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-   -   U.C. Strength requirements and stuff? (https://forums.sjgames.com/showthread.php?t=192015)

timm meyers 06-28-2023 04:24 PM

U.C. Strength requirements and stuff?
 
So it is obvious why Unarmed Combat has DX requirements but when you get to UC IV all of a sudden you need a ST11 and then ST12. This makes no sense to me whatsoever. Anyone have a coherent explanation why the martial artist suddenly needs a minimum ST?
The only remote reason I can fathom is for pure game balance that otherwise you risk ST8 DX14 IQ14 (36pts) UC V warriors doing 2d-3 damage out numbering the ST9 DX14 IQ13 (36pts) master fencers that do 1d+2 damage?

My second question- How do you play the -Throw- ability from UC III and above that says "Use the shield rush rules, but the opponents roll to defend is on 4 dice."?
A) roll 4/DX as stated silly person
b) compare Strengths and subtract 1d6 if the thrower is weaker?

Shostak 06-28-2023 04:51 PM

Re: U.C. Strength requirements and stuff?
 
Quote:

Originally Posted by timm meyers (Post 2494113)
Anyone have a coherent explanation why the martial artist suddenly needs a minimum ST?
The only remote reason I can fathom is for pure game balance that otherwise you risk ST8 DX14 IQ14 (36pts) UC V warriors doing 2d-3 damage out numbering the ST9 DX14 IQ13 (36pts) master fencers that do 1d+2 damage?

Yes, I think that's part of the reason. And the combined prerequisites preclude a beginning character from being and advanced master. But I don't like how this all forces a specific beginning build and trajectory. Weapon Mastery has similar issues that pretty much exclude hulking, high-ST characters from every attaining the talent. I'd prefer to see prerequisites be relaxed so that more variety is encouraged.

Quote:

My second question- How do you play the -Throw- ability from UC III and above that says "Use the shield rush rules, but the opponents roll to defend is on 4 dice."?
A) roll 4/DX as stated silly person
b) compare Strengths and subtract 1d6 if the thrower is weaker?
Both. Compare ST, with defender rolling 4/DX to stay on their feet if the attacking UC artist is as strong or stronger than their target, and 3/DX if they are weaker than the defender.


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