Strength and Agility (was: Enhancement/augmentation)

From: Andrew Dawson <asmpd_at_...>
Date: Wed, 31 May 2000 23:05:10 -0400


At 12:34 PM 05/31/2000 +0000, Tim Ellis wrote:
>So for example a warrior with close combat 17 and Strong 13 could use
>his strong in one of three ways
>
>Enhancement - Increase his chance of landing a telling blow - roll vs
>5 for effective skill 18, 18 APs , vs 10 for 19 & 19 AP's etc
>
>Edge - Increase the effectiveness of the blows that connect -
>assuming a 'standard' bid of 3 the player must roll vs 5 to have an
>"effective" bid of 5, vs 10 for an "effective" bid of 7 etc.
>
>Boost AP's - Start the contest with 30 AP's, skill still 17.

This gave me an idea that I will generally use in my HW games:

Abilities like Strong can be used to augment combat abilities by providing an edge (more damage); abilities like Agile can be used to augment combat abilities by providing a bonus to TN (higher chance to hit).

Even though this is taboo, I am toying with the idea of allowing one Strong-like ability and one Agile-like ability to be used to augment physical combat.

Exceptions: Heavier weapons may require Strong to overcome an improv modifier, blocking Strong from being used for an edge or Agile being used for a TN augmentation.

Mental contest version:

Abilities like Wise act like Strong (heavy-hitting deep wounding comments) and provide an edge; abilities like Quick-Witted act like Agile (higher to chance to "hit" with a comment) and augment TN.

Spiritual contest version:

Abilities like Stubborn/Strong Willed act like Strong (edge); abilities like Unthinkingly Obedience/Trusting/Intuitive/Faithful act like Agile (TN). Okay, this one is the weakest version.

Does this make sense to anyone else?

Thanks,
Andy

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