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Post by vladtaltos on Dec 26, 2011 13:03:48 GMT -5
Hello Everyone,
I recently downloaded the Legends rules and some of the free solos, and gave playing the game a whirl. I love the short rules and simple system. Nonetheless, a few questions have creeped into my mind in my quest to play the game correctly. I’m a longtime gamer and I’ll admit various rules sets swimming around my brain have me confused over matters that probably aren’t all that complex. So, some of these questions will be easy to answer, I hope. BTW, I have no experience with TFT.
1) Does armor effect your DX rating when it comes to attacking and skill checks, or does it just effect movement?
2) Can daggers be used for “normal” combat in the manner of a sword, or can daggers only be used to throw and to use to grapple?
3) If you use a bow or a crossbow how many arrows or bolts do you start with?
4) Fighting unarmed, I see an F in the damage column. Does it cost a point of Fatigue each round someone fights unarmed? The “+1 if attacker is stronger.” Does that mean it costs an extra point of Fatigue to fight someone stronger than you if you’re unarmed?
A couple of questions about turn order. It’s probably best here to use examples.
5) Bob wins initiative and swings at Sam with his weapon. Sam survives the attack and decides to counterattack. After Sam’s counterattack is resolved, is it now Sam’s turn to attack Bob, or does the choice go back to Bob?
6) Zone of Control. Sam rushes to help Jill in a fight several hexes away, but he becomes adjacent to Bob. Bob counterattacks Sam. After this is resolved, does Sam continue on his way to help Jill? Or is he now fighting Bob? Can Bob even counterattack here if he’s involved in a fight with someone else?
Now, some questions about grappling.
7) Bob enters Sam’s space to start a grapple. They both do a ST check. Whoever wins inflicts damage. Sam decides to Defend a Takedown. Does this mean Bob must win a ST and DX check to inflict damage? Or is Defending a Takedown done AFTER the damage is inflicted in the original grapple attempt? Is grappling assumed to be on the ground, or is this also done standing, like Greco-Roman wrestling?
I guess of all the rules, grappling is the most confusing for me. I can see where someone might want to employ it if their ST is better than their DX, but otherwise...I don’t know.
8) Last, about grappling. What’s the reason for wanting to drag an opponent into an unoccupied space?
I’ll wrap up with some general questions.
9) Opposed checks. The rules state: “The attacker decides his number of dice first.” Does this mean the attacker can decide any number of die/dice for both sides? 1 die? 5 dice? 10) Is the silver shilling the default currency in the game? is gold ever used?
11) Is the default number of adventurers for a solo 4? Are there any solos where it’s just 1 adventurer?
I guess that’s it for now. I know this is a lot. Thanks for any assistance you can provide.
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Post by vladtaltos on Dec 27, 2011 15:02:07 GMT -5
Anyone can reply.
Really, I don't mind. ;D
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Post by Lord Inar on Dec 27, 2011 16:37:46 GMT -5
Hi Vlad,
The Rules Guru is getting over some computer issues so he may be a bit slower to respond than usual. I can try to answer a few. Note that my answers are not official, just my best guess.
1) Armor definitely affects DX for attacking. It adjusts your DX, so any roll requiring DX will also be adjusted, unless it says otherwise.
2) Yes, you can use daggers as a normal weapon
3) Not sure. An adventure setting may specify how much bolts/arrows cost, in which case they are purchased separately. If no such breakdown is listed then it probably does come with some. Also it's important to consider if keeping track of ammo is even important. The base rules don't say anything about it, so it could be assumed that you always have enough ammo.
4) No, it doesn't cost fatigue, it does fatigue damage instead of regular damage. The +1 is simply added to the damage if you're bigger (there's no penalty is you're smaller).
5) When Sam counterattacks, his turn is done (or his next turn if he has already acted this turn). Counterattacking is a way to immediately respond to an attack by acting "out of order." It doesn't give you an extra action.
