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Re: Chewing on proficiencies, maneuvers and combat.

Posted: 25 Feb 2017, 16:34
by Agamemnon
Benedict wrote: (Re: Reach vs pistols)
There are two points to address in that argument. The first point is the argument about reach control vs. firearms. To the former, I'd argue that it still makes perfect sense to get the bonus from reach control when you have a firearm. If someone is trying to perform a ranged attack on you in melee, you don't have time to parry the incoming projectile, and you certainly can't parry a bullet. Realistically, you're trying to knock the weapon aside before it leaves the person's hand or is fired. We say the latter explicitly in the description of the maneuver. If you are at rapier distance from me, you'll have a harder time knocking my pistol aside than if you were at dagger distance from me. If you're at spear distance from me, you're going to have a much harder time knocking my pistol aside than if you were at rapier distance from me. It isn't rules bending, it's rules as intended.

For similar reasons, if I have a rapier and dagger, it's not rules-bending if I have dice from reach control but thrust at you with my dagger from rapier distance. I wouldn't try to make someone switch to firearms for firing a pistol in their off-hand any more than I would make someone switch to Daggers to thrust with their off-hand dagger, or switch to brawling to make a Grab with their off-hand.

The second point to address is swapping proficiencies mid-round. That just seems like a headache. You're already doing enough die-pool math during a fight in getting out your dice for the pool, calculating reach, dividing up dice for the tempos, paying activation costs and getting bonus dice from maneuvers. Adding in a formula for changing proficiencies mid-round is not worth the trouble.

A third point worth making is to again point out that melee proficiencies and ranged proficiencies are different things for a reason. I'm not sure if we made this explicitly clear in the last draft, but you don't make melee attacks with ranged proficiencies. If I find myself in melee and all I have is a crossbow, I don't use the crossbow proficiency to parry an incoming attack. I'd use brawling or mass weapons, depending, probably with the "improvised weapon" penalty. A musket would probably be mass weapons or pole-arms, as they are more wieldy as combat weapons - especially with a plug bayonet. Pistols are an exception because in melee they are an off-hand weapon like a dagger is. You fire one and then turn it upside down to use as a club. If you were using it by itself or in a pair, I'd call it a mass weapon. If you're using it with a sword in the dominant hand, use the sword proficiency of your choice.
Benedict wrote:That makes sense. Tbh the thought occurred just as I saw the weapon groups quote. Then it struck me. What about flexible weapons, like flails? Just toss them along axes/hammers/maces? Also small mass weapons like throwing axes, short clubs, etc?
They would all be mass weapons. The only time I'd ever lean on something like that as Brawling is if we were talking about an improvised weapon (say, a table leg) or something that's really niche like a sap or a blackjack. Otherwise, it's a mass weapon. If we want to help differentiate axes, flails, and so on, then the best place to do so is by coming up with more emphases. Since Mass Weapons only has the one at present, this is something I'm certainly open to.
Korbel wrote:And what about throwing daggers, axes and javelins? Can be done with your left hand? No penalties? Just to make sure.
We don't currently have penalties for handedness in ranged weapons regardless, per the Ranged Proficiency heading on page 51, so no. We don't bother with penalizing the off-hand weapon currently anyway. Maybe it's something that we should consider for the sake of simulation, but it hasn't been a real problem in testing and doesn't seem quite worth it.
nemedeus wrote:I remember asking about exactly that a while ago here on the forums...

already got specifics about montante and halfsword emphasis?
Ideas. Nothing I want to announce yet. We shuffled the maneuvers around quite a bit. Made the whole thing more dynamic, removed some redundancies, and even added some new tricks. We're in the process of making sure everything works as intended first, then we start layering the proficiencies back on.
DannyBoy wrote:I get that emphasis is meant to distinguish the different fighting styles, but I feel that it doesn't pay proper service the sheer diversity of fighting styles that exists irl.
Answering this out of order:
The difference between the two setups for proficiencies is in the presentation more than quantity. All of the original fighting styles are represented -- we've even gotten some new ones. What has changed was the way we calculated your dice in each.

