Hey guys!
I GMed my first game last week and I felt I was a terribad GM (because my consequences and opportunities kinda sucked).
Having slept on that, I had some kind of epiphany (I remembrerd a line from John Harper's Blade in the Dark): I can use weapon type to make some. i'll make sense fiction wise, can really give a style to various duellist (because player will have more idea and I'll could reuse them).
For instance, if Reinhard the eisen is fighting with a polearm, I can give him an opportunity to keep the vilain out of sword reach.
If Roberta the fate witch use an opportunity, she can grapple&stab the Vilain and keep him from using his sword.
If the hulking Vilain fight Luis Roddrigo de Barcino with an oak table, I can say that as a consequence, he is knocked down/lose his footing.
With a bit of research on the different way of fighting that different weapons induce, we could make fun, cinematic and almost realistic fight.
Have you tried that?
How does it worked out?
Have you more exemples?
Have you read this thread yet?
It's useful thanks :)
I can see what you mean (it's up to the player to create these opportunities, but mine have to learn by example).
I think the hardest part is balancing: it has to be good, to be worth a raise (not I use my raise to make the Vilain lose one, so it's just a waste of time), but not too good.
Do you have input about that?
Salamanca pretty much hit the nail on the head.
To borrow a line from Rodney Thompson in regards to WotC's Star Wars Saga Edition, the game is less about what your equipment can do and more about what your character can do (the line being said in response to the long-standing criticism of D&D that your character is only as good as their magic items).
The GM should encourage the players to get creative with what skills are used in their Approach, as well as how those raises can be spent during an Action sequence. Let them get creative in how they spend their raises to deal with Brute Squads; just because the character isn't actively attacking the brutes with a sword doesn't mean they can't use their other skills to reduce a Brute Squad's strength value. For instance, using Intimidate to scare off a bunch of brutes, or Convince to get some of the brutes to leave the scene ("I hate working for these guys, they're really weird" *mook scampers off*), or Perform to use a series of flips, cartwheels, tumbles, and pirohuettes that leaves the brutes tangled up in each other (and effectively out of the fight).
In terms of a Villain, don't overlook the value of Pressure. If nothing else, it'll require the Villain to burn through their raises that much quicker, and could be all the difference between a high Strength Villain Duelist curb-stomping the party and the Heroes managing to score a victory against such a fearsome foe even of said foe isn't lying in a pool of their own blood at the party's feet.
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Example?
I'd allow the use of a Hero Point or Danger Point to negate the effects of Pressure (instead of an extra Raise). Seems fitting and fair way around 'wonky mechanics' (Waiting until 1 Raise left)