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[OOC] Dawn of the Artifacts: Dusk

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Thermo

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« Reply #195 on: <04-26-12/2009:55> »
Iceblade, now might be a good time to use some Edge. Just sayin'.

Mirikon

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« Reply #196 on: <04-26-12/2043:35> »
Yeah I would, but I don't think that's necessary. Some lucky rolls, there.
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Thermo

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« Reply #197 on: <04-26-12/2119:28> »
Remember, you failed your Frenzy roll this turn. As things stand, no dodge. It'll cost you a Free Action to use Edge if you want to give your Frenzy roll a second shot.

Mirikon

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« Reply #198 on: <04-26-12/2131:41> »
Um, that's not what Frenzy does. Frenzy means I attack without regard for my safety (meaning no full defense, ducking behind cover, etc.). Nowhere does it say that I don't get to roll a basic defense against attacks.
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Thermo

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« Reply #199 on: <04-26-12/2202:53> »
No, that's exactly what it does.

Failing a Frenzy roll is a big deal - it means that you've lost control and the bloodlust is driving you to ignore your own safety and attack attack attack whatever is nearest to you. I'll let you parry melee attacks since it seems natural that swordplay would be part of the KILL IT mentality of Shark, but ranged attacks are going to give you problems; hell, you're likely to run straight at the shooter with your sword held high just so you can KILL IT as fast and viciously as possible.

[You'll probably notice that I put a lot of emphasis on critical successes and critical glitches; in a similar fashion, this type of negative quality defines your character when under its effect. I want you to be able to role-play without being socked over the head, so I'm letting you use Edge to overcome its effect in a life-threatening situation.]

Mirikon

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« Reply #200 on: <04-26-12/2212:52> »
"Kill it, kill it, kill it" doesn't mean you are helpless, which is what you seem to be implying. Nowhere in the rules does it even suggest that you no longer get to roll defense if you're in a frenzy or berserk state. The only time you don't get to roll defense is when you are unaware of the attack (surprise attack, blinded, etc.).

Now if you are going to house rule things like that, it would have been a good idea to list that at the beginning, so I would know stuff like that.

And even if you were house ruling that, the spirit is the one actually in control of my body at the moment, and it is not frenzied.

Hell, even a ganger tripped out on K-10 still gets to roll basic defense, under the rules. Being driven into a killing frenzy doesn't mean you are suddenly take every hit that comes your way. It means you're always attacking. RAW, you still get your basic defenses.
« Last Edit: <04-26-12/2219:07> by Mirikon »
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Thermo

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« Reply #201 on: <04-26-12/2246:00> »
it doesn't mean that you're helpless, it means that you're out of control with bloodlust. You've become single-minded. You're so engaged in killing that you'll even continue to attack a dead body just to get your killing in. If you were in melee combat with the shooters you'd absolutely be able to dodge. Since they're outside your killing zone, they aren't even on your radar.

The book is totally vague on the effects of going berserk. So if you want to call it houseruling, fine.

Please remember that the book is a guideline, a reference at best. I reserve the right to bend, break, or make up game mechanic rules if it advances the game and makes it interesting. I will take extreme measures to avoid having a unique situation pop up where a player gets squashed due to a never-before-seen rule without giving a chance to avoid it.

Shit man, I'm letting you use Edge and spend a Free Action while the bullets are in the air   :)

And you don't want to get into the distinction of who is in control, you or the spirit, since I'm letting you be one and the same. You can't say "the spirit is in control" when it's convenient and still get to call the all the shots the rest of the time.


Mirikon

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« Reply #202 on: <04-27-12/0708:53> »
If that is the way the rules are going to be interpreted, then I am going to respectfully withdraw from the game, and wish you all the best of luck.
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farothel

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« Reply #205 on: <04-28-12/0358:52> »
We will definately need new players right now.  2 is a little bit on the short side.
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Thermo

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« Reply #206 on: <04-28-12/0950:59> »
Yes, I agree. I've got an idea as to how we'll work them into the campaign. Recruiting begins now!

eighth circuit

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« Reply #207 on: <04-28-12/2046:50> »
Hey, I might be interested in joining up, though I haven't taken the time to familiarize myself with the campaign. Could you give me a summary of what's going on, and what sorts of characters you're looking for?

All4BigGuns

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« Reply #208 on: <04-28-12/2100:58> »
I am a bit tempted depending on what's needed, but I will admit that I am a little leery given the ruling that prompted the last drop-out--happen to disagree with it.
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Thermo

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« Reply #209 on: <04-28-12/2206:44> »
I am a bit tempted depending on what's needed, but I will admit that I am a little leery given the ruling that prompted the last drop-out--happen to disagree with it.

I appreciate the interest, and your opinion has been noted. However, it doesn't change the mentality that I plan to use when GM'ing a campaign. There may be tweaks to how certain rules are interpreted in order to make the game fun and to keep it interesting. I make up rules all the time when I don't see any good way to make a spot decision. I don't view this as GM-versus-player. It's GM taking enough of an interest in the player to keep them challenged and engaged. The GM is the *storyteller*, not the referee.

If a player comes to the game with a super-powerful character, a good GM will try to exploit at least some of their weaknesses while also letting them shine with their strengths. If a character is awesome at everything, the game is boring as hell for everyone involved. This includes the player, the other players in the game, and the GM.

I'm not about to badmouth the player who left. It became apparent that we weren't going to see things the same way and that it was only going to get worse. If I had to change anything I would ask that players remember the immense amount of time it takes to run a good campaign, and that when they leave suddenly it leaves everyone (GM as well as other players) feeling a bit salty.

Long story short, if you are a rules lawyer, this isn't the game for you.

 

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