05-20-2009, 08:41 PM | #11 |
Join Date: Sep 2008
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Re: How do Ambidexterity and Extra Arms interact?
Every arm that should be "on" but is instead "off" would qualify for a -5% Limitation (basically a Nuisance Effect). So, for 10 arms but only 1 "on" hand, you'd pay [78] instead of [80]. At least, that's probably how I'd do it.
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05-20-2009, 09:09 PM | #12 | |
Join Date: Jan 2005
Location: Japan
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Re: How do Ambidexterity and Extra Arms interact?
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I've always been under the impression that handedness does affect grappling. Could you give me the page reference, please? -5% Nuisance Effect looks a bit too small to me -- that would be the same as "gets -1 reaction penalty" or "gets hungry". Maybe borrowing Clumsy (-1 to skill per -20%) special limitation from Striker (p. B88) works better? . . . but then -4 to skill would be worth -80%, which looks too generous. |
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05-20-2009, 09:20 PM | #13 | |
Join Date: Sep 2008
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Re: How do Ambidexterity and Extra Arms interact?
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EDIT: If the GM uses the "-2 ST for off-hand" ruling, I'd recommend you buy your off-hand arms with the Weak Limitation.
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05-21-2009, 01:59 AM | #14 |
Join Date: May 2006
Location: Germany
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Re: How do Ambidexterity and Extra Arms interact?
Only "problem" with this: This assumes only bilateral beings. While I do not think spherical beings have an "off" side and consider asymmetric and radial beings problematic in that respect, one should at least include trilateral symmetry.
If doing strange aliens,one canas well do it right. (And now I go back thinking about how to do a battle suit for a trilateral alien with 6 arms and 6 legs...;) ) |
05-21-2009, 02:19 AM | #15 |
Join Date: Jan 2008
Location: The Wasteland
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Re: How do Ambidexterity and Extra Arms interact?
I guess this is FAQ worthy... Why not ask Kromm, and given an anwser, we show it to Molokh?
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05-21-2009, 03:18 PM | #16 | ||
Join Date: Nov 2004
Location: Switzerland
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Re: How do Ambidexterity and Extra Arms interact?
I asked this question to Kromm about 3 years ago, so here are his answers:
Ok, assuming our hero has 4 arms (Extra Arms 2)... How many of his four Hands, are off-hands? Quote:
Quote:
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05-21-2009, 03:30 PM | #17 | |
Banned
Join Date: Jun 2005
Location: Bristol
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Re: How do Ambidexterity and Extra Arms interact?
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I go for the Krommian view. Extra hands cost a bucket anyway. And the inconvience of extra limbs would balance out any penalty in a 'humanoid' world. 4 arms are going to require a whole new set of clothes. My alien is a 5 limbed thing, 2 arms, 2 legs and a tail. Ambidextrous too. As the tail does not have fine manipulation, just let it go. If you want to price extra limbs into Ambidextrous, you could always use perks. |
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05-21-2009, 04:56 PM | #18 | |
Join Date: Aug 2008
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Re: How do Ambidexterity and Extra Arms interact?
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If half of your arms are "on" and half are "off", and Ambidextierty makes half of your arms "on", then you can extrapolate that you naturally have all "off" hands and get Ambidexterity for half of them for free [5]. This is analogous to the assumption that you get Extra Arms 2 for free (to have two arms) and modifiers to your arm or arms cost you the percentage increase or grant the precentage decrease. You can do the same with your Ambidexterity. I'd take a base cost of [5] and apply an appropriate Accessibility limitation as discussed before. The number of points [5] is reduced by is the magnitude of the disadvantage. Honestly, I don't see where this poses much of a problem. Non-bilateral beings get ahlf of their arms as "on". When designing the creature, designate which ones are "on" and which are "off" naturally. Ambidexterity (wiht potentail modifiers) modifies the "off" ones you designate. For those with an odd number of limbs, I'd say half, rounded down, personally. If you want to be generous, round up. You can probably judge if that's good by how many people start buying Ambidexterity (One Arm).
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05-21-2009, 06:30 PM | #19 |
Join Date: Sep 2008
Location: PDX/Deep UrLand, The OtherWorld
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Re: How do Ambidexterity and Extra Arms interact?
If designing a creature then there really is no restriction that it must be designed with "off" limbs at all. The question is more a matter of how many points go into the template. You can still begin with the inherent assumption that 1/2 are on, and 1/2 are off- whether this involves "sides" or alternating limbs or whatever. Per Kromm's clarification quoted above then, for 5 points in the template, all the creature's limbs are "on."
If 1/2 are off, a good place to start considering which will have to do then with visual direction (or other primary sense as applicable). e.g., If you're designing something evolved from octopi then you could look at "front" limbs on (if eyes face forward) and back limbs off, or if eye's are placed opposite each other - two limbs closest to each eye on, the two in between ("blind sides") off. Of course such a creature could easily have 360 deg. Vision and all hands on - just put the cost into the template - the creature would certainly make sense in this fashion which is probably part of the underlying design goal in the first place. . . The mathematical gymnastics would only matter if for some reason you want say 6 on, 2 off, such as extended peripheral vision making the two "back limbs" "blind sided."
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05-22-2009, 07:05 AM | #20 | |
Join Date: Aug 2004
Location: Buffalo, NY- the weak live elsewhere!
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Re: How do Ambidexterity and Extra Arms interact?
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"My parents went to a planet without bilateral symmetry, and all they brought me was this lousy F-shirt." |
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