Originally, we had it set up so that most weapons could be used with more than one proficiency because we wanted to emphasize the differences in style rather than have them play as weapon skills. We had this idea that a master swordsman might have several different styles he's mastered for his weapon and switched between them as advantageous. This worked beautifully at the beginning but broke as we made two changes (both, in my opinion, have been solid improvements). First, we got rid of variable AC (and a forum discussion on reviving the concept showed the wisdom of this improvement). Second, we moved from a longer list of specific maneuvers and techniques to a shorter list of more flexible techniques -- something that this draft is going even further with. The two combined to greatly reduce the appreciable difference between some proficiencies.

The worst offender is the triad of Messer, Saber, and Sword & Buckler. The latter two are literally identical, save for the emphases. Messer is only different in that it trades Beat for Half-sword and Murder Stroke. They can all be used with the same weapon, which is what we intended but because they are so similar it doesn't meet the design goal we set out for. If I already have Sword & Buckler, is it worth investing in an entirely new proficiency to get free draw cuts from Saber? No. That's a maximum of 2 dice I'd be saving. Likewise, if I already have Sabers, Sword & Buckler's emphasis at most grants me one-die-in-six as a bonus and only to follow-ups (on a d10, that drops to 1-in-10!). Messers is the slightly more tempting of the group, but even then is it worth it to switch? If I have Sword & Buckler at 10, I'd be spending 6 SA points to buy Messers at 6, then a further 34SA points (40 total) to be on even footing. Either that, or I leave my Messers proficiency lower, but I'm then losing a nontrivial amount of dice from my pool whenever I switch to it.

We have a similar problem with spears v. polearms v. mass weapons. The differences between them just weren't enough to justify learning a second proficiency if you could already use the weapon with another.
DannyBoy wrote:It's also not entirely clear on how defaulting would work in the new system,
Defaulting works now like it did before. From one proficiency to another (one weapon group from another), it's half your highest proficiency rank. You don't get the benefit of any emphasis unless you have learned one. You can only use emphases that you have, and that your weapon qualifies for. Even if you have the Sabers emphasis for Swords, you get no benefit from it unless you have a curved sword, etc.

Let's say you make a character with rank 8 in Swords (someone can feel free to suggest another name. 'Swords' feels lackluster by comparison to the others). Upon learning it, you immediately get a free emphasis from the Swords list. You choose Sword & Shield. Later, you spend some time in Poland and decide that their saber fighting is pretty neat and want to learn their style. Without learning anything, if you pick up a Polish Saber you still get your 8 dice in swords to fight with. You can use it in your existing emphasis if it qualifies (in this case, the saber is irrelevant. It depends on whether you're carrying a shield), or you can fight with it without the benefit if any emphasis. You still have the 8 dice.

If you choose to learn Saber, then you're going to pay a cost for the emphasis (whatever we decide that is. Still being chewed upon) but now you can add it to your list of styles for the Sword maneuver. In a fight, you can only ever benefit from one emphasis at a time, so you need to decide at refresh which you're using.

If on the other hand, you picked up a spear, you default at the normal value (4). If you decided to learn Polearms, then you'd do so at default+1, and have that as your new rank. So in this case, spend 5 SA points to pick it up at rank 5 and you'd learn your first Polearms emphasis for free.

I can already hear someone out there beginning to formulate the objection "but that's not entirely realistic. If all I've ever learned is messer fighting, I shouldn't have as many dice with Sword & Shield as I do Messers."

Yes. I'm fully willing to grant this. On the other hand, we're already dealing with an abstraction. If we wanted to go for the most realistic approach, we would have to go back to TROS-style default charts where some things default more favorably than others and when buying a new proficiency or picking up an unfamiliar weapon in combat, you need to work out which grants the most favorable defaulting for what you're trying to do, to a maximum of rank 6 or whatever cap they imposed. We tossed that out early on as more trouble than its worth in favor a simpler "equal to half rank" because to us it wasn't worth looking up. This approach isn't particularly realistic either but is easier in play. The trade off is that it ultimately means no one learns more than one proficiency for a given weapon because the defaulting costs are too high for styles that should be much more closely related. I think the above solution is thus far the best of both worlds.
DannyBoy wrote:and it doesn't seem to mesh well with how skills are presented. Why would you have a massive list of different skills but only 4 or 5 different proficiencies?
Why would skills and proficiencies be similar? Mechanically speaking, skills and proficiencies are two very different creatures that have almost diametrically opposite functions. Skills as a category represent a bunch of broad abilities that each have multiple applications. Proficiencies are a handful of incredibly specific abilities that all have the same central application (killing an opponent. Every single skill is more broad in nature and application than any single proficiency, and every single proficiency is way more complex than any given skill mechanically. Skills don't come with maneuver lists and activation costs, after all.

