In HiBRiD, an opposed task roll reflects dynamic action and an assertion of a character’s desire to make something happen. In situations where an opposed task roll results in a tie, the initiator of an action always wins, never the defender or preventer of the action. If the described goal of a turn is simply to cancel or prevent an opponent’s action, that character will also lose in the event of a tie.
In a situation where two characters act during the same initiative count, both characters are considered initiators of an action. As a result, a tie means both characters succeed in their actions and effects are applied at the same time. In the event of completely contradictory actions, the director will determine how the two actions interact.
In some cases, this may seem complicated, such as in the case where a character in a faster initiative phase of the round holds initiative to interact with a character in a slower phase or two characters are grappling. In these situations, the faster character will get to act first and if successful, may interrupt the character’s turn description, but the slower character’s turn is not eliminated. Instead, the slower character will just need to change the description and goal of his turn to reflect the faster character’s success. The director may then apply any penalties she thinks might have resulted from the interruption.
Sees pretty clean to me. I just eliminated the need for pages of grappling rules and tables or die mechanics to tell me what to do. Wow!
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