Greetings. I have a question regarding the Take Down move and Condition Thresholds. For Take Down, you are able to spend multiple choices on increasing the severity of the Condition you impose. Enemies and threats, however, don’t seem to have a track for Minor, Moderate, or Critical Conditions to track in their Condition Threshold, just the number of Conditions that they can suffer before losing their agency. Is this simply a case of the fiction established by the Condition type suggesting how the threat’s actions are limited? What’s to stop players from simply peppering the opposition with a bunch of Minor Conditions just so long as they fill up the target’s Condition Threshold (besides bad form in exploiting the rules in this manner)?
Greetings. I have a question regarding the Take Down move and Condition Thresholds. For Take Down, you are able to…
Greetings. I have a question regarding the Take Down move and Condition Thresholds. For Take Down, you are able to…
The idea that minor conditions can be shrugged off very easily in narrative terms or negated entirely by filters.
Good point. I can see how this can extend to linking Condition severity to recovery from said Condition (with the Critical Conditions being the most time and resource intensive forms). Thanks for bringing this up, David.
Depending on the level of enemy, I usually clear all minor consitions of one general type (physical damage, emotional, psychic etc..) with an EIC move or one moderate of a type. Critical conditions I usually have to build up to removing narratively across several moves.
If I’m running a scene for a single player character or low numbers of players against a difficult antagonist I have a minimum number of conditions required rather than just the formula provided.
Yeah, it’s up to the players what strategy they use, but as David said, most villains worth their salt or going to be able to clear Minor Conditions with relative ease (depending on what the Condition is), just like heroes can. They can try and pepper the target with Minors, as it usually means they can avoid damage, but if they want things to stick or that plan doesn’t work they’ll have to start making tougher choices.