If we wanted a more apples-to-apples comparison, you'd need to look at how the social skills are presented in comparison to proficiencies, as they are all ultimately oriented towards a single task in the way that proficiencies are all ultimately oriented to the same task. As it stands, we have Coerce, Command, Manipulate, Negotiate, and Orate. Five different strategies to get someone to do what you want, each with their own side applications. Amusingly, we also have five proficiencies at present: Brawling, Longswords, Mass Weapons, Polearms, and Swords -- at least, until we finally get around to adding Lances in there.
nemedeus wrote:Personally i think emphasis is an excellent way to represent any fighting style that goes beyond differences in different kinds of weapons. Even moreso, making your own "fighting Style" is very easy that way. You can just write a new emphasis.
That does seem to be a major benefit. Immediately to come to mind, one could even represent fencing guilds fighting in different ways by giving them unique emphases. If you were playing an Edo-era Japanese-setting with the competing sword-schools, all the characters would likely have the same one or two proficiencies but depending on the school they belonged to they could have very different sets of emphases to represent them.

Re: Chewing on proficiencies, maneuvers and combat.

Posted: 26 Feb 2017, 04:42
by Benedict
Agamemnon wrote:
Benedict wrote: (Re: Reach vs pistols)
There are two points to address in that argument. The first point is the argument about reach control vs. firearms. To the former, I'd argue that it still makes perfect sense to get the bonus from reach control when you have a firearm. If someone is trying to perform a ranged attack on you in melee, you don't have time to parry the incoming projectile, and you certainly can't parry a bullet. Realistically, you're trying to knock the weapon aside before it leaves the person's hand or is fired. We say the latter explicitly in the description of the maneuver. If you are at rapier distance from me, you'll have a harder time knocking my pistol aside than if you were at dagger distance from me. If you're at spear distance from me, you're going to have a much harder time knocking my pistol aside than if you were at rapier distance from me. It isn't rules bending, it's rules as intended.
I understand why and agree that the guy with a rapier+pistol should get a Reach Bonus.

Also there's an incosistency here:
Agamemnon wrote:If you are at rapier distance from me, you'll have a harder time knocking my pistol aside than if you were at dagger distance from me. If you're at spear distance from me, you're going to have a much harder time knocking my pistol aside than if you were at rapier distance from me. It isn't rules bending, it's rules as intended.
  • Spear grants +4CP instead of Rapier +2CP with Reach: If you're at spear distance from me, you're going to have a much harder time knocking my pistol aside than if you were at rapier distance from me.
  • Dagger grants +4CP instead of Rapier +2CP with Reach: If you are at rapier distance from me, you'll have a harder time knocking my pistol aside than if you were at dagger distance from me.
RAW both Daggers and Spears are better than a Rapier at preventing your unarmed opponent from knocking that pistol aside. Is it about metrics, technique, or both? Now that is confusing and incosistent. :?

Anyway. :D



As I explained in a detailed way above, there are two problems.
Problem 1 wrote:Double stacking of Reach: +2CP from Weapon, +2CP from Emphasis, for a total of +4CP.
We could argue all day long why Spears/Daggers get +4CP instead of +2CP and if its realistic or not, if it serves game flow or not, or any other point we might think of.

Your solution is that Spears get +4/+4/+4/+4/+4/+0, Daggers +0/+4/+4/+4/+4/+4 or +4/+0/+4/+4/+4/+4, and everything else gets +2/+0.
My solution is that Reach grants +2/+0 period, and the respective Emphases add another effect more in line with the other existing Emphases.
Another might argue that the chart I provided above is the perfect solution for calculating Reach (I disagree).
And a fourth guy might say "make it like TRoS" (yuck!).
Finally a fifth guy might come up with something substantially better. (bring it on)

Your answer however does not address this very concern I'm raising, that being Double Stacking of Reach Control. Especially when you can't stack Advantage/Disadvantage, Tapping, Cascading, etc, and for a good reason if you ask me. Well, we can always agree we disagree. :D


