Talk:Scratch

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Revision as of 07:38, 25 May 2011 by SerpLord (talk | contribs) (imbalance between abilities)
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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

All of the above are better than all of the below. "Prepared" is nice because it's only one word. --BFGalbraith 05:22, 25 May 2011 (UTC)

"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
    • IMHO being injured should slow someone down. I am not sure how the rules could reflect this withtout grid... --BFGalbraith 04:46, 25 May 2011 (UTC)
  • 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.

stuff to do when delayed

Delayed characters cannot move or perform actions. Perhaps knockout, shooting and blasting should not prevent you from moving, only from performing actions.

What if delayed characters could still do bonus actions?--BFGalbraith 04:48, 25 May 2011 (UTC)

imbalance between abilities

Here's how I estimate the approximate value of each ability. 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.

TOUGHNESS (more valuable at low levels, normal human toughness is 3)
-15  1 toughness
 -5  2 toughness
  0  3 toughness
  3  4 toughness
  5  5 toughness
  7  6 toughness
  9  7 toughness
 11  8 toughness
 12  9 toughness
 13 10 toughness
ABILITIES (in addition to the value of each level)
 -5  no attack ability
  5  flying + blasting or shooting ability
  5  heal (healing ability)
  3  each command ability minion
  2  intimidate (command ability)
  2  surprise (stealth or detection ability)
LEVELS
  1  each level of attack ability, stealth, command or craftsmanship
  ½  each level of quickness, acrobatics, flying or detection
  ¼  each level of swimming or healing
  • Toughness is so valuable because none of the other abilities are useful when you are incapacitated, and 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.
  • Most characters have an attack ability, so I listed not having an attack ability as a -5. If you do not have an attack ability, you basically have half as many attacks or half as much attack power when you are healthy.
  • With flying and long rang attacks you can avoid close range attacks.
  • Having 1 level of healing ability gives you a 60% chance to heal allies. Each additional level increases the chance of success by 5% or in other words by about 1/12 of the value of 1 level of healing ability.
  • If you have 2 minions, you can do 3 command attacks (each minion plus intimidate) on your first turn (in addition to a normal action.) So having command and two minions is about as valuable as 8 attack ability levels.
  • Stealth is the most popular ability that gives agility because players feel like the big up-front initiative bonus is very useful.
  • Quickness, acrobatics and flying ability levels are less valuable than attack ability levels because they only increase your agility, evade and catch bonuses. Agility does not protect you against all attacks, evade is only used in tight spots, and catch is a weak alternative to hold.
  • Detection has that popular initiative bonus, but intelligence is the least used defense.
I think all attacks vs. intelligence should be bonus actions. (They may now be, I am not sure.)--BFGalbraith 04:58, 25 May 2011 (UTC)
Why? (They are not - distract is not a bonus action.)
  • While you are in the water, swimming levels are the most useful (except for low levels of toughness and command) because they can contribute to both (close range) attack and (agility) defense. Unfortunately, swimming is not useful in most battles.

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."

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. --BFGalbraith 04:50, 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. --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) --SerpLord 14:32, 25 May 2011 (UTC)