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(TFT) TFT: Quarterstaff Talents
Joe writes . . .
>"Actually, it's a buck-and-a-quarterstaff, but I don't have to tell HIM
> - D. Duck
Heh . . . I thought of that as well when I typed it. I wonder what that
Stan writes . . .
>Aren't the IQ levels on these talents (10 & 11) rather low?
The IQ levels are on par with the other Expert and Master weapon talents
that Ty Beard has on the TFT List web site -- that's how I decided that one.
>And a two-die roll against DX to disarm?
Mmmm . . . that does seem too much, doesn't it? . . . even with a 3-die
saving roll by the defender.
I reread the Quarterstaff rules in /Advanced Melee/. For some reason I
had the idea that it took a 4-die roll vs. DX to disarm a foe, which led me
astray when creating these talents. I also forgot about the adjDX minimums
with the other Expert and Master weapon talents. So here's version 2.0:
IQ 10 TALENTS
EXPERT QUARTERSTAFF (2): Prerequisite: Quarterstaff
and an adjDX of 13. A figure with this talent
and armed with a quarterstaff only suffers a -2
DX to disarm an opponent, and they must roll 4
dice to strike him in melee combat; 5 if defending.
IQ 11 TALENTS
MASTER QUARTERSTAFF (2): Prerequisite: Expert Quarter-
staff and an adjDX of 16. A higher level of skill
with this innocuous weapon. Disarming an opponent
can be done at no penalty, and attacking melee
opponents must now roll 5 dice to hit, or 6 if
I think the idea of moving Master Quarterstaff to IQ 12 has some merit,
but then the obvious elegant thing to do is make /all/ the Master weapon
talents (both mine and Ty's) IQ 12 as well. Can I have a show of hands?
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