Re: New perks
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Re: New perks
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Re: New perks
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Re: New perks
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Or just read "Luck" not as that specific advantage, but as use of some similar rule that gives players meta ability over the dice result -- Buying Successes, say. So, the player that finds the Perk attractive can hang on to a CP or three just to let them make the impossible shot, should that situation ever actually come up in game. Ignoring the "not being allowed to roll" rule is already covered by the Perk. Otherwise, there's no point in even having the discussion. To argue that it's not possible is quite easy -- there's no such rule literally permitting this in RAW; done, end of discussion. The point of making a new Perk is to try to invent a rule that _does_ allow this to happen. |
Re: New perks
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My House Rule ignores "cannot roll if effective skill drops below 3", but I don't allow "self imposed penalties"* to be applied in those cases, and I always treat 3 as critical success and 4 as regular success. * So no Deceptive Attack, no Hit Location choices (unless it's the only attack they can make), etc. Positional penalties, Distance, Speed, Manuever choices, those aren't really what I call 'choices" for this purpose. But I run ACTION! so over the top nonsense "1-in-1000 chances" has it's place at my table. |
Re: New perks
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Re: New perks
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Alternatively, or additionally, the perk allows you to take shots where your effective skill is less than three or where the weapon's inherent accuracy limits normally make the shot impossible. That allows you to roll the dice, multiple times if you have Luck, and hope for that magic roll of 3. Each of these is a weak perk on its own, but together they might have some appeal. Quote:
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Re: New perks
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Re: New perks
Easier to be healed/repaired.
Anyone attempting to heal/repair you gets a bonus to their respective skill to do so. How much bonus makes sense, +1 or +2? |
Re: New perks
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