View Full Version : Discussion - Elmo vs. Elihu
Tobias
03-03-2007, 06:41 AM
Ok, some questions:
How do we start? R&C positioning test, you with the pistol, me with the lance?
What are the stats on a superior lance (identical to the plain one?)
In the end, I used the Mount Burner for the default destrier and to find the cost of the barding.
Countercheck
03-03-2007, 06:50 AM
Actually, I don't know if you saw in the ther thread, but since I used a pistol armed knight in a different thread, I switched him for a spear armed knight riding a light warhorse. I hope that's ok, otherwise I can go back to the pistol concept.
Tobias
03-03-2007, 06:58 AM
That's cool! is your new guy up and burnt somewhere?
Edit: and if he doesn't have a name yet, call him Elmo Jr.? ;)
Countercheck
03-03-2007, 08:10 AM
He was in the 'which end do I hold' thread, but I'll re-post him here for convenience.
Elmo Jr.
Per 5 Wil 4 Agl 4 Spd 6 For 4 Pow 4
He 4 St 7 Re 5 MW 10 He 6
Riding 5
Brawling 2
Reading 2
Writing 2
Sword 3
Etiquette 2
Shield Training
Armour Training
Knives 2
Mounted Combat Training
Axe 6
Spear 6
Intimidation 4
Conspicuous 5
Seduction 2
Singing 2
Command 3
Haggling 2
Oratory 3
Strategy 2
Traits
1 Mark
2 Practical
3 Fearless
4 Savvy
RotM Plated Mail
Superior Arms (Spear with Beak, Sword, Knife)
Clothes
Shoes
Warhorse (Turcomen, Fiddlesticks)
Relationships
Algy
Allistair
The Black Riders – 1D
Infamous Mercenary – 1D
Nobility-1D
Homage to the Bishop – 1D
Sup Li Mi Sev Tr Mo
3 5 7 8 9 10
Weapon I M S Pow Add WS VA
Spear 3 6 9 2 2 F 2
Beak 3 6 9 2 2 S 3
Sword 3 7 10 2 3 F 1
Knife 2 5 7 1 1 F 1
Beliefs
The bishop, while not a Good man, is at least competent and successful. I will ride on his coattails by becoming his right hand man.
Algy is a friend who guards my back against those who would claim I was a villain. Avenge any slight against him and get him out of any scrape he finds himself in.
My knights, if properly disciplined will be the most powerful force in the country. I will train them personally and execute any who fail to follow my orders.
Instincts
Always offer mercy
Never fight dirty unless the other fellow starts it.
Always confront injustices.
And the horse he rode in on
Fiddlesticks!
Born Turcomen, War Training, Stud, Campaign
Age: 7
Pe 2 Wil 4 Agl 3 Spd 8 Forte 6 Pow 6
He 5 St 6 Re 4 MW 12 He 4
Rider Training, Mounted Combat Training, Formation Fighting Training, Armour Training, Brawling 3, Foraging 2, Mating 2, Intimidation 3
Good Bone
Fleet of Hoof
Loyal
Aggressive
Fearless
Determined
Grass Eater
Smooth Backed
Beliefs:
Master is good and kind!
Being hurt really sucks =(
Oats are better than grass, and apples are better than oats!
Instincts
When closing or withdrawing, avoid
When frightened, shy
When maintaining, growl at the other horse!
Tobias
03-03-2007, 09:10 AM
Allrighty.
R&C positioning? I'm not sure how that'd work - we need to script close/withdraws in R&C, use the lance vs lance rules? (in which case a turcoman is way stronger than a destrier in lance-on-spear fights using the R&C rules, I think, but lets find out, quite possibly it's valid that you outskirmish me this way).
You're using a spear, I'm using a Lance (using my crossbow seems unfair),
My Destrier (Smashing Entrance) is at -1 sp due to the barding, which means his
Sp: 4
Reflexes: 4
What I've seen from the first Battle! playtest, horse and rider script in tandem, right?
Countercheck
03-03-2007, 05:34 PM
We can start in R&C and you can feel free to use your crossbow =) You paid for it, you can use it.
I BELIEVE the way it works is you script for your mount and character separately. The rider can position with the mount at will, but once he wants to give the mount orders that are not part of the mount's instincts or beliefs, he needs to sacrifice an action of his own in order to make it happen. If you want your mount to charge, your character needs to script charge. If you want your mount to kick, you need to script 'make mount kick'. UNLESS such things are what the horse would do on it's own.
Fiddlesticks is a bit skittish... he's steady, but he's been badly hurt before and doesn't like it a bit, so whenever he closes or opens he'll be weaving back and forth. Which is actually damned inconvenient because it makes it harder for Elmo Jr. to hit anything, and is one of the reasons Elmo's not carrying a ranged weapon, but the horse does what the horse wants.
I think.
Tobias
03-04-2007, 03:51 PM
Ok, so a natural disposition of charging until collision, then withdrawing until succesful, and then charging again, is ok?
Yagathai
03-04-2007, 04:00 PM
Once you make your initial riding check, you don't have to use actions to position with your horsie. That's free.
Countercheck
03-05-2007, 04:31 PM
Wait... don't have my brown book with me... but where does it say you need to make a riding test vs the mount's will prior to being able to position with your mount
Yagathai
03-05-2007, 05:31 PM
I wouldn't worry about it in a Fight! -- you just assume that you made the riding test necessary to, you know, ride the horse that you've owned since before the Fight! started. But when riding a strange horse? I think you definitely need to make a check.
Page... 241? I don't remember for sure.
Tobias, I didn't understand your positioning dice in the Fight! thread. You can use your horse's Speed and Multiplier. Horses have the same multiplier (unless there's something I'm forgetting). Then you'd add your extreme range dice from your crossbow on to that.
-L
Tobias
03-06-2007, 02:19 PM
I am using my horse's speed (ain't i?)
The mount burner has different sprinting speeds for the turcoman and the destrier, I thought these mapped to movement modifiers?
Right, Turcoman. Forgot about the magic horse.
stormsweeper
03-07-2007, 09:17 AM
I wouldn't worry about it in a Fight! -- you just assume that you made the riding test necessary to, you know, ride the horse that you've owned since before the Fight! started. But when riding a strange horse? I think you definitely need to make a check.
Page... 241? I don't remember for sure.
Yes, p. 241, Note that any action you want the horse to do besides positioning requires another Riding test, in addition to scripting an action. See p. 244.
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