I’m not tired of it. I want to make sure that we have something accurate and useful to refer to. However, I feel like the move aspect isn’t super clear yet. Also, I think @Andy-Modiphius said he was going to try to take a thorough read as well (although I totally understand if he has better ways to spend his time–I want him to make more Dune).
It seems like the official word is that this is left up to GM fiat which means that it’s a little ill-defined. As I guess I’m the GM in this case, my goal is to find the most RAI way to rule this. A core philosophy of this ruleset appears to be to make each mechanic as extensible as possible.
It seems like we can treat things in two ways widely:
Assets increasing difficulty to move into a zone
In a duel: This could be treated as the asset deflecting an asset as it tries to move in. This makes sense with a rapier being moved into a Guard zone where the defender has their own rapier. The attacker fails the move roll and is parried. It also models a shield’s behavior well. The shield prevents one from getting a weapon near the body by making it harder to enter the Target zone.
In a skirmish: this could represent a barrier being erected or even caltrops being thrown down to prevent pursuit. These would add their rating to the Move test as you tried to move into a zone containing those assets.
Scope: is an important thing to hash out. Assets also have a scope: you don’t consider the value of an individual trooper’s body shield when you consider the rating of a cadre of troopers as a warfare asset. In the same way, I think we ignore defensive assets such as body shields and rapiers in skirmishes when one tries to move into an opponent’s zone. The only thing that inhibits entering a zone in a skirmish are skirmish level defensive assets.
Defensive assets making it more difficult to enter a zone also lines up closely with the Espionage rules as @Tupper has pointed out. “Security measure assets protect a zone by making it harder to enter that zone, with the protection provided having a rating equal to the security measure’s Quality” p.178. Interestingly, on the same page, it says “The Difficulty of skill tests to move a spy asset subtly or boldly increase by +1 for each security measure in place in the destination zone” which at first glance appears to contradict the prior quote. Here’s my read on that: the first quote refers to a simple Move test (not subtle or bold) and the latter appears to refer to the situations where one is boldly or subtly moving an asset. (As a side not, there is also a bit of copy on this page that says “If the security measures have a higher Quality, the spy asset cannot enter that zone without attempting to move subtly or boldly” which appears to confirm that there definitely is an option to Move without using one of those two options supporting @Modiphius-Nathan’s position on this thread.)
Because of all of this, I am inclined to favor assets increasing the difficulty of moving into a zone.
Assets increasing difficulty to move out of a zone
Above, Nathan said
This seems like it could be taken as his ruling for that instance rather than for the wider mechanic (although it does make sense that that would be his wider stance or else why rule it that way in the moment) but I’ll see if he wants to respond to that.
That said, there are things that I like about this approach.
In a duel: Say I move my rapier into an opponent’s guard zone. They respond by placing their own rapier into that guard zone to prevent my moving it further. This does a good job of modeling real life fencing–you extend an attack and your opponent must intercept with their blade to defend. I like this concept very much. On the other side, say I want to bring my blade back to my own guard zone. The opponent’s blade actually inhibits me from doing that. That could mean that my blade is grappled by theirs which is an ok way to look at it I guess. The problem is with shields. I don’t like that the shield doesn’t prevent you from getting close to the Target zone by increasing the difficulty to enter it and that it does increase the difficulty of moving a weapon away from a target zone. In that case, it still provides its Quality in protection against attack but as far as movement is concerned, it seems counter purpose.
**In a skirmish (or even warfare): ** this approach seems even worse to me. Let’s go back to the barrier concept. If defensive assets prevent movement out of a zone, than barriers (treated as an asset and not as an obstacle [and I understand that we could treat it that way]) don’t really work. This would apply to traps too. Say I have a character with a ranged weapon in an overwatch position and I set traps/caltrops/whatever to prevent people from getting to me. If we treat defensive assets in this way, it doesn’t seem like there is a way to do it.
How does it fit in with the wider mechanics? I don’t feel that it does as well as the other approach. Being that I’ve seen Andy say (while being interviewed on YouTube) that people get hung up not knowing how to do something because they’re looking for a subsystem for a particular thing that they probably already know how to do it because the system is the same for pretty much everything. That makes me feel like the first approach (increase difficulty moving into…) is more RAI generally.
Another approach altogether:
We decide the behavior on an asset level. Suppose we determine that a shield always defends against coming into its zone, but a weapon being used as a defensive asset defends against leaving the zone. This doesn’t feel very in line with the system which treats items as generic bonuses/penalties and stays away from crunch like statting out particular items. I only mention it because it could reconcile the two sides but it would increase the overhead on the narration…
What skill should be used to move assets?
What do we think about what skill is used to move an asset around? I was using Move in the example above because I was following suit with skirmishes. However, in duel scope, I’m starting to lean toward preferring using Battle for this which would more likely include a characters combat related focuses to come into play.