Xeriar
First Post
Kaptain_Kantrip said:Having reread the arcana feats (flaws/advantages) for a fourth time, LOL, they seem extraordinarily hard to properly implement--being dependent on RPing rather than game mechanics.
L5R (Rokugan) suffered from this, but this stuff was the bread and butter of the 7th Sea system.
How exactly does a DM or player activate another PC or NPCs hubris/flaw? Under what conditions? Must this be RPed (and I assume it should)?
In 7th Sea, players would get Drama Dice for doing cool things. GMs also started with a set number of Drama Dice to spend on activating Hubris's and such... Look up Spycraft's Action dice for the d20 mechanic, probably.
And again, constant nagging references to 7th Sea mechanics really confuse things (Presence, Knack, Bull, etc.). These rules are just sloppy and poorly defined. AEG dropped the ball here, though the section certainly has potential. But I don't like spending $35 for something I have to majorly tweak to get to work right. Fortunately, the rest of the feats and other sections of the book (classes, PrCs, etc) more than make up for this bummer.
A knack is a specific skill. The way 7th Sea dealt with skills is that a 'skill' bought a set of basic knacks, and granted access to advanced knacks.
So, 'sailor' would be a skill, 'rope use' would be a basic knack under it, and 'swimming' would be an advanced knack.
For d20, just replace 'knack' with 'specific skill' and you should be fine. No idea what Bull and Presence refer to - been awhile since I've played...