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11

Let's start with the similarities: They use the same dice mechanic. They use script 3 actions in the conflict mechanics. They both use Persona and Fate points. Resources and Circles work very similarly, but not identically. Both have the end of session workhorse and MVP votes. And the differences Mouse Guard has...: Structured play. GM turn then ...


8

A mouse can not kill a bear by force of arms. At least, not using Fighter nor Hunter. (See the size effect rules on page 223-225) Animals that are two or more ranks higher than you on the scale may not be killed by your hand—not using Fighter or Hunter. Use of Militarist requires more than 1 mouse. For a black bear, 6 steps up the scale, it's ...


8

Ooh, fun question. I'm having trouble even picturing 20,000 mice, but quick Googling lists the weight of a bear as 300 - 780 kg and the weight of a mouse as 16 - 27 grams, so to compare against a bear in terms of weight the mice would need numbers between 13,000 and 50,000. Frankly, even if this worked though, the number of casualties involved in such a ...


7

To tide our group over until there's an official answer, I've used: Duck Nature: 6 (Flying, Eating Stuff, Swimming) Duck Weapons: none


6

Yes. There are official rules for it in the boxed set's rules expansion booklet. It's supposed to be made available in PDF eventually; I don't know if it is yet. (Luke Crane mentioned the plan for a PDF version of the expansion on the BurningWheel.org forums.)


6

For a literal reading, disregard what p. 95 says. "Beginner's Luck" is rules for what to do when you don't want to fall back on Nature and want to use a skill you don't have (and potentially earn the skill). The discussion of Nature there is just conversational preamble to put the Beginner's Luck rules into context. That leaves a conflict between the rule ...


5

When multiple teams are involved teams should choose targets after actions have been declared. Imagine the following three teams: Team Saxon Team Kenzie Team Snake. The following actions are declared: Team Saxon Attacks Team Kenzie Feints Team Snake Maneuvers After the actions are announced, the GM decides the Snake will target Team Kenzie with its ...


5

A Feint is an anti-Defend, anti-Maneuver action. It does not work against an Attack and only marginally works against a Feint. In the case of an Attack versus a Feint, the Feinting player does not roll and the Attacking player's successes reduce the Feinting player's disposition. The Feint is a ploy that the Attacking player sees through. The Attack is ...


5

There is now an official answer, in the Mouse Guard Boxed Set (the “New Rules, New Missions” booklet). Supplies: +1S to Defend. Maps: +1S to Maneuver. Local Guide: +1D to any one action (as sword). The Right Stuff: +1S to Attack.


4

Several of the weapons for Chase conflicts seem useful for Journey as well. My suggestions: Local support: +1D to Defend. If there are known reliable friends who will support them at important stops along their route, the team can more easily get shelter and rest. Maps: +1S to disposition; +1D to Feint. The team can consult their maps when planning the ...


4

Let's see... Going to the book... Page 93 provides a general rule: Gear Against Obstacles If a character has a piece of gear that’s appropriate to a particular obstacle—a map, a sword, a bit of damning evidence—the GM may grant the character a +1D advantage to overcome the obstacle. Add the extra die to the ability or skill rating and ...


4

On a personal-scale (mouse) level, team members can only help within their team, but are already bound to the the results for no additional penalty. Note that team helping team level, however, helping still uses the common effect... if you are in Team A, and are helping team B versus weasel-team Z, everyone attacking, and Z wins, both A & B lose ...


4

I re-asked this on the Mouse Guard forum and got an answer from Luke Crane: The character sheet is incorrect.


3

The rules for Multiple Teams, Multiple Actions (pg. 114) contain this line: If two teams have the same target and choose actions that are both versus their target's action, they must help each other rather than roll. With that in mind, I have to assume that your action only affects one enemy team. If the action affected all enemy teams, they ...


3

There isn't a disincentive to do so. However, helping dice are treated as usual: the help must be described and be convincing, or they can't give the help die. There won't be a reasonable and convincing way to help every action in a conflict, but when there is they can go for it. The lack of "extra" consequences isn't really a problem. Sharing in the ...


3

Animals always substitute their nature. If it's in their nature, just use their nature. If it's outside their nature, however, they shouldn't be doing it... usually. Luke Crane has told me I was wrong to let a fox do something outside its nature... but the rules themselves don't bear that out. Fleeing after injury (pathfinder) or finding a hidey-hole ...


2

Your own answer looks fine, though you might give them a beak weapon, depending on what you were using them for. Luke didn't include any rules for mice riding animals in the RPG, even the rabbits they're shown riding at the end of the Winter chapter, partially because those comics hadn't come out yet when the RPG was published.


2

Seven is right, but to answer more simply: You use Beginner's Luck if you don't have a needed skill. You use the Acting Against Nature rules when you're acting against your (mouse) nature. There's no general way to substitute Nature for an ability (only when you're acting against your nature), though you can spend a persona point to add your Nature to ...


1

Digging carefully through the rules... page 232: if the action is within your nature you can substitute nature for a skill at no cost. Specifically excludes wises. (Note that this is important for both mice and weasels, who have different descriptors, but both of whom have skills and nature.) page 233: Outside of the nature descriptors, you can substitute ...


1

Each action you target one team, but if that team is being helped or is helping, the other team takes the effect as well. Anyone who shares your target with a vs must help you or you them. Further, you do not script targets; you pick and announce target when you reveal script for that volley.



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