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Old 04-30-2019, 12:24 AM   #41
Anomylous
 
Join Date: Jul 2018
Default Re: Running Talent in Legacy Edition

Quote:
Originally Posted by KevinJ View Post
If you like both, you could call the Legacy edition Sprinting and the OTFT version Running and allow both. This would make for very fast light armor fencer type characters.

Elf (MA 12) with Sprinting (+2 MA in Leather/Cloth armor), Running (+2 MA), wearing Leather armor (total MA 16).
This seems like a workable approach; high MA is nice, but generally not as important as DX or ST, so the consequences of letting characters stack it to ridiculous levels are relatively small.

I also like the idea of having combat actions cost fatigue. One possible way of implementing this (which may or may not be heavily inspired by Skyrim's endurance/fatigue mechanic, and also may or may not be posted in the wrong thread, but meh):
  • Armor/shield/parry fully absorbs a blow worth 3+ points damage = 1 point fatigue
  • Making a 2nd melee attack in a turn = 1 point fatigue
  • Moving full MA = 1 point fatigue.

That's simple enough that even fighters should be able to keep track of it, and heavily armored figures would end up taking a lot more fatigue, as their armor soaks up lots of damage, and as they're frequently forced to move their full MA 6 (or 8 with old Running) to keep up with the action.
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