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Sentack
05-17-2005, 01:05 PM
I'm being a pain, I know. But once again, something came to me while I was looking over some of the character sheets. This time it's the scripting sheet and no, this time it's not editable boxes This one might be rougher.

Their's a place for armor on the sheet, but their isn't a place for Weapons. Now I found that with my new character, the first sample combat we ran in Christians game, I forgot that my Javlins not only have an Add of +2, but also a VA of +1. Perhaps Christian remembered but I sure as heck didn't and well I know I should have been rolling more dice then I was.

Thus, I was wondering if there could be a way to fit in 3 slots for weapons. Fist, Main weapon and most likely hilt or off hand weapons are what most people are going to use in a given fight so it only seems logical to have those three listed. Maybe one slot for missle instead of a 3rd melee slot, I don't know really. But it sure as hell would help.

Tony

Thor
05-17-2005, 02:11 PM
Their's a place for armor on the sheet, but their isn't a place for Weapons. Now I found that with my new character, the first sample combat we ran in Christians game, I forgot that my Javlins not only have an Add of +2, but also a VA of +1. Perhaps Christian remembered but I sure as heck didn't and well I know I should have been rolling more dice then I was.


I'm confused. There's a space for weapons on the character sheet. Why do you need it on the scripting sheet? The reason armor is on the scripting sheet is so you can make note of damage to the armor without lots of scribbling and erasing on your character sheet. No need for that when it comes to weapons.

Also, neither the fact that your weapons are Add 2 nor the fact that they have a VA 1 means that you should be rolling more dice. Add 2 means that it requires 3 successes for a Mark result and 5 successes for a Superb result (Base Ob 1 + 2 = Mark +2 = Superb). The VA 1 means that whoever you hit will require 2 successes on their armor roll to negate your damage (Base Ob 1 + VA 1 = Ob 2).

Enlil
05-17-2005, 02:35 PM
Being the GM in question, I think part of the problem (such as it is) is we are playing in a cramped basement. So everyone is playing off clipboards. :oops:

I think Tony must have been thinking power +2, since javelins don't have an add.

I can't imagine that having lines for weapons would be very useful, because writing in grease pencils is very crude - it would take up too much real estate.

What I would like to see on a revised script sheet are spots for Block & Strike and Set, though.

Christian

Thor
05-17-2005, 02:37 PM
What I would like to see on a revised script sheet are spots for Block & Strike and Set, though.

I believe the idea for this is:
1. For Block & Strike, just script Strike. Characters with Shield Training can choose when they want to just Strike and when they want to Block & Strike when the action comes up.

2. For a set, just script Great Strike. The first Great Strike action is the set. The second Great Strike action is the actual Strike.

Enlil
05-17-2005, 02:45 PM
1. I understand the ideas, but, say you get a feint vrs. a strike against someone with shield training. Is he assumed to always block and strike? It is probably fair to assume so, unless he does a shield bash, but it would prevent potential arguments to have a seperate action.

2. I think great strike works fine currently - it is a pain to have to script physical actions to strike with an unwieldy weapon, though. And it is not obvious that that is how you should do it - I had to ask after that issue came up in a sample combat.

Christian

Kublai
05-17-2005, 02:59 PM
1. For Block & Strike, just script Strike. Characters with Shield Training can choose when they want to just Strike and when they want to Block & Strike when the action comes up.

From what I've gathered from the other B+S threads, this would be most unfair for the opponent. First of all, B+S is not a Strike, it is a distinctly seperate Martial Action. Second of all, allowing the scripter to choose which it is after volleys are announced would negate any clever opposing scripts consisting of Feints.

I agree there needs to be the addition of a B+S on the script sheet.

Yagathai
05-17-2005, 03:23 PM
Or just fill in the little dot for "block" and the little dot for "Strike". And for Gr. Strike, fill in "set" and then fill in "Gr. Strike".

Enlil
05-17-2005, 03:58 PM
Currently, for great strike, you fill in Great Strike/Great Strike, so there is no problem. It is unwieldy weapons that get sticky - there is no Set action on the sheet.

For block and strike, that is a good solution.

Christian