Post by gaptooth on Dec 29, 2010 10:47:04 GMT -5
Wow, thanks guys!
Would you allow Talents to increase the attribute for a weapon favoured by the talent?
I hadn't thought of that. Sounds good to me!
I also give warriors a bonus combat dice at every odd level , instead of adding their level to adds.
That's exactly what I had in mind. Combat Adds would still be derived from ST, DX, LK, and SP scores under nine or over twelve.
Here are some other ramifications I thought of last night:
Two-weapon fighting:
I've been trying to think of how to handle this. Maybe Warriors can use a smaller weapon in their off-hand, giving them the potential to do Heavy+Light or Light+Light damage. Or maybe the off-hand weapon can be counted for defense after damage is allocated, representing the parrying of blows. I'm not sure what to do.
Monster Ratings would be easier to measure against ability scores:
If you derive attack dice from ST or DX, then you could figure a monster's Level equals half its attack dice (rounded down), and the rest come from ST or DX as appropriate, so you can set one of those equal to the monster's Adds†. If you need Saving Rolls, the other three fighting abilities can be set to 16 (based on the remaining Adds, which you can distribute as appropriate). It's not as fast as (MR/8)+12, but it gives you an array of scores that are meaningfully differentiated.
The above applies to Warrior-type monsters, and other beasts with combat reflexes. Un-classed monsters would have a wilder range of abilities which might not make any dang sense at all. In that case, the current opaque relationship between MR and attributes is probably preferable. But if a "Warrior" in T&T includes everyone without magic potential, I don't mind using it as a catch-all for non-casting monsters.
I find the x2 armour rule so boring so it substitutes for that.
Do you mean that you would cut out armor-doubling?
† I just realized that setting the ST or DX equal to Adds doesn't work for Monster Ratings that end in "99", because Adds are rounded up. In that case, set ST or DX to Adds - 1, and add one to another fighting ability.
--
Edit: Fixed typos and math problem.
I hadn't thought of that. Sounds good to me!
That's exactly what I had in mind. Combat Adds would still be derived from ST, DX, LK, and SP scores under nine or over twelve.
Here are some other ramifications I thought of last night:
Two-weapon fighting:
I've been trying to think of how to handle this. Maybe Warriors can use a smaller weapon in their off-hand, giving them the potential to do Heavy+Light or Light+Light damage. Or maybe the off-hand weapon can be counted for defense after damage is allocated, representing the parrying of blows. I'm not sure what to do.
Monster Ratings would be easier to measure against ability scores:
If you derive attack dice from ST or DX, then you could figure a monster's Level equals half its attack dice (rounded down), and the rest come from ST or DX as appropriate, so you can set one of those equal to the monster's Adds†. If you need Saving Rolls, the other three fighting abilities can be set to 16 (based on the remaining Adds, which you can distribute as appropriate). It's not as fast as (MR/8)+12, but it gives you an array of scores that are meaningfully differentiated.
The above applies to Warrior-type monsters, and other beasts with combat reflexes. Un-classed monsters would have a wilder range of abilities which might not make any dang sense at all. In that case, the current opaque relationship between MR and attributes is probably preferable. But if a "Warrior" in T&T includes everyone without magic potential, I don't mind using it as a catch-all for non-casting monsters.
Do you mean that you would cut out armor-doubling?
† I just realized that setting the ST or DX equal to Adds doesn't work for Monster Ratings that end in "99", because Adds are rounded up. In that case, set ST or DX to Adds - 1, and add one to another fighting ability.
--
Edit: Fixed typos and math problem.