07-14-2018, 05:33 AM | #21 | |
Join Date: May 2018
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Re: Advanced Combat Skills
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07-14-2018, 05:35 AM | #22 | |
Join Date: Mar 2018
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Re: Advanced Combat Skills
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The reason I'm worried is that I don't particularly enjoy HTH, mainly all the tactical issues relating to engagement and character position fall away and you have two flipped over counters just rolling against each other with little in the way of interesting options. |
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07-14-2018, 05:43 AM | #23 |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Advanced Combat Skills
What is the advantage of having a DX requirement for advanced weapon talents? It seems unnecessary to me: if someone has a low DX and tries to use its special ability they'll just miss. Allowing low DX characters to have the talent allows characters who, for instance, are old now and don't have the fluid motion in their limbs, but still remember the tricks. I don't really see any advantage to the DX minimum, though admittedly it's modest.
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07-14-2018, 05:45 AM | #24 |
Join Date: Mar 2018
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Re: Advanced Combat Skills
When defending, Experts require attackers to roll one extra dice, and Masters require attackers to roll two extra. Is this in addition to the 4D normally given for the defend option? That's how I read it, but checking because 6D to hit is out of this world difficult, basically invulnerable to melee attacks.
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07-14-2018, 05:46 AM | #25 | |
Join Date: Mar 2018
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Re: Advanced Combat Skills
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07-14-2018, 05:50 AM | #26 | |
Join Date: Mar 2018
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Re: Advanced Combat Skills
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07-14-2018, 05:55 AM | #27 |
Join Date: Mar 2018
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Re: Advanced Combat Skills
I'm very enthusiastic about advanced combat skills as a concept. But given their potential imbalancing effects, and difficulty in playtesting before the upcoming release, it might be better to leave them out TFT Legacy?
Advanced combat skills would be a cool supplement! Apologies if this is an unhelpful suggestion, I'm really trying to be helpful! |
07-14-2018, 05:57 AM | #28 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: Advanced Combat Skills
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I think that 5 UC talents are fine. UC i does allow you to punch harder. I agree about the kick. I think +1 or +2 damage would be right. I agree about advanced fighting talents that are not weapon specific. (You have seen my talents list after all.) :-D Warm regards, Rick. |
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07-14-2018, 06:00 AM | #29 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: Advanced Combat Skills
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All DX modifiers are cumulative unless they say otherwise. Pretty sure that both modifiers apply. But as you say, we will see if Steve or Guy clears it up. Warm regards, Rick. |
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07-14-2018, 06:11 AM | #30 |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: Advanced Combat Skills
I'm all for a reworking of the UC Talents and for Advanced Weapon Talents, as long as they are in keeping with the nature of the game and are balanced. We've had nearly 40 years to find the holes in the original rules (and they were few) so I'd rather we were careful putting in new stuff that hasn't been well tested. As has been said, we can always have whole rafts of additional/optional rules later on.
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