tag:blogger.com,1999:blog-4764158821384594980.post4103810922004112688..comments2024-03-27T03:37:22.778-04:00Comments on Age of Ravens: Combat Styles for Modified GURPSLowell Francishttp://www.blogger.com/profile/02359280169506945906noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-4764158821384594980.post-82366583816247055192009-03-11T23:14:00.000-04:002009-03-11T23:14:00.000-04:00I think the easiest way to handle the Freaky eleme...I think the easiest way to handle the Freaky elements is that styles that have one of them have a fewer number of elements. <BR/><BR/>Not sure I want to do levels of a particular element since I'm already working in the idea that people can learn the same element from two different styles and then be able to apply it twice, with differing effects. <BR/><BR/>I have the basic SW book, which I don't care for very much. But I've only skimmed those rules a couple of times.Lowell Francishttps://www.blogger.com/profile/02359280169506945906noreply@blogger.comtag:blogger.com,1999:blog-4764158821384594980.post-77487254899171378062009-03-11T21:32:00.000-04:002009-03-11T21:32:00.000-04:00Going with the costs topic, what if basic level st...Going with the costs topic, what if basic level stuff cost one thing, but the freaky was double or triple the cost? Depending on how powerful these turn the tides in the game, I'd even go with up to x5.<BR/><BR/>I like Gene's idea of multiple levels stack in some manner. I believe the rules for Savage Worlds may give you some guidance in regards to that. kaiju and I both have at least one SW book with core rules in it, if you need to borrow one for ideas.Undeadhosthttps://www.blogger.com/profile/09131084242228738203noreply@blogger.comtag:blogger.com,1999:blog-4764158821384594980.post-87055143752398381512009-03-11T11:11:00.000-04:002009-03-11T11:11:00.000-04:00I suspect you'd be open to suggestions to weaken o...I suspect you'd be open to suggestions to weaken or strengthen specific Combat Elements. This would mainly come up with ones people want. I think most of the Freaky are too powerful for the price, but I don't think you have munchkin players either.<BR/><BR/>Also, some of them could obviously come with multiple levels. Mook Killer at two levels could allow multiple attacks against mooks (eg roundhouse kick against a circle of enemies w/o the -2 penalty for a sweep).Gene Hahttps://www.blogger.com/profile/07389258008505629339noreply@blogger.comtag:blogger.com,1999:blog-4764158821384594980.post-14101821322973315892009-03-11T00:39:00.000-04:002009-03-11T00:39:00.000-04:00Good Questions and points--"What are you plans for...Good Questions and points--<BR/><BR/>"What are you plans for the player who just wants to be able to "whack" at things? A player who isn't a spellcaster and isn't a frontline fighter."<BR/><BR/>I assumed they'd be able to invest more heavily into some of the side-tracks of the the skills: Subterfuge, the various social skills and so on. They could choose a more balanced combat style-- one with more support elements. Everyone will have the same pool of points and be able to spend them as they will-- so more like the original Gurps or Unisystem. In that respect, I hope to allow people to tune their character the way they want.<BR/><BR/>"Why do Enhanced Parry and Block get a +2, but Enhanced Dodge only gets a +1?" <BR/><BR/>Good catch-- this is purely a game-y decision on my part. Parries and Blocks are limited resources, usually only one per turn. A character has unlimited number of dodges (or at least one per attack their aware of). That difference is mostly to provide some parity between like elements. <BR/><BR/>As to the Sweep question, I picturing that as an additive (0, -2, -4)<BR/><BR/>"What is the difference between Leaping/Flying and Ranged HtH attacks? Also, why is Leaping/Flying only a vertical ability and not also horizontal?"<BR/><BR/>With the Ranged HTH attacks, I'm imaging more a kind of Air Palm strike. The Leaping/Flying would be more of a color element allowing the player to move in multiple dimensions in a combat without making an additional test.<BR/><BR/>You're right about the horizontal point-- this element is intended to allow fighters to leap over targets, bounce off walls, get up to the roof with their move action-- therefore it is more anime color than anything else. <BR/><BR/>That's a good point about the costs, but I think that's something I want to avoid-- a large set of discrete costs or different prices for different styles. Yes, some of them will be more or less powerful in these rules, but generally I'm not as worried about balance at that micro-level-- and I don't think any of what's there will be overwhelming. I'm more in favor of saying: buying combat styles costs X, here's a list of them. ideally character creation should have some choices but be easy enough to do on the fly.Lowell Francishttps://www.blogger.com/profile/02359280169506945906noreply@blogger.comtag:blogger.com,1999:blog-4764158821384594980.post-42658182156942903352009-03-10T22:23:00.000-04:002009-03-10T22:23:00.000-04:00I'm not sure which post this first portion belongs...<I>I'm not sure which post this first portion belongs with, I'm putting it here as I thought of it while reading this one.</I><BR/><BR/>What are you plans for the player who just wants to be able to "whack" at things? A player who isn't a spellcaster and isn't a frontline fighter. <BR/><BR/>Would you allow each player to have a major area of focus, giving more points for that area? I'm making up numbers here.<BR/>-Fighter types get 20 points for combat related abilities and 10 for non-combat<BR/>-Spellcasters get 20 points for spell abilites and 10 for non-spells.<BR/>-Other characters get 20 points for non-combat/spell and 10 for all others<BR/><BR/>It looks a little like True20 that way. I didn't mean for it to, I was actually thinking more along the lines of Storyteller with it's three different Attribute families and Skill families.<BR/><BR/>If you've addressed that prior, my apologies. My brain is sapped after an 11+ hour work day.<BR/><BR/><B>In Defensive Combat Elements:</B><BR/>Why do Enhanced Parry and Block get a +2, but Enhanced Dodge only gets a +1? Does Dodge as a skill cost normally cost more to purchase as an ability? If not, I would equal the points out. However, in game, it's really just a style decision. I realize that in "real life" combat, dodge is much harder than parry or block. In "real life" combat, people good at parry or block are not necessarily as good as they are with attacking. <BR/><BR/><B>In Offensive Combat Elements:</B><BR/>There is a -2 cumulative to Sweep attacks. Is that an additional -2 to each attack or (number of attacks in the round) x 2 = negative to all rolls? Sorry, it's the playtester in me.<BR/><BR/><B>In Freaky Combat Elements:</B><BR/>What is the difference between Leaping/Flying and Ranged HtH attacks?<BR/><BR/>Also, why is Leaping/Flying only a vertical ability and not also horizontal?<BR/><BR/><BR/>Something you could do for figuring out the costs of the different schools would be to add up all of the pluses and that's the cost. <I>Example:</I><BR/>A school teaches the Enhanced Block, Crush, and Surprise techniques. All three grant +2 bonuses. Therefore the technique would cost 6 points. <BR/><BR/>It's not totally in line with what you've worked on before. You may also have a hard time working in point costs for some of the effects, as they do not grant bonuses, but rather effects. May not work, but it may give you a different angle to look at things.Undeadhosthttps://www.blogger.com/profile/09131084242228738203noreply@blogger.com