05-24-2016, 12:02 AM | #1 |
Join Date: May 2016
|
New Advantage: Master of Targeted Attacks [30]
Tired of missing your Targeted Attacks? Wish you could hit vitals, extremities, or other high-value targets? Then spend your character points today on the brand new Master of Targeted Attacks! For only thirty points, MTA effectively halves your targeted attack penalties! Buy one today!
Location - Standard Penalty - New Penalty - Cost Skull ------------ -7 --------------- -3 ---------- 5 Face ------------- -5 -------------- -2 ---------- 4 Neck ------------- -5 -------------- -2 ---------- 4 Vitals ------------ -3 -------------- -1 ---------- 3 Arms ------------- -2 -------------- -1 ---------- 2 Legs -------------- -2 -------------- -1 ---------- 2 Extremities ------ -4 -------------- -2 ---------- 3 Weapon Adaptation ---------------------------- 7 Total Cost ---------------------------------------30 |
05-24-2016, 12:50 AM | #2 |
Join Date: Nov 2015
|
Re: New Advantage: Master of Targeted Attacks [30]
Essentially, it's something like fully training all TA techniques?
|
05-24-2016, 01:47 AM | #3 |
Join Date: May 2016
|
Re: New Advantage: Master of Targeted Attacks [30]
|
05-24-2016, 04:29 AM | #4 |
Join Date: Jan 2010
Location: Brighton
|
Re: New Advantage: Master of Targeted Attacks [30]
I'd chuck the chinks in for free because it's not a very point efficient advantage.
For 30 points I can add at least 7* points to my combat skill and that is better all round and also at those specific TA's. I think there's a rule of thumb about a maximum number of techniques it's worth improving directly, before it just becomes more efficient to improve the underlying skill. *or I could spent 28 points doing so and have 2 points left over for perks like weapon adaption which it's unlikely I'll need lots of. Last edited by Tomsdad; 05-24-2016 at 04:47 AM. |
05-24-2016, 06:28 AM | #5 |
Join Date: Apr 2009
Location: Toronto, Canada
|
Re: New Advantage: Master of Targeted Attacks [30]
The problem I have with this advantage is it doesn't really correspond to anything in the real world. It makes you better at hitting specific parts of the body, but not vehicles or static targets, and with anything from a fist to a sword to an arquebus. It's hard to imagine what sort of training regimen would produce such an effect. If you're better at hitting with a specific weapon, that's skill in that weapon or weapon class. If you're more precise in general, that's a boost to your DEX.
If a player were really keen on targeted attacks, I would allow taking targeted attacks as maneuvers, but each maneuver would be with a specific weapon against a specific target. |
05-24-2016, 07:41 AM | #6 |
Join Date: Sep 2007
|
Re: New Advantage: Master of Targeted Attacks [30]
True. But the proposed Advantage affects _all_ of your combat skills. And serious warriors generally have more than one -- a main armed and main unarmed skill, at least; probably both melee and ranged. And then the secondary weapons. So the comparison would be more with adding 2 points to your combat skills.
Still unconvinced it's worth the cost. In the games I play, targeted attacks are done occasionally, when there's a particular need, but not as a routine measure every round. (Deceptive Attack is usually a more effective place to bleed off excess attack skill, unless the opponents are just incompetent mooks.) |
05-24-2016, 08:33 AM | #7 | ||
Join Date: Jan 2010
Location: Brighton
|
Re: New Advantage: Master of Targeted Attacks [30]
Quote:
"You’ve adapted the moves used with one group of melee weapons to another class of weapons. This lets you wield the weapons covered by one weapon skill using a different skill and its techniques, with all of the benefits and drawbacks of that skill, provided the replacement skill defaults to the usual one at no worse than -4 and uses the same number of hands. Each adaptation is a separate perk; e.g., Weapon Adaptation (Shortsword to Smallsword) lets you use the Smallsword skill to fight when equipped with a Shortsword weapon – complete with fencing parries, superior retreats, and encumbrance penalties. The GM may permit silly adaptations, such as Knife to Halberd, as cinematic perks.." MA pg.52 the crossing between melee skills is quite limited unless you go cinematic, and even then you won't be able to link melee and unarmed or missile weapon skills. I'm not sure there is a group of seven melee skills that qualify On top of that the best bonus you see is +4 vs. skulls, the majority of bonuses are +1 to +2, So even spreading that 30 point around several combat skills is likely a better way to go. Weapon adaption is odd perk because of the term "benefits and drawbacks of that skill", as most skills don't have any! So in reality it's good for avoiding default pens, and getting fencing retreat bonuses on a wider array of one hand handed blades. (I always think Form mastery is the better deal) Even then I think it would be better to have +7 in a skill default to another and you'd see a similar bonus to most of the TA techniques at default levels (and you could still keep those 2 point to buy weapon adaptation for your most likely crossovers). Quote:
*however I could be reading it wrong, I think these various perks get a bit nebulous Last edited by Tomsdad; 05-24-2016 at 08:58 AM. |
||
05-24-2016, 09:01 AM | #8 | |
Join Date: Nov 2012
Location: Australia WA
|
Re: New Advantage: Master of Targeted Attacks [30]
Quote:
As it is though, I agree pure skill is better. The problem I can see though is if the cost becomes to low, then it will become to good, and I quite like most attacks being aimed at the torso or random hit location, with only occasional attacks being targeted elsewhere for a specific purpose and this will change it to most attacks being aimed somewhere crippling, because the penalties are much lower (which is why I never allow Targeted Attack to be bought up as a technique anymore, except for limbs or extremities), or the price will be to expensive for most people to want to take, and then there isn't much point of it existing. (Sorry if anything stopped making sense, I just realised it's really late, and I'm not sure if I ended typing on the same train of thought as I started with) |
|
05-24-2016, 09:12 AM | #9 | |||
Join Date: Jan 2010
Location: Brighton
|
Re: New Advantage: Master of Targeted Attacks [30]
Quote:
*edit: actually I might as you'd still need to buy all the different skills to make this that broadly worthwhile. Quote:
IME a lot of point on TA's leads to one trick ponies. Sometimes that trick works for them, and other times they find themselves in situation where they can't leverage it. So it's a gamble, but then fast specialism over slower general improvement always is. Quote:
cheers TD Last edited by Tomsdad; 05-24-2016 at 09:55 AM. |
|||
05-24-2016, 12:47 PM | #10 | |
Join Date: Jun 2013
|
Re: New Advantage: Master of Targeted Attacks [30]
Quote:
This assumes you have high enough skill for further boosts to cost [4] per +1; if you aren't there yet, you're pretty much always better off improving skill over picking up even a single Technique. The only exception to the above is when you have Techniques that can actually be applied together - Dual Weapon Attack can be worth it even if you already have 2 other Techniques, as can Counterattack, as those can be combined with things like Targeted Attack (although note you still need to be in the [4]/+1 range before even these become economical). For characters who should have a wide variety of Techniques, I feel my Tech! option is fairly well balanced. Last edited by Varyon; 05-24-2016 at 12:50 PM. |
|
Tags |
hit location, new advantage, targeted attacks |
|
|