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Old 02-22-2005, 09:47 AM
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RE: Combat Maneuvers and Endurance

Post originally by Dan Davenport at 2005-02-22 08:47:40
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Keith Senkowski wrote:
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<b>I do see what you are saying though, but we found in playtesting that the swashbuckling type of player kicked serious ass with the maneuvers cause he had a high TEM (all about personality).</b>
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There is that, true. (Of course, that assumes that you have a swashbuckler with a strong personality.)

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<b>I'm curious though, if you see it as a problem, what would you propose as a fix?</b>
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Nothing all that fancy. If you want to keep things like double-shots as a single roll, I'd just apply a difficulty modifier as well as an EP cost. I'd also apply a cumulative difficulty modifier on multiple actions within the same round.

OTOH... I can't recall offhand, but does EP loss incur penalties to rolls? If so, the cumulative penalty would already be factored in.

Incidentally, I'm still strongly tempted to apply modifiers for weapon damage. I do understand why you designed the mechanic as you did based upon our previous email conversation, but I'm still strongly tempted to apply at least some small modifier for weapon damage in addition to the attack modifiers. My first inclination is to import the optional damage modifiers from WFRP, thus giving anything greater or smaller than the "average" hand weapon a positive or negative modifier.

Actually, I think that fits rather well with the mechanic you've set up, which reminds me of the Pendragon weapon mechanics: some weapons do more or less damage than average, but specific weapons are particular useful against specifically-equipped opponents.

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Dan Davenport
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