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Tuesday, February 23, 2021

Rules & Rulings from DF Session 148

More rules and rulings from DF Session 148.

- Can we ask the local Druidic Drum Circle? No, they're not in town . . . you have to find them out in the wilderness. Consider than an off-week whole-week activity (so, Survival plus an appropriate other skill to find them - likely IQ or Naturalist.

- Are we using Part of the Solution or Part of the Problem (Exploits, p. 6)? Yes, in all cases where it should matter. So generally you can get away with 1 point in some critical skill . . . unless the PC with 8 points in it doesn't make that session.

- Does Acrobatics suffer an Encumbrance penalty? In the rules as written, I don't think so. We've always enforced one. Yes, I know the story about the guy in plate doing gymnastics or this video. People swim in armor, too, but that doesn't mean it doesn't inflict a penalty. It especially should on Acrobatic Dodge, if only for gamist reasons of making "lightly armored" a valid choice.

- Can you get Precognitive Parry in Felltower? No, it's totally unavailable in DF in general, Felltower in specific, and doesn't fit in either.

- Why does the Apprentice have a Per 13 and the Wizard a Per 12? Apprentices haven't learned to stop paying attention to things.

- Yes, you can hammer a spike in and then pull it out to re-use . . . but that should really take tongs or a very strong person . . . otherwise you hammered it in poorly, right? We don't a rule on this, but I have one in mind - basically, "Getting Stuck" - if it's ever a time crunch issue.

- Can you boot-sheath a long knife? If so, that's not a long knife, or you're wearing really high boots.

5 comments:

  1. Dodge is already penalized by encumbrance; penalizing the acrobatics roll as well feels like double-dipping. I always figured encumbrance penalties to Acrobatics are situational; doing a roll in armor is easy, doing tic-tacs up a chimney is not.

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    1. The penalty isn't applying to Dodge twice, only to an entirely separate skill roll that either provides a flat +/- to Dodge. That doesn't feel like double-dipping to me. Plus both penalties feel appropriate, and don't cause a really big issue - it's a -1 to -3 at most, and it's rare for people in Heavy encumbrance to also be people with marginal Acrobatics skills and a need to Acrobatic Dodge. But it should still matter in my opinion.

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  2. I finally remembered, it's the Ice Worm Tooth (Very Fine Large Knife) that Aldwyn keeps as his boot knife. Another important ruling from Sunday: Cornwood has beautiful, albeit freezing, beaches and Aldwyn loves the beach.

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    1. I already added the latter to the Gazetteer. I should probably edit in your more eloquent writing.

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  3. "Does Acrobatics suffer an Encumbrance penalty?"

    I've always ruled that movement skills (Running, Jumping, Climbing, Acrobatics, etc), //except// Hiking, take an Encumbrance Penalty.

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