Post by Kevin K on Oct 15, 2012 11:17:17 GMT -8
I thought it would be interesting to discuss tactics for using/resisting Majesty. With the removal of the "combat unavailable" rule, it seems less powerful though that may be balanced by the additional change to how combat interacts with it (breaking only for the attacked). If you see something I don't, please share. This isn't intended as a complaint, just as a "thinking-through" of the consequences.
The relevant portions, as I understand them:
Majesty affects everyone except majesty users/thaum users
To resist, roll Courage vs Charisma+Intimidation each turn.
Failing to resist means you must help the Majesty user for the rest of the scene.
When the majesty user seriously attacks someone, majesty breaks only for the one attacked.
Spending willpower, like always, provides an automatic success that cannot be lost via tests.
My thoughts:
It seems like the prudent thing to do is spend Willpower instead of roll (except maybe the first turn). That makes the power sum up to "the Majesty user's opponents can't spend Willpower for auto successes in combat (one WP per turn). Sure, you could risk it if your courage is high, but the prudence suggests otherwise.
That's not nothing, but pretty far from "raising a hand to her is unthinkable".
One tactic might be to try and prolong combat until your opponents run out of willpower. On average, I think that would be 5-7 turns. My experience suggests that combat tends to last on average 2.5 turns, and I'm not aware of any tactic that would extend it to this degree. Fortitude 5 is far from enough.
One major question is whether blood expenditure for stats, etc. requires you to make the roll/spend the WP. If it's required, it would increase the number of turns involved in resisting, in scenarios where it's a surprise to both sides. (Majesty user's team doesn't have to spend WP to increase stats)
What's your take?
The relevant portions, as I understand them:
Majesty affects everyone except majesty users/thaum users
To resist, roll Courage vs Charisma+Intimidation each turn.
Failing to resist means you must help the Majesty user for the rest of the scene.
When the majesty user seriously attacks someone, majesty breaks only for the one attacked.
Spending willpower, like always, provides an automatic success that cannot be lost via tests.
My thoughts:
It seems like the prudent thing to do is spend Willpower instead of roll (except maybe the first turn). That makes the power sum up to "the Majesty user's opponents can't spend Willpower for auto successes in combat (one WP per turn). Sure, you could risk it if your courage is high, but the prudence suggests otherwise.
That's not nothing, but pretty far from "raising a hand to her is unthinkable".
One tactic might be to try and prolong combat until your opponents run out of willpower. On average, I think that would be 5-7 turns. My experience suggests that combat tends to last on average 2.5 turns, and I'm not aware of any tactic that would extend it to this degree. Fortitude 5 is far from enough.
One major question is whether blood expenditure for stats, etc. requires you to make the roll/spend the WP. If it's required, it would increase the number of turns involved in resisting, in scenarios where it's a surprise to both sides. (Majesty user's team doesn't have to spend WP to increase stats)
What's your take?