Problem 2 wrote:How Melee and Ranged Proficiencies are applied in a Melee situation.
Agamemnon wrote:For similar reasons, if I have a rapier and dagger, it's not rules-bending if I have dice from reach control but thrust at you with my dagger from rapier distance. I wouldn't try to make someone switch to firearms for firing a pistol in their off-hand any more than I would make someone switch to Daggers to thrust with their off-hand dagger, or switch to brawling to make a Grab with their off-hand.
If you claimed Reach with a Rapier+Main Gauche you'd get +2CP, not +4CP. Because
BoB pg 104 wrote:If a character is using a weapon in either hand, reach is always calculated with the longest weapon. To seize or regain reach control you must strike your opponent with the longer of the two weapons.
and you will be using the Sword & Buckler proficiency,
BoB pg 50 wrote:SWORD & BUCKLER
... At the same time, shields proved to be too unwieldy in many roles and so a number of techniques developed utilizing bucklers or parrying daggers in the off-hand.
which means that dagger use is part of the Sword & Buckler proficiency, when pistols or other firearms are not. If there was a "Sword & Pistol" Proficiency/Emphasis we would be talking on a different basis, but there is not one, is there?

Hypothetically speaking:
  • Guy A who has Sword & Buckler 10 and Daggers 0 (def5). He is using Rapier and Main Gauche. On Tempo 2 he has his Rapier disarmed by successful Expulsion. Next Phrase he calculates CP with Sword & Buckler or Daggers? I believe he uses the former.
  • Guy B who has Sword & Buckler 10, Brawl/Mass 0 (def5), and Firearms 10. He is using Rapier and Pistol. Same as above he looses the Rapier. Next phrase he wants to Discharge. He calculates CP with Sword & Buckler, Brawl, or Firearms? I can hear you say Brawl or Mass. Well, I'd feel cheated to be honest if that happened to me. :)
Agamemnon wrote:Pistols are an exception because in melee they are an off-hand weapon like a dagger is. You fire one and then turn it upside down to use as a club. If you were using it by itself or in a pair, I'd call it a mass weapon.
aaaand
  • Guy C with Sword & Buckler 10, Mass 5 (def), Firearm 1. Same scenario.
  • Guy D with Sword & Buckler 1, Mass 0 (def) Firearm 10. Same scenario.
Who is the better marksman with that Discharge? I really wonder.

The way I see it this happens because "melee proficiencies and ranged proficiencies are different things for a reason". See below.
Agamemnon wrote:The second point to address is swapping proficiencies mid-round. That just seems like a headache. You're already doing enough die-pool math during a fight in getting out your dice for the pool, calculating reach, dividing up dice for the tempos, paying activation costs and getting bonus dice from maneuvers. Adding in a formula for changing proficiencies mid-round is not worth the trouble.
That was something that came up during play. I agree it adds more math to the equation. However we found it simple, and its not something one would use all the time anyway. Just another option to toy with. That removes the Melee vs Ranged Prof issue.
Agamemnon wrote:A third point worth making is to again point out that melee proficiencies and ranged proficiencies are different things for a reason. I'm not sure if we made this explicitly clear in the last draft, but you don't make melee attacks with ranged proficiencies. If I find myself in melee and all I have is a crossbow, I don't use the crossbow proficiency to parry an incoming attack. I'd use brawling or mass weapons, depending, probably with the "improvised weapon" penalty. A musket would probably be mass weapons or pole-arms, as they are more wieldy as combat weapons - especially with a plug bayonet. Pistols are an exception because in melee they are an off-hand weapon like a dagger is. You fire one and then turn it upside down to use as a club. If you were using it by itself or in a pair, I'd call it a mass weapon. If you're using it with a sword in the dominant hand, use the sword proficiency of your choice.
The statement that "melee proficiencies and ranged proficiencies are different things for a reason" is a bit contradictory (at least for me) when you have Discharge around. I'm not saying to kill the Discharge maneuver, that would make no sense at all. What I'm trying to say is that I don't think that an expert swordsman/rookie marksman can use Discharge equally well (or even better) than an expert marksman/rookie swordsman. Which led to Proficiency switch mid-Phrase.
Agamemnon wrote:
Korbel wrote:And what about throwing daggers, axes and javelins? Can be done with your left hand? No penalties? Just to make sure.
We don't currently have penalties for handedness in ranged weapons regardless, per the Ranged Proficiency heading on page 51, so no. We don't bother with penalizing the off-hand weapon currently anyway. Maybe it's something that we should consider for the sake of simulation, but it hasn't been a real problem in testing and doesn't seem quite worth it.
Too much hassle if you ask me. :D
Agamemnon wrote:
DannyBoy wrote:and it doesn't seem to mesh well with how skills are presented. Why would you have a massive list of different skills but only 4 or 5 different proficiencies?
Why would skills and proficiencies be similar? Mechanically speaking, skills and proficiencies are two very different creatures that have almost diametrically opposite functions. Skills as a category represent a bunch of broad abilities that each have multiple applications. Proficiencies are a handful of incredibly specific abilities that all have the same central application (killing an opponent. Every single skill is more broad in nature and application than any single proficiency, and every single proficiency is way more complex than any given skill mechanically. Skills don't come with maneuver lists and activation costs, after all.
That's a valid concern, but from another perspective. What are the Proficiency Caps? 10? If yes, all is peaches and cream.

