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Okay I've now got benefits for each level of weapon special skill but with total AS bonus being only +2. The +1 to AS comes in at WSS 2 rather than 3 because that means starting characters under this can have an AS of 8, only one point lower than before. If the max starting AS were 7 it might make them to weak for published scenarios.
Weapon Special Skill 1 – Does not suffer the -2 penalty for fighting without the relevant Weapon Special Skill when using these weapons
Weapon Special Skill 2 – +1 to Attack Strength when using these weapons
Weapon Special Skill 3 – +1 to Attack Strength and +1 to Damage Rolls when using these weapons
Weapon Special Skill 4 – +2 to Attack Strength and +1 to Damage Rolls when using these weapons
Weapon Special Skill 5 – +2 to Attack Strength and +2 to Damage Rolls when using these weapons
Weapon Special Skill 6 – +2 to Attack Strength, +2 to Damage Rolls and a Critical on a roll of 11 or 12 when using these weapons
The ideas there came from this thread and the bit in the rulebook describing magic swords. Also occurred to me that with WSS pluses limited to +2 instead of +6 there's room for more powerful magic weapons. So +2 or maybe even +3 to the damage roll or AS, and maybe with a combination of abilities. I like the idea of permanent magic weapons being more powerful so that on the rare occasions they're found it's a big deal.
Exactly. It'd be much more complicated to calculate the final result of an encounter, you need to include all the details like STAMINA, armour and damage. But I'm not sure the end result would tell you that much more about how characters balance against creatures. Those other stats are more about how much damage the higher SKILL combatant takes before they win rather than if they win.Hullalla wrote:
you weren't looking at the chances of winning a fight against an opponent with the same level of STAMINA, but about winning a round.
Yep you need a lot of STAMINA to overcome even a two point AS deficiency against your opponent. Anyone who’s played the FF gamebooks probably had the experience at some point of rolling a low SKILL but high STAMINA character. Even a half decent monster beats them, it just takes a while.Hullalla wrote:
a difference of 3 points of AS is a reasonable assurance to win any fight, unless you are really extremely short in STAMINA from the very beginning of the fight.
Interesting idea. Now that I have +1 and +2 damage roll bonuses as weapon skill benefits they could have the option of using those defensively like this.Slloyd14 wrote:
Maybe the number of points you have in a weapon skill could be distributed in either increasing the damage roll you make with a weapon or reducing the damage roll of the opponent's weapon (so you can split it between attack and defence).
I'm not sure it makes sense to tie this in to weapon special skills though. The sorts of stunts we were talking about seemed like they'd be based more on SKILL and probably special skills (Strength, Acrobatics, etc depending on the stunt) more than proficiency with a particular weapon.Slloyd14 wrote:
One way of doing it in game terms is that the weaponskill bonus is only added for the manouver, but if they lose, then they take more damage? If they win, tehy inflict more damage (equal to a bonus to the damage die equal to the number of points they have in that weapon skill)
By the way, it sounds like I really need to look into those Tunnels and Trolls game mechanics
Statistics: Posted by SkinnyOrc — Tue Jun 07, 2016 2:09 pm
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June 7, 2016 at 08:39AM
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