From: | Fade <runefo@***.UIO.NO> |
---|---|
Subject: | Delaying (was: more on lethatlity problems) |
Date: | Fri, 27 Mar 1998 15:31:23 +0000 |
> sides delay- I popo us after delaying, but youv'e delayed to shoot me?
> Similar situations arrise often using FOF's delay + move rule.
That gripe has made delaying fairly unpopular with me, but I'm
thinking of using it more after reading this thread. But delaying has
to be made less powerful first. (Dalying's the reason why, in all the
western movies, the hero waits for the other guy to make his draw,
you know. That way he can automatically win initiative.;).
There's other situations - someone's waiting in a hallway, waiting
for someone to round the corner. Around that corner's a guy with an
assault rifle. He knows there's someone down the hall (or is just
fairly certain). He comes around the corner firing. What happens?
How specific or general can you do delaying? ('I wait for something
or other to happen' ?).
This is just off the top of my hat, but...
I'm thinkng of making delay declared from action to action. (Delays
are until one's next action or whatever happens). If you delay, how
specific you are determines the TN for successfully reacting.
(Something or other=very high, while 'I wait for that guard around
the corner to pop up to shoot' would be low.). It should be based on
perception, not reaction. If the test fails completely you fail to
react on the delayed contingency. One success means the action is
tied, as in an initiative tie. Two successes works as standard
delaying.
I see no immediate problem with the above, except that it leads to
more die rolling.
Suggestions or opinions, anyone?
--
Fade
And the Prince of Lies said:
"To reign is worth ambition, though in Hell:
Better to reign in hell than to serve in heaven."
-John Milton, Paradise Lost