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Messages - Ged

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Apocalypse World / Re: Rule suggestion
« on: September 04, 2012, 10:21:47 PM »
That sounds good to me Alejandro: thanks! A better solution and better justification than mine.

Though I'm surprised that if it's this straightforward Vincent didn't choose to clarify it when he posted to the thread: he wrote he had a good reason for writing things the way he did, but then didn't explain how the interpretation refers in a simple way to a basic rule, which leaves me scratching my head somewhat?

I greatly appreciate all the input from everyone here: so much better than my teenage days in the 90s where the local hobby shop was the only source of ideas!

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Apocalypse World / Re: Rule suggestion
« on: August 19, 2012, 10:57:29 PM »
While your idea is quite possibly better than mine (noclue), we're both essentially house-ruling it here: you're allowing players to ignore their ability, and roll their initial skill  if they choose to, in contrast to the letter of the ability.

So I still think some alteration of the rule-text would be beneficial if there were to be a next edition.

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Apocalypse World / Re: Rule suggestion
« on: August 15, 2012, 11:44:48 PM »
Because the player's _trying_ to be cool here, but doesn't have any option to choose to roll that stat anymore.

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Apocalypse World / Rule suggestion
« on: August 15, 2012, 09:58:38 PM »
This looks very solid as a house rule to me, and I would go as far as suggesting this should be a default: what do people think?

Many advances allow a PC to roll (other stat) instead of (usual stat) for a move. E.g. the Maestro D' can take "You call this hot?" to roll +their key stat (hot) instead of +cool when acting under fire.
This means some stats, such as cool in this case, get little use outside of custom moves, and can lead to a problem highlighting stats for advanced characters: Either highlight the key stat, and give out shovels of experience, or highlight something that might never be rolled. A parallel problem is when you really want someone to be Cool today, but they tell you "I roll hot for cool, so highlight that instead", as it means you can't incentivise them mechanically to do cool stuff if they're a player that responds to XP incentives.

Proposed solution: If stat (a) is highlighted, but stat (b) would be rolled for a move that usually uses stat (a), gain experience whenever stat (b) is rolled as a substitute for stat (a).

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