View previous topic :: View next topic |
Author |
Message |
CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
|
Posted: Mon Jan 02, 2012 4:59 pm Post subject: |
|
|
Once per day sounds too much like a WOTC rule, IMO. _________________ "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
|
|
Back to top |
|
|
HACCP Sub-Lieutenant
Joined: 15 Feb 2010 Posts: 52
|
Posted: Mon Jan 02, 2012 7:11 pm Post subject: |
|
|
I agree. But in order to keep some kind of game balance there should be some kind of limit to the power of this technique. Any suggestions? |
|
Back to top |
|
|
CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
|
Posted: Mon Jan 02, 2012 7:18 pm Post subject: |
|
|
Well, the key with WEG D6 is usually based on difficulty level, not times per day. Since you are talking about making a killing strike, I would suggest basing it on the RoE optional damage rules, something like:
On a successful attack roll using Wrrushi, a Wookiee may add 1 point to damage by every 5 points by which his attack roll succeeded. For example, if the Wrrushi practitioner succeeds by 12 points, he may add 2 points to his damage roll.
Granted, 2 points isn't a lot, but the steps on the damage chart are not so huge that a couple points one way or the other won't make a difference. _________________ "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
|
|
Back to top |
|
|
MacRauri Ensign
Joined: 26 Nov 2011 Posts: 47 Location: Twin Cities MN
|
Posted: Mon Jan 02, 2012 10:17 pm Post subject: |
|
|
If it's believed that the style of martial arts or the moves your character is using are so physically demanding that even the best practitioners can't keep at it for long you could have them make stamina checks similar to the existing sprinting rules. |
|
Back to top |
|
|
CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
|
Posted: Mon Jan 02, 2012 10:52 pm Post subject: |
|
|
MacRauri wrote: | If it's believed that the style of martial arts or the moves your character is using are so physically demanding that even the best practitioners can't keep at it for long you could have them make stamina checks similar to the existing sprinting rules. |
I did something similar with my Lightsaber combat system, where each of the Seven Forms had a Stamina modifier, which was added to the base difficulty of a Stamina check made every round. The modifier for a given Form changed depending on specific details of the Form itself, so that Form IV with all its leaps and jumps had a +3 modifier, while Form III, with its conservative defense, only had a +1. At the suggestion of the Forum, I changed the rule so that the Stamina difficulty was tracked but not rolled until the difficulty number went above 20, at which point the character had to make a Stamina roll every round or take a Stunned result (which is an instant vulnerability in a duel). _________________ "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
|
|
Back to top |
|
|
Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
|
Posted: Wed Mar 28, 2012 12:59 am Post subject: |
|
|
I like to roll stamina at the start of combat. Then I just track the difficulry increase at predetermined intervals. When the difficulty surpasses your roll you start taking farigue penalties (you're still entitled to a willpower roll to delay the penalty, though).
In the case of more intense styles, you could just count in greater intervals, or start at a higher number or some such. For special moves, you could advance the stamina count by a greater amount for that round for that character, or just apply a cumulative penalty to his original roll each time he uses the special move. |
|
Back to top |
|
|
|