I ran a basic combat between a pit fighter and a beastman and there were many areas of confusion.
1) Specialization. The Pit Fighter chose to max out on skills and had chosen two specializations
- 1 in Weapon Skill: Hand weapon; and
- 1 in Weapon Skill: Parry with hand weapon
I read the Specialization in Hand weapon as granting the pit fighter an additional fortune die, any time they attack with a hand weapon. So, training + specializing in hand weapons nets them an Expertise die and a Fortune die when they attack.
But Specializing in 'Parry with hand weapon' does nothing to the parry action. Right? A pit fighter trained in hand weapons would only add 2 misfortune to their opponent's dice pool with or without specialization? (1 for the basic action, and an additional die for being trained in hand weapon). So as a starting character, why would anyone choose to specialize in parry?
2) Initiative: Two scenarios made me wonder.
Let's assume the Pit fighter and a lone beastman begin combat and both roll no successes for initiative.
Rules say the PC goes first, so the Pit fighter drops into a conservative stance 1 rank, draws a sword and attacks. They roll a delay.
Now I think I have this one figured, but want to double check. The GM can move the pit fighter down on the initiative track, or add recharge tokens to one of his actions.
2a) Can the GM add delay tokens to an action card that has not been used or currently has no tokens?
2b) Can the GM move the pit fighter down in the initiative order, when he's already at the bottom?
I'm guessing the answer to both of these is 'yes' but here's the one that had me scratching my head.
Say the GM adds recharge tokens to the pit fighter's block action, and so the pit fighter is still at zero on the init chart, and the beastman is right after him.
The beastman takes their action, Savage Strike and succeeds with three boons, allowing him to move up on the initiative chart.
So now, the beastman is at 1 on the init chart, and the pit fighter is still at zero. Both have completed their turns, and the next round starts.
2c) Does this new order mean the beastman attacks first in this round - getting two strikes in a row?
3) Movement: Assuming you're willing to pay the fatigue, are there any other limits to how much movement you can do in a round?
Say the beastman takes a good chunk out of the pit fighter and he decides he wants to get out of dodge.
Can the pit fighter (Toughness: 5) declare a melee attack action, then use a free maneuver to disengage to close range, pay 1 fatigue to move to medium range, pay 2 more fatigue to move to long range, exhaust their Reputation: Strong Willed (to recover 1 stress and 1 fatigue), and then pay 3 fatigue to move to Extreme range?
If so, the beastman would now have to do 7 maneuvers to catch up (1 free and 6 that generate fatigue) - and I'm sensing there will be a lot of running around going on.
Thanks all