Some "complaints":
- Flame/Wave pattern blades will be included in a later update?
- Sword-breakers? Trident daggers?
- What about man catchers?
- What about pavise shields?
- A bit niche for some, but Bow Codex cannot create a daikyu at all.
Benedict wrote:Flame/Wave pattern blades will be included in a later update?
viewtopic.php?f=23&t=422&p=8683#p8683Benedict wrote:A bit niche for some, but Bow Codex cannot create a daikyu at all.
That's something I've thought about, but have yet to come to a great solution for mechanically.Benedict wrote:Sword-breakers? Trident daggers?
Another extremely niche weapon where the implementation requires us to create more mechanics specifically to make it work. I'm open to suggestions on how to make it work if someone comes up with a light-weight solution but its towards the bottom of my list of things to spend dev-time on. As an aside, has anyone actually seen one used in a game? I'm not sure I've ever actually seen it happen.Benedict wrote:What about man catchers?
Pavises are weird as they aren't so much shields as portable cover. Even by "Adventuring" standards, it's more of a battlefield accessory than a shield someone would just carry to be carrying. If someone really wanted one, though, I'd just make it up as a Large Shield and let them stick it in the ground if they want.Benedict wrote:What about pavise shields?
For Trident Dagger/Swordbreaker I'd go with someting like this:Agamemnon wrote:That's something I've thought about, but have yet to come to a great solution for mechanically.Benedict wrote:Sword-breakers? Trident daggers?
Agamemnon wrote:Another extremely niche weapon where the implementation requires us to create more mechanics specifically to make it work. I'm open to suggestions on how to make it work if someone comes up with a light-weight solution but its towards the bottom of my list of things to spend dev-time on. As an aside, has anyone actually seen one used in a game? I'm not sure I've ever actually seen it happen.Benedict wrote:What about man catchers?
are you sure Hook is the right expression for this? if the new hook maneuver equivalent is anything like the last one, it might be a tad strange.Benedict wrote:Since we miss Maneuvers I can only guestimate.For Trident Dagger/Swordbreaker I'd go with someting like this:Agamemnon wrote:That's something I've thought about, but have yet to come to a great solution for mechanically.Benedict wrote:Sword-breakers? Trident daggers?
BLADED WEAPONS FEATURES
Multiple Protrusions: -1 Swing, Gains Hook, Hand-Short blades only, r1.
that's surprisingly straightforward!Benedict wrote: I've had a player once ask for it. When setting-appropriate it's one of my favorite MOs for catching PCs alive. It's been a staple in my arsenal for years.
HAFTED WEAPON HEAD - TOP
Mancatcher: 0b/0b, Mancatcher
Melee Weapon Trait
Mancatcher: Thrusts have access to Grab* and Hold*. Hold additionally inflicts -1p per Tempo opposed, metal or rigid armor completely ignores damage regardless of MoS.
*or the equivalent 'Scoundrels maneuvers
Ofc I'm not sure. It was the first thing I said.nemedeus wrote:are you sure Hook is the right expression for this? if the new hook maneuver equivalent is anything like the last one, it might be a tad strange.
Both Ideas are based on 'Bastards maneuvers, if things don't work that way switch to the most appropriate maneuver(s).Benedict wrote:Since we miss Maneuvers I can only guestimate.
Tapping is a pretty big part of this edition. It has largely taken over Edges and Flaws and some other systems.Marras wrote:I am not certain that it is necessary to have a rule for tapping and supping but perhaps there is something I didn't understand.
Long time, no see indeed! glad to see you around!Marras wrote:Hi! Long time, no see
Whiffing sucks and I've seen way too many games played where someone's inability to roll dice slowly changed their concept of their character. "My fighter sucks at fighting." It's lame.Marras wrote:I am still quite busy but I had a chance to read the Book I of the current manuscript and some feedback.
I have to say I really liked the conflict chapter. I like how PCs are presented as competent and that should they fail, it is because of changing situation and not just because they were not good enough. Obviously this can't apply to everything, sometimes character is just not strong enough to move a boulder and there is nothing wrong with that or that they just don't know something. But they basic idea and that it is written down is good.
Tapping encourages creative approaches. You wind up bringing more dice into the thing if you can bring other parts of your character into the roll. It also helps unify what were a lot of disparate elements in the previous draft. Substitutions are just "what do you do if you don't have the thing you need to roll" which is a more or less standard feature for most games in one form or another.Marras wrote:I am not certain that it is necessary to have a rule for tapping and supping but perhaps there is something I didn't understand.
I'm glad!Marras wrote:What I really loved was cascading rolls.
What I found interesting is that BTN in the new version gives a success in over 50% of rolls as opposed to previous version.
So far I am really digging on this, like the previous version.
What!? It took Matt a whole WEEK before posting a video about what we've been discussing? Usually it's just a couple of days.Benedict wrote:Some "complaints":
- Flame/Wave pattern blades will be included in a later update?