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Post by Elliot Kane on Feb 16, 2006 10:58:02 GMT
Silva - I like Lock & Unlock. The rest I will consider to see how they might work.
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Post by Glance A'Lot on Feb 16, 2006 14:32:58 GMT
Some are, however, far easier to create simple rules for than othersThat's the challenge, Elliot! So, in your rule world there is no room for a character with an ability to fight unarmed? Not exclusively, mind you, nor with the expectation of a defined development. Just a basic start ability - for he who starts practically naked with respect to equipment and arms. I know we are not speaking of writing something that must make sense - it's a game. In a game (like chess) you have all you'll ever have at the start, and lose it the in the course of time (though there is the Shogi variant of chess). What bites me is reading the character sheets, with backgrounds of knowledge and experience - trained swordsman, knights, mages - and the prospect of having absolutely nothing in terms of equipment, reagents, ingredients at the start of the game. To me it's not conceivable to allow a character to be a trained swordman, widely travelled, making a living from tutoring swordsmanship - such character would have a decent weapon, and would not part with it easily. But then I haven't seen your start-up post yet... So what about inventory limitations - weight and size. How about allowing or requiring a set of items - nothing super duper - relevant and believable for the character to have? It would limit the characters possibly later, but it would also prevent 'deus ex machina' finds in a back pocket. I know - not having anything is simpler...
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Post by Elliot Kane on Feb 16, 2006 15:57:56 GMT
You'll understand once you see the start up, Glance You're right - a character like that would NOT part with their weapon easily. There is a definite story reason why the characters begin as they do, but part of the thing you will have to do as players is discover that reason. All will make sense in time As for making attacks unarmed - it's always possible. It's just that fist damage is going to be 1 + Str, making the fist a poor option. Granted, I'll probably allow dagger speed, so that's something. If a player truly wants to have a Boxing skill, that's fine. Wrestling - which I'm not allowing yet, as the system still needs play testing before I add too many complications - would basically work on Str + Wrestling Skill with a target number = to the victim's AR to achieve a lock, though with two wrestlers they would directly oppose Str + Wrestling Skill, with the best winning. This should basically make Wrestling a useful skill against single lightly armed opponents, but not something you will always want to rely on. Needless to say, a character maintaining a lock will immobilise their target, but also lose all Agility bonus to AR against other foes... Inventory & weight limits amount to 'anything reasonable'. So no-one is lugging around a dozen bastard swords and 14 suits of armour ;D Nonetheless, I'm not putting an absolute limit on it, as that's one of the things I personally find most tedious in games where it IS enforced. And yes, I know - hand/foot attack + lock + throw = martial arts, 'in the raw', as it were. Still not allowing it yet
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