Quote:
Originally Posted by Peter V. Dell'Orto
It's really where it came from. I watched some ridiculous kung fu movie - dubbed from Cantonese to Mandarin, with bad subtitles, etc. It had a kicking master, a guy who had this one great punch, etc. and I called up Sean and this resulted from that discussion. We needed some way to manage those guys who do one thing really well.
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And its' appreciated!
Quote:
Originally Posted by Peter V. Dell'Orto
Like a few of the other perks, it's fairly easily abuseable, but that's no reason to take the tool out of the hands of worldbuilding GMs. Use it where it seems appropriate and like it won't result in badness in your campaign. Like, you know, any rule in any book. :)
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Heh. I especially find this thread amusing for the simple reason that I have a player who loves dual-wielding, always takes DWA and always takes TM(DWA) regardless of whether her character is using melee or firearms. It comes with so many downsides, and the player gets so used to having that bonus, that managing to take it away thrashes the player's familiarity with how the character fights; it tends to nicely represent the confusion of disarming events rather than the smooth transition that a lot of players do as it forces a change of tactics.
Besides, it is +4 for [5]. Meh. It may be a bit cheap at the lower skill levels (sub 20s), where it is more typical to get +3 for [6], but where my group plays it isn't especially noticeable.