Hey everyone. First post here, and to start I wanted to say I really like the elegance of this system.
I did want to ask/make an observation about the Fight! and DoW rules though. From what I’ve read, and researched online (here and in other places), both systems seem to be referenced as difficult to handle in game without expert practice, and it seems many have tried their hand at skinning them down to become easier to handle.
Looking at the rules they do appear daunting, but thinking about it…it really just seems to be a matter of delineating tasks and determining the type of roll required…something that can be handled with a only a little GM experience.
Using the State Your Intent, then Roll model, it really becomes simple Judgement on the GM’s part.
“I want to swing my mace down on his face and smash it to bits!”
Great, that sounds like a Strike or a Great Strike. Ob 1 plus modifiers. The opponent’s intent during the Volley was…
“I have to keep him from bringing that Mace down hard on my face, so I’m going to duck left…” i.e. Avoid.
Well, now it’s a VS (generally speaking)
It seems that knowing only a bare minimum of action types can allow a GM to dole out judgement on what type of roll is required for ANY described action/intent. There are only two types of roll: Standard VS Ob, or Versus.
Which is required for any given situation? That seems to be the only question. I feel that understanding the binary function of how rolls work, and being able to make decent snap judgements, alleviates the need to memorize the lengthy tables describing which actions counter which other actions. Granted, over time these tables will likely get memorized anyway, but as a simplified understanding of Fight! (and DoW by extension) this makes alot of sense to me.
Is it really this simple, or is there something I missed? I’m eager to make the rules of the game work for me, since it seems an interesting way of handling situations like combat. Any thoughts or input would be wonderful.