Conversation started Sep 29, 2014 at 8:07.
Sep 29, 2014 08:07
So, now I'm wondering about binding... And what I could do to let someone interested in using magic attack.
if I follow logic that equalises the disciplines (including magic vs non magic) someone should just be able to pick up the Blast skill and go.
Or the Freeze skill? Though that makes magic a specific skill
They add stunts to blast as necessary, but it's up to them how they flavour it.
I also need to have a good reason to break up the skills. Say, different kinds of advantages different attack types can make.
Sep 29, 2014 08:37
Skills are divided into more granular chunks based on what the game focuses on.
You need no more justification than "This game is about fighting" to break Fight up into weapon or style specific skills.
Sep 29, 2014 09:32
Hmmmm.
Fate Core at least splits them up into fight and shoot because having only one "I can do damage to people!" skill is probably dumb.
I want to split them up because aptitude in melee is not aptitude at a gun, and aptitude at a bow is different again. Same with aptitude in magic.
And in a game where combat is forefront, that's important. You can probably pare down skills like Empathy/Provoke/Deceive/Contacts/Rapport into maybe two broad skills because the game doesn't focus on them.
As always, you give more crunch to what's important.
That's true. But what should I do with weapons crunch?
Rapport, Contacts and Empathy do different things, though I might combine them down into one later.
Look to D&D, since that's a major part of our inspiration.
D&D makes "which weapon you use" important.
So we have skills for... weapon groups, maybe.
The first thing that comes to mind is resistance or vulnerability to specific kinds of weapons, but is that actually a good thing?
Let's look at 4e: different weapons have different feat trees which attach various riders to attacks.
Sep 29, 2014 09:58
So, weapon skills give unique permissions: Glaive lets you place different aspects on your targets than Whip or Rapier.
You can defend against Rapier attacks if you have Rapier, but you can't defend against Hammer attacks with Rapier--and you probably can't defend against Rapier attacks with Hammer.
there is the idea that a sword lets you block against an awful lot of things
except for big heavy weapons (good luck stopping it) or very little quick ones (good luck lifting it in time)
Right!
Now imagine a fighter with Sword +3 and Board +2.
(i guess from that perspective, there's heavy / medium / light weapon divisions?)
Informally, probably.
I wouldn't make a Rock-Paper-Lizard-Spock set of rules for this; I'd let the narrative define limits and permission as the game progresses.
Not least because I wouldn't want to make an exhaustive list of weapons and their interrelations.
I might, however, make a template for designing a weapon skill.
For example... um...
> Can your weapon defend against attacks? If so, choose whether you can use this skill to defend against quick, darting attacks or heavy, slow attacks.
Again, I need to get PayPal working because the Atomic Robo point-buy system for designing skills seems really useful here.
@BESW there lies tables
Well, we could also just not worry about the concept of weapons blocking.
You defend with Toughness or Quickness or so on.
If you have a +5 in Tough, you are the kind of person who lets the other person's axe stop short in your armour, whilst you stand there glaring down at them furiously for denting it.
If you have a +5 in Dodge, you're the kind of person who takes a step to the side or circles around them.
(to be honest I'm not super sure how I should handle defence)
Sep 29, 2014 10:42
I'd be interested in seeing that point-buy and how we could use it. I might pick up the book myself...
 
Conversation ended Sep 29, 2014 at 10:42.