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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16232 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Aug 11, 2011 12:44 pm Post subject: |
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Naaman wrote: | Huh? What rule? If you're talking about different weapons, then, no, I haven't. |
Sorry, I should've been more clear. I was directing the question to the topic in general, with regards to replacing the RAW for Melee and Brawling Combat with a similar system.
Quote: | The only problem I have with making it an advanced skill is that it would stack with the lightsaber skill, so... if you look at the way advanced skills work: you add the (A) skill to the base skill when using the base skill (in this case, swinging a lightsaber). And when doing something that requires the (A) skill (swinging the whip), you roll only the dice you have in the (A) skill. |
True. Still, if they're going to group all the various kinds of melee weapons into one category (no matter how diverse the weapons are), maybe Lightsaber should be renamed Lightweapons... _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3191
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Posted: Thu Aug 11, 2011 1:22 pm Post subject: |
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Yeah, perhaps you're right. But I feel like that would cheapen the lightwhip, if you were to include it into your game. It seems to me like the idea of the lightwhip is supposed to add a degree of mystique and exoticism to the character carrying it. For that reason alone, I'd make it it's own skill. |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Tue Jan 17, 2012 2:43 pm Post subject: |
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I was looking over the rules you posted because my Jedi game has started back up again Bren, though I haven't looked through all 10 pages, I was just wondering if we could add some optional status effects that a duelist can opt for instead of a flat damage roll.
9-12 Glancing blow. Roll damage normally with max result: Wounded. Or, hampering strike. The attacker disables either the off-hand arm, or either leg to impede his opponent for the next several rounds. A successful control pain roll negates with standard -1D penalty (worth it if say your leg gets gouged and your movement is massively impaired.)
13-15 Solid blow. Roll damage normally with a maximum result of incapacitated. Or, Serious hampering strike. The attacker strikes a more serious debilitating blow to his opponent's off-hand arm, or either leg to impede him for the remainder of the duel, or can opt for a glancing blow on his opponent's saber arm for a -2D penalty to all lightsaber checks until control pain is used with standard -1D MAP. (Again, worth it if you want to keep yourself up in the fight with your normal dueling arm.)
16+ Serious blow. Roll damage normally with any wound result possible. Or, disarmed. The attacker has disarmed his opponent, this can be in several ways: The defender's lightsaber is knocked away 1D meters, the defender's lightsaber has been sliced through, or the defender's hand has been severed and he'll be needing a new one.
Just some additional options to consider adding in, this gives both player and GM some added tricks that their devious duelist may want to use in place of a standard wound. _________________ RR
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Wed Jan 18, 2012 6:06 pm Post subject: |
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Raven Redstar wrote: | I was looking over the rules you posted because my Jedi game has started back up again Bren, though I haven't looked through all 10 pages, I was just wondering if we could add some optional status effects that a duelist can opt for instead of a flat damage roll. | This was by no means a heavily tested system and currently I am playing with something a bit different than this system. But off the top of my head, if you want to add non-damage options - do so.
What thing I looked at was adding additional columns so a character could choose to strike for damage (the first column) or could instead try for a result from one of the other columns. You could make the hampering moves a second column. This allows options, but forces the character to decide before hand whether to do damage or to go for a special result. |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Wed Jan 18, 2012 7:57 pm Post subject: |
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That might not be a bad idea.
So, Damage, hampering moves, what other sorts of outcomes might one want in a duel? There could be a column for trying to frustrate your opponent. Dark siders might use it to try to aggravate opponents into feeding their darker emotions.
I don't know, I was just trying to think of any other sorts of goals that someone may want that aren't covered by either damage or hampering. Does anyone have any ideas? _________________ RR
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