[DitV] On seppuku and saving throws vs. area effects
Filip Luszczyk:
There's a kind of Raise we had a couple of times in our recent games and don't really know how to handle. The problem arises when a Raise targets multiple opponents by threatening something fairly specific and individual. Say, I Raise by commiting seppuku, killing a hostage, blowing up the Universe or whatever and multiple players can't ignore it. We're never sure how to deal with Seeing such a Raise when more than one target side is involved.
Normally, when I Raise with seppuku the target player (i.e. one whose character doesn't want my guy to disembowel himself) has the following choices:
-Block, stopping my guy's hand or something.
-Dodge, declaring his character's indifference about my guy's seppuku.
-Reverse, somehow using the suicide attempt against my guy.
-Give, forfeiting further direct influence on the conflict, but with an option to automatically Block or Dodge my guy's seppuku.
-Take the Blow, in case of which my guy's guts decorate the floor and the other character gets affected by that.
Right?
Now, it gets complicated if my guy's seppuku targets multiple characters. What happens if someone Blocks, but someone else Takes the Blow? Does the declared action come to pass or not? Is it enough for only one player to Block? Maybe we should work out some partial outcome? We're always confused in such cases.
Does my guy slash his belly? Is the hostage killed? Does the Universe explode?
lumpley:
Oh. Just see in initiative order until someone's see is decisive.
There are true "everyone has to see" raises, there are "everyone has to see until someone stops me" raises, there are "someone has to see I don't care who" raises (answer: the person who opposes the raise who goes next by initiative), and there are probably further nuances too.
-Vincent
Ward:
Quote from: lumpley on April 09, 2008, 12:08:05 PM
Oh. Just see in initiative order until someone's see is decisive.
There are true "everyone has to see" raises, there are "everyone has to see until someone stops me" raises, there are "someone has to see I don't care who" raises (answer: the person who opposes the raise who goes next by initiative), and there are probably further nuances too.
-Vincent
So does this mean only the people up to and including the first person to Block (in the example) would have to spend dice on seeing the raise? This possibly has some interesting mechanical implications.
Darren Hill:
It means there are some Raises that everyone has to Block, until someone succeeds (with an appropriate Block) at which point no else needs to See.
There are some Raises that everyone has to Block, and even if someone succeeds, everyone else still has to Block. (e.g. True area effects).
There are some Raises that must be blocked by the next person to act: if they don't. the Raise succeeds.
Ward:
Which is kind of interesting, since it forces you to describe a raise against multiple opponents very specifically if you don't want your dice to go to waste. It can also be a big motivation for players to play their sees really hard. Good stuff.
But, although I agree with the idea story-wise, because seeing something which has been blocked doesn't make sense at all. On the other hand, the Dogs very often already have the advantage of numbers (there is only so much you can do to split them up) and this makes that advantage ever so much bigger. Especially because they have more time on their hands to come up with sees for the GM's raises.
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