01-31-2014, 11:03 AM | #21 | |
Join Date: Jan 2010
Location: Brighton
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Re: [Last Gasp] Mighty Warriors: Which Advantages and Skills Count?
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But as I said exactly what the different attack options represent is not fixed so it's a matter of perception and interpretation not hard and fast definitions. Last edited by Tomsdad; 02-03-2014 at 09:24 AM. |
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01-31-2014, 11:05 AM | #22 | |
Join Date: Jun 2013
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Re: [Last Gasp] Mighty Warriors: Which Advantages and Skills Count?
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10 is a good MoS for this, as that matches decently well with the idea of Critical Successes costing no AP. EDIT: As for reducing damage, -1 to damage (rather, -1 per 2d) is canonically "worth" +2 to skill, so each -1 to damage reducing the necessary MoS by 3 would work well. You could also disallow characters from taking a skill penalty, requiring the damage penalty... or even combine the two (each -1 to Damage and Skill is -3 to necessary MoS). Last edited by Varyon; 01-31-2014 at 11:09 AM. |
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01-31-2014, 11:13 AM | #23 | |
Join Date: Mar 2006
Location: Iceland*
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Re: [Last Gasp] Mighty Warriors: Which Advantages and Skills Count?
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Also, it's an easier way to change the relative AP costs for characters, making effortlessly gliding Martial Artist Rasul feel different in play from Sir Michael, super-tough and in ridiculous shape, but better off using Steps than jumping around. If I make new Advantages, Perks or Techniques available, those things still have to be bought for points. If the character concept calls for it, I might allow re-allocating of points to accomodate the Last Gasp rules, even granting bonus points because I'm effectively introducing a limitation on their awesome and allowing them some points to limit the harm is fair play, but I'm not proposing adding value to the traits they already have.
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01-31-2014, 11:30 AM | #24 | |||||||
Join Date: Mar 2006
Location: Iceland*
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Re: [Last Gasp] Mighty Warriors: Which Advantages and Skills Count?
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Pretty standard fare, when defending a chokepoint against a phalanx of enemy shock troops with pikes, a couple of wizards and priests and the occasional champion. Quote:
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Unhappily, the PCs have a gift for picking worthy foes with powerful motivations, like the religiously fanatical professional soldiers, priests and temple guards they are fighting a war with now. They'd do much better against mercenaries that weren't quite so ready to meet their divine patron p.d.q. Quote:
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If I'm doing this, I might as well have it be easier with thrusts than swings, as well. There's a reason disciplined and efficient Roman legionaries liked to stab with a minimum of wasted effort and not go for wide, slashing attacks. Quote:
It's mostly for duels or small unit clashes that I'll break out the full tracking. *Depending on their HT and Fitness, as well as the average expenditure they are getting up to per turn.
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Za uspiekh nashevo beznadiozhnovo diela! Last edited by Icelander; 01-31-2014 at 11:53 AM. |
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02-01-2014, 05:29 AM | #25 | |||
Join Date: Jan 2010
Location: Brighton
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Re: [Last Gasp] Mighty Warriors: Which Advantages and Skills Count?
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That's certainly true. Quote:
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Last edited by Tomsdad; 02-03-2014 at 09:26 AM. |
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02-01-2014, 06:28 AM | #26 | |||||||||
Join Date: Jan 2010
Location: Brighton
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Re: [Last Gasp] Mighty Warriors: Which Advantages and Skills Count?
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If nothing else running away to fight another day takes APs as well! Quote:
For example I'd have say fighter in pairs where one takes recovery action the other takes more aggressive stance etc.. Quote:
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Don't get me wrong I can imagine wildly swinging is more tiring that more controlled jabs, but again I think that's more a factor of AoA vs. ordinary attacks. The thing is the current range of attacks AoA, committed, normal, defensive. Is mainly a trade off between damage and protection, rather than damage and effort (although AoA's do cost more AP). However at the moment the only way Weapon use interacts with exhaustion is using weapon with min ST over your ST costs an FP. How about a giving those who's St is over the min ST of their weapon an extra AP per flurry per point? (something I thought of when I was messing with making drawing high St bows a 'lifting style test with archery skill to boost pull ST) Quote:
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02-01-2014, 07:44 AM | #27 | ||
Join Date: Mar 2006
Location: Iceland*
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Re: [Last Gasp] Mighty Warriors: Which Advantages and Skills Count?
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But the purpose of human potential in the campaign setting isn't to limit PCs or even their foes, it is provide a mental benchmark for the players. By explicitly noting when their characters surpass normal human potential and/or maximum human performance in a given trait and paying a surcharge in the form of Special Exercises and Unusual Background, the players realise exactly what superpowers* their characters have. It's not that I discourage access to such superpowers, just that I want to have a benchmark for what 'ordinary' people can do and making it somewhat more cost-effective to remain within the bounds of that. Of course, magic and other supernatural power sources are not bound by those considerations, so it doesn't cost anything extra to have explicit supernatural gifts that give you abilities above the human ken. *I.e. how their characters can exceed human norms.
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02-01-2014, 09:46 AM | #28 | |||
Join Date: Mar 2006
Location: Iceland*
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Paced Attack and Paced [Active Defence]
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My point was that it shouldn't take less APs to make attacks with less precision, but the trade-off should be power, i.e. damage, instead. Quote:
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Well, I want to allow a trade-off between effort and effectiveness, as well. Hence a Technique for a lower-damage attack that takes only 1/2 AP (which is rounded up, though) and a Technique for a penalised Active Defence that does the same, which cannot be improved up to full Block, Dodge or Parry.
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Za uspiekh nashevo beznadiozhnovo diela! Last edited by Icelander; 02-01-2014 at 09:50 AM. |
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02-02-2014, 03:15 AM | #29 | |
Join Date: Jan 2010
Location: Brighton
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Re: [Last Gasp] Mighty Warriors: Which Advantages and Skills Count?
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02-02-2014, 03:56 AM | #30 | |||
Join Date: Jan 2010
Location: Brighton
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Re: Paced Attack and Paced [Active Defence]
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*there are several way of inflicting a 12 point wound on a target with the same sword and same wielder, hacking through the armour and the torso will probably need a AoA(s) more often than a thrust strike to the vitals or a swing to an unprotected neck all to get to 12pts. Quote:
Personally I'd go with the MoS idea, on the basis that an easy attack is an attack that requires less expenditure of "combat energy". Quote:
I.e I'm not anti your idea in abstract (in general I'm all for the highly skilled/able to be able to out option their opponents by leveraging their advantage), just that I think you might be curing a different problem than the one you started out to treat. What did you think of my higher than min St given bonus AP? My theory being a big strong chap will be less encumbered by his weapon, than one who is just strong enough to wield it without negative effect? It will also allow big strong chaps who may not have much skill to keep going at it for longer than similarly skilled but weaker ones. It would also reward those ST10-11 legionaries using a ST8 short sword than a ST10 broadsword. (although I admit I thought there were more weapons with split min St's for thrusting and swinging). Last edited by Tomsdad; 02-03-2014 at 09:30 AM. |
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abstract tactics, last gasp, tactics |
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