help with IaWA

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stefoid:
Oh, well that blows my initiative theory out of the water.

Vincent, its in my best interests to have a clear, concise and comprehensive set of rules outlining how to proceed with conflict so that my group isnt held up for half an hour at the table mulling through wordy examples trying to resolve mechanics-related issues.

I challenge you to provide it.

How do you answer? (Ill concede that you have the advantage)

Paul T:
If you want low-detail, here's my summary:

* When a "Oh, no, you don't!" situation comes up, everyone involved rolls dice.
* Then everyone gets to say something about what their character is doing, in order of die rolls.
* When someone says something that your character opposes, or something that could hurt your character, you reroll your dice and say how it turned out based on that die roll.
* Once you've had to "answer" someone (which means "narrating the outcome of their action against your character"), though, you don't get your own action any more--you've been busy struggling with whoever is doing something to your character.

For the Advantage die, if you won any roll at all in a given round, you take one to the next round.

If you want high-detail, this is probably the best:

http://www.thestoughtons.ca/staunwark/pdfs/Wicked%20Age%20Map%20-%20Expanded.pdf

stefoid:
Thanks Paul.    That is clear.

Just want to run the headsman scenario past it again for verification.

p1)  anyone can choose to abandon their later move by choosing the option to answer the current challenge??  i.e.   sorcerer decides to answer headsman challenge, which is to hurt victim.

p2)  this opens up the possibility of contradictory results.  victim looses to headsman, but sorcerer wins.   In this 1 vs. many scenario,  my interpretation is that there is an advantage in numbers.  headsman must defeat all answerer in order to achieve his aim?


I think its possible to expand on your short summary to cover all circumstances, paul, I just want to get confirmation before adding to it.

stefoid:
heres my attempt:


contest initiated by someone making a concrete move and someone(s) else opposing it.  3 rounds then proceed as follows:  (TALKING IN CAPS)

1) everybody rolls for initiative, which determines  move order for the round
2) the first player to move leaves his dice stand as his move roll, and ANNOUNCES HIS MOVE
3) anyone answering that move (trying to prevent it) ANNOUNCES THEIR INTENDED DEFENCE and rolls their answer, and the outcome is resolved
3a)  if multiple characters oppose the move, there is an advantage in numbers.  Challenger must overcome *all* answerers to achieve his move.
3b) the answerer(s) NARRATE HOW THE CHALLENGER achieved or didnt achieve his move for that round (may involve interpretation of multiple dice rolls if opposed by multiple characters)
4) answering robs you of your unused turn to move that round
5) the next person who has not answered moves next in initiative order and so on
6) anyone who wins as either the challenger or the answerer gets an initiative dice to use for the duration of the *next* round, even if they fail subsequent answers in the current round.
7) parties who were previously not involved in the contest can join in at any time, either at the start of the round when initiative is rolled, or by deciding to answer any announced move during the round.  This does not extend the number of rounds of the contest.

Noclue:
Quote from: stefoid on March 16, 2010, 08:36:51 PM


p2)  this opens up the possibility of contradictory results.  victim looses to headsman, but sorcerer wins.   In this 1 vs. many scenario,  my interpretation is that there is an advantage in numbers.  headsman must defeat all answerer in order to achieve his aim?

Nope. The headsman has to defeat all answerers to get the stick. Then he can exhaust or injure the answerers, which may or may not be his aim.

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