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[Spycraft] and the 'fu, part 2
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<blockquote data-quote="Kannik" data-source="post: 1161207" data-attributes="member: 984"><p>Well, for the Death Blow, one could argue that you are throwing the person in such a way as to increase the chance of them breaking their neck -- if you don't know how to fall, being thrown can be quite damaging. }:></p><p></p><p>But I don't deny that any other system (vs the Feat system in place) is fraught with pitfalls of its own. I really do like the idea of the stuff each feat gives you -- for the most part they go well together. Sometimes the names could be changed (X attack effect needn't necessarily be a Y attack) for better genericness, but that's incidental. I think the problem lies in some of the prereqes later in the feat tree (early-midway into it). </p><p></p><p>What may be devised could very well be very feat-like, or more likely very 'class like', where certain classes (the Martial Artist being one, with the Ploy ability) get to pick Z ability at levels A, B and C. Giving something very rough off the top of my head, break down abilities/maneuvers into Basic, Advanced and Master classes. At certain levels/ranks you can pick a Basic ability; get higher rank levels you can pick an Advanced or two Basic abilities, higher still you can pick a Master or two Advanced abilities. Then, certain feats (such as Five Style adept, etc) can instead have as a prereq so many ranks in Martial Arts, and maybe some other of the 'esoteric' feats.</p><p></p><p>If you want to keep it in the realm of feats (and making a skill that allows for feat-equivalent bonuses is counter to the intent of the system), then each time you pick the Martial Arts feat, think of it as 2 ranks of the system described above. </p><p></p><p>Again, rough ideas, top of the head, don't guarantee anything works. }<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> When I get a chance I'll see what I can do to work it into something, and if that is worthwhile or not. </p><p></p><p>Of course, then one tries to throw weapons into the mix... eep. }<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Kannik</p></blockquote><p></p>
[QUOTE="Kannik, post: 1161207, member: 984"] Well, for the Death Blow, one could argue that you are throwing the person in such a way as to increase the chance of them breaking their neck -- if you don't know how to fall, being thrown can be quite damaging. }:> But I don't deny that any other system (vs the Feat system in place) is fraught with pitfalls of its own. I really do like the idea of the stuff each feat gives you -- for the most part they go well together. Sometimes the names could be changed (X attack effect needn't necessarily be a Y attack) for better genericness, but that's incidental. I think the problem lies in some of the prereqes later in the feat tree (early-midway into it). What may be devised could very well be very feat-like, or more likely very 'class like', where certain classes (the Martial Artist being one, with the Ploy ability) get to pick Z ability at levels A, B and C. Giving something very rough off the top of my head, break down abilities/maneuvers into Basic, Advanced and Master classes. At certain levels/ranks you can pick a Basic ability; get higher rank levels you can pick an Advanced or two Basic abilities, higher still you can pick a Master or two Advanced abilities. Then, certain feats (such as Five Style adept, etc) can instead have as a prereq so many ranks in Martial Arts, and maybe some other of the 'esoteric' feats. If you want to keep it in the realm of feats (and making a skill that allows for feat-equivalent bonuses is counter to the intent of the system), then each time you pick the Martial Arts feat, think of it as 2 ranks of the system described above. Again, rough ideas, top of the head, don't guarantee anything works. }:) When I get a chance I'll see what I can do to work it into something, and if that is worthwhile or not. Of course, then one tries to throw weapons into the mix... eep. };) Kannik [/QUOTE]
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