If one side holds superior ground, like a fortress, wall with murder holes, etc, how should that be handled in a conflict?
A simple disposition bonus? Stat it up as a full “weapon?” No mechanical effect?
If one side holds superior ground, like a fortress, wall with murder holes, etc, how should that be handled in a conflict?
A simple disposition bonus? Stat it up as a full “weapon?” No mechanical effect?
I’d think that the answer would be “yes, one or more of those ways”. Which would be in line with the standard “it depends” answer.
Haha, yep. Personally, I would break it down this way:
Is it something the players are actively using with each action: Weapon (you can only have one equipped per round)
Is it a circumstance that hinders the enemy: Factor against enemy action (stacks with weapons), unless a maneuver removes the circumstance (disarm?)
Is it a situation that boosts your position, but only temporarily, like a head start in a flee conflict: +D for disposition
Not everyone would agree with that breakdown, but it makes sense to me.
There are multiple valid ways to represent it: both a disposition bonus and a weapon can make sense depending on the circumstances.
Over on the G+ community, Ralph Mazza made an ingenious suggestion: Make something like a barricade a disposition bonus that doesn’t get shared out to the members of the team. For instance, let’s say you have a 3 hit point barricade. Any damage done by the opposition gets applied to the barricade first. Once its disposition is gone, it’s gone.
That is a nice idea. Couldn’t a Defend action theoretically be used to rebuild the barricade?
Theoretically, but I think it’s more fun if it get’s overrun and things get desperate. The corollary would be that disposition lost from the barricade wouldn’t contribute to a compromise…
That is more exciting…
Looks at pile of tokens on table.
“This must be where they made their last stand…”
I love this. I love when a simple interpretation of an abstract concept produces something that makes sense.
Frank