Because Proficiency cap interacts with a new beast in town: Tapping.

If they can be raised beyond 10 (like in BoB) that has the strange effect of either:
  • provide more than 3 dice when high Proficiencies are tapped in a roll
  • huge Proficiency scores (ie 15+) contribute the same amount of dice as an ability ranked at 10
  • have two tables (one for abilities 1-10; one for proficiencies 1-10+) to calculate tapping dice contribution
Unless you decide that Proficiencies cannot be tapped. A proposition I'm sure you don't want to consider.
Agamemnon wrote:
nemedeus wrote:Personally i think emphasis is an excellent way to represent any fighting style that goes beyond differences in different kinds of weapons. Even moreso, making your own "fighting Style" is very easy that way. You can just write a new emphasis.
That does seem to be a major benefit. Immediately to come to mind, one could even represent fencing guilds fighting in different ways by giving them unique emphases. If you were playing an Edo-era Japanese-setting with the competing sword-schools, all the characters would likely have the same one or two proficiencies but depending on the school they belonged to they could have very different sets of emphases to represent them.
Where is the like & share button? I'm 100% on board with this. In fact that's what I've been tinkering with at my Asian-Bastards expansion hack for quite some time. A multitude of Emphases within the same Proficiency. Otherwise you can't have the numerous sword schools of Japan or the countless unarmed styles of China.

Re: Chewing on proficiencies, maneuvers and combat.

Posted: 26 Feb 2017, 17:47
by nemedeus
Benedict wrote: Unless you decide that Proficiencies cannot be tapped. A proposition I'm sure you don't want to consider.
Intuitively, i think the whole concept of tapping just makes no sense with Proficiencies. Either way, if there was no caps for proficiencies, this needn't make a difference on tapping them.

Re: Chewing on proficiencies, maneuvers and combat.

Posted: 27 Feb 2017, 03:54
by Benedict
nemedeus wrote:
Benedict wrote: Unless you decide that Proficiencies cannot be tapped. A proposition I'm sure you don't want to consider.
Intuitively, i think the whole concept of tapping just makes no sense with Proficiencies. Either way, if there was no caps for proficiencies, this needn't make a difference on tapping them.
Apparently it does. :)
Agamemnon wrote:The core mechanic for the new version has changed, somewhat, but I think it's a direction that gives us the best of both worlds.
Core Mechanic wrote:
  • Attributes and Skills are separate categories of stats, neither of which directly interact with the other in purchase or advancement.
  • Each is ranked on the same scale, ultimately between 2 and 8 for normal humans, with 9-10 being exceptional territory for someone who picked a Tier 5 in that area.
  • Your rank in any given attribute or skill has a secondary value, from 0-3. 1-3 is worth 0, 4-6 is worth 1, 7-9 is worth 2, and 10 is worth 3. This roughly maps to tiers of competency per the narrative description of those values. If for whatever reason you would have more than 3 (Proficiency counts as a skill in some situations) it maxes out at 3.
  • When an attribute or skill check is called for, the specific item forms the basis of the pool.
  • The "associated skill" rule has been jettisoned entirely for Tapping. When you role-play or narrate your attempt at making a check in such a way that another skill or attribute would come into play, you can tap it's secondary value to add to your pool. You may have up to two things tapped in any given check.
  • Likewise, if you're helping someone with something, you now use your secondary value for that thing.
  • For a thing to be tapped, it has to directly apply to the task at hand, but not simply overlap the definition of the skill. Agility can't be tapped to make you run faster on a straight Athletics check, but if the task at hand was "weaving nimbly through an obstacle course" then it makes sense.
So, it seems I missed that part, and you have already thought it over. So, when tapping its Rank 18 = Rank 10 = +3 Dice, correct?

