View Single Post
Old 01-24-2018, 11:56 AM   #12
sir_pudding
Wielder of Smart Pants
 
sir_pudding's Avatar
 
Join Date: Aug 2004
Location: Ventura CA
Default Re: Double-Jointed (Flexibility 2) vs. Extra-Flexible Arms (all of them)?

Quote:
Originally Posted by chandley View Post
The ability to use your body parts regardless of orientation (critically, in combat for parrying and attacking) appears to be worth something like 6 or 7 points. +3 to the set of skills Flexibility and DJ enhance (including a conditional boost to wrestling and a very conditional penalty relief) is 5 points. +5 and the orientation ignoring ability is 15.

Perhaps we make Flexibility _just_ the bonuses, and leveled (with a max of 2 levels) worth 5 points per level. +3 per level.

Double-Jointed breaks out as its own advantage, worth 5 - 10 points. It only includes the "may bend any way" and the resultant advantages to parry, block, and attack.

This leads to Double-Joined (One Arm Only -40%) and (Arms -20%). Cutting out the ability to parry and attack with your legs, teeth, or striker (if you have one) to any orientation is not a huge limitation, hence the -20%.

Dump Extra-Flexible as an enhancement to arms completely.

I am tempted to make DJ 10 points. It IS useful even on it's own, and 5 points seems to cheap next to Ambidexterity. But I'm not married to the number.
If Double-Jointed represents a cinematic contortionist and Extra-Flexible arms represents tentacles, then the latter is clearly better than the former, because even movie contortionists have limb bones.
sir_pudding is offline   Reply With Quote