|
|
|
#1 |
|
Join Date: Aug 2012
Location: Northeast Kansas
|
I'm running a game for a new player (my wife) and we're advancing quickly up to a plateau where things will slow down.
I'd like to break Weapon Master into component parts. This is for two reasons: 1) Since my wife's nearest previous experience to RPGs is improv exercises for High School theater, I'm trying to introduce new rules, and new maneuver options slowly. Introducing all the rule changes weapon master would give her at once might be problematic. This probably isn't really a significant issue, but she's gotten used to dodge being a better choice after she's parried successfully and we haven't even discussed rapid strike as an option. 2) Developing Weapon Master in play seems like it should involve gaining things slowly, rather than all at once. So the reduced penalty to parry comes first, then the rapid strike, then the damage, then everything else. If you were going to break Weapon Master into a leveled advantage, how would you do it points-wise? |
|
|
|
| Tags |
| weapon master |
|
|