View Full Version : Assessing for weak spots
Angaros
04-15-2005, 01:14 PM
I've seen this in the Arena scripts and was wondering how you determine Ob:s and what the exact results are if you find any weak spots? It seems like a useable tactic against heavily armored opponents but so far, I'm not sure how to do it.
jc_madden
04-15-2005, 07:38 PM
Well I don't think you roll for an Assess it just costs you a scripted action. Now it might work differently in the revision so I don't know.
amnesiack
04-15-2005, 08:17 PM
In all the arena examples I've seen I believe there was a roll involved.
First off, make sure the player announces his intent for the Perception test. The GM should be asking, "What are you looking for?" That sets up the possible results of the test.
In this case -- looking for unarmored areas on an opponent -- I set the obstacle at 1 if it's an obvious feature. Like wearing plated mail, but no leggings. Add Helmet Clumsy Weight Obstacle penalties to that, and voila, you have an obstacle.
Failure indicates, that there's just no time to get a good look at him while the fight rages on. Success indicates you take heed of his lack of plates under his sleeves.
If the armor/unarmor is concealed beneath clothing, raise the obstacle appropriately -- usually to Ob 2-3 -- then add an penalties on top of that.
hope that helps,
-L
Angaros
04-16-2005, 06:39 AM
Oh! I thought it was used for finding a way to get past armour... you know, armpits, inside of elbows and knees and so on. Not finding unarmored locations. But now I see I've been too generous to my players since they've gotten that info for free. That's about to change. :twisted:
there are no canon rules for "finding weak spots" in armor. I prefer to give the defender the benefit of the doubt -- an armor's weaknesses are incorporated into the dice it gets.
and NO player wants an NPC assassin assessing him for weak spots to bypass his superior quality plated leather...
-L
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