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= Generic Wuxia Action = <B>Goal:</B> to provide solutions for several rough spots in the WotG ruleset with an eye towards providing for a more generic wuxia feel to WotG. <B>Dual-Wielding:</B> To dual-wield offensively, a character chooses two and only two weapons. She selects one to be her primary weapon, and one to be her secondary weapon. She adds one +5 modifier to the primary weapon's statistics, placed anywhere those of the secondary weapon exceed the primary. These settings, which include the status of primary/secondary and the location of the +5 modifier, may be changed at any time. Critical Effects are always those of the primary weapon. Paired weapons and two-handed weapons may not recieve a dual-wielding bonus, even if the wielder has some method of holding multiple copies at once. There is no mechanical reason to dual-wield defensively, as one may simply use the off-hand weapon to defend as needed. This change ensures that dual-wielding is toned down, and is effectively a +5 bonus for using your off hand. This brings it into line with Paired and 2-Handed, which provide five extra points to weapon statistics. (Jontwo) <B>Paired Weapons:</B> Paired weapons come as a pair when purchased. This explicitly applies to Quality or Perfect paired weapons as well as standard ones. This makes Paired weapons cheaper to purchase, as their benefit is on the same aracters fighting with a combination of punches and kicks to achieve +15/+10/+0. (Jontwo) <B>Dodge:</B> In interest of allowing for a way to make Dodge a viable method of defence, the dodge bonuses from Lightfoot now stack with any regular kungfu dodge adders. This makes dodging viable (if slightly expensive) defence method due to the adding of another static modifier. This also has the effect of weakening Ranged attacks slightly. (Jontwo) <B>Ranged Attacks:</B> The penalty for parrying ranged attacks is now you don't benefit from weapon strike, kungfu strike bonuses still applying. This makes a ranged parry tech rather useful, or a dodge tech + lightfoot combo much better, but parrying is still viable instead of a really bad idea. (Jontwo) Discussion:<BR> Jon: Nope. Ranged attacks don't allow weapon strike without the Shield property, that's all. Jon: WITH the -15 in addition to not allowing Strike, the bowman can hit reliably at longer ranges, which tilts things a bit too far in his favour. Jon: Long Range (with PA-4): Bow +10, Strike +10, Penalty -5, total +15. Targets block at +20, can't hit reliably. Jon: Medium Range (with PA-4): Bow +10, Strike +10, total +20. Targets block at +20, hit about 50%. Jon: Short Range: same, thanks to PA lowering the range brackets. Jon: If the target is using a quality weapon with a parry-ranged tech, a quality shield with a strike-adder, a chi condition for higher chi modifiers or lightfoot 4 instead of 3, he still can't reliably land hits. <B>Count-up Techs:</B> A problem with putting a mechanical limiter into tech usage in WotG is the probability of making it a bit too complicated. Tech usage is really a tactical thing that each person has to decide on their own. If you had to, put something in regards that you have to use one tech from ranks 1-3 before moving on to 4-6, but keep it reasonably loose. <B>Weapons + God Weapons:</B> Non-quality weapons are restricted to a maximum strike of +10. Quality and God weapons may have a +15 strike. For the sake of focusing on the characters instead of their equipment only allow the equivalent of Class 3 Earthly weapons into the game. <B>God Weapon Caps:</B> All God-weapons now have stat caps according to their class. I - 20 II - 25 III - 30 This prevents players from constructing god-weapons with all their bonus points placed into Strike, and ensures that the disparity between two combatants wielding Weapons is minimized. (Jontwo) <B>Wagering Destiny:</B> This will be the generic way of improving your character if you want to bypass the time constraints or training time or to buy plot points. In regards to changing your character in game you may do so at any point in which you gain destiny in game and link your increase to that in game effect. For example off a critical failure in melee you could contrive a reason for increasing your Melee skill and do so. In regards to plot come up with a desired result (ex I want to become Emperor) and wager an amount of destiny equivalent to the scale of the result 1-2 for something small, 3-6 for something moderate, and 7+ for something reasonably earth shattering. The GM will counter with either an increased destiny cost or additional complications for your desired result. This continues until something reasonably satisfying is achieved and the points are spent. In the case of plot points, these spent points go towards the buying of definate game effects once the plot point is complete. <BR><BR>
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