Post by rangereric18 on Jul 19, 2006 13:42:55 GMT -5
Ok, I've read the house rules from Pirate Spice and I've looked over various different rule variants for Prescience. I'm thinking of going with Pirate Spice's modifier # house rule. However, I was wondering something about the way I've been running prescience so far:
Firstly, let me just explain how I've been running the power in the game since I've begun playing. Then you can tell me how wrong I am, etc. Then I will pose a question.
I run prescience with having the character able to shift stones from ONE action only into defense. In other words, they're not able to re-arrange stones to other actions or from abilities to defense. The only time they're able to do this, however, is when the player with prescience agrees to go after their attacker's turn in initiative.
Example:
Spider-Man is being attacked by a group of 2 goons. Spidey goes first. Spidey decides to put his safe number of stones into Close Combat and decides to act after the thugs, essentially being last in the combat.
The goon's turn comes up and they fire, getting a total of +4 for their attack.
Spidey sees that he's short of defense by 1, twice. If the thugs hit him, he loses 2 white stones of Durability. He uses his prescience to SHIFT 1 red stone from Close Combat into his defense, forming a total defense of +4.
As a result, the thugs just barely miss Spidey, allowing him to follow through on his movement and clobber the both of them.
Now, as for my question: Using this method, how would two characters with prescience battle each other? How many chances would I allow one player to 'go last' per combat phase? In other words, how would I regulate two prescient characters opting to go last so that they can get the drop on one another in a combat?
Firstly, let me just explain how I've been running the power in the game since I've begun playing. Then you can tell me how wrong I am, etc. Then I will pose a question.
I run prescience with having the character able to shift stones from ONE action only into defense. In other words, they're not able to re-arrange stones to other actions or from abilities to defense. The only time they're able to do this, however, is when the player with prescience agrees to go after their attacker's turn in initiative.
Example:
Spider-Man is being attacked by a group of 2 goons. Spidey goes first. Spidey decides to put his safe number of stones into Close Combat and decides to act after the thugs, essentially being last in the combat.
The goon's turn comes up and they fire, getting a total of +4 for their attack.
Spidey sees that he's short of defense by 1, twice. If the thugs hit him, he loses 2 white stones of Durability. He uses his prescience to SHIFT 1 red stone from Close Combat into his defense, forming a total defense of +4.
As a result, the thugs just barely miss Spidey, allowing him to follow through on his movement and clobber the both of them.
Now, as for my question: Using this method, how would two characters with prescience battle each other? How many chances would I allow one player to 'go last' per combat phase? In other words, how would I regulate two prescient characters opting to go last so that they can get the drop on one another in a combat?