Frenzy
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Gkeckley
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Frenzy
How does Frenzy work against avoid blow and parry? For instance I have Frenzy at rank 8 and declare 6 attacks and immediately spend the 6 strain. On my first attack I roll a 16 to hit versus my opponents Pd of 12. It is at this point a succesfull attack and all is good. My opponent then proceeds to roll an 18 for the avoid blow or parry. I have no longer successfully hit the target so, do I lose my next 5 attacks? I read it as yes I lose the rest of my attacks. However, I want to see how other people have handled this and if there has been an official ruling.
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Telarus_KSC
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Re: Frenzy
Ooooh, great catch.
(IMO) Based on the , I would say that the 16 allows you to roll another Frenzy roll (as you've successfully beaten the opponent's Physical Defense).
In fact, to speed play, I would have the player roll out each Attack Test (until "failed" or at the limit declared). Then resolve Avoid Blow/Parries against each one. Then roll Effect/Damage for each attack not dodged or parried. That, to me, would "feel" much more like trying to defend against a "frenzy" while running or playing.
[EDIT: Just realized that you pretty much have to resolve each Damage Test as they come up because of Wounds and Kockdown Checks (which may alter your difficulty for the next Attack test). Removed my other idea.
Although you could roll out all the Attack Tests, jot them down, and then re-check if they hit if the earlier ones knock the opponent down. Which I like, and it fits with Annunaki's suggestion below....Good Example!]
(IMO) Based on the , I would say that the 16 allows you to roll another Frenzy roll (as you've successfully beaten the opponent's Physical Defense).
In fact, to speed play, I would have the player roll out each Attack Test (until "failed" or at the limit declared). Then resolve Avoid Blow/Parries against each one. Then roll Effect/Damage for each attack not dodged or parried. That, to me, would "feel" much more like trying to defend against a "frenzy" while running or playing.
[EDIT: Just realized that you pretty much have to resolve each Damage Test as they come up because of Wounds and Kockdown Checks (which may alter your difficulty for the next Attack test). Removed my other idea.
Although you could roll out all the Attack Tests, jot them down, and then re-check if they hit if the earlier ones knock the opponent down. Which I like, and it fits with Annunaki's suggestion below....Good Example!]
Last edited by Telarus_KSC on Sun Aug 12, 2012 5:16 pm, edited 3 times in total.
- slayride
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Re: Frenzy
Frenzy is essentially a combo that ends when you fail to hit your opponent's Physical Defense. So you get to roll all 6 declared attacks unless you roll under your opponent's Physical Defense of 12, which ends the combo. Looking at it from the other angle, Avoid Blow doesn't get triggered by attacks that miss, only successful attacks. So if you opponent dodges the attack, it saves them from that individual attack but does not disrupt the other attacks in the frenzy, since the first attack was successful by hitting the opponent's Physical Defense, even if the opponent dodges the attack at the last moment. Its faster for gameplay also to resolve all attacks in a sequence first and then handle the evasions afterward. Another talent that works similar is Combo in the Pugilist's Discipline. As long as the attacks continue to hit the target, the combo continues, even if the target avoids one of the attacks in the combo. Only a miss on the opponent's Physical Defense ends the combo.
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Gkeckley
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Re: Frenzy
Thanks for the responses. I definitely like that you only lose attacks if you fail to beat the PD. I also agree with rolling all the attacks first then resolving any avoid blows or parrys. As a side note the talent was used by a player for the first time over the weekend and he was having the worst luck. Against a group of minions he could not hit their pd of 11 more than 3 times on any given frenzy, rolling step 16 plus karma. He was ready to give up on the talent. Hopefully he will have better luck with it next time.
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