Dragon Warriors

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PostPosted: Mon Apr 13, 2015 3:07 pm 
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I'd imagine reflexes would determine who reacts first. But surely for a long chase, strength will be a factor? Isn't really any guidelines are there?

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PostPosted: Mon Apr 13, 2015 8:06 pm 
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Players and GM participating in the chase take two coconut halves each and hold in in each hand. Participants then bash their two coconut halves together in a constant rhythm while bantering with the opponents in character (the fleeing participants should mostly shout "run away!"). Clattering must maintain a constant rhythm of at least two beats per second at normal speaking volume. Banter must be continuous. The last participant to falter or hesitate in either clattering or banter wins. The winner may choose to either escape or catch their adversary.

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PostPosted: Tue Apr 14, 2015 1:23 pm 
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Thus Dragon Warriors will fail. If we need so many strange components to run a game it will be awkward for new players who have no access to coconuts! Next you know you'll need a lump of obsidian rock or an Aeolian harp to cast spells.

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PostPosted: Tue Apr 14, 2015 7:00 pm 
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Egg cups or jam jars can do in a pinch. Are you sure you haven't seen any drafts of the Players Guide? It worked fine in playtesting. Only a few cases of minor tennis elbow and trapped fingers. No need for any plaster casts.

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PostPosted: Wed Apr 15, 2015 7:56 am 
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Kharille wrote:
I'd imagine reflexes would determine who reacts first. But surely for a long chase, strength will be a factor? Isn't really any guidelines are there?

No official guidelines, but in a discussion on ageing, some factors affecting speed and chases were discussed (not exactly on-topic, but hey... ;) ):

viewtopic.php?f=4&t=31&start=0#p115

You could develop this with more modifiers based on current Health Points (e.g., half health = -1 strength; quarter health = -2 strength; barely conscious (i.e., 1HP) = -4 strength) if you wanted currently health to factor in the resolution of the chase.

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PostPosted: Thu May 28, 2015 4:17 pm 
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Interesting horse rules on the new players guide. I suppose, there still lacks an easy to administer way of resolving chase scenes. I suppose a lot of factors would play, such as the reflexes of the horse as well as the psychology of the horse, other factors.

But it looks good on film.

Maybe toy with the idea of having horses with their own strength and reflexes scores....

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PostPosted: Thu May 28, 2015 10:43 pm 
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The elephant in the room is that everybody, from Usain Bolt to some old veteran clad in plate and carrying his full load of weapons, runs at exactly the same rate. Fix that and this problem evaporates.

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-Kyle


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