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« Last post by thenage on July 05, 2010, 06:03:45 pm »
I think the previous answer is not quite right.
In the example given, first the attacker spends 1 success to dash to get in range. Now you take the remaining successes of both characters and compare.
If the attacker has more successes, he executes one move per *net* success. In the example, he needs one more success than his opponent to land a Fist Strike.
If the defender gets at least as many successes as the attacker has left (after spending one for the dash) then the attacker cannot execute any remaining moves in his sequence, so the defender avoids all strikes.
If the defender gets more successes than the attacker, then the defender gets to execute his own sequence with his net successes. While executing these, you still count defensive moves in the sequence even though the defender already successfully defends just by tying. This reflects how much more difficult it is to counter-attack, especially when the attacker is making multiple attacks in one sequence. In the example, the defender doesn't get to execute his Fist Strike unless he gets 3 successes MORE THAN his opponent. So in the example,
First subtract one success from the attacker for the dash, then
if the attacker has more successes than the defender, he hits.
If the defender has 3 more successes than the attacker has left, then the defender counter-attacks.
For anything in between, neither participant lands a blow.
The thing that is really cool about this system is the tactical decisions it requires. As an attacker, do I go for one powerful blow (power+power+power+fist strike) or three quick jabs (L fist+R fist+Ready+L fist) or something in between: (L fist+Power+Power+R Fist)? On the one hand, it is definitely more effective to land one powerful blow, because of how wound dice are calculated. On the other hand, not only do you have a bigger chance of missing (since you don't get a hit in unless you get to the last move) but you also open yourself up more for counter-attacks. This is because with only one strike in the sequence, my opponent only needs one defensive move (plus a ready and a counter attack), while with three strikes, my opponent needs three defensive moves (plus a ready and a counter strike). So the more strikes in a sequence, the higher the chances are that one of mine will hit and the lower the chances are that my opponent will hit back. Throw enough punches and the opponent probably won't have a base score high enough to even try to counter-attack. Intuitively, this makes sense - if someone is swinging very quickly at you, it's all you can do to block all the punches and its even harder to get a counter punch in. But if the big oaf rears way back to punch one time with all he's got, then it's actually pretty easy to sneak in a quick jab (or even two).
When you add the Power vs Press tradeoff in, the system becomes very rich with a lot of interesting options. Then with each participant getting both mental and physical actions each round, stance changes, etc.... it's just amazing. There's a lot to keep track of, but once you are used to it, it flows pretty easily.