04-08-2017, 10:09 PM | #11 | |
Join Date: Sep 2004
Location: Medford, MA
|
Re: [Rules] Feverish Defense Clarification
Quote:
An average HT 10 human can spend 1fp to increase one Dodge from 8 to 10. What seems to be in debate is if you can have a Feverish Defense more than once a turn. So if you dodge three times during your turn, can you spend your 1fp for Feverish for all three dodges that turn...or only for one of the dodges. But |
|
04-09-2017, 08:01 PM | #12 |
Join Date: Mar 2017
Location: Brazil
|
Re: [Rules] Feverish Defense Clarification
Uses 5 FP on extra effort to get +10 skill on attack.
Make Deceptive Attack with -10 skill to give -5 defense to target. Any kind of those options to spend tons of FP for a single use of Extra Effort are both totally unrealistic and unbalanced |
04-10-2017, 04:30 AM | #13 | |
Join Date: Jan 2005
Location: Gothenburg, Sweden
|
Re: [Rules] Feverish Defense Clarification
Quote:
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
|
04-10-2017, 03:36 PM | #14 |
Join Date: Aug 2004
Location: Saskatoon, SK
|
Re: [Rules] Feverish Defense Clarification
It's pretty common for games with EE to not use it with mooks. The whole point of EE, IMO, is to make PCs (and important NPCs) more badass with fatigue as a balancing factor. I've never run or played in a game where mooks used EE. Obviously, there are likely exceptions.
__________________
MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
Tags |
feverish defense, rules clarification |
|
|