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<blockquote data-quote="scott-fs" data-source="post: 246594" data-attributes="member: 5714"><p>I have some ideas for crossover potential, including some potential licensing.</p><p></p><p>Charisma definately isn't a dump stat, especially (through Distract and Oratory), which provide some combat benefits.</p><p></p><p>The skill set itself is only a draft list, and I intend to include many more interesting skills.</p><p></p><p>It's been suggested to do a "Mortal Kombat/Street fighter" type expansion. Additionally, a fantasy variant might be interesting.</p><p></p><p></p><p></p><p>I'm thinking that for wrestlers who want to return points spent on Wrestler Lore, the points could be placed in a reserve pool and can't be touched until your next level up (if you're more than halfway to the next level, you have to wait until the following level). This exception would be included because of the potential temporary nature of Wrestler Lore.</p><p></p><p></p><p></p><p>"Wrestling Specialization" is actually this games version of "Weapon Specialization". It gives you a +2 damage bonus to a specific move (like a powerbomb, or a choke slam) and requires Weapon Focus in the general style (a powerbomb requires Weapon Focus (melee attack).</p><p></p><p>A followup feat "Finishing Move" could provide a wrestler for a devastating finish. In such a way, an "Instant" Kill move requires 3 different feats. If a player wants an "instant" kill, he has to give up other areas.</p><p></p><p>As to quick draw, there is an advanced move, "Rapid Attack" which allows you to combine two actions into one. What you give up is reduced effectiveness.</p><p></p><p></p><p> </p><p>I've been thinking about that, and right now I don't have an exact answer. In approximately two weeks though, I'll be releasing a second promo document, which I will definately seek to cover this topic.</p><p></p><p></p><p></p><p>'Time is variable' means that I don't want to tie things down to precise measurements. A low level character has one action, and in that action, he can't do much. A higher level character gains more actions because either (a) he is faster in setting up and performing the move, or (b) the opponent can't react as quickly from a more experienced wrestler's move.</p><p></p><p>A general time frame for those who want to keep track of time (maybe 6 seconds per round) could be established with a note that a round could take anywhere from 1 to 10 seconds. For the most part, time generally isn't important in a match.</p><p></p><p></p><p></p><p>The initiative system is appropriate for the style of the game, and definately simulates the flow of a wrestling match.</p></blockquote><p></p>
[QUOTE="scott-fs, post: 246594, member: 5714"] I have some ideas for crossover potential, including some potential licensing. Charisma definately isn't a dump stat, especially (through Distract and Oratory), which provide some combat benefits. The skill set itself is only a draft list, and I intend to include many more interesting skills. It's been suggested to do a "Mortal Kombat/Street fighter" type expansion. Additionally, a fantasy variant might be interesting. I'm thinking that for wrestlers who want to return points spent on Wrestler Lore, the points could be placed in a reserve pool and can't be touched until your next level up (if you're more than halfway to the next level, you have to wait until the following level). This exception would be included because of the potential temporary nature of Wrestler Lore. "Wrestling Specialization" is actually this games version of "Weapon Specialization". It gives you a +2 damage bonus to a specific move (like a powerbomb, or a choke slam) and requires Weapon Focus in the general style (a powerbomb requires Weapon Focus (melee attack). A followup feat "Finishing Move" could provide a wrestler for a devastating finish. In such a way, an "Instant" Kill move requires 3 different feats. If a player wants an "instant" kill, he has to give up other areas. As to quick draw, there is an advanced move, "Rapid Attack" which allows you to combine two actions into one. What you give up is reduced effectiveness. I've been thinking about that, and right now I don't have an exact answer. In approximately two weeks though, I'll be releasing a second promo document, which I will definately seek to cover this topic. 'Time is variable' means that I don't want to tie things down to precise measurements. A low level character has one action, and in that action, he can't do much. A higher level character gains more actions because either (a) he is faster in setting up and performing the move, or (b) the opponent can't react as quickly from a more experienced wrestler's move. A general time frame for those who want to keep track of time (maybe 6 seconds per round) could be established with a note that a round could take anywhere from 1 to 10 seconds. For the most part, time generally isn't important in a match. The initiative system is appropriate for the style of the game, and definately simulates the flow of a wrestling match. [/QUOTE]
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