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View Full Version : Questions after second session (mostlyl about advancement and DoW)



tigermuppetcut
08-16-2010, 04:20 AM
Hi guys had a really fun second session ( I will write it up when I have time) introduced the Duel of Wits which people took to VERY quickly an started asking for right away (it didn't hurt that they won them all, albeit each time with a major compromise).

I was left with some questions:
1) When a sorcerer casts something using Will+Sorcery how does advancement work, dies it count as a test against one or the other? Could someone step me through it. OR is the only way to advance sorcery by learning new spells and the only way to advance wil (through sorcery) to make Will test to keep spells up etc. (not at the initial casting)?

2) When learning a new skill with two roots how does it work? i.e. if you have a test which would be difficult or challenging (and so should count towards stat advancement not learning the skill) which does it go on. I'm guessing the hardest test should first go on the highest currently rated stat first. So if a skill used Agi/Forte and Forte was 6 while Agi was 5 (and the test would be diff or challenging for both) then it goes on Forte. Or should it just be player's choice (simpler!)

3) I know this is covered somewhere (I just can't find it) in opposed versus test, does the amount of successes scored by your opponent count as the Ob of the test for advancement or is it routine since it is an open test initially with no fixed Ob up front?

4) In a duel of wits I had a situation where the PC was usnkilled in the main skill (he had no persuade or oratory etc.) but was skilled in a FoRK (he did have Intimidate), and did have an advantage dice. So I'm sure I handled it wrong but I ended up doing this:
- The FoRK and advantage die were rolled seperately and successes counted as normal.
- The unskilled dice were rolled and then any successes were halved (rounded down).
- Add the above together to get his result.

In a DoW does it simply count as a routine test for advancement (a series of rolls and the rolls have no fixed Ob)?

5) A player is trying to advance Persuade but because the target is going to be the opponents Will is finding it impossible to get routine checks (he has few dice and Will is going to be 3 or more). So short of finding excuses to persuade the village idiot or trying to work in as many FoRKs and helping dice as possible he seems to be stuck. Any advice?

6) In the Monster Burner (someone can turn into an Eagle) I can't find the speed multiplier for creatures, instead it shows their paces per volley. Am I missing something? Also characters don't seem to have speed ratings per volley for walking, sprinting etc. instead there is only a section in the main rulebook about working out their paces per exchange (if it comes to counting exact distances).

It's annoying that the main book talks about a speed multiplier and gives paces per exchange but the Monster Burner gives paces per volley and introduces new types of movement like walking, running, sprinting etc. Where's the best place to look to reconcile these differences (I'm guessing I missed a section in the Monster Burner on this).

EDITED to add: 7) When you help someone (and thus earn a test toward advancement yourself) how does that work, is it as if you'd tested your own skill ON ITS OWN against the target Ob (making it likely to be a difficult or challenging test for your advancement)? Or is is as if you'd used your own skill PLUS all the extra dice that the guy you were helping had (from his FoRKs, advantages and your own helping die) i.e. simply substituting his skill for yours for the sake of working out advancement but keeping all other factors as they were for the "helpee"?

Thanks.

Nihilium
08-16-2010, 06:14 AM
1) Will+Sorcery = sorcery tests, which will all invariably be 'routine'. The only way to get 'difficult' and 'challenging' tests is to learn (or invent?) spells, or cast spells when hurt and sustaining, or in obstacle-modifiying weather (situations). Yes, no 'will tests' at initial casting.

2) Player's choice.

3) Opponent's number of successes is your Ob. (p.53)

4) (p.40) Only skills can receive the benefit of Fields of Related Knowlegde/FoRK. Skills can help (another's) stats, though.

In your example, the advantage would just add one die to the roll, which would halve successes. (Advantages are best for the skilled.) Remember: One roll = one intent/consequence!

In DoW/(any scripting), you log the highest Ob. test, unless there is just one test you need, then you ping, i.e. "learn something" immidiately! (That's why it''s not neccesarily bad to hit rolls that are opposed.;)) Also remember that it's one test logged per skill! (That's anotherwhy point-point-point isn't as valid an option as the matemathicians think.)


6) p.45-46. "Speed multiplier by body type"


5) A player is trying to advance Persuade but because the target is going to be the opponents Will is finding it impossible to get routine checks (he has few dice and Will is going to be 3 or more). So short of finding excuses to persuade the village idiot or trying to work in as many FoRKs and helping dice as possible he seems to be stuck. Any advice?

5) When DoWs are out of the question, persuade (or social skills which uses 'Will' as base Ob.) there's a few tricks. I'm sure the good folks here will think of more:

- In my campaign I let a player roll a ob.1 'persuade' (actually untrained) to be allowed to shine the paladins boots each evening. (He has a Belief about getting a standing in the church.)

- 'Persuade' your wounded foes (and friends!).

- Talk the puny goblins into showing you the short cut to the dragon's treasure cave, instead of whipping it with your Holy Avenger+5!

- The main trick is off course to 'persuade' someone who want something from you, and getting those sweet opposed rolls.
(To the GMs out there, be sure that your players don't mock-argue*, failiure must hurt!)
To the players: some conflicting Beliefs in the group is often very good, for many reasons. ;)



*) mock-arguing was not the concerned in my young(er) days of role-playing....

stormsweeper
08-16-2010, 07:28 AM
2) To be clear, the player should choose which stat to test in place of the skill. See p. 51

tigermuppetcut
08-16-2010, 08:18 AM
Thanks guys... so on point 4 just to clarify if you unskilled in the main skill and going on beginners luck then you cannot benefit from any FoRKs? Seems a bit odd that your related knowledge gives you no joy at all.

luke
08-16-2010, 09:01 AM
7) Does BWR page 47 "Helpers Learn" help you?

tigermuppetcut
08-16-2010, 01:08 PM
Hi Luke, no it doesn't help me... that's where my question arose. I'll state the question again:
7) When you help someone (and thus earn a test toward advancement yourself) how does that work, is it as if you'd tested your own skill ON ITS OWN against the target Ob (making it likely to be a difficult or challenging test for your advancement)? Or is is as if you'd used your own skill PLUS all the extra dice that the guy you were helping had (from his FoRKs, advantages and your own helping die) i.e. simply substituting his skill for yours for the sake of working out advancement but keeping all other factors as they were for the "helpee"?

The issue (which is unclear to me) is if, when you learn through helping, you take into account all the extra dice the actual tester had or if you test your RAW SKILL (thus making it more likely to be a challenging or difficult test)? RAW SKILL meaning none of the FoRKs the tester had or helping dice he had or advantage dice he had, etc. etc. Get it?

luke
08-16-2010, 01:17 PM
You're overthinking this. It's just as it says: his own skill, nothing else.

tigermuppetcut
08-16-2010, 04:43 PM
cheers

luke
08-16-2010, 05:52 PM
My pleasure. Sounds like you're doing fine with it. It really is a rather tolerant system for abuse. It can take a lot and still keep rumbling along. You'll tighten down your practices as you learn and you'll squeeze more and more magic out of the game.