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#1 |
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Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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You use half Jumping skill for move, so, long distance jump is 15 feet, not yards, running he goes up to 30 feet, with flying jump it's 90 feet, 30y, not 54y.
For high jump, it's 44", little better than a meter or yard. Running you go to 88", 2.44y, or 2.23m. Flying jump will put him 7y from the ground.
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I've revised the Low Tech weapons table: http://forums.sjgames.com/showthread.php?t=112532 Last edited by gilbertocarlos; 11-12-2013 at 11:55 AM. |
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#2 | |||
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Join Date: Apr 2013
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Quote:
So a combination DWA + Kiai would add another [4]? Seems reasonable. I did forget about the jump speed limit. It's the greater of max jump distance/5 or Move, so 10.8. On Very Fit: Quote:
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I based it on this: DF11:34 Chandelier Leap "You may do the math on p. B352 or simply approximate: the better of Basic Move/4 or Jumping/8 yards, doubled out of combat or with a running start, or quadrupled for both." As an approximation it does seem pretty loose. |
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#3 | |
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Join Date: Jun 2013
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On the topic of alternative interpretation, if your character has WM/TbaM, DWA should probably drop to -3 (certainly it shouldn't be worse than a Rapid Strike) or maybe even -2, making it cost [4] or [3], while the Combination should be -6/-6/-6 or maybe even -5/-5/-5, meaning you've got [5] to go. Sounds like maybe you can halve your FP spent on Extra Effort, but I'd still say no to chi (which CL, FL, and Kiai fall under). RAW explicitly forbids Fit/Very Fit benefiting energy burned for psi and magic, so it's up to the GM if chi falls under that same blanket. I can certainly see justification for allowing it to do so, I just probably wouldn't. |
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| dungeon fantasy |
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