- Sep 2, 2017
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First, sort of a side note. Regarding the “average woman” and “too weak” and this whole thing. As an author, I declare with all responsibility - if I need it for a story, Selene will handle archery. These references are probably due to the fact that in some of their dialogue, some NPC doesn't take her seriously in that sense, and some even mock her. Don't think this is some "author's message", like, Selene is a woman, so she can't fight, blah blah blah. The reactions of these characters are only that which could have come from them. No more, no less. I mean, none of them see women as fighters, so this reaction is entirely expected.
As for some hypothetical situation where Selene has to shoot someone, how would I implement it in the game? Well, let's try to model it. Let's say Selene is in danger and someone evil (or something toothy and clawed) is running at her, and she's holding a bow. Well. There will most likely be several consecutive checks here.
The first is Vigor, to see if she can draw the bowstring. Because if she can't, the likely course of action is to drop the bow and run away (Agility check?) or give up and hope for the best. If Selene can draw the bowstring, she should shoot. It's probably Perception check. Did she hit or not? If she missed, we're back to the run/surrender fork. If she hit, is the target down or do we need a second shot?
In general, Willpower or Mind (suppressing fear or calming oneself down) can also be useful in this type of situation. Agility is unlikely to be of much use in the shooting process itself, but it can help, for example, to dodge (from icoming blow, a counter-shot, etc.). Even Intrigue can play a role, like, why aim for the head when you can hit between the legs? Dirty, but effective.
As you can see, IE's role-playing system is quite supportive of creating these kinds of dangerous, combat situations, and even with different outcomes. I don't even need the combat system as a separate mechanic for that. The problem here is rather that the plot is (so far) rather socially oriented. I'm not really interested in creating another "battle fantasy" where a lone hero wanders the land and kills things. Nevertheless, this in no way precludes modeling dangerous or even really combat situations.
As for some hypothetical situation where Selene has to shoot someone, how would I implement it in the game? Well, let's try to model it. Let's say Selene is in danger and someone evil (or something toothy and clawed) is running at her, and she's holding a bow. Well. There will most likely be several consecutive checks here.
The first is Vigor, to see if she can draw the bowstring. Because if she can't, the likely course of action is to drop the bow and run away (Agility check?) or give up and hope for the best. If Selene can draw the bowstring, she should shoot. It's probably Perception check. Did she hit or not? If she missed, we're back to the run/surrender fork. If she hit, is the target down or do we need a second shot?
In general, Willpower or Mind (suppressing fear or calming oneself down) can also be useful in this type of situation. Agility is unlikely to be of much use in the shooting process itself, but it can help, for example, to dodge (from icoming blow, a counter-shot, etc.). Even Intrigue can play a role, like, why aim for the head when you can hit between the legs? Dirty, but effective.
As you can see, IE's role-playing system is quite supportive of creating these kinds of dangerous, combat situations, and even with different outcomes. I don't even need the combat system as a separate mechanic for that. The problem here is rather that the plot is (so far) rather socially oriented. I'm not really interested in creating another "battle fantasy" where a lone hero wanders the land and kills things. Nevertheless, this in no way precludes modeling dangerous or even really combat situations.