07-08-2018, 08:52 AM | #31 |
Join Date: Jul 2018
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Re: New Skills
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07-08-2018, 09:42 AM | #32 |
Join Date: May 2018
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Re: New Skills
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07-08-2018, 09:50 AM | #33 |
Join Date: May 2018
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Re: New Skills
My feeling on things like this is that if they can grant consistent mechanical advantages, they should cost points and there are usually ways to rationalize characters getting them late in the game.
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07-08-2018, 10:29 AM | #34 | |
Join Date: May 2015
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Re: New Skills
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And, I generally dislike all the things that remove elements of play. (e.g. High DX - yay, I almost always hit everyone I attack. Magic healing - poof, no one needs to rest. Magic Light or Dark Vision - poof, no one needs to worry about lighting. Magic Food - poof, no more food supply issues.) It makes improving your character make interesting parts of the game go away. And, it shouldn't just remove all meaning from having your weapon ready or not. It should still be better to have a ready weapon than not. Seems to me a DX penalty for attacking on the turn you fast-draw something would tend to work well. There could be levels of mastery that reduce the penalty, but I'd never have it go away entirely. Maybe start at -5 or -6 for the first level of the talent, and let people dump points into it to reduce the penalty. Of course, there should be some consideration for the type of weapon. One or more of the classic "TFT is broken" articles was about people abusing the fast-draw ability included in Thrown Weapons to have people with many boomerangs, nets and bolas using them every turn (sigh). Can someone quick-draw a crossbow, load and shoot it in one turn? Can they fire a bow twice per turn? Also, should the talent apply to all weapons, or do you need to train it in each weapon type, as in GURPS? |
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07-08-2018, 10:36 AM | #35 |
Join Date: Jul 2018
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Re: New Skills
A new skill I'd suggest is "Riposte"
Prerequisites: Sword and Fencing If the character with the skill chooses the "Defend" option, each time they are attacked and the attacker misses they may immediately make a counterattack, also rolling 4 dice vs DX. This makes the idea of a skilled "counterpunching" or "counterstriking" swordsman viable (Think about Inigo Montoya vs the six-fingered man in the Princess Bride) |
07-08-2018, 11:01 AM | #36 |
Join Date: Nov 2010
Location: Arizona
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Re: New Skills
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07-08-2018, 12:17 PM | #37 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: New Skills
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This is an interesting idea. To gain high ranks in a hierarchy, it costs you an experience 'block' to gain. This is a bit like GURPS spending character points to gain the advantages of military rank, ecclesiastical rank, etc. (Of course, I think in GURPS if you earn it thru roleplaying, you get the advantage for free.) Perhaps if you pay an experience block, you get fast tracked for promotion? Would you have to pay 2 experience blocks to fast track to the second level, and 3 for the third level? How do you see this working? Zot, you might want to start a new thread of other uses for experience to discuss this idea and others like it. Warm regards, Rick. |
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07-08-2018, 12:23 PM | #38 |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: New Skills
>> Rick Wrote:
>> "Oh, maybe? Chris would you like to weigh in?" Hi JLV, No hostility was intended. I had not considered the idea that you brought up and considered it possible, (tho certainly not certain from what Chris had said). I asked Chris, and he was kind enough to clarify. Warm regards, Rick. |
07-08-2018, 01:11 PM | #39 |
Join Date: Nov 2010
Location: Arizona
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Re: New Skills
Roger that Rick; I later read his response, which was calm and well-reasoned. And your response to same. It just seemed like you were getting very defensive there and I was concerned that we were pushing past the cooperative stage here...
My apologies for the misunderstanding. |
07-08-2018, 01:23 PM | #40 | |
Join Date: May 2018
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Re: New Skills
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