Editing Talk:Scratch
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− | == | + | ==describing abilities== |
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− | + | The things an ability "could represent" should be text a person making a character could copy or easily paraphrase as a description of his own character's abilities if he cannot think of anything better. | |
− | + | Acrobatics could represent good balance, climbing, or jumping or an aptitude for maneuvering around obstacles. It can also represent using equipment which helps a character do those things. | |
− | + | Low levels of swimming ability could represent trained human swimming ability and natural talent. Higher levels of swimming ability could represent special equipment for maneuvering in water (like fins) or a streamlined body more suited for swimming. | |
− | + | Flying could represent natural, magical, psychic or artificial means of flying through the air more-or-less unrestricted. This can include fantastic jumping and running abilities that seem to defy gravity. | |
− | + | Healing could represent elite first aid training, injections just as adrenaline or stimulants, magical health restoration powers, healing potions, or other fantastic ways of healing people during combat. | |
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− | + | Craftsmanship could represent mastery of high technology such as robotics or electrical engineering, more primitive forms of technology such as auto mechanics, metalworking or woodcarving, and any other technology related ability that could influence the abilities of other characters. | |
− | + | ==balance between abilities== | |
− | : | + | Note: we don't solve our Toughness and Command issues simply by giving people more hit points, because then toughness becomes the only reason why you survive an encounter, instead of one possible reason why you survive an encounter. |
− | : | + | Q: What if we had a rule for all injured or incapacitated characters (including minions) that between encounters they only heal to barely-healthy, unless they can make a detection, craftsmanship or healing roll to regenerate themselves to full HP? |
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− | + | Having at least 1 level of certain abilities adds extra value. | |
− | + | *(~5 levels) your first attack ability doubles attack power when healthy | |
− | + | *(~5 levels) healing potentially heals several points of damage | |
− | + | *(~5 levels) non-flying characters can't hit flying characters with close range attacks when they evade or use a long range attack | |
+ | *(~1 level) craftsmanship versatility | ||
+ | *(~1 level) your first stalking ability (surprise action) | ||
+ | *(~½ level) command ability intimidate action | ||
+ | *(~½ level) non-swimmers and long-range attacks can't hit character who use swimming to evade | ||
+ | *(0 levels) other movement aiblities | ||
==more realistic healing options== | ==more realistic healing options== | ||
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Note: the three main scratch projects right now (TDW, HoW, Squawk 2nd Ed.) are fantasy/sci-fi with lots of explanations for "unrealistic healing." IMHO this rule may be decided on in the not-near future.--[[User:BFGalbraith|BFGalbraith]] 14:31, 20 June 2011 (PDT) | Note: the three main scratch projects right now (TDW, HoW, Squawk 2nd Ed.) are fantasy/sci-fi with lots of explanations for "unrealistic healing." IMHO this rule may be decided on in the not-near future.--[[User:BFGalbraith|BFGalbraith]] 14:31, 20 June 2011 (PDT) | ||