06-23-2020, 10:47 PM | #1 |
Join Date: Aug 2004
Location: Pacheco, California
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Simplify Weapons Expertise
Delete Fencer and Weapons Mastery. (Though Weapons Expertise can be chosen so as to apply to all fencing weapons instead of choosing between Sword and Dagger.)
Weapons Expertise gives only the following two bonuses when you have the weapon ready. If you make your to hit roll by six or more points better than needed you add one die damage. (If this is is double or triple damage result then add it in before doubling or tripling). And you subtract 2 from the adjDX of all wielded and jabbing attacks against you from your front, from all unarmed attacks and from all weapons up to five times the weight of your own weapon. (Does not stack with Shield Expertise or itself if Two Weapons used.) So if you parry you impose a 4/(DX-2) roll to hit you.
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-HJC |
06-24-2020, 04:36 AM | #2 |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Simplify Weapons Expertise
What strategic objective are you trying to achieve with these rule changes? How will making this change make the game more fun?
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06-24-2020, 09:40 AM | #4 |
Join Date: Oct 2015
Location: New England
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Re: Simplify Weapons Expertise
-2DX to attack an Expert armed with their favorite weapon is too much for my tastes. The extra damage on low rolls is a bit like the original Fencing talent.
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06-24-2020, 10:07 AM | #5 |
Join Date: Sep 2018
Location: North Texas
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Re: Simplify Weapons Expertise
Advanced weapon talents (assuming you want them in your game) should be able to deliver on three core capabilities...
I don't think, however, that a single talent needs to provide all three benefits. In fact, given TFT's core design to enforce hard choices and tradeoffs in character abilities, I think it makes alot of sense to split these options up into separate (lower cost) talents. I would also agree with Henry (and others who have suggested the same) that FENCING really isn't necessary as a stand-alone talent any more. Make characters purchase the TWO WEAPONS talent if they want that ability. P.S. One could argue that special weapon-based maneuvers (disarm, for example) are a valid fourth benefit, but for me that falls into the 'nice to have' category.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
06-24-2020, 10:18 AM | #6 |
Join Date: Dec 2017
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Re: Simplify Weapons Expertise
I think that a well designed talent bonus should not replicate bonuses you would achieve through some other, existing path. For this reason, I don't think weapon expertise/mastery should influence your adj.DX (because you already have a path to do that - raise your DX!). On the other hand, there is no path for improving damage with a given weapon or your defensive ability, so those would be good focal points for talent bonuses.
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06-24-2020, 11:00 AM | #7 |
Join Date: Oct 2015
Location: New England
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Re: Simplify Weapons Expertise
Having a path to increase likelihood of success for a particular talent lets a character focus on that highlight skill rather than raise DX for everything.
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06-24-2020, 11:37 AM | #8 |
Join Date: Sep 2018
Location: North Texas
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Re: Simplify Weapons Expertise
Indeed, and there are other (houserule) situations where higher weapon-specific adjDX might be desirable. For example, in my game certain weapons have a 'swift strike' trait similar to the extra shot that bows can achieve.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
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