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New system design: Ashkhar RPG
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<blockquote data-quote="doghead" data-source="post: 6168416" data-attributes="member: 8243"><p>Glad to have been of assistance.</p><p></p><p></p><p></p><p>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. </p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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. </p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>Which is a significant plus.</p><p></p><p>thotd</p></blockquote><p></p>
[QUOTE="doghead, post: 6168416, member: 8243"] 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 [/QUOTE]
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