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#6 | |
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Join Date: Jan 2010
Location: Brighton
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Quote:
a). bypassing armour (hitting where it's not) b). target areas where damage is multiplied (hitting where it hurts) Adding to raw damage would seem to be double dipping both and to an extent removing (a) as advantage. This last will have a knock on effect on higher skill in combination with set ups etc where your leverage your higher skill but at the cost of being able to target higher value locations. Put it this way set ups and deceptive attacks etc just got even better for higher skilled users because they can get the bonuses and not worry about where they are hitting so much. Similarly armour is going to be an issue (without rehashing that debate) this will certainly mean more armour will be blown through more quickly. If nothing else the damage from unarmed skills is at least restricted to cr damage (apart from those specific weapons that use karate or esoteric perks/techniques). But damage multipliers will multiplier those bonuses as well. It going to come down to what weapons are in what progression of course, and I certainly use convert d+X to dice because you'll get quite a lot of fixed damage. That said I can't help but think everyone will chose a weapon that have the higher progression rate as a matter of course. Simply because the advantage of doing so will be too great to ignore. Still for cinematic games I think it's a great fit, it will if nothing else explain cinematic amour. Last edited by Tomsdad; 06-21-2014 at 03:20 AM. |
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| Tags |
| martial arts, technical grappling, trained st, trained strength |
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