Editing Talk:Scratch
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− | == | + | ==movement abilities should be more useful when escaping== |
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− | + | Movement abilities are not as useful as they should be when escaping. | |
+ | Only hold and getting incapacitated can prevent you from escaping. | ||
+ | The movement ability bonus to agility does not help you avoid holds, and you lose the bonus once you are held. Ideas for making movement abilities more useful while escaping: | ||
− | + | *add movement abilities to strength when you evade | |
+ | *hold against an evading character has to roll higher than both agility and strength | ||
+ | *hold always has to roll higher than both agility and strength | ||
− | + | ==describing actions that can only be used once per battle== | |
− | + | How should we describe actions like intimidate and surprise that can be used once per battle? | |
− | + | words describing the action: | |
− | : | ||
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− | + | *_____ is a "prepared" action - we were using this in the skill system. It's meaning is not obvious. | |
+ | *_____ is a "singular" action - multiple meanings (alone and unusual) | ||
+ | *_____ is an "unrepeatable" action | ||
+ | *_____ is an "uncommon" action | ||
+ | *_____ is a "unique" action | ||
+ | *_____ is an "infrequent" action | ||
− | + | words describing the battle: | |
− | + | *_____ can be used once per "battle". | |
+ | *_____ can be used once per "combat". | ||
+ | *_____ can be used once per "encounter". | ||
− | + | Words describing the action are more terse, but every term we define like that makes the system a little more difficult to understand, and moves words from the "natural language you can use any way you want" to "technical terms that refer to specific game mechanics." | |
− | : | + | My favorite of all the above is "encounter" because there are fewer situations where a player would want to use it to mean something other than the technical meaning. Worst case scenario: "I'm going to use intimidate every time we fight one of these enemies in our next encounter with the horde." Here the player is using "encounter" to mean an event which contains multiple battles where you can use the intimidate action once per battle. But the words "battle" and "combat" can be misused in the same way. --[[User:SerpLord|SerpLord]] 16:30, 30 May 2011 (UTC) |
− | + | ==stuff to do when delayed== | |
− | :The | + | Allowing delayed and incapacitated characters to attempt simple actions can make the game more fun for players whose characters are not otherwise able to do anything. |
+ | |||
+ | Things that already happen on your turn while you are delayed: | ||
+ | |||
+ | *The -2 agility from engage ends - sweet! | ||
+ | *The +2 agility from take cover ends - d'oh! | ||
+ | |||
+ | Things we might add to the system: | ||
+ | |||
+ | *hold the character who is holding you | ||
+ | *take cover when you are delayed by your own shooting or blasting attack (or maybe you can only STAY in cover if you did it before shooting or blasting.) | ||
+ | *grid movement when you are delayed by your own moves | ||
+ | *optional death rules while incapacitated (these rules don't exist yet) | ||
+ | |||
+ | What if delayed characters could still do bonus actions?--[[User:BFGalbraith|BFGalbraith]] 04:48, 25 May 2011 (UTC) | ||
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+ | :the only bonus actions now are engage and take cover. Engaging without attacking is useless. Taking cover is already mentioned above.--[[User:SerpLord|SerpLord]] 16:42, 30 May 2011 (UTC) | ||
+ | |||
+ | ==imbalance between abilities== | ||
+ | |||
+ | Here's how I estimate the approximate value of each ability at each level. This scale is adjusted so that 1 level of an attack ability is worth 1. It's not exactly the same as the CP scale. | ||
+ | |||
+ | {|style="text-align:center;" | ||
+ | !ability!!1!!2!!3!!4!!5!!6!!7!!8!!9!!10!!explanation | ||
+ | |- | ||
+ | |toughness||-15||-5||0||3||5||7||9||11||12||13 | ||
+ | |style="text-align:left;"| | ||
+ | *none of the other abilities are useful when you are incapacitated | ||
+ | *attack abilities are less useful when you are injured | ||
+ | *Toughness is especially valuable at low levels when you have a high risk of getting injured or incapacitated by each attack. | ||
+ | |- | ||
+ | |attack abilities||1||2||3||4||5||6||7||8||9||10 | ||
+ | |style="text-align:left;"| | ||
+ | *+5 for your first attack ability because it doubles attack power when healthy | ||
+ | |- | ||
+ | |stalking abilities||1||2||3||4||5||6||7||8||9||10 | ||
+ | |style="text-align:left;"| | ||
+ | *+1 for your first stalking ability (surprise action) | ||
+ | *Stealth and detection give you an up-front initiative bonus. | ||
+ | *The huge detection bonus to initiative makes up for the difference between the value of agility and intelligence. | ||
+ | |- | ||
+ | |movement abilities||¾||1½||2¼||3||3¾||4½||5¼||6||6¾||7½ | ||
+ | |style="text-align:left;"| | ||
