Re: Dropping Action Points
>I agree that the system will need tweaking
>(show me one that doesn't) but don't defenestrate the baby with the
Some suggested tweaks.
- Somone in a very early post (sorry I can't find it at the moment)
pointed out that in a contest between an ability 4W and an ability 4,
when BOTH succeed the low ability is disproportionally liable to win
One way to avoid this is to revert to the Pendragon dice result where
the HIGHEST roll wins. Unlike Pendragon though, 1 remains a critical
and of course criticals always beat normal successes. The 4 can still
beat the 4W but must now roll 4 or less but higher than the 4W -
possible but less likely.
- The system allows for someone to be fought down to zero AP and out
but then to regain AP (through an opponent's failure or via a loan)
and to leap to their feet once more, possibly with no detrimental
effects. In order that the temporary defeat means something the dazed
result could include a -1 ability modifier (either as a wound or as
something more temporary). Thus a Dazed result could have a tangible
and possibly more lasting effect.
- As an adjunct to 2. I might consider making the Hurt modifier
something like -4 rather than -1, just to make the players wince a
These are just untested ideas that might improve the system without
ditching it entirely (I've got to tinker a bit). I'd be interested to
know what people think.
The more I learn, the less I know - and at the rate I'm learning,
pretty soon I'll know nothing at all.
Powered by hypermail