[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

A skill that adds CDV (Was: Re: parrying or Multi Skills)





On Fri, 24 Mar 2000, Steven E. Ames wrote:

> it). The options as I see them:
> 
> 1. Like I just said: +2 (per die) to CDV/GDV against all attacks until
> your next round (or (duh!) you stop using your weapon defensively)
> 2. +2 CDV (per die) to the next attack
> 3. +2 CDV to the next X attacks (where X is the # of dice you rolled)
> 
> I'll state again that #1 is my favorite.
> 
> -Steve
> 

1)	Drop the bonus to GDV ... wrestling already takes care of that ...
If marines would have to buy parry out of group, warriors can buy
wrestling out of group.

2)	If we're going to look at combining some sort of parry under
CWS (which seems to be the one thing folks DON'T want, so as to add a
variety of skills to the warrior block, rather than play with costs of
existing skills), It appears 1. above is more like, 'I want parry to work
like the additional GDV bonus from wrestling,' 2. above works like CWS
before split dice, and 2. combined with 3. work like CWS with split dice.

IF we were to add to CWS and use split dice to accomplish a parry, I'd
like a combination of Steve's #2 and #3.


3)	If we're looking at having an independent skill based on the
existing dodge skill, I have to say I like Steve's/Kevin's #1
(particularly if you add the flavor of the -2DV/d6 for a botch ... roll
conservatively, boys and girls)

I'm not convinced that it's a bad thing to be able to up one's DV 6-8
points (by buying a skill to 12-16) AND allowing someone to multiattack
... if anyone ought to be able to exercise such an ability, certainly it
should be a warrior

Yeah, it will lead to longer combats, but again, that's not necessarily a
bad thing ... suddenly the warriors in the party may need to roll some
dice to make their swings more accurate, rather than unload 4 times with
abandon ...

How bad would it be to be able to roll the parry skill each round and have
the results carry over to the next round's party action phase?

The existance of the skill within the game would be it's own balance,
rather than having the player give up x number of attacts ... everyone
else can have parry, too.  The mechanics of the skill would necessitate
combat as a whole involving less multiattacks (using your skill to offset
the CDV increase of your opponent's parry, as your CM get progressively
more expensive to buy)

Thinking about it, I wouldn't even mind making it a relatively low-cost
skill (say the 100-200 bc range) to offset how quickly one can buy combat
MODs early in one's adventuring career ... I'd even advocate making the
skill check a free action allowing one to cast a spell, move, use another
skill (if such a thing is an issue), etc normally ... simply call the
parry skill the mechanic that represents how effective your defensive
efforts against weapons in a fight are, rather than just sticking out your
chest to have your breastplate take a swing ... get an opportunity to use
the skill check under the same conditions you'd have the agility portion
of your DV available, barring surprise, ambush, etc., perhaps adding a
caveat for needing a weapon or shield with which to parry.

Heck, making it harder to hit someone with a sword might even get folks to
start shooting at them at range with missle weapons, first (shudder at the
thought)

Even worse, compitent warriors might exist that were never part of the
plate mail brigade on the nearly-all-water planet (gasp)

Hell's bells, a skill with which a proficient practitioner may even begin
to emulate an Errol Flynn-style fencing swordsman, rather than relying on
heavy metal plates or magic to provide defence.

(ah, you caught me ... just wanted to say "hell's bells")


Do I think such a skill is necessary?  Nah, I've been playing AQ all this
time without it ... :)

I do think some method of spending Eps to offset MODS beyond the existing
spells is a mechanic that would be a nice addition.

John