I understand the AoE ruling, though I don't quite agree
Still, I suppose that would make AoE super strong, basically an automatic 12P on a frag, and I certainly wouldn't want to be on the receiving end of that without the ability to run for cover or what have you.
This is an important point that I'd like to ratify. This was very much my thinking when I was coming up with the ruling. Anything used by the PCs can be used by the GM. As the GM I
do not want to use undodgeable 12P attacks as they are ridiculously unfun and, in an Anarchy without soak rolls, a quick trip to a TPK. First grenade = no more armor, second grenade = no more condition monitor.
I am very open to alternative approaches if anyone has a proposal. Using Plot Points is an option.
In hindsight, I probably would have allowed for 1 + Edge hits for the number of targets affected, but I probably would have ruled that a Doberman is immune to a flashbang, so we would have netted out at the same place in the end.
Also, invisibility simply adds to your Stealth Checks? Something to consider. Overall, I am seeing that while Anarchy has some strengths, there are some weaknesses that I'm feeling particularly annoyed by, especially when the weaknesses are somewhat counter to the points of fun narrative gameplay.
I'm trying to strike a balance here. Per the rules (p. 32 and 202), Invisibility's mechanical effect is to reroll Stealth dice. This is obviously ridiculous, but on the other hand there are no mechanism for resisting non-combat spells. Currently there's no difference between rolling 1 hit while casting Invisibility or 11 hits.
In Narrative situations, Invisibility will be invisibility and the character won't be detectable unless it's by assensing or some other effect, like scent or sound or footprints in the snow or a silhouette being visible in a rainstorm, etc.
In a combat situation, we need Invisibility to not be an instant-win button where the invisible person can attack with impunity and never be targeted in return. Again, same answer as above, we need mechanics that will give the PCs a shot at defense if the situation is reversed.
I rolled Perception vs. Stealth because it seemed like the best way to abstract the fact that flash-bangs don't generally appear out of thin air. Chante's yelling probably helped break concealment too.
To my knowledge, this is everyone's first time playing Anarchy, so we'll be figuring out what does and doesn't work as we progress. Feedback is welcome.
As I said in the early days of the game, we're all figuring out what we do and don't like about Anarchy. Once you get loaded on the Dragon and (presumably) blow the charges on the radar dishes, we'll have a good break point to discuss next steps, including possible revisions to how Anarchy handles things. If you have ideas, start jotting them down for future discussion.
Earth SpiritThe discount earth spirit takes 6P + 1 net hit, of which 3 boxes are subtracted for the spirit's immunity to normal weapons. That leaves 4P for the spirit, which is now at 2S+4P for a -1 wound modifier.
Next steps@Glorious Dodge two (2) 1-hit attacks, please. Base damage is 6P.
@MDMann Once the above dodges have been made, I'll write an IC post to wrap up the round. Dan-Dan has until then to act or we'll move on the next combat round.