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Re: (TFT) Weapon Skill Levels



> But, if you are allowing PCs to purchase multiple levels of skill with
> weapons, like in the Legends system from Dark City Games, it seems like you
> can be less generous.
> So I was thinking about this.  Characters buy proficiency with a weapon
> (group).  they they spend more talent points into the weapon buying levels.
> Now, like in Legends, you can choose to use these levels either as a + to
> damage or to hit, and split them from round to round as you desire.  But I
was
> thinking to allow for some level of defensive skill, the levels could be
used
> defensively to subtract from the opponent's chance to hit.
> Ragnar has +3 levels with his weapon.  When he gets in a fight, on his
turn,
> he can split those levels how he wishes.  Perhaps he wants a +1 to hit,
> damage, and a -1 to his chances of being hit.  Or maybe he's facing several
> bad guys and he wants to fight full defense so he puts the levels in
defense
> subtracting 3 from his opponent's Dex.  Or, he has a foe on the ground and
he
> needs to end the fight now, so he jacks up his damage by 3 for that swing.
> What do you think?

Interesting but how does one get one of these levels?
Related to that question, the way I see it hanging a -3.5 to hit on an
opponent is a lot like makeing them roll another die.
So having 3 or 4 levels like that in a weapon skill can work kindda like Ty
describes maybe?
Well, in my system (and Legends) you buy them as you buy other Talents.  I'll
probably have them scale up in cost so a +1 level is cheaper than your +3.  
Ty's system was tiered kind of like old Unarmed Combat.  So, the first one you
bought (if I remember correctly) got you the opponent's needing an extra d6 to
hit you... which seems a bit extreme to me (especially since there was no way
in his system to reverse this... Master's and Grandmasters did more damage,
but did not improve their chances of landing a blow... meaning that two of
them in a fight would be rolling 5d6 against each other resulting in very
little action and all of it down to randomness).  

If weapon levels are a lot cheeper than a stat point then I'd look for special
abilities like ways for players to spend big chuncks of levels on as manuvers
or something like a sweeping blow that attacks 3 hexes with one Action for...
call it 10 levels for 2 seperate Figures and +10 for each additional 3d6 att.
=====
I had not thought about that, but that is a really good idea.  I'll see what
the system looks like after I have the basics, then I might have some trick
shots (Disarm, Trip, Sweep, etc) that work like you are suggesting.  Thanks!
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