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Originally Posted by ericthered
does it make sense that kicking a guy in full plate slows his speed without tiring him or giving him pause?
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Slowing his speed while still having him pay the AP costs for his full speed is basically like making it more tiring to move the same distance.
The 'pause' I guess would be if he suffered shock/stun.
Quote:
Originally Posted by ericthered
Perhaps evading, whether through friend or foe, reduces movement by at least 1 yard, possibly up to a full 1 AP of acceleration change, and costs 1 AP?
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Yeah it would cost at least 1 MP and 1 AP, not sure about how to calculate higher costs.
Quote:
Originally Posted by ericthered
Maybe we should just reverse the AOA:Strong bonus into a penalty for "Accidental" collisions. Instead of +2 or +1/die its -2 or -1/per die?
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That seems to put it on par with Defensive Attack, still thinking a 1y/s defensive slam might be better than a 1y/s "step" collision
Quote:
Originally Posted by ericthered
Is there a page reference for this?
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Pg 40 of the "exploits" book from
http://www.sjgames.com/dungeonfantasy/ changes Slams to both parties suffering thrust-2 crushing with a bonus based on yards moved in relation to the Speed/Range Table. It's now ST-based instead of HP-based.