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[2E] Non-combatants in Scion

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  • #31
    Originally posted by Heavy Arms View Post
    like the Feint stunt which is the stunt for giving an ally Enhancements to attack the same target.
    So maybe non-combatants can use Feint Stunt themselves, even if not making Injury to pass Defense on enemy?

    Originally posted by Heavy Arms View Post
    And at some point your players might figure out that they can use the Bond system to boost each other easily (if too limited for every combat round).
    You mean here Fate Bonding system?


    My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
    LGBT+ through Ages
    LGBT+ in CoD games

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    • #32
      I think Heavy Arms is 100% right, use the rules as written, they are good.

      I gave a few options on how to make it a bit more difficult for your players, go around trying to make them move away from the objective combat to something more cinematic. This kind of difficulty will help you on that, the players already know the advantages of helping each other, now maybe they will start using it even with the more restrict rule, and may have to explore other options as suggested.


      House Rules - The Basics - House Rules for Trinity Continuum
      Fists of Flux - Inspired and Powered Martial Arts for Talents
      Tomes of Inspiration - Rituals and Dark Magic in Fists of Flux

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      • #33
        Originally posted by wyrdhamster View Post
        So maybe non-combatants can use Feint Stunt themselves, even if not making Injury to pass Defense on enemy?
        The feint stunt will transfer the success you invest on to another character attacking the target, but they need to hit the target. Success in the action is always needed before you can spend on stunts.

        You mean here Fate Bonding system?
        I think he was mentioning bonds, like friendship bonds. Check Origin page 79.


        House Rules - The Basics - House Rules for Trinity Continuum
        Fists of Flux - Inspired and Powered Martial Arts for Talents
        Tomes of Inspiration - Rituals and Dark Magic in Fists of Flux

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        • #34
          One of the things about the Feint stunt is that you can basically keep cycling it around. Main combatant PC injures the target and Feints for their ally. Their ally now has a much easier time hitting the target, dealing some damage if the target lacks armor or not if the target has armor, and Feints back to the main combatant, who is now hitting even better and can critical and possibly feint again. Rinse. Repeat.

          That's before getting into non-attack actions the non-main combatants might take to create enhancements or complications in the fight.

          Originally posted by Mateus Luz View Post
          I think he was mentioning bonds, like friendship bonds. Check Origin page 79.
          Yep.

          Camaraderie is probably the best to start with unless the players want deeper connections between their characters, but it's plenty for giving the group a pool of Enhancements to help them get past a rough spot.

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          • #35
            Originally posted by Heavy Arms View Post
            Camaraderie is probably the best to start with unless the players want deeper connections between their characters, but it's plenty for giving the group a pool of Enhancements to help them get past a rough spot.
            Camaraderie bonus can go from +1 up to +5, yes? Or is it limited by being Camaraderie itself?


            My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
            LGBT+ through Ages
            LGBT+ in CoD games

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            • #36
              All Bonds have the same mechanics, the types are just guides/suggestions for what rolls can benefit, how to handle the rolls to refill their pools, and Complications involved.

              The maximum success pool of a Bond is the lowest Attitude level between characters (so 1-5 based on how the characters feel about each other). The most a Bond can boost one action is a 3 Enhancement from the pool (if it has that many in it).

              Lets say your group all have level 4 Attitudes towards each other. They form a Bond of camaraderie at the start of the episode. That gives them a pool of 4 successes. This can be spent as 1e on four rolls, 2e on two rolls, 2e on one roll and 1e on two other rolls, etc. But never 4e on one roll. As long as the team levels at least one success in the pool, they can roll to refill the pool back to max after an appropriate scene. If they drain the pool, the Bond ends and they'd have to spend time reestablishing it in more depth to regain the benefits.

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              • #37
                Originally posted by Heavy Arms View Post
                Lets say your group all have level 4 Attitudes towards each other. They form a Bond of camaraderie at the start of the episode. (...) If they drain the pool, the Bond ends and they'd have to spend time reestablishing it in more depth to regain the benefits.
                Okay, so Bond is possible pool, you need to refresh by the roleplaying scene each game session, yes? At start of session pool is always 0, then Bond scene comes, pool goes to minimum attitude ( in example 4 ) - and then players can spend Bond on this game session to give various +1e or +2e across scenes, up to pool of 4 in general sum?


                My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
                LGBT+ through Ages
                LGBT+ in CoD games

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                • #38
                  If the base value is 4, they could spend 3 on a roll. 3e is the hard cap of how much a Bond can boost a roll.

                  There are other benefits to Bonds, but they're largely in the Intrigue system (basically, someone trying to get you to go against your Bonds has a harder time of it). Those benefits only last as long as there's successes in the pool.

                  The duration of a Bond is an episode, which is by default longer than a single normal game session (that's an act), though an episode might be finished in a longer gaming session. As long as you don't exhaust the Bond before the end of the episode, it remains. You only need scenes to refresh it, or attempt to reform it before the next episode. As long as the PCs have bonded in some fashion over the last episode (how determines the type of Bond and all that) they qualify to start a new Bond and it starts full.

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