Father
Sub-Narrator
Posts: 133
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Post by Father on Jan 13, 2015 20:20:19 GMT
Well, PC's could be equally well suited as the tourney master to see who the better jouster is, though. Which would yield plenty juicy information. If Ser Lance nets a total of 9 successes while Ser Sword gets 3, and the latter wins, then clearly, the judge has some reason to favor him. The idea of this just got me a little excited :-D
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Post by Ayleth Bartheld on Jan 15, 2015 14:16:06 GMT
Also, how does this cheating thing work?
Say, Ser Nasty decides to target a less well protected area, then what? The book is rather vague in that regard.
I would suggest that the unhorsing mechanics stays the same, but damage is determined based on degrees of success against CD. And of course, cheater must roll deception-cheat to conceal what he's doing. Anyone* with equal or higher awareness-notice than his roll can see what he's doing.
*Though some characters, like Ayleth, may not understand what they see.
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Crone
Sub-Narrator
Posts: 157
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Post by Crone on Jan 16, 2015 1:53:03 GMT
FYI this thread has been moved from OOC to Rules Discussion.
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Post by Symon Kytley on Jan 16, 2015 2:58:56 GMT
Ayleth - That was my interpretation. I would definitely agree that the same Ride check rules should apply when striking the rider. However, not when striking the horse- though if the horse is killed (seems likely, they don't get to take injuries/wounds unless the rider spends a DP) the slain steeds rules on p164 should apply. CheatingI don't really have to go over this, right? We're all honorable folks who would never... what's that you said? Oh fine, I'll go over it. There are two ways to cheat in a joust. 1) aim for the rider or 2) aim for their horse. Presumably this would mean making your attack roll against the rider's CD or the horse's, rather than their passive Ride. Either CD will likely be much lower, so you will have a much better chance of success... and of course, a higher chance of doing serious damage, which is why it's not allowed! If you do cheat, you make a deception check against passive awareness checks to escape notice. Presumably, it will be against your opponent and any judges, as well. Even if you successfully pass it off as having been an accident, your victory will be tainted by the bad blow and it may have a negative impact on your reputation.
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Post by Walton Dulver on Jan 17, 2015 11:43:16 GMT
Could anyone be that nice and describe for me shortly destiny points, fatigue and anointed feat usage during joust, please? I have pdf version of rulebook, but it's too bright for me at this moment
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Post by Ayleth Bartheld on Jan 17, 2015 11:55:12 GMT
Destiny Points. Most effective use is to either give opponent -1D or convert one of your bonus dice to test dice. Could make opponent miss you, turn a miss of your own into a hit, make him fall off his saddle or make you stay in yours. Could also matter for degrees of success.
Fatigue, limited options, but can make you ignore injuries and wounds if you take a battering.
Anointed, one-shot +5 bonus to passive animal handling.
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Post by Walton Dulver on Jan 17, 2015 12:53:21 GMT
Super thanks Cers... Ayleth
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Post by Symon Kytley on Jan 17, 2015 13:45:01 GMT
Just to add some important detail regarding fatigue, you can take a point of fatigue to ignore ALL injuries or ONE wound, until the start of your next round. Taking a a -1 is better than -2 or worse, and certainly better than -1D. Note that if you take fatigue to reduce the penalties on your attack roll in a joust, it will also apply to your animal handling check if you get hit.
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Post by Roland Hite on Jan 17, 2015 13:55:00 GMT
Declare use of anointed when you declare your tactic, timing wise. Good luck!
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Crone
Sub-Narrator
Posts: 157
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Post by Crone on Jan 17, 2015 14:09:25 GMT
See the Round 1 joust between Ser Kevan and Ser Roland for an example of both Anointed and fatigue use.
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