help with IaWA
lumpley:
Oh wait, you know? You're right.
If more than one person is going to answer, they answer in initiative order. So what you do is just put the newcomer last in initiative order, no big deal.
-Vincent
stefoid:
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), in order of initiative, 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 (in which case they answer last). This does not extend the number of rounds of the contest.
Paul T:
Hey, there: I'm not sure if what you're posting is a house rule or your attempt to make sense of the rules as written. If it's the latter, this part (below) is wrong, and pretty wonky, if you ask me:
Quote from: stefoid on March 19, 2010, 01:46:55 PM
3) anyone answering that move (trying to prevent it), in order of initiative, 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)
As written, Answerers don't ever announce their intended defence. They Answer in order of highest roll to lowest roll. Answering means you reroll the dice and then you say how the Challenger's action affects you, which may or may not allow the Challenger to achieve his move--that's up to your narration and the dice.
In a Wicked Age... doesn't care about intended results when people roll the dice, and it makes the game much easier and smoother to play than if you try to shoehorn that in there.
stefoid:
OK, try this then: (TALKING IN CAPS) (dice stuff in italics)
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), in order of initiative, rolls their answer, and the outcome is resolved as follows:
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 (in which case they answer last). This does not extend the number of rounds of the contest.
Paul T:
That's better, but it's 3a) and 3b) that I take issue with. I suppose you could try to play the game that way, but I'm pretty sure that's not how it's intended to go. It's a needless complication, in my mind, and it might cause you problems down the road.
The standard way is:
3) In order of initiative, each player who needs to Answer, Answers.
3a) To Answer, reroll your dice and NARRATE YOUR ANSWER according to the results (if you were doubled, you suck it up, whatever badness the move had in store for you--tell us how that goes down; if you lost bit weren't doubled, you somehow defend yourself but find yourself at a disadvantage; if you rolled higher, you narrate how you come to have the upper hand).
3b) Once you're done, the next person in initiative order Answers.
Again: the dice don't tell whether the challenger achieved his/her move or not--the players do. The dice just tell you who has the Stick--i.e. who's in danger of being exhausted or injured.
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