[Knights of Twilight] revisioned

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davide.losito:
Major update incoming.
The fencing combat system has been upgraded to a "two-tempos" exchange symulation.
What does this mean?

Fighters start with 1 square measure of distance. Like this: [  ][A][  ][  ] (it was a "in measure" start before: [  ][A][  ])
Each player can perform TWO moves per turn.
These moves cannot be of the same type.
There is a brand new concept in the fighting system: the contiguous moves; these are the final move of Player A and the initial move of Player B.
[ first tempo A ][ second tempo A ]<-|->[ first tempo B ][ second tempo B ]

[ second tempo A ]<-|->[ first tempo B ] these are CONTIGUOUS; the adjective refers to a relation between the last player A's move that is CONTINUOUS to the first player B's move.
A player can reply ONLY to a contiguous move.

It works like this:
Player A makes a In Measure movement technique, going in measure  [  ][->][A][  ]
He then makes a Cleave.

Player B replies to the contiguous move, the Cleave. He Parries (defense) it, and then strikes back with a Cleave (attack) himself.
Player A Dodges (movement) the Cleave and make Player B Stumble (attack).
Player B rises a Line (defense - Lines now assign a White die On Target; some moves have been updated) and then goes Out of Measure (movement).
Player A CANNOT reply to the Line, because it is not contiguous. So the White die REMAINS On Target. It cannot be removed and it will score a hit.
This resolves a bug causing everlasting no-hit fights.
It makes the game damn deadly. Which is GOOD, as this evening's playtest proved that the story moves and become engaging exactly when a Knight dies and its affections bring forward a new champion for their cause.

Hits now are scored with every die of any color that is assigned On Target. There are moves that may assign dice On Target.
Damage is still calculated with 1 for each die On Target, +1 for each "+" die assigned, +Optional 1 for each "-" assigned that generates a torment of the proper color.
A fight ends when one of the combatant dies, or when he surrenders.
The check on death of a fencer is made at the end of each assault (a complete turn of 4 moves, 2 from Player A, and 2 from Player B).

There's a new subsystem that let players use free dice according to their Affection status, up to the total Affection Rank for each Act.
There's also a new side-abilities, assigned in a thematic way, according to the chosen Origin. Nobles have access to the Military ability tree, Low-rimmers have access to the Subtlety tree and Nomads have access to the Merchant tree.
These tree gives 1xAct* SKILL that may either grant a free die (of any color) during a fight, or may be flagged to complete a Quest (personal affections related missions) without fighting.
Completing a Quest with this skill grants no Honor (but still grants the affection +1 rank).
Using this die in a official Mission must be narrated according to the Skill.
* = during Act 1, players may use 1 ability, once. During Act 2, players may use 2 abilities (once, each). During Act 3, players may use 3 abilites (once, each). There is no abilities list; players propose theirs.

I have a convention to attend to this weekend, so the updated rules will be posted next week.

I would like to know if anyone out there tried to read or test the game and if they have any feedback, so far.

davide.losito:
hmm... all that format mess is caused by my use of square brakets.
This teach me to use PREVIEW before posting... if someone may correct the post, the incriminated line is this:


Fighters start with 1 square measure of distance. Like this: [    ][ A ][   ][ B ][    ] (it was a "in measure" start before: [    ][ A ][ B ][    ])

davide.losito:
And this

Player A makes a In Measure movement technique, going in measure  [    ][ -> ][ A ][ B ][    ]

davide.losito:
I saw a movie tonight, called Season of the Witch (although some genius in Italy translated it to The Last Templar...) which really fits into the fiction I am trying to build with this game.
I will be back soon with some tune-up, after this fruitful night.

voidgere:
I read through this game and really like the idea and the thought put into the mechanics.  I do find that the wording is hard to follow and I was a little confused trying to follow the flow of battle examples.  I will admit an unfamiliarity with Fudge and its unique dice, but after some quick research I was up to speed.  I think if you take this idea and really clean it up you might have an A+ game here.  I say keep up the good work and I can't wait to see the final product.

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