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Messages - larkvi

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The Regiment / Re: Untrained Explosives
« on: February 28, 2013, 08:58:05 AM »
We played a bit more with explosives in our last session, and I would like to report that rolling LUCKY for routine use of explosives is really unsatisfying. In our context, the Commando was mouse-holing along a street to get around a machine-gun nest, and rolled poorly on lucky, taking a stress (over his grit) and wounds. He was forced to take the 'flee' action, which was a rather ignominious departing move for the platoon's most gung-ho member.

I think what made it unsatisfying is that all other weapons work as designed without a roll, and it seems like explosives should as well. I would propose the following, or some variant of it:

If explosives are part of your load-out: It works as designed. If you are trying to do something fancy, roll TACTICS. On a 10+, pick 3, on a 7--9, pick 1, on a miss, the MC will offer you a hard choice or a worse outcome. Options: Inflicts grievous harm; Is perfectly timed; Is perfectly placed.

If explosives are NOT part of your load-out: roll LUCKY. On a 10+, pick 2, on a 7--9, pick 1, on a miss, it does not work as planned an the MC will make a hard move. Options: as above, plus: It works as designed.

Explosives could be added to a character via a move: Explosives-trained. You have been trained in the manufacture and use of explosives. Add explosives to your loadout.

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The Regiment / Re: Three Stats?
« on: February 28, 2013, 08:47:01 AM »
When I say three stats, it should be pointed out that there are in fact five stats that routinely come up (plus WOUNDS, which I almost think should be rolled into LUCKY somehow). As to the matrix, I would suggest something like:

When you . . .
assault an enemy position . . .
lead by example . . .
keep it together under pressure . . .
perform a combat action requiring bravery, steel, or resolve . . .
roll GUTS.

When you . . .
provide covering fire for your team . . .
give orders . . .
pause for a moment to assess the situation . . .
camouflage or hide something . . .
perform a combat action requiring intelligence or logical thinking . . .
roll TACTICS.

When you . . .
take cover under fire . . .
scrounge for supplies . . .
perform a combat action requiring luck or where the critical portion is out of your control . . .
roll LUCKY.

When you . . .
start a new engagement . . .
have a (not otherwise unwilling) NPC take an action on your behalf or under your direction . . .
perform a combat action which is carried out by NPC soldiers. . .
roll OP.

When you . . .
petition up the chain of command . . .
spend time improving your bond with someone . . .
barter for goods or services . . .
roll SMOKES spent.

I think three stats evens out and clarifies what each are used for without meaningfully reducing flavor. I think 'collapsing the range of playbook differentiation' is the wrong way to look at it, as the unique moves are what most meaningfully distinguishes playbooks--if a high stat distinguishes all the actions a character does in his role, there is little point of having multiple stats to begin with.

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The Regiment / Three Stats?
« on: February 26, 2013, 02:00:31 PM »
I am in the same game as Fuseboy (I played the two Commandos and am now The Sergeant). Tim and I were discussing this before the last game, and we think that there is probably no need for five stats in The Regiment. We were thinking that Guts (Guts/Part of Battle/Part of Leadership) Tactics (Tactics, Part of Battle/Part of Leadership) and Lucky really cover what is called for in the game.

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