• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

YBA Revision Planning

Not much, really. They'd just combine a bunch of different styles, etc. onto one weapon, and it would seem more feasable. It would slightly limit the amount of loot that characters could collect, but you might want to include an exchange policy; i.e., a weapon can be cashed in for half it's value (round up) in yen whenever a character is not in a fight.
 

log in or register to remove this ad



On the issue of limiting weapons, I'm more concerned with verisimilitude than anything else. Horribly beweaponed characters are plausible up to a point, but after the first couple of polearms, things start to get out of hand. Salvage issues can be even worse, as there's no rule against a character carrying a dozen suits of plate armor back to the shops.

On the other hand, I'm not sure that this aspect of things needs any hard and fast rules. In my games, I'm simply going to tell any player whose character has "too much" stuff that either they can't carry it all, or that I'll favor their opponents' moves due to their encumbrance. I doubt anything more will be necessary.

- Eric
 

Don't do encumbrance. If your going to set a weapon limit, just set a flat rate like 2 weapons 1 shield and 1 armor can be equipped, and a character can hold 8 additional items. That's bland, but reasonable. Held items can be switched out as needed in between fights, but you can only have two active weapons or such...
 

Originally posted by Creamsteak

Modifiers
I'd like to see the signature modifiers expanded on. They can be used for more.

- - - - -

Teamwork

I don't really see too many people wanting this ability, so I'd think expanding here would also be better. I'm not very intuitive about this particular ability, however...

- - - - -

Toughness

Nobody seems to like this feet, and although it's nice at low levels when you are always risking defeat, it becomes redundant. Maybe toughness should be slightly cheaper the first time you take it so that it's a more lucrative option to take at lower levels, and you don't feel like it was wasted at mid and higher levels.

First time it is taken it costs 3, second time it costs 4, and every time after that it costs 5... would make it possible to take it once without sacrificing an entire level that you need to spend on getting pre-reqs for higher up abilities.

- - - - -

Assassin

I think Assassin should have two different possible pre-reqs. You should be able to take assassin with either Bounty Hunter or Poison Blade. Also... I think that Assassin if taken by a Bounty hunger would be neat if you recieved double the yen if you defeat your target in one hit... but then again that might be weird.

- - - - -

Flexible Style

Cool, but costs too much. Your paying 5 for a temporary ability that may or may not be generated a second time. I think it should cost 2 + 1 (if you have a teacher with this ability) or 2+2 (if you don't). That way it represents that "Flexible Style" is, in its own way, a variation of a normal style.

Does anyone have any commentary on any of these. I'm curious if anyone sees a problem with toughness costing 3 the first time, 4 the second time, and 5 from then on. Assassin I also think should be available by means other than being a bounty hunter (or a similar feat for other chains at least). Flexible style at a cost of 3 with a teacher, and 4 by itself seems better than a flat 5 cost to me. Oh, and teamwork/modifiers could be expanded on IMO...
 

I was just reading a post by tleilaxu and it struck me that there should be a redirect power. It should be in the dirty trick chain. Furthermore, the more I think about it the more I think shove should be the first in that chain and not dirty trick.

Shove - 3 exp.
(as is, no requirement)

Then
Dirty trick - 4 exp.
(as is, except Requirement: Shove, Not Holy Warrior)

but also
Redirect
cost: 4 experience
Requirements: Shove
Ability: The fighter may use a Redirect once per round, once per Redirect known and cause the attack of any one fighter who has already posted his attack, to redirect that attack at any other fighter in the combat who is still up and fighting.
 


Redirect is nastay. 11 damage attack coming your way? Send it back at your opponent! seems epic, to me.

Written as-is, you could send the attack back at the attacker. However, I get the feeling that this isn't what you meant for it to be. Perhaps a bit of an edit could do it some good? Not sure on how to rephrase it myself, though.
 

Jeph said:

Written as-is, you could send the attack back at the attacker.

I would think that the other fighter part covers this already...

Have there been ideas to introduce a strategy variant into YB!A? I think that could be useful.
 

Into the Woods

Remove ads

Top