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[GM] How do you handle blindness? Options
The_Prof
Posted: Friday, April 03, 2009 9:33:19 AM
Rank: Advanced Member

Joined: 10/27/2008
Posts: 64
Location: New Yersej
Hey Everyone,

I was wondering how those of you who are Kreators and Minion Masters handle (or think one should handle) blindness. I was running a home game last week and the Mage blasted flashpot against 4 of the 5 minions I had on the board. I basically had them stand there until they were attacked and successfully hit. This allowed the Arks to pick them off one at a time. So here are my questions/thoughts:

What happens to inv% rolls? I'm thinking just like a back attack it is sans Stealth Rank.

Should they really just stand still? I'm thinking they should be able to lash out at anything 1 square away and be able to flee. I'd say their move is reduced to 1, or should it be half? Minus some amount? Should I roll to determine a random direction?

Attack modifiers? Blind fighting allows a warrior to attack every other inning. What about those that are completely blind? What should their Prow% penalty be?

I know this doesn't come up too often, but I made my Arks randomly draw their skill and spells and the Mage drew ZERO distance damage spells. The only thing he had with range was Flashpot! (He's got Flamin' Fryball now.) But I still suspect I'll be seeing more blindness at our April game.

The Prof
Always looking to improve as a Minion Master
[and by improve, I mean kill more Arks!]



wilcoxon
Posted: Friday, April 03, 2009 9:40:51 AM
Rank: Member

Joined: 3/25/2009
Posts: 24
Location: MN
I think INV% should be sans STLr (as you said).

I think I'd give them half move but any obstructions (difficult terrain, bodies, etc) would cause them to stop their move (rather than just paying extra mp).

I'm not sure what I'd do for attack modifiers. I'd probably pick one of the following for PRW%: -20, -half, -40 (depending how I was feeling at the time). If I wanted something more complex, I might do -20 PRW%, 90+ as Wicked Bad, and if they miss within that -20 (or possibly on Wicked Bad), they hit someone else next to them (if there is anyone else).
Wegzo II
Posted: Saturday, April 04, 2009 8:07:09 AM

Rank: WEGS Overlord

Joined: 8/23/2007
Posts: 721
Location: New Yersej
Oh yeah, STLr is the first thing to go. Every attack would be a "surprise" and so an Ark/Minion couldn't react with STL. One exception you can make is if the Ark wanted to use test Stealth actively (in lieu of doing another stat test that inning). For wegsample, a blinded Trickster opting to test Stealth% for full evasive maneuvers, instead of doing a (somewhat useless) Prowess attack that inning.

As far as Move penalties. Move is one of the Big 7 actions that is automatic; nobody ever dices Move. Blindness would take that away; you have to roll STL% to move. That is a big penalty as it will take away the ability to do another action. Kreators could knock them down to testing STLr or STLi, and not allow a full STL% test. The Strengths should reflect the lowered level. My gut instinct is to penalize the player with a tangible penalty; something they can see/feel on their Ark Kard. For r or i tests, you could also prohibit use of spoints.

Spoint Move is always an option...

Blind Fighting is being rehauled. As written, the skill is only a Ready action so that the Warrior can do a full blown attack the next inning. So, cast+blast routine. As I've seen it played at cons, I'm thinking it should be more like Sense.

Blind Fighting
Cold Roll% + 5%pl
Duration = Level
Ark must stay in same square for duration.
Ark may target any opponent touching their square.
Ark has option to perform Prowess attacks and use any Attack Forms.




L. Willy Wick
www.GameWick.com
Maker of WEGS, the Wickedly Errant Game System
Sword-n-Sorcery With A Vegas Twist!

"Stick THAT in your bag of holding!"
Wegzo II
Posted: Saturday, April 04, 2009 8:15:00 AM

Rank: WEGS Overlord

Joined: 8/23/2007
Posts: 721
Location: New Yersej
good point by wilcoxon, too.

Drop the Wicked!

The Wicked Bad range can be lowered so that anything over XX is a fail. We did this in Hobgobble's Eve for improv weapons (77% + is a failure). An important aspect of this penalty is that it takes some heavy Good Shots off the table. That's why we did 77% for improv; both the 77 and 88 are gone. Realistically, if you're fighting blind, what are the odds that you can score a good shot?

Using the Good Shots as the penalty marker is easy to remember.

razz

L. Willy Wick
www.GameWick.com
Maker of WEGS, the Wickedly Errant Game System
Sword-n-Sorcery With A Vegas Twist!

"Stick THAT in your bag of holding!"
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