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Posts : 94 Join date : 2017-09-28
| Subject: Gameplay: Combat: Simple Action limit Tue Nov 28, 2017 9:05 pm | |
| - Player's Guide, p. 375 wrote:
- Technically, there is no limit to the number of Simple actions a character can perform during a combat round. However, the gamemaster may choose to limit what a character can reasonably do during a (roughly) six-second time period, balanced against the fact that Earthdawn is a fantasy game, and limiting actions should serve the goal of telling an exciting story.
Here in Eastmarches, we determine the logical limit by asking players to picture what their character is doing cinematically, Simple actions that have different but not contradictory cinematic requirements can be performed in the same round; simple actions that have the same cinematic requirement or simple actions that have contradictory cinematic requirements cannot. - Example 1: Different but not contradictory cinematic requirements:
Taunt is a language-based talent (the target must be able to understand the adept) which involves insulting and humiliating the target. Distract is about body language; the adept diverts an opponent's attention by making themselves a more tempting target. It is easy to picture how someone might both Taunt and Distract at the same time.
- Example 2: The same cinematic requirement:
Both Battle Shout and Battle Bellow dictate what the adept is doing vocally that round: making a loud, frightening noise. The cinematic requirement is the same even though the mechanical results are different. Consequently, it is not possible to use both at the same time.
- Example 3: Contradictory cinematic requirements:
Dead Fall requires the adept collapse to the ground as if dead. Distract requires the adept to make themselves a more tempting target. However, while a target lying inert on the ground would seem to be a tempting target, the mechanical effect of Dead Fall includes a minor compulsion that prompts the target to leave the body alone. It is not possible to both make yourself a more tempting target and compel an enemy to leave you alone, so the conflict makes the combination incompatible.
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