+ | *+5 for flying because non-flying characters can't hit you with close range attacks when you evade or use a long range attack | ||
+ | *+½ for swimming because non-swimmers and long-range attacks can't hit you when you use swimming to evade | ||
+ | *swimming gives you strength instead of agility, but both attack and agility in water | ||
+ | *movement ability levels are less valuable than attack ability levels | ||
+ | **agility does not protect you against all attacks | ||
+ | **evade is only used in tight spots | ||
+ | **movement ability holds do not cause damage like wrestling | ||
+ | |- | ||
+ | |command||3||5||7||9||11||13||16||19||22||25 | ||
+ | |style="text-align:left;"| | ||
+ | *If you have 2 minions, you can do 3 actions per turn | ||
+ | *You can cause up to 12 damage in a single turn (knockout) | ||
+ | *You can cause up to 9 damage every turn (blasting) | ||
+ | |- | ||
+ | |craftsmanship||1||2||3||4||5||6||7||8||9||10 | ||
+ | |style="text-align:left;"| | ||
+ | |- | ||
+ | |healing||5½||6||6½||7||7½||8||8½||9||9½||10 | ||
+ | |style="text-align:left;"| | ||
+ | *1 healing gives a 60% chance to heal allies. | ||
+ | *Additional levels only increase that by 5% (1/12 of 60%) | ||
+ | |} | ||
+ | |||
+ | ==strong swimmers== | ||
+ | |||
+ | Swimming should give you strength. | ||
+ | |||
+ | Pro: | ||
+ | |||
+ | *Swimming is by far the least useful ability. | ||
+ | *Even small human swimmers are pretty strong. | ||
+ | :IMHO this is a weak narrative. The way I would put it is "swimming is endurance oriented, and so is grappling, which is why it gives you a strength bonus." | ||
+ | ::swimming makes you slippery, which is why it is anti-grappling :-) Seriously though human swimming does take both strength and endurance, but human walking and running takes even more strength and endurance (as land animals we are just more optimized for moving on the ground than in water.) --[[User:SerpLord|SerpLord]] 15:05, 25 May 2011 (UTC) | ||
+ | |||
+ | Con: | ||
+ | |||
+ | *Some small swimming creatures are not strong. | ||
+ | :But Swimming ability gives a significant combat bonus, so that as an ability it doesn't really work for small fast swimmers anyhow. --[[User:BFGalbraith|BFGalbraith]] 04:50, 25 May 2011 (UTC) | ||
+ | ::I see no reason a small creature like a stingray or piranha could not have a high attack bonus, especially if they did not have an attack ability so they only have swimming vs. agility as their single basic attack roll. --[[User:SerpLord|SerpLord]] 14:51, 25 May 2011 (UTC) | ||
+ | |||
+ | ==distraction abilities== | ||
+ | |||
+ | You should be able to add ANY ability level except for toughness to a distract roll (close range delay attack vs. intelligence) | ||
+ | |||
+ | Pro: | ||
+ | |||
+ | *distract does not currently have an ability bonus | ||
+ | *toughness is by far the most useful ability | ||
+ | *players can have fun inventing their own tricks for distracting enemies | ||
+ | |||
+ | Con: | ||
+ | |||
+ | *vague narrative | ||
+ | *a player can throw a random ability at an enemy, leaving other players scratching their heads about what happened. | ||
+ | |||
+ | This is a sort of "attack by role-playing." | ||
+ | |||
+ | :Some abilities seem more suited to distract than others: acrobatics, detection, stealth, command seem much more appropriate than craftsmanship and healing. In between are the combat abilities and other movement abilities. --[[User:BFGalbraith|BFGalbraith]] 04:54, 25 May 2011 (UTC) | ||
+ | |||
+ | ::Making distract more effective by adding an ability level to it would make support abilities and detection a little more useful, because they give you intelligence. | ||
+ | |||
+ | ::Though it makes sense to use command ability to distract, that ability is already very powerful. | ||
+ | |||
+ | ::It makes sense to use attack abilities for distractions, but they are already quite powerful, and delaying attacks are part of what separates wrestling from other attack abilities. | ||
+ | |||
+ | ::It's not obvious how detection could be used to distract an enemy. (I agree that it's also not obvious how healing or craftsmanship would be used to distract.) | ||
+ | |||
+ | ::Movement abilities seem like they would be useful for distracting in environments where they can be used to evade. If these were the ONLY abilities that could be used for distraction, this would help balance the abilities (downside: stealth could not be used for distraction) --[[User:SerpLord|SerpLord]] 14:32, 25 May 2011 (UTC) | ||
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==more realistic healing options== | ==more realistic healing options== | ||
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games without healing ability (dinosaurs and prehistoric animals) | games without healing ability (dinosaurs and prehistoric animals) | ||
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*special toughness skills might allow you to be healed more often. | *special toughness skills might allow you to be healed more often. | ||
*toughness skills that help you be healed? | *toughness skills that help you be healed? | ||
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