Proposal: Asynchronus Hunts
reached quorum 5 FOR 0 AGAINST 1 unresolved DEFERENTIAL
Adminned at 26 May 2018 02:38:31 UTC
in the subrule “Encounters”:
Change:
If all available turns for the Hunt has been used up, but the Danger of the Encounter’s Fast-Fish is above 0, then the Hunt is Defeated: they each lose Health equal to the Fast-Fish’s Danger. If this would attempt to set it to a value below 0, it sets it to 0 instead. Immediately after those losses of Health, the Encounter ends.
To:
A hunt that has not ended within 48 hours of its posting time ends at that time. If a hunt ends in this manner and its fast-fish is angry and has a danger greater than 0, each Sailor in that Hunt loses Health equal to the Fast Fish’s danger.
Change:
Each Sailor can only have one Turn per Encounter, and an Encounter’s Leader must decide the order for these Turns before Turns can be taken on that Encounter.
To:
Each Sailor may only take one Encounter Action per Encounter, except that an Encounter’s Leader may take the Flee action if valid at any time.
Remove:
but only during their Turn on that Encounter
And:
Skip Turn [0 Maneuver Energy]
Turns really don’t play well with the blognomic format.
Corona: