Sunday, October 26, 2008

Proposal: Dodging Failure

timed out, final vote 1-7—Yoda

Adminned at 28 Oct 2008 10:57:56 UTC

Add the following text to the end of the list of combat effects in rule 2.6 “Duels”:

* If one Clansman dodges and the other Clansman either punches, kickes, or grabs, then roll a DICEX, where X is the sum of the dodging Clansman’s Strength, Skill, and Reflex.  If the result of the roll is strictly less than the other Clansman’s lowest stat (of Strength, Skill, and Reflex), then the dodging Clansman takes Damage.

If more than half of all comments containing counted FOR votes also contain the text “pvavorivnv a eiqpw eif ojrgpaesjefo” or “More risk, more return.”, then replace “the dodging Clansman takes Damage.” in the rule “Duels” with “the dodging Clansman takes Crushing Damage.  However, if the result of the roll is strictly greater than the other Clansman’s highest stat (of Strength, Skill, and Reflex), then the non-dodging Clansman takes Damage.”



10-26-2008 16:22:33 UTC

This also fixes the problem where a Clansman with a higher health can enter a 10 or 12 round duel and just dodge the entire time and win.


10-26-2008 16:26:31 UTC



10-26-2008 17:40:52 UTC

against .  Needs some kind of stat asymmetry, perhaps based on the attacking Clansman’s Skill on a Grab and Reflex on a Punch/Kick rather than just the lowest stat.


10-26-2008 23:29:12 UTC

imperial I’m not the one conducting these duels… so I can’t judge added work on conducting duels.


10-27-2008 09:49:10 UTC


Hello Sailor:

10-27-2008 19:53:49 UTC



10-27-2008 20:54:15 UTC



10-27-2008 21:01:10 UTC