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DFRPG / Re: On shot Concession
« on: April 22, 2010, 06:17:39 PM »Your bland doorman has a stress track of length 2. A mild consequence brings a hit down by 2; a moderate brings it down by 4. In order to get a taken out result, you need to land a blow that inflicts more stress than the stress track can handle. Without consequences reducing the hit, and no roll-up factor due to boxes on the track previously being marked off, that's 3.
Yeah, my math was off.
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Now, this dude's a doorman, so as the GM I'd probably run this as "if a blow is going to inflict any consequence at all, even a mild one, I'll just offer the concession of being knocked out". So, a hit that inflicts 3 stress would do that.
I was going off of YS206, which _I thought_ said that you needed to have a moderate or worse consequence from the conflict before you could concede. Now that I'm rereading it I see it says that such a consequence should come _about_ from conceding. This makes a huge difference.
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Or maybe you're playing it loose and clear enough that this guy's really just a difficulty number, not a full blown character where you'll need to engage the stress track at all -- just set the difficulty at something reasonable to get past the "obstacle".
I do like the idea of even minions being potential problems...this example shows that a non-violent solution is likely to have more fallback plans if they fail than the violent one does. I prefer to try and train my players through experience
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Or maybe you're playing it loose and clear enough that this guy will go down with any solid rationale, and spending that tag on the temporary aspect you got with Stealth in a "compel for effect" way is enough to say "How about he just folds long enough for me to get past him and inside with a couple minutes to spare?"
Ooo....compelling an aspect for effect was something I didn't consider! That's one of those subtleties I was hoping would be pointed out.
Overall I prefer the concession, but compelling an inflicted aspect is a handy technique to remember.
So...PC makes an attack of some sort and does enough to inflict a consequence (for the doorman, 3+ shifts). Seeing I'm outclassed and that the player didn't flub, I concede to a dramatically appropriate take out and the story moves on.