Necrozius
Legendary Member
- Joined
- Apr 25, 2017
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So I read the quickstart rules and watched the video posted above.
Regarding stat blocks, I think everyone is getting it wrong.
It appears that the Enemy stat block represents an entire opposing force, not each individual. So a single stat block for Cannon Fodder abstracts a gang of many enemies (when their combed Grit is done, the heroes have defeated this mob). Conversely, for stronger enemies, that same stat block structure abstractly represents fewer, albeit stronger foes. If you have a single stat block for ONE OPPONENT... that's serious business (ie, it takes as long to take that one individual out compared to a dozen mooks).
If this is really how it is intended to work, it makes a lot of sense for the needing to reload on a "miss", because you're taking many shots. There's a bit of abstraction going on, and I really like it (again, if this is true).
It also follows action movie logic. The more enemies the heroes face, the less of a threat each individual foe is. Conversely, the fewer they are, the more dangerous. Like the Ninja rule. 20 ninjas? Everyone, even the bookish scientist can knock a few out. Just 3? Oh crap they're the Three Hell Dragons... better watch out.
After reading the sample scenario, I really think that I'm right. When a gang of thugs attacks the heroes, we're not told how many there are. Also, the stat block is in plural and seems to represent this opposing force.
Edit: combat rules: when an enemy acts during the "Reaction phase" EVERYONE has to roll defence against he enemy stat block. I'm 100% certain that the enemy stat block is an abstraction of a mob.
If I'm right, then this really kicks ass.
Regarding stat blocks, I think everyone is getting it wrong.
It appears that the Enemy stat block represents an entire opposing force, not each individual. So a single stat block for Cannon Fodder abstracts a gang of many enemies (when their combed Grit is done, the heroes have defeated this mob). Conversely, for stronger enemies, that same stat block structure abstractly represents fewer, albeit stronger foes. If you have a single stat block for ONE OPPONENT... that's serious business (ie, it takes as long to take that one individual out compared to a dozen mooks).
If this is really how it is intended to work, it makes a lot of sense for the needing to reload on a "miss", because you're taking many shots. There's a bit of abstraction going on, and I really like it (again, if this is true).
It also follows action movie logic. The more enemies the heroes face, the less of a threat each individual foe is. Conversely, the fewer they are, the more dangerous. Like the Ninja rule. 20 ninjas? Everyone, even the bookish scientist can knock a few out. Just 3? Oh crap they're the Three Hell Dragons... better watch out.
After reading the sample scenario, I really think that I'm right. When a gang of thugs attacks the heroes, we're not told how many there are. Also, the stat block is in plural and seems to represent this opposing force.
Edit: combat rules: when an enemy acts during the "Reaction phase" EVERYONE has to roll defence against he enemy stat block. I'm 100% certain that the enemy stat block is an abstraction of a mob.
If I'm right, then this really kicks ass.