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core:conflicts:actions [2026/02/28 18:54] jobcore:conflicts:actions [2026/02/28 18:55] (current) job
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 When making a physical attack during a Conflict, the Actor may bid any Attribute from the //Body Aspect// (STR, AGI, or FIT).  For example, a Longsword may be designed to Slash(FIT), but can also be used to Pierce(AGI) with a thrust, or Crush(STR) as with a pommel strike. This variability is built into the Core Rules to allow [[start#table_culture_rules|Bluff Space]].  When making a physical attack during a Conflict, the Actor may bid any Attribute from the //Body Aspect// (STR, AGI, or FIT).  For example, a Longsword may be designed to Slash(FIT), but can also be used to Pierce(AGI) with a thrust, or Crush(STR) as with a pommel strike. This variability is built into the Core Rules to allow [[start#table_culture_rules|Bluff Space]]. 
  
-The [[extensions:things:weapons|Weapons Extension]] introduces more Primary Attributes and tradeoffs when bidding different Attributes if that level of detail is desired. +The [[extensions:things:weapons|Weapons Extension]] introduces Primary Attributes and tradeoffs when bidding different Attributes if that level of detail is desired. 
  
 Mind and Spirit attacks work in the same way: the Action Tag is a guideline as to what Attribute must be bid, but the way a Player chooses to describe their Action while role playing is intentionally allowed to be able to be misleading so as to create Bluff Space at the table.  Mind and Spirit attacks work in the same way: the Action Tag is a guideline as to what Attribute must be bid, but the way a Player chooses to describe their Action while role playing is intentionally allowed to be able to be misleading so as to create Bluff Space at the table.