Thursday, February 16, 2006

Proposal: Proposal: Injury protection

Failed, timed out, 5-5.  -E IX

Adminned at 18 Feb 2006 09:19:23 UTC

As is, the higher GPS two dueling pirates of equal skill have the more likely they are to suffer an injury.  However, once a pirate gets skilled enough, he should be able to avoid an injury some of the time.

Replace the following text in the rule called “Duelling”:

If the victor beats the loser by ten points or more, then the loser sustains one Injury, rolled by whoever initiated the Duel.

with:

If the victor beats the loser by ten points or more, then whoever initiated the duel rolls DICEx, where x is 10 + the loser’s GPS.  If the result is less than 11, then the loser sustains one Injury, rolled by whoever initiated the Duel.

Comments

Elias IX:

16-02-2006 01:11:31 UTC

for

Igthorn:

16-02-2006 02:19:46 UTC

for

The Lone Amigo:

16-02-2006 02:43:23 UTC

for

Kevan: he/him

16-02-2006 07:04:34 UTC

for

Kevan: he/him

16-02-2006 07:06:59 UTC

against  against COV, actually. High-GPS pirates are only going to be beaten by other high-GPS pirates, aren’t they?

Purplebeard:

16-02-2006 14:32:08 UTC

against Agreed.

smith:

16-02-2006 16:46:41 UTC

against I don’t see a problem with high GPS vs high GPS duels being generally more dangerous than low GPS vs low GPS duels. High GPS versus Low GPS is still the most likly to result in an injury - for the lower skilled pirate.

JelloGoesWiggle:

16-02-2006 22:45:10 UTC

against
What they said.  The better you are the more likely you’ll injure the other person.  If you’re fighting someone else really good, its likely you’ll be hurt.

predisastered:

16-02-2006 23:49:11 UTC

against

Bucky:

18-02-2006 15:52:01 UTC

Please note that even with this system, two GPS 10 pirates are more likely to injure each other than two GPS 3 pirates… I think.

David Mega:

18-02-2006 16:09:52 UTC

imperial