With this example I'm trying to show how it does that, because that's Paul's question, but I think you've already got it: in 1st Ed, if she misses the roll, you can end the battle there, and often should. In 2nd Ed, her miss signals that the battle's still on. She's achieved her most immediate goal (or chosen to abandon it), but she's paid for it in harm, the landscape of the battle has changed, and the matter is still under contest. It's the second or third move that ends the battle.
I get it. I do.
The biggest reason this has been hard for me to swallow is that I don't run my battles like you expected me to. I've
never ended a battle because a player rolled a miss on seize by force. Not once. It
has ended when a player rolls a miss on the harm roll and is immediately knocked unconscious, or they've taken too much damage to continue and they give up/run/retreat... Instead, I almost always end the battle when the player both Hits the roll and had done enough to keep the enemy from coming back at them. This is why I'm struggling, you end on a miss, I end on a hit.
There are examples, specifically where dealing violence isn't the main objective and the action keeps going: If Kat seizes definite hold of some treasure and did like 1 or 0 harm for example, the entire gang might now chasing her, but the battle is over, nows it's escape time: i.e. fuck this shit / eye on the door / act under fire / cat and mouse. these only become battle again if the "escape" fails, so these would still not be multiple follow up battle moves.
If you read over my examples again, you'll find it was the AW1 results that spiked the action, not the Aw2 results. AW2 was significantly more calm, mostly or entirely resolved. Both work the same when it comes to how to handle the hits, they differ in the misses. Most of those HIT result pretty much was the immediate ended of things, because the gang had either shattered morale (having a non present leader) or were impressed and probably not looking to hunt her down.
Had she had combat driver (with +1 hold), there would be few results at all that would have continued the contest. It would be resolved completely every time. The only followup on a hit that could be a roll was if she manages to buy time by hiding her location from the gang's potential reprisals.
In the AW1 examples the miss did not resolve the conflict. It kicked up the tension and put her under fire, the scene had changed, the objectives might need to change along with them, but it was distinctly Not over. Only in
Munin's example where she was forced to turn and flee with the water spilling out the back was it maybe not battle anymore, and even then the 4-wheelers could be hunting her down, and that snowball could also involve the blockade radioing in who just tried to break through. For me, its very clear on an Aw1 Miss that there will be follow up moves, always, because the PC is still in peril.
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As far as
Munin's gunlugger example goes, the first thing I noticed was that the Gunlugger put the driver's ability to drive to
shame. And his ability to reliably crush the enemy on a miss still did less damage to his truck then the driver could expect. You say the point of the new hard is to extend combat into more moves, for me that means this:
The Real ConcernCombat is only really
dangerous through attrition, and Player's endurance through that attrition is primarily determined by the starting harm/armor value of the character, rather then the rolls to find out what happened.
Why?It also occurs to me that
Munin gave the gang's blockade an additional +1armor in the Gunlugger's example. Had we done that to the Driver it wouldve ended her ability to break through that gang. Sure she could choose to get through, but dealing 1-harm and her truck taking 2 or 3-harm would've been a death knell for any follow up battle rolls. She cannot beat them, at least not without hitting twice and still losing her truck.
This is opposed to: if we remove that extra armor from the Gunlugger's example, he breaks them on a miss easily (4-harm base), or 5-harm they're all probably dead and even the best leader doesnt matter. That's a miss. There is no follow up. This scene is over.
What this says to me is that I have to buff the enemies for the Gunlugger to feel it, and that same "challenge" makes it impossible or nearly so for other characters to handle the same situation. We're not talking about a risk, or a little bit either. We aren't talking about rolling to see what happens.
We're talking about the fact that now Gunlugger has a drastic and unmitigated advantage in everything hard compared with the same Gunlugger in AW1. To reiterate: this is AW2Gunlugger vs AW1Gunlugger. The reason is simple, since combat's danger in Aw2 has been reduced to attrition, far more of the battle moves results are dependent on the static harm/armor stats of a given character. If a gunlugger can get +3 harm and +2 armor over the other characters (not all that hard). That's exactly saying what one guy can lazily do on a miss, the others cannot hope to do even on a 10+.
I'm actually less convinced then ever that this change is a good thing.
edit--spelling