Post by drnorth on Apr 5, 2017 0:25:16 GMT -5
Or: Lets all get even better at MET!
At the risk of being recognized fro the rules-obsessive crunchtwerp I am, I'm opening a thread to discuss rules cruft that confuses people, including me. I'll try to break it down, but double check me; I can screw things up same as anyone. I'll put page numbers on stuff for easy reference. Post questions too!
Being Prone: Moving
You can use a simple action to crawl, roll or whatever 1 step. If you want, you can stand up at the same time. (V20MET277)
Being Prone: Defending
If you're down, you get a +2 against people shooting or chucking stuff at you from more than 3 steps away. people closer than that get a +2 on all attacks (melee too). Niether applies to nonphysical attacks (Lure of Flames, anyone?) (V20MET277)
Auspex 1: Heightened Senses
Don't need to pop blood for this anymore - It's ALWAYS ON! Well, that's not quite true. Hunting for Obfuscate users requires you to spend a BP. (V20MET118)
Running Away:
On your initiative, if theres a route for you to escape by, you can declare fair escape. You cant have been in any physical challenges this round, (so no shooting then running...and if you've been shot at this round you cant flee). Once you declare Fair Escape, everyone in combat gets a chance to say if they plan on attacking you. If no one wants to, bam! you are gone. If anyone wants to hit you, they just say so, and you have to wait around to see what happens. If no one tries to hit you by your next initiative, you got away. (V20MET277)
Surprise:
1...2...3...surprise!!! ISNT A THING anymore. If you are the one who starts the combat, just do your action, whatever it is, right now. Then initiative starts. You dont get 2 attacks in round 1 though; you just get your shot off first. (V20MET278)
Wound Penalties and Incap:
Initiative (I said this wrong at game )
it's your mentals or your Physicals, whichever is more. On a tie, Mentals beat Physicals. Socials break tie if mentals and physicals are the same. (V20MET276)
Talking and dropping things:
Can't find any rules for these. I'll talk to ST about getting some free actions defined and added to House Rules 1.16
Combat Maneuvers
To do a combat maneuver, you need to burn a willpower. EXEPTIONS: If you have the strength focus or dexterity focus, you can do a related maneuver, for free, once per combat. Some weapons also give you a freebie.
Pierce the Heart: it takes 3 challenges to stake.
Burst of Speed: take your simple action for the round right now.
(V20MET 280)
Incapacitation:
If you have wounds in your Incapacitated track; you loose your simple actions. Thats all. If you have the stamina focus or any amount of fortitude, not even that happens to you. (V20MET 285)
Knock out:
Vampires cant be knocked out. (V20MET280) Non-Vampires who have the stamina focus cant be knocked out or knocked down unless you have more physicals than them. (V20MET91)
Tests: (retests are always confusing; and i think I've found a flaw in the rules. I'm asking the Devs now.)
To throw a test, the attacker says what is going to happen.
Then you throw RPS
Then each person says their trait total for the challenge.
If attacker wins, and their pool is bigger, its a critical success. they do an extra point of damage (usually)
If attacker wins, and their pool isn't bigger, its a normal success.
If it's a tie, if the attacker's pool si bigger, its a success. If not, its a failure.
If the attacker loses, and they have the skill its a failure.
If attacker loses, and they dont have the skill, its a critical failure.
Now, the loser can choose to retest.
If their pool is 2x the winner's, they can overbid for free.
If not, they need to use a willpower.
throw RPS again.
If the attacker won twice, and their pool is bigger, its still a critical success.
If the attacker just won, its a normal success.
If the defender just won, its a failure.
Its unclear if retests beyond the first are possible; V20MET 271 implies they arent, but 272 implies they are. more on this later. What is certain is that only 1 willpower retest is possible per test.