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#1 |
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Join Date: Nov 2010
Location: Arizona
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4 and 5 seem like the easiest choices to implement (no new math for the players and GM to remember, straightforward tactical decision). I might try those unless Steve does something with the Defend Option in the new rules...
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#2 | ||||||
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Join Date: May 2015
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As for dying from spell-casting, some groups only have people die from wounds, so exhaustion/fatigue can make you collapse/unconscious if wounds + fatigue/exhaustion add up to ST or more, but you only die if the wounds get high enough, not just fatigue. Makes sense. Quote:
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Oh, I mis-read what you meant. You mean change the existing Defend option to allow an attack at 4d, but only if they have DX 13+? Why have that be a precondition? |
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#3 | |
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Join Date: May 2013
Location: Tyler, Texas
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I see this as a sort of parry-riposte move that highly skilled folks can use. Lower DX folks can just use the normal Defend option. My issue with combining it with the Defend option is that you can make figures virtually impossible to hit - a DX 13 figure selects the Defense and the Defend option. His opponents are -3 DX AND need to roll 4/DX. Last edited by tbeard1999; 06-14-2018 at 07:09 PM. |
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