Re: Chewing on proficiencies, maneuvers and combat.

Posted: 27 Feb 2017, 04:54
by nemedeus
Benedict wrote:So, when tapping its Rank 18 = Rank 10 = +3 Dice, correct?
Makes the most sense imo. Either way, i find it somewhat odd.

Re: Chewing on proficiencies, maneuvers and combat.

Posted: 27 Feb 2017, 06:56
by Benedict
nemedeus wrote:
Benedict wrote:So, when tapping its Rank 18 = Rank 10 = +3 Dice, correct?
Makes the most sense imo. Either way, i find it somewhat odd.
I understand how a Proficiency can be tapped with a roll outside of combat.
  • You want to appraise that longsword? Merchantile (or whatever the skill is called) + Tap: related Craft + Tap: Longsword prof.
  • You approach the swordsman and engage him in small talk so your friend can sneak past him? Related Social Skill + Tap: Sword prof, since you speak with him about sword techniques and stuff.
  • You twirl two scimitars around your body to shake and frighten opposition? Intimidate + Tap: Agility + Tap: Sword prof.
What seems "unatural" is that everything is 0-10, Proficiencies are 0 - 10+. By 10+, that means what exactly? Really, what is the cap in Scoundrel?

At character creation BoB's cap was 11 and you could raise as much as SAs provided.

I understand that the one dice pool to split across a 2-tempi Phrase requires lots of dice.

In BoB it was (Ag: 1-6) + (Cu: 1-6) + (Prof: 0-11+) + Reach (+0|+2|+4) = 2-23+.

In Scoundrel it's [(Ag: 1-10) + (Cu: 1-10)]/2 + (Prof: 0-?) + (Reach: +0|+2|+4?) = 1-23+? Or something else?

In order to keep Proficiency in the same range (0-10) as the other Abilities an alternative formula to calculate CP could be something like this:

CP = Base → [(Ag+Cu)/2 round down] + Proficiency → (Prof Rank) x2 + Reach → whatever rule you decide to use

Ofc I'm only guessing here. :)

Re: Chewing on proficiencies, maneuvers and combat.

Posted: 27 Feb 2017, 07:01
by nemedeus
Benedict wrote: CP = Base → [(Ag+Cu)/2 round down] + Proficiency → (Prof Rank) x2 + Reach → whatever rule you decide to use
What? why Proficiency Rank x2??

Re: Chewing on proficiencies, maneuvers and combat.

Posted: 27 Feb 2017, 07:03
by Benedict
nemedeus wrote:
Benedict wrote: CP = Base → [(Ag+Cu)/2 round down] + Proficiency → (Prof Rank) x2 + Reach → whatever rule you decide to use
What? why Proficiency Rank x2??
Because it will cap at 10, putting Proficiencies in the same range as Attributes and Skills. :)

Which means maximum possible CP 30+Reach.

Re: Chewing on proficiencies, maneuvers and combat.

Posted: 27 Feb 2017, 09:16
by nemedeus
Benedict wrote: Because it will cap at 10, putting Proficiencies in the same range as Attributes and Skills. :)

Which means maximum possible CP 30+Reach.
Uhm, is this the new rule? i find that weird tbh.

Re: Chewing on proficiencies, maneuvers and combat.

Posted: 27 Feb 2017, 09:19
by Benedict
nemedeus wrote:Uhm, is this the new rule? i find that weird tbh.
Noooo. The rule doesn't say what is the Proficiency cap, heck, if there is a Proficiency cap at all.

I suggested to have a cap of 10 on Proficiencies, same as everything else, and calculate CP with a different formula, if needed. :)

Re: Chewing on proficiencies, maneuvers and combat.

Posted: 27 Feb 2017, 09:23
by nemedeus
Benedict wrote:I suggested to have a cap of 10 on Proficiencies, same as everything else, and calculate CP with a different formula, if needed. :)
going by all foregone discussions in the forum, i am 99% sure higgins and Agamemnon would hate doing it like that.

Re: Chewing on proficiencies, maneuvers and combat.

Posted: 27 Feb 2017, 09:31
by Benedict
nemedeus wrote:
Benