident. I totaled my car and reinjured some old injuries. Between that, and dealing with insurance, trying to find a new car and some other issues It just slipped my mind to update this and pretty much everything else I had going on.