I'm a player in a group that just had its second session today. One of the other players was very annoyed at how turn order works during action sequences, and has suggested changing the rules to fix what he sees as a bug. I'm wondering if other folks have thought about this too, and if there's any problem with the change as suggested that we are overlooking.
Mike Curry's comments on topic over on Reddit have been rolling around in my head for a bit.
Okay, let's say a character is in an action sequence. He is on the second floor of a large manor, and wants to escape from a group of enemies who are catching up to him from behind. He can jump and swing on a chandelier to stall the pursuit. But he wants it to be a bit of comic relief, so he says he wants to swing, then fall as if he'd failed the roll, and then land in an area where he is surrounded by even more enemies.
Hi guys!
I now have mastered my share of (short) games (somewhere beetwen 10 and 20) and I start to have a good handle of the system.
However, I have a lot of trouble with opportunity during combat (we're not speaking of the classic "you seduce the lady with your flashing style"). I want them to be two well spent raises, so it would be worth their real cost. However, I'd like to keep as much of the actual damage to duelist and maneuver (even if the the occasional backstab may occur).
The main exemples that comes to my minds are :
I ran my first decent Action Sequence in my tryout game last week. I have some questions about how to handle simple or ongoing actions.
I might be reading this wrong but one thing that doesn’t sit well with me is how quickly longer action sequences can be resolved. You know, when you want a bit of ‘back and forth’, a bit of ‘ebb and flow’. For example:
Action Sequence: Storm and Sail
The Heroes are leaving Avalon on a ship bound for Montaigne. Though the weather was overcast, everything was going fine until about half hour into the journey a storm hit them seemingly from nowhere.
Cons
"Hello. My name is Inigo Montoya. You killed my father. Prepare to die..." ~ Inigo
So while in most cases, I've been able to manage pretty well with the 7th Sea 2e rules, and handwave or improvise most things that are confusing or ambiguous for me, but there's one area I am still very confused about: Weapon categories, specifically what makes the difference between a Heavy Weapon versus a Fencing Weapon in game mechanics (if there is a difference!). If anyone has any insight that can help answer these questions, I'd certainly appreciate it:
All,
I'd like to get folks' thoughts on something. Now I'll preface this with "This was something that was asked for by the players."
For an Action Sequence, the way the rules are written, it's exact in what the GM is supposed to tell the players about a Risk (You will take 3 wounds as a consequence, you have 3 opportunities to grab the rare map, protect the child, and overhear the conversation with the Duke). My players decided they didn't want everything laid out exactly and to make it more 'descriptive' until they actually spend a Raise.
For example:
Question around Action Sequences...
Set Up: Say the group needs to get across a burning room.
- The goal is to "Get Across the Room" (1 Raise);
- There is a Consequence for each Hero of "Fire damage" (2 Wounds/Raises);
- There is an Opportunity to "Grab the Map" (1 Raise);
- There is a 6 Member Brute Squad (6 Raises) shooting at the Heros as they cross
Question 1) Does it matter in what order the player's declare their Actions and spend Raises in a Round?