One Defense roll per combat-exchange
lifted from Diaspora
Roll a defense roll
of a specific nature (ie, Athletics to Dodge, and "leave it on the table" to stand for your defense action throughout that entire exchange. Different skills get different rolls, (Athletics to dodge, while Provoke to unsettle the audience, and Deceive to maintain your disguise, etc.).
The upside of this is that it prevents a player from feeling like they have to spend
all of their fate-points on defend after defend after defend in a mob situation, when it's only been
one exchabnge.
Consequences Absorb Stress
How do you feel about the idea that Consequences negate existing stress
Yvon has the following status:
Physical stress [X][X][X][X][X][-] No Consequences.
But he takes a hit and takes on +2 Stress. He's forced to take a Moderate(+4) Consequence. Perhaps "Torn Ligaments"
His Track would look like this:
Physical stress [X][X][X][X][X][-] Torn Ligaments (+4)
My concern here is that that Torn Ligament reflects 4-shifts, but he only took two stress to get there. Would you accept the idea that taking on a Moderate Consequence for 4-shifts actually absorbs 4-shifts of damage. The balance of any outstanding stress would be absorbed from the existing stress-track.
The adjusted Track would look like this:
Physical stress [X][X][X][-][-][-] Torn Ligaments (+4)
It is possible, I suppose, that he could then take a sword to the face and need to take on +5 more shifts...
Physical stress [-][-][-][-][-][-] Torn Ligaments (+4) Broken Face (+6)
Yeah, it'd free up his stress, track, but he's still pretty messed up with both a Moderate and a Major Consequence.
New Action: Blocks
lifted from The Dresden Files RPG
The basics of it is that you want to take an action in your combat-exchange to <UI>prevent</I> something from happening.
Maybe you ant to prevent your prisoner from escaping, or you want to keep the diplomat focused on you and block him from seeing your companion sneak into his chambers... or maybe you simply want to make sure nobody goes into
that room.
To perform a block, declare what specific type of action the block is intended to prevent and roll an appropriate skill. The result of that roll is called the block strength.
Any time a character wants to perform the action that’s covered by the block, he must roll against the block and meet or exceed the block strength to be able to perform that action. If he fails, he cannot perform the action in question. If he meets or exceeds the block strength, the action resolves normally.
A block action lasts until the player who initiated the block takes his next turn. At that point, he must choose whether he wants to take another action or if he wants to maintain the block.
Two or more players can “stack” rolls to prevent something from happening. If your character is protecting someone from attacks, that person technically gets two chances to resist an attack: their own automatic defense roll and the block strength.
If either one manages to beat the attack, that person suffers no stress. If neither roll beats the attack, the higher of the two totals may mitigate the effects somewhat.
When you create a block, the block has to be specific and clear in two ways:
- who it’s intended to affect, and
- what types of action it's trying to block.
It has to make narrative sense. And you can't block someone from taking an defense roll.
As a general rule of thumb, if the block can affect more than one person, it should only prevent one type of action. If the block only affects one person, it can prevent several types of actions--as context permits. You can’t use a block to prevent someone from making a defense roll.
This message was last edited by the GM at 09:27, Mon 13 July 2020.