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Old 12-04-2020, 10:49 AM   #27
EskrimadorNC
 
Join Date: Jul 2015
Default Re: Arm Lock with and without Technical Grappling rules

Quote:
Originally Posted by Plane View Post
I like the approach of doubling the trained ST when looking at what Thrust should be, it deals better with low ST (1d6-6 and so on) for avoiding the problem of zeros compared to doubling the outcome of the standard thrust dice (same problem exists with shoving)
That does get rid of the zeros, but it feels like it make it TOO easy/fast to accumulate CP.

So given a Trained ST 11 and the following options you get:

BASE SYSTEM
CP = 1d-1 (avg 2.5)

QUICK AND DIRTY
CP = 5 (11/2 round down)

CRANKING IT UP
CP = (1d-1)*2, avg roll 4 - 6

DOUBLE TRAINED ST
CP = 2d (for trained ST 22), avg roll 7
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