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03-21-2017, 08:09 PM | #1 |
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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[DF] Ninja Killing Strike Ability and Orichalcum, Shatterproof, and/or Magical Weapon
So a Ninja’s Killing Strike ability (DF12.5) is said to be hard on weapons, so that it can only be used once a minute for each given weapon, at risk of damaging/destroying the weapon. It encourages a character to carry multiple weapons.
Had a player ask, and I thought I would ask opinions here: How would Killing Strike work with: - A magical weapon? - A magical weapon with Shatterproof? - An Orichalcum weapon? - A Fine weapon? - A Very Fine Weapon? |
03-21-2017, 11:24 PM | #2 |
Join Date: Mar 2013
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Re: [DF] Ninja Killing Strike Ability and Orichalcum, Shatterproof, and/or Magical We
Weapons that can't break, can't break, at least under any mundane circumstance. So Shatterproof, Orichalum and dragon bone items are not going to break.
In terms of only using once a minute, that's more a game balance issue and without reading up on the ability, an unbreakable weapon probably shouldn't be a way around that limitation. |
03-22-2017, 01:14 AM | #3 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [DF] Ninja Killing Strike Ability and Orichalcum, Shatterproof, and/or Magical We
The way the ability is written is one use per weapon, the fragility thing is just fluff.
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03-22-2017, 01:43 AM | #4 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: [DF] Ninja Killing Strike Ability and Orichalcum, Shatterproof, and/or Magical We
The simplest answer is to disallow Shatterproof and Orichalcum for Ninja Weapons.
Or, you just accept that the character has spent enough money to overcome a 1 or 2 point disadvantage and let them Killing Strike every blow with an indestructible weapon. Alternately let them by a Perk: Ultimate Orichalcum Weapon Strike (or whatever) that let's them ignore the restriction for a specific weapon of theirs. |
03-22-2017, 06:51 AM | #5 | |
Join Date: Jun 2013
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Re: [DF] Ninja Killing Strike Ability and Orichalcum, Shatterproof, and/or Magical We
Quote:
Note also the "hard on the weapon" is part of it, there's also a note of needed mental focus, which might be sufficient. After all, I think technically that Limitation would allow a ninja to strike with a mundane weapon, toss it to his ninja buddy and let him strike with it, and so forth. You could have an entire squad of ninja use the same kunai with Killing Strike over a single battle. Last edited by Varyon; 03-22-2017 at 07:02 AM. |
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03-22-2017, 02:37 PM | #6 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: [DF] Ninja Killing Strike Ability and Orichalcum, Shatterproof, and/or Magical We
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But otherwise I agree with you. |
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03-22-2017, 02:40 PM | #7 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [DF] Ninja Killing Strike Ability and Orichalcum, Shatterproof, and/or Magical We
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03-22-2017, 03:04 PM | #8 |
Join Date: Sep 2004
Location: Canada
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Re: [DF] Ninja Killing Strike Ability and Orichalcum, Shatterproof, and/or Magical We
Pyramid, Dec 2012, "Power-Ups for Assassins" by Peter V. Dell'Orto (the Ninja author):
"Dungeon Fantasy 12: Ninja introduced the ninja template for dungeon delvers. It also introduced the assassin. The ninja came with a natural power-up path – various ways and paths and a great assortment of leveled traits to add to your ninja. Assassins were left in the darkness, without any power-ups." He seems to think the Ninjas book does them pretty well, and certainly by the standards of DF 11 Power-Ups, it passes the very minimal Name, Cost, Prerequisites, and Traits tests. The words "power-ups" aren't capitalized unless referring to the book, because they're not a game mechanic term of any significance, unless you mean "the stuff in DF 11 Power-Ups" or "the stuff in the Power-Ups chapter of DF 3".
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03-22-2017, 03:17 PM | #9 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [DF] Ninja Killing Strike Ability and Orichalcum, Shatterproof, and/or Magical We
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03-22-2017, 04:45 PM | #10 |
Join Date: Jun 2013
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Re: [DF] Ninja Killing Strike Ability and Orichalcum, Shatterproof, and/or Magical We
The Ninja is required (via the Template) to have competence in at least 3 armed melee combat skills (1 at [8], 2 at [4] each) and 1 ranged combat skill (at [4]), his Enhanced Parry can only be purchased for All Weapons, the only version of Weapon Master available to him is for Ninja Weapons (covering multiple weapons over multiple skills), and the book makes multiple mentions of them tending to use a variety of weaponry. It seems to me that part of what defines a DF Ninja is his penchant for using an array of weapons, and Killing Strike is meant to capitalize on this. You certainly don't lose the other traits nudging this way by allowing the character to buy off the Limitation (and having it as a Perk basically says "My Ninja is Different"), but it does weaken the effect a bit.
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Tags |
killing strike, ninja |
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