Talk:Scratch: Difference between revisions
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== | ==term for actions that can only be used once per battle== | ||
Characters can intimidate and surprise once per battle. | Characters can intimidate and surprise once per battle. What key phrase should we use to indicate an action can only be used once per battle? | ||
== | "prepared" action - we were using this in the skill system. It's meaning is not obvious. | ||
"one time" action - sounds like it can only be used once ever. | |||
"single use" action | |||
"limited use" action | |||
"trick" | |||
"feat" | |||
"stunt" | |||
==hitting or shooting an enemy should not keep them from escaping== | |||
Only catch and hold should stop an enemy from escaping. | Only catch and hold should stop an enemy from escaping. | ||
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*if the enemies do not have wrestling, catch is still usually inferior to hold, because the fleeing characters will just evade again, and hold targets strength rather than agility. | *if the enemies do not have wrestling, catch is still usually inferior to hold, because the fleeing characters will just evade again, and hold targets strength rather than agility. | ||
We could make catch a bonus action. | We could make a successful catch action delay the target until the end of it's next turn as well as taking away the evade bonus. This would make catch superior to hold in many cases (it targets agility instead of strength and it takes away the evade bonus.) However it would also make it easy for a character with lots of movement abilities to delay a very large character. (We could limit that by saying you can only catch someone who is evading.) | ||
We could make catch a bonus action. | |||
== | ==limiting the delay effect== | ||
Delayed characters cannot move or perform actions. Perhaps knockout, shooting and blasting should not prevent you from moving, only from performing actions. | Delayed characters cannot move or perform actions. Perhaps knockout, shooting and blasting should not prevent you from moving, only from performing actions. |
Revision as of 23:45, 23 May 2011
term for actions that can only be used once per battle
Characters can intimidate and surprise once per battle. What key phrase should we use to indicate an action can only be used once per battle?
"prepared" action - we were using this in the skill system. It's meaning is not obvious.
"one time" action - sounds like it can only be used once ever.
"single use" action
"limited use" action
"trick"
"feat"
"stunt"
hitting or shooting an enemy should not keep them from escaping
Only catch and hold should stop an enemy from escaping.
Pros:
- simplifies the escape rule
- increases the value of movement abilities
- more like grid rules (where you can escape by leaving the map even if you got hit.)
Cons:
- it's already easy enough to escape if only one PC needs to escape.
- hacking or blasting someone should slow them down
- if the enemies do not have wrestling, catch is still usually inferior to hold, because the fleeing characters will just evade again, and hold targets strength rather than agility.
We could make a successful catch action delay the target until the end of it's next turn as well as taking away the evade bonus. This would make catch superior to hold in many cases (it targets agility instead of strength and it takes away the evade bonus.) However it would also make it easy for a character with lots of movement abilities to delay a very large character. (We could limit that by saying you can only catch someone who is evading.)
We could make catch a bonus action.
limiting the delay effect
Delayed characters cannot move or perform actions. Perhaps knockout, shooting and blasting should not prevent you from moving, only from performing actions.