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Acrobatics...
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vong
Jedi


Joined: 30 Aug 2006
Posts: 6699
Location: Ottawa, Canada

PostPosted: Tue Nov 04, 2008 1:11 pm    Post subject: Reply with quote

Ankhanu wrote:
Acrobatics should NOT be used in lieu of a defensive skill. Other than the simple fact that the defensive skills already in place fill the niche and adding an overlapping skill would cause no end of headache, acrobatic manoeuvres tend to require more pre-planning than quickly getting out of the way, so would be slower in combat. A breakfall is a little bit different, as it's a body conditioning to a set of physical parameters, and would happen pretty much automatically; dodging on the other hand, automatically means "move" not "spinny leap tuck". There's no reason why you couldn't use those things in the description of a dodge for a character that is somewhat acrobatic, however... just use Dodge as it's intended.


This being said, i may allow for acrobatics to be used on conjunction with dodge (with maps MAPS) to allow users to dodge and end up in a more advantageous position (eg perhaps allowing a reactive 1/2 move dodge if both rolls successful). dodge would avoid blaster fire and acrobatics would alow you to move when its not your turn Smile
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Ankhanu
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PostPosted: Tue Nov 04, 2008 1:49 pm    Post subject: Reply with quote

Exactly. They can synergize quite nicely... but one should not replace the other.
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Rerun941
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PostPosted: Tue Nov 04, 2008 3:39 pm    Post subject: Reply with quote

From a purely game mechanic standpoint I would put Acrobatics as part of Strength. Simply because there are enough Dexterity-based skills and very few Strength-based skills.

Another potential option is to make Acrobatics an advanced skill requiring Climb/Jump 5D as a prerequisite.
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jmanski
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PostPosted: Tue Nov 04, 2008 6:45 pm    Post subject: Reply with quote

But with running being in Dex, and running seems to be all about balance; it seems to me as if acrobatics belongs under Dex.

And I agree, there are not enough Strength skills.
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vong
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PostPosted: Tue Nov 04, 2008 9:33 pm    Post subject: Reply with quote

there is some cirque de soleil stuff that would be str based... but in general it should be dex based.
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ifurin
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Joined: 20 May 2007
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PostPosted: Wed Nov 05, 2008 9:21 am    Post subject: Reply with quote

the acrobatics skill as written:

Acrobatics
Time Taken: One round
Specializations: Tumbling, Balancing, Swinging

Acrobatics is used whenever a character attempts to make an unusual or difficult maneuver with her body. A character may attempt an Acrobatics check if they fall or are thrown to the ground to roll to her feet or avoid damage (roll Acrobatics versus the damage. If the Acrobatics roll is higher, subtract the difference from the damage taken).
Acrobatics may also be used in combat. If a character uses Acrobatics during combat they can potentially reap one of the following benefits:

o A successful check versus a Moderate difficulty adds a +1D to either the character's attack or Dodge (but not Parry) attempts. The Acrobatics roll does not count as an action if successful. If it fails, it counts as an action..

o With a Very Difficult check, the character may get a +1D to both her Attack and Dodge attempts this round and the Acrobatics attempt does not count as an action. If she fails, it counts as an action.
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Ankhanu
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PostPosted: Wed Nov 05, 2008 9:26 am    Post subject: Reply with quote

Where is it written thus?
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vong
Jedi


Joined: 30 Aug 2006
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Location: Ottawa, Canada

PostPosted: Wed Nov 05, 2008 11:00 am    Post subject: Reply with quote

Special Strength Skills:
Acrobatics: Time to use: One round. This is the skill of
tumbling, jumping and other complex movements. This
skill is often used in sports and athletic competitions, or
as part of dance. Characters making acrobatics rolls can
also reduce falling damage. The difficulty is based on the
distance fallen.
Distance Fallen Difficulty Reduce Damage By:
3 - 6 Very Easy -2D
7 - 8 Easy -2D+2
9 - 12 Moderate -3D
13 - 15 Difficult -3D+2
16+ Very Difficult -4D

this is in gry's alien stats book under Trianii
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ifurin
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PostPosted: Tue Nov 11, 2008 8:00 pm    Post subject: Reply with quote

Acrobatics:
Using acrobatics can improve the characters climbing, jumping, running, and combat maneuvers. The gamemaster determines the difficulty of the acrobatics stunt. Then ½ the difference of the characters roll versus the difficulty is added to the primary skill roll.
Maneuver Difficulty
Summersault; pirouette .................................................... 5
Handspring, cartwheel, handstand ..................................... 10
Swing over an obstacle .................................................... 10
Round off, backflip ........................................................... 15
Vaulting over an obstacle ................................................. 15
Bouncing off a surface to reach a specific destination .......... 20
Walking up a wall* ........................................................... 30
The character may walk a maximum of their move in 1 round. They must stop on a flat surface or fall and take damage.

Condition Modifier
Flat surface to flat surface .................................................. 0
Unlimited landing area ...................................................... -3
Limited landing area ........................................................ +3
Almost no landing area ..................................................... +6
Rough or unsteady landing area ........................................ +3 or more
High surface to low surface ............................................... +3
Low surface to high surface .............................................. +6
Slippery surface .............................................................. +3
Strong wind ..................................................................... +3
Add a twist of the body (per twist) ..................................... +3
Performing a maneuver backward or under water ............... +3
Performing maneuver in air (trapeze, parallel bars, ect) .......+9
Performing the maneuver in a tight space .......................... +6
Note: characters can combine one or more maneuver in the same action. In this case, use the difficulty of the most chalanging maneuver, add 3 for each additional maneuver (up to 5). And include modifiers as if the complex stunt was one maneuver.

here are the acrobatics rules from the d6 fantasy book for those who want them. there not bad but a little too much for my tastes. (but i did use them as a basis for a freeruning skill)
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Whill
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Joined: 14 Apr 2008
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PostPosted: Tue Nov 18, 2008 12:46 am    Post subject: Reply with quote

Rerun941 wrote:
From a purely game mechanic standpoint I would put Acrobatics as part of Strength. Simply because there are enough Dexterity-based skills and very few Strength-based skills.

Another potential option is to make Acrobatics an advanced skill requiring Climb/Jump 5D as a prerequisite.

In my version of the game, Acrobatics is an Advanced skill. And while normal skills start out as the attribute plus any improvements made (in character creation or after), Advanced skills all start out at 1D. So when you think about it, it really doesn't matter what attribute an advanced skill is based on, because it still starts out as 1D regardless.

That's why in my game advanced skills often have multiple attribute and skill prerequisites. In my game there are minimum Strength and Dexterity attribute requirements to even be able to get the Acrobatics skill, and then some skill prerequisites as well. Since a character has to meet so many prerequites to get the advanced skill, it is rare, but it is advantagous to have. What I mean is, having the skill gives you bonuses to things like dodge and jump rolls, but you have to pump up your dodge and jump to even qualify for the advanced skill in the first place.

But back to the attributes discussion, Acrobatics should be both a strength and dexterity skill since both are very important to having it. But since there are less strength skills, you might as well list it under strength.
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