Difference between revisions of "Talk:Scratch"

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(Created page with '===Once per Battle=== Characters can intimidate and surprise once per battle. Is there a key phrase we can use to indicate that an action can only be used once per battle? For …')
 
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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 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.)
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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.) --[[User:SerpLord|SerpLord]] 23:35, 23 May 2011 (UTC)
  
We could make catch a bonus action.
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We could make catch a bonus action. --[[User:SerpLord|SerpLord]] 23:35, 23 May 2011 (UTC)
  
 
===Delay===
 
===Delay===
  
Delayed characters cannot move or perform actions. Perhaps knockout, shooting and blasting should not prevent you from moving, only from performing actions.
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Delayed characters cannot move or perform actions. Perhaps knockout, shooting and blasting should not prevent you from moving, only from performing actions. --[[User:SerpLord|SerpLord]] 23:35, 23 May 2011 (UTC)

Revision as of 16:35, 23 May 2011

Once per Battle

Characters can intimidate and surprise once per battle. Is there a key phrase we can use to indicate that an action can only be used once per battle? For example, could we call them one-time actions, or does that sound too much like something you can only use one time ever? --SerpLord 23:33, 23 May 2011 (UTC)

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.) --SerpLord 23:35, 23 May 2011 (UTC)

We could make catch a bonus action. --SerpLord 23:35, 23 May 2011 (UTC)

Delay

Delayed characters cannot move or perform actions. Perhaps knockout, shooting and blasting should not prevent you from moving, only from performing actions. --SerpLord 23:35, 23 May 2011 (UTC)