Friday, June 3, 2016

Advanced Fighting Fantasy 2 • Re: When do heroes become too powerful?

Advanced Fighting Fantasy 2 • Re: When do heroes become too powerful?

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Slloyd14 wrote:
we could adopt something that Tunnels and Trolls do and have special skills in weapons not contribute to being able to hit an opponent. Instead, they contribute to being able to do some manouvere in combat.
I did consider no AS bonus at all from weapon special skills but the problem was I couldn't come up with anything else that would make it worthwhile to put experience into it. I was trying to mess with as little of the existing rules as possible to get the result and that included the weapon skills still having 6 ranks and the XP values not changing. But there's no doubt there's several ways you could fix this.

Slloyd14 wrote:
could try some kind a manouvere against their opponent. This could involve anything from flinging sand in their face, attempting to disarm them, kicking them in the nuts, looking for a chink in their armour, backflipping over them to get a better hit, knocking a candlebra into their face.
I think you suggested this in the making combat more interesting thread and I still haven't figured out a mechanic for it! I've allowed this sort of thing before on the fly but I can see it would get used more if it was a combat manoeuvre like fighting defensively is. But if they pick up on something that was described, like the captain of the watch has a breastplate on but no armour below the waist, or there's a candelabra hanging from the ceiling at a useful height, then they should definitely get a bonus.

Statistics: Posted by SkinnyOrc — Fri Jun 03, 2016 2:29 pm






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June 3, 2016 at 08:42AM

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