The best day of all!
Watched (live-action TV): Leverage: Redemption 1.1: Nate’s dead, but they got a new white guy with connections, who seems okay, and a an alternate-timeline Sackler to ruin: so far, so good. Sophie and Eliot look about the same, Parker and Hardison are noticeably older. Parker is still the best.
Read (manga): How Do We Relationship? vol 1 (Tamifull): Two college girls start dating and then have to work out all the problems of the relationship, like being stuck in the closet door, libido mismatch, being in the same band, past romantic trauma, boys who think they’re lovely, etc, etc. Also they have to go to classes and stuff, which really cuts into their having-feelings time.
Written (game design): 331:
(cont from yesterday)
The second scenario has fewer variations, but is (to me and my tiny
brain) more difficult to begin with: A is moving across the battlefield
to shank somebody, and C is stopping them by shooting them (or
throwing a grenade at them or casting a spell on them or whatever
method that doesn’t involve being physically there). Does this work
at all? I can think of three ways to do it: knocking A down/sending
them flying, forcing them to take cover, or wounding them so they
can’t keep running (including by killing them).
Door #2 is simple to apply: A makes a morale check (however that works).
It can even be added to the others, which opens up the possibility of
everybody who got wounded during a round making a morale check. That’s a
different ramble, though.
Earlier, we said getting knocked down wasn’t a big deal because a
round isn’t a second-by-second accounting of every motion. You get
knocked down, you get up again, you keep running if you still want
to. Maybe if you get knocked down enough it can take until next
round to get up and do anything. Now we need to quantify getting
knocked around and Strength and Size and everything, but honestly
we kind of needed to do that anyway, since fantasy is full of people
getting clobbered by ogre clubs and run over by wagons and crushed
beneath falling portcullises and what-not.
That leaves C wounding A enough to stop them, at least temporarily.
I’m good with taking a wound being enough to interrupt whatever you
were doing, but we don’t know whether A is actually wounded until
we apply all Attack dice at the end of the round. Even if we separate
out the dice from getting shot halfway through the turn (not
impossible, although it’s yet another thing to remember until the
resolution phase), do we then have to discard the others (and any
dice A might have attacked someone with at the end of their move)
and move A back to wherever C was able to shoot them? And how likely
do we want to make it for one attack to be enough to wound someone?
Will ranged attacks be OP then?