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MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Wed May 04, 2016 12:07 pm Post subject: Armor Proficiency? |
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Would you allow "In Armor" as a specialization for various skills? I'm thinking especially Dodge, Blaster, Melee weapons, etc.? _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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Dredwulf60 Line Captain
Joined: 07 Jan 2016 Posts: 911
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Posted: Wed May 04, 2016 12:39 pm Post subject: |
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That's an interesting way to go.
It doesn't make sense though when I think about it, unless I'm missing something;
Someone who doesn't specialize in it is just as good in armor as out of armor.
And someone who does is actually better in armor than out of armor?
I presume the intent is to compensate for armor penalties? |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14174 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed May 04, 2016 2:26 pm Post subject: |
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What exactly are they trying to achieve? I have in the past, had some who had stuff ON their armor, that they took specialties in such as 'paired vibro blades', or grenade launcher... But the armor itself? Unless it was a spec in Power suit ops, i don't see it. _________________ Confucious sayeth, don't wash cat while drunk! |
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Wed May 04, 2016 5:41 pm Post subject: |
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I think it could work conceptually: the character isn't moving any faster per se, but instead (with dodge, at leas) he is moving such that an attack pands on the strongest part of the armor... or he is trained to minimize exposure of the joimts and "soft spots." |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Wed May 04, 2016 5:45 pm Post subject: |
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In reality, and yes I understand we are speaking about a game, you do not move any faster or better. You learn to trust your armor and how to take hits. Its about being more effective because you trust your armor. That it what makes you effective. You do not carry around 50# of flour, take a class and suddenly are able to move faster. You learn to move more effectively, not to waste energy. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16284 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed May 04, 2016 5:54 pm Post subject: |
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As an Advanced Skill of some sort, perhaps? Where the character is allowed to negate up to his skill level in Dex penalty? _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Wed May 04, 2016 6:23 pm Post subject: |
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CRMcNeill wrote: | As an Advanced Skill of some sort, perhaps? Where the character is allowed to negate up to his skill level in Dex penalty? |
This is an interesting idea, although I always just allowed for a character to pay some CP to ignore Dex Penalties for a suit of armor that they were highly accustomed to, or I'd let them buy "Armor Training" which negates 1D of Dex Penalty. _________________ RR
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14174 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed May 04, 2016 6:31 pm Post subject: |
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Raven Redstar wrote: | CRMcNeill wrote: | As an Advanced Skill of some sort, perhaps? Where the character is allowed to negate up to his skill level in Dex penalty? |
This is an interesting idea, although I always just allowed for a character to pay some CP to ignore Dex Penalties for a suit of armor that they were highly accustomed to, or I'd let them buy "Armor Training" which negates 1D of Dex Penalty. |
That's how Sparks handles it. 3CP+1CP per number in front of the D to buy off 1 pip.
So a 1d dex penalty suit would cost 4cp, to drop it to +2, 4 more to drop it to +1 then 4 more to drop it to no mod.. _________________ Confucious sayeth, don't wash cat while drunk! |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Wed May 04, 2016 10:33 pm Post subject: |
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I'd just do a flat 10 CP cost and cap it at 1D of armor training. _________________ RR
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Dredwulf60 Line Captain
Joined: 07 Jan 2016 Posts: 911
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Posted: Wed May 04, 2016 11:01 pm Post subject: |
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I have this talent available for my mandalorian players (Which works with my talents/techniques house rule and my armor build house rules)
Beskar gam
Learn DC: 10 Skill: Mandalorian Culture.
The character is used to living in their armor. Multiply dexterity penalty of the armor by x0.5, round the result down before applying to the chart. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16284 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed May 04, 2016 11:08 pm Post subject: |
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Learn DC? We don't serve their kind here... _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Thu May 05, 2016 10:10 am Post subject: |
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CRMcNeill wrote: | As an Advanced Skill of some sort, perhaps? Where the character is allowed to negate up to his skill level in Dex penalty? |
I think that may be the best option.
Armor Training (A):
Prerequisite: Lifting 3D
Armor training represents a character's ability to overcome the weight and awkwardness of different types of armor. Each die in Armor Training reduces the Dexterity penalty for wearing armor by one pip; 3D in Training will remove a full die of penalty.
Armor training also serves to enhance the basic uses of Powersuit Operation.
Specializations: Specific kinds of armor; stormtrooper armor, snowtrooper armor, Corellian Powersuits, etc. _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16284 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu May 05, 2016 10:30 am Post subject: |
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I might also include Dodge and Running as prerequisites for the agility aspects... _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Thu May 05, 2016 10:42 am Post subject: |
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CRMcNeill wrote: | I might also include Dodge and Running as prerequisites for the agility aspects... |
My thought on Lifting was that you don't necessarily have to be agile to make use of armor training, you have to be strong enough to handle the armor (and since lifting includes "carrying over time", it works out). In a sense, armor training isn't about possessing agility, it's about being able to use the agility you have. _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16284 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu May 05, 2016 11:09 am Post subject: |
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I was thinking more from a perspective of the experience of running and dodging in the armor would also allow the wearer to familiarize himself with how the armor impedes fine movement by getting in the way. It's not just about having the strength to carry the armor; it's also about how the bulk of the armor limits mobility. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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