6) Bob can Counterattack/Takedown Sam. If he does, Bob's turn (or his next) is done. I believe that if Bob Counterattacks Sam, Sam can Dodge, Counterattack or just keep going (and potentially attack another target). If Bob attempts a Takedown, Sam can Counterattack (with the extra d6 damage) or try to defend against the Takedown, but I'm not sure he would keep moving if he successfully fended off the Takedown.
7) I think it works like this: First round a) Bob enters Sam’s space to start a grapple (Takedown). That's Bob's action. b) Sam can try to Defend against the Takedown or Counterattack. Assume he failed the Defend. Second Round
a) They both do a ST check. b) Whoever wins can choose to inflict damage, drag or escape. c) This consume both of their actions. [Edit: I think each character takes their turn. It's just that if you try to attack during a grapple and so does your opponent, then you run the risk of getting damaged twice if you fail your ST roll both times.] Let's try it again: a) On a grappled characters turn, the character attempts a given action and makes an opposed ST roll b) if successful, the action is performed c) if the action fails and it was an attempt to damage the opponent, the initiating character takes damage instead.
But don't quote me on this one!
As to one of you other points, defending a Takedown can only be done to resist the initial Takedown attempt
8) If you're just fighting, it's probably better to deal damage or escape, but there may be other reasons (pull them away from a teleportation portal, perhaps) that make dragging useful.
9) I believe that's correct, although there may be a minimum of 3 dice. Choosing a low number of dice makes it more likely to succeed in general (and is a good choice if the opposing person has a higher attribute than you) while using more dice makes it more likely to fail outright, but is a good choice if your attribute is higher than your opponent's.
10) I think that's adventure-specific, since costs are not part of the base rules.
11) I think its always 4 (but again, I could be wrong)
- Marc
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Post by vladtaltos on Dec 27, 2011 22:40:33 GMT -5
Thanks for the responses, Marc. That cleared up some confusion.
Have an Exalt!
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Post by mister frau blucher on Dec 28, 2011 11:07:40 GMT -5
Hey, vladtaltos, welcome to the boards!
Marc graciously answered most of the queries, but just to clear up a few things:
1 - armor affects all your DX checks as well as movement.
2 - daggers used for all combat.
3 - if you want to keep track of this, please do. In general, we don't unless the particular adventure is about resource management. In some situations number of arrows would be important, but the default assumption is that the archer has supplied himself with enough fo rthe task at hand.
4- grappling damage is in Fatigue, unless armed with a dagger.
5 - Once you React (in this case, Counterattack) your upcoming Turn is forfeit.
6 - After Bob Counterattacks, if Sam is still standing, he may continue his move. Bob may conterattack even if adjacent to an ally of Sam's; but he has now given up his upcoming Turn.
7- Step by step - Bob enters Sam's space - his turn is over (first sentence under "Grappling Attack" characters do not attack the turn they enter another's space - enetering the hex is his entire action.).
Sam may instantly either React (Counterattack for extra damage, or Defend the Takedown) or do nothing, waiting until his turn. If he chooses either of these Reactions, he forfeits his next turn.
If he elects to Defend the Takedown, then Bob MUST win a DX check; if he does not win, then Sam can either retreat one hex out of the Grapple, or force Bob back into the hex he came from IF he is stonger than Bob.
If Bob wins this roll, they are Grappling, and Sam loses his Turn (since he Defended the Takedown) so things resume on Bob's next turn - at this point the contested ST checks start.
If Sam did not elect to React, and instead let Bob enter his hex, on Sam's next turn he could attempt to hurt Bob by winning a ST check.
As far as standing/on the ground, it is assumed to be fairly dynamic, so grapplers are generally considered to be standing up. That is, when the grapple is over, you do not need to spend a Turn getting to your feet.
8 - there could be a few differetn reasons, as Marc alludes to. Mostly, it is to get someone out of a particular hex.
9 - This is correct. If you have an IQ of 18 you might make a 5 dice check, to assure that you will beat your opponent if you succeed at all. There is no minimum, unless specified in the adventure, though animals are usually limited to 3 dice checks.
10 - silver pieces are the default currency, but gold exists. It is lightly covered in specific adventures. Ten silvers equals a gold piece.
11 - Yeah, 4 is our default number of adventurers. This gives a nice mix of weapons, skills, and spells. Right none are written for any less or more. One of our adventurers was originally written for a single character, but playtest groups wanted more characters so that one was expanded a bit.
Marc covered all this, but this is just to reiterate. Please let us know if you have any more questions! Or post some of your home rules, as well!
Thanks, vladtaltos!
Bret
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Post by Lord Inar on Dec 28, 2011 12:06:20 GMT -5
Thanks for the responses, Marc. That cleared up some confusion. Have an Exalt! Thank you! and welcome to the boards!
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Post by vladtaltos on Dec 28, 2011 19:26:57 GMT -5
Thanks, Bret, particularly on the sequence of events on grappling.
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Post by vladtaltos on Jan 20, 2012 16:24:13 GMT -5
Okay, a couple more questions that have come up in play...
12) Does a reduction in ST due to wounds effect Heft? My feeling is no, but then question #1 seems a bit at odds with a "no" answer here.
13) What's the definition of Sorcerer's Tongue? Does this enable a character to read magic? Read every language?
I'll stop here, at lucky 13.
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Post by Lord Inar on Jan 20, 2012 17:23:25 GMT -5
If you think of the hits you can take as being derived from ST and not actually representative of your current ST itself, then the answer is easily "no". Or to put it another way: your character has Hit Points equal to Strength.
At least that helps me think about it.
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Post by mister frau blucher on Jan 21, 2012 11:26:03 GMT -5
Hey vladtaltos,
In the case of wounds, ST is a measurement of how much damage you can take. So no, it is not actually reducing your ability to wield weapons.
Sorcerers' Tongue is the language that magical texts are written in, the language of magic itself. It does not allow you to speak every language at all. I usually give mages Sorcerers' Tongue as a free skill. Others can learn it, and if a non-magical character desires to cast spells I have them learn this language first.
Bret
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Post by vladtaltos on Jan 22, 2012 16:39:35 GMT -5
Thanks, gentlemen.
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Post by sergey on Jun 25, 2012 2:57:23 GMT -5
Hello to everyone. Guys, you have done great work.
I have some questions about Sewer Dwarves. People often call them "dwargs" but what does it mean? Which words have been used to create this one?
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Post by mister frau blucher on Jun 25, 2012 8:08:07 GMT -5
Hello, Sergey,
Welcome to the boards! Your compliment is much appreciated.
The word dwargg (or dwarg as it appeared in an early adventure) is based on "dwarf". I just changed the "f" to "gg" because it sounded ugly. They are generally hostile to others, so hopefully the simple word exudes a bit of spite.
Bret
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Post by sergey on Jun 25, 2012 12:54:23 GMT -5
The word dwargg (or dwarg as it appeared in an early adventure) is based on "dwarf". I just changed the "f" to "gg" because it sounded ugly. They are generally hostile to others, so hopefully the simple word exudes a bit of spite. Thanks. So, it's simple kind of growling like a dog before attacking? And in Russian it would be something like "grr-karlik"?
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Post by mister frau blucher on Jun 25, 2012 14:06:44 GMT -5
Hey Sergey, my Russian is very poor. Does "karlik" mean dwarf?
I am amazed at how many languages most Europeans are familiar with. I took a little French in high school, was almost fluent in Latin in college (but no more), and I am learning a little Cantonese now. But almost everyone I meet from overseas knows five or six languages.
The word "dwargg" in English would sound like a growl, but it ends abruptly, on the hard 'g' sound.
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