Maintaining a Pin

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Maintaining a Pin

Postby Narsham » Tue Sep 08, 2009 10:49 pm

Enjoying the game so far--though I've played plenty of versions of the A/G series over the years (P & P, Gold Box via FRUA, Neverwinter Nights), this version definitely has the superior monster AI coding. Combats do somewhat overuse the "you're surprised and teleported or otherwise repositioned for the enemy attack" trick, which turns some fights from a chess match to a chess puzzle.

One bug/feature I seem to have come across, unless I'm missing an option somewhere: After successfully pinning a grappled foe, the game properly executes matters if the foe breaks the pin. If, however, the foe fails to break the pin, the grappling PC does not have the option to maintain the pin on his next turn. "Pin" does not appear as an option as the enemy is already pinned; neither attacking nor passing the turn allows the pin to be maintained, and the enemy automatically is released from the pin on its next turn.

There needs to be a way to maintain the pin once it is established.
Narsham
Hezrou (CR 11)
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Maintaining a Pin

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Re: Maintaining a Pin

Postby BlueSalamander » Wed Sep 09, 2009 9:55 pm

Currently, a pin works for a round only (possibly less than a round if the target breaks free). To prolong it you need to select Pin again on the character's turn.
'Say there is a chunk of meat. Pirates will have a banquet and eat it! But heroes will share it with other people. I want all the meat!!' - Luffy in One Piece
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Re: Maintaining a Pin

Postby Narsham » Sat Sep 12, 2009 4:12 pm

BlueSalamander wrote:Currently, a pin works for a round only (possibly less than a round if the target breaks free). To prolong it you need to select Pin again on the character's turn.


Hence my problem.

If the target does not break free, the pin is removed on the *target's* next action.

Example:
Init order--Wrestler at 25, Mat-chewer at 14

Round 1: Wrestler makes grapple check, succeeds after AoO, Mat-chewer is grappled. Mat-chewer tries to break free, fails.
Round 2: Wrestler selects "Pin" from the menu, succeeds on the check. Mat-chewer is pinned. Mat-chewer tries to break the pin, fails.
Round 3: Wrestler's turn. Mat-chewer is still pinned because the game doesn't remove the "pinned" attribute until Mat-chewer's turn. Wrestler cannot attempt to pin Mat-chewer again since Mat-chewer
is already pinned. Mat-chewer has a chance to break the grapple entirely on his turn.

I haven't tried Delay (which is, IIRC, allowed if you're grappling). That still doesn't have the desired effect, though, as the problem would recur after the init order changes.

If your intent is to have "pin" be a condition that can be applied, at best, every OTHER round, then everything works as intended.
Narsham
Hezrou (CR 11)
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Re: Maintaining a Pin

Postby BlueSalamander » Sat Sep 12, 2009 7:27 pm

Ah I see. I wasn't aware of that. Will check it out, thanks.
'Say there is a chunk of meat. Pirates will have a banquet and eat it! But heroes will share it with other people. I want all the meat!!' - Luffy in One Piece
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