07-27-2008, 08:39 PM | #11 | |
Join Date: Sep 2004
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Re: [Powers/Thaumatology] Rethinking ST-based
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As a gadget, it's probably at more risk of being used against you with a higher ST. |
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07-27-2008, 08:54 PM | #12 | |
Join Date: Jul 2007
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Re: [Powers/Thaumatology] Rethinking ST-based
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07-27-2008, 09:32 PM | #13 |
Join Date: Sep 2007
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Re: [Powers/Thaumatology] Rethinking ST-based
Limiting it by ST is just a minor variation on "will not work immediately for the thief."
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07-27-2008, 10:19 PM | #14 |
Join Date: Aug 2004
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Re: [Powers/Thaumatology] Rethinking ST-based
My own inclination would be to introduce a new advantage crafted specifically for muscle-powered attacks - something along the lines of:
A melee attack that inflicts thr-2 crushing damage: 0 points. Upgrade from thr to sw damage: 5 points. Upgrade from crushing to cutting damage: 2 points. Upgrade from crushing to impaling damage: 3 points. To do more damage, use a double-cost Innate Attack pricing scheme. I'd rather it be phrased in terms of how much each +1 damage costs; but that might not be feasible. Each mode of attack has to be purchased separately, although Alternate Attacks is a distinct possibility to consider. More work would need to be done to flesh out the particulars; but this is the basic framework that I'd start with. |
07-28-2008, 12:14 AM | #15 | |
Join Date: Aug 2004
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Re: [Powers/Thaumatology] Rethinking ST-based
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07-29-2008, 07:44 PM | #16 |
Join Date: Jul 2007
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Re: [Powers/Thaumatology] Rethinking ST-based
Just noticed something I'm having a problem with.
Me and a friend were watching a Prince of Persia 3D Lets Play, and amidst our laughter at how horrible the game is, he wondered if we could stat the Bee-arrow. Essentially, its an arrow that, upon striking any surface, will release a cloud of bees. The problem isn't in that mechanic; I can always just link up an attack that leaves a persistent cloud of 1d-3 pi- damage for a good 10 seconds to simulate that. Rather, my problem is in how do I model an arrow using these ST-based rules? Its a projectile itself, rather than a weapon that fires a projectile, so it would have different damage values dependent on whether it was used with a short bow or a long bow. |
07-29-2008, 08:13 PM | #17 | |
Join Date: Aug 2004
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Re: [Powers/Thaumatology] Rethinking ST-based
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If anyone's got an idea how to do that, either by extending my proposal or making a different one that is general enough to encompass its scope and projectiles and stay reasonably balanced, I'd love to see it. |
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07-29-2008, 08:15 PM | #18 | |
Join Date: Sep 2007
Location: In a van... down by the river...
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Re: [Powers/Thaumatology] Rethinking ST-based
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(a) Is all of the damage done by the bees? (b) If not, should there be two damage rolls, one for the initial impact from the arrow which is an ST based attack, and one for the infernal stinging from the cloud of bees, which is not an ST based attack? (c) Do these bees like honey?
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-- Jason |
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07-29-2008, 08:23 PM | #19 | |||
Join Date: Jul 2007
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Re: [Powers/Thaumatology] Rethinking ST-based
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07-29-2008, 08:47 PM | #20 | |
Join Date: Sep 2007
Location: In a van... down by the river...
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Re: [Powers/Thaumatology] Rethinking ST-based
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Personally I'd not model spells or anything remotely similar to "magic" as ST based. With my players such a stunt would open Pandora's box and inundate me with silly questions such as: "Why aren't gorillas and whales wizards?" and "Why can't my mule learn Control Zombie?" Even worse would be if I made mundane plants the source of magic and magical knowledge. . . Inevitably I would indulge my players delusions about learning a penetrating explosive fireball from a sea creature that eats plankton for a living. . . Or end up having a potato as the foremost authority on Gate spells. . . Actually that gives me more ways to mess with my players heads. . . I just might need to introduce tuber based magic after all. But that's just me. . .
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-- Jason |
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