doghead
thotd
Glad to have been of assistance.
I like this. Tactics is sort of a spacial awareness, the ability to see the encounter as a whole, plan manoeuvres and assess the risks and rewards. In this way, Tactics would be a Requirement for the Manoeuvres that give bonuses to allies, with Influence the skill used to make it happen. The character's Tactics level could effect the number of allies that can be effected, or perhaps the range of the effect.
I initially had Defensive Expertise. But then I realised that it only really came into play if the weapon being used had a Offensive penalty to the dice pool. As the character's weapon didn't, I dropped the skill, but didn't get around to picking something else.
Ok. I get it now. The penalty could be -1D to a PC character who uses a dice pool, but -1 to an NPC who uses a static value. I would be inclined to use +/-nD as the standard descriptor, with an explanation that in the case of NPC's using static values, this is in effect a simple +/-n to the value.
When designing games, I always tried to ensure like things were grouped together, or things grouped together were alike. Hence the Fatigue (a negative) and Vitality (a positive) observation. Here, as you said, the Offensive/Defensive modification is more about purpose or function, while the others are enhancements. So I would be inclined to distinguish them.
As you say, it largely a preference thing. I like the way a resisted combat roll allows a more skilful character to control an encounter preventing their opponent from hitting them while they drive home their attack. It gets more interesting when you have a one-on-many melee. This is also where the rules can get tricky to get right.
I'm not a fan of specific injury outcomes. But if it is a possibility in the game, then the ability to regenerate would be a significant bonus.
Which is a significant plus.
thotd
If I were to make a change to the system, I would probably do something like removing Melee Combat, Ranged Combat, and Movement. I would then create three new skills, Might, Coordination, and Tactics. Might would be useful for strength based movement, heavy melee fighting styles, lifting heavy stuff, etc. Coordination would be based around balance, lock picking, art, dancing, and of course ranged combat. Tactics would involve the other more ethereal aspects of the Movement skill, that of Tactical decisions, piloting, processes, efficiency, moving from cover to cover, etc. I think this way you could still keep those three skills applicable for various combat actions, just like Melee, Ranged, and Movement can now, but it opens up a slew of new options and makes a little better sense.
I like this. Tactics is sort of a spacial awareness, the ability to see the encounter as a whole, plan manoeuvres and assess the risks and rewards. In this way, Tactics would be a Requirement for the Manoeuvres that give bonuses to allies, with Influence the skill used to make it happen. The character's Tactics level could effect the number of allies that can be effected, or perhaps the range of the effect.
To your grohlkin fighter
Thanks for taking the time to make a character! I'm glad that it went pretty smoothly.
It seems to be a pretty typical "combat heavy" build that I've seen a lot in my playtests. This type of character can do pretty well in exploration and combat, but doesn't excel in social interaction. But all in all, well rounded and a pretty common build (with lots of variations of course.)
Also I noticed that you didn't pick a second trait, was there a reason for this? Combo attack goes well with this type of character build, and is one of the more favored for combat-heavy characters.
I initially had Defensive Expertise. But then I realised that it only really came into play if the weapon being used had a Offensive penalty to the dice pool. As the character's weapon didn't, I dropped the skill, but didn't get around to picking something else.
Yeah, I was trying to be clear with the math that it all either applies as a bonus or penalty to the number of d6s rolled. I can probably clarify that a bit more. The only exception to this is that there are bonuses to bonus damage, which is just a flat damage.
As to maneuvers like Perturb, that penalty is against the enemies, which have a static number, not dice. In combat or any kind of obstacle, the players make all of the rolls, not the GM. So for example, if a player used Perturb, he would roll his Influence dice pool (let's say it is 3d6). He rolls 3d6 and gets 2 successes. The GM notes that the bad guy he is trying to use Perturb against has a Resist Value (RV) of 1. This means that the player got 1 success over the enemy's RV, essentially dealing "1 Perturb Damage." This would then apply to the enemy's AV or DV for its next roll. So if this same character wanted to shoot a bow at the bad guy he just used Perturb against, the enemy's DV would be 1 less, in essence giving the player a +1d6 bonus to his ranged AV.
Ok. I get it now. The penalty could be -1D to a PC character who uses a dice pool, but -1 to an NPC who uses a static value. I would be inclined to use +/-nD as the standard descriptor, with an explanation that in the case of NPC's using static values, this is in effect a simple +/-n to the value.
The idea of "offensive" or "defensive" weapons is that while they excel in a particular field but suffer in another. It is designed to be the first modification available for basic weapons, and simply relate to the overall design/function of the weapon. The other modifications elevate the quality of the weapon.
When designing games, I always tried to ensure like things were grouped together, or things grouped together were alike. Hence the Fatigue (a negative) and Vitality (a positive) observation. Here, as you said, the Offensive/Defensive modification is more about purpose or function, while the others are enhancements. So I would be inclined to distinguish them.
I enjoy separating attack and defense, as I think it's simply easier to understand and mechanically manufacture. I've seen some of the playtest groups practically hand-wave combat, they make a few combat rolls, the GM counts the number of successes, and says "you guys defeat the enemy squad in such and such fashion, you all lose 1 Fatigue." Each to their own.
As you say, it largely a preference thing. I like the way a resisted combat roll allows a more skilful character to control an encounter preventing their opponent from hitting them while they drive home their attack. It gets more interesting when you have a one-on-many melee. This is also where the rules can get tricky to get right.
In game terms, there are abilities that encourage loss of limb. Even one of the maneuvers, hack and slash, specifically allows someone to lose a hand or foot. There will be some "beast maneuvers" that do similar things. Since "character equivalent enemies" can use these advanced maneuvers just like a PC can, it is a real possibility for the character to lose a limb.
I'm not a fan of specific injury outcomes. But if it is a possibility in the game, then the ability to regenerate would be a significant bonus.
A lot of the playtest GMs, now that they've gotten used to the system and typical values for most of the character's skills, they don't even play with any bad guys/difficulties written down. I try to make it as intuitive as possible, and GMs can hit that expert level in the matter of a few sessions.
Which is a significant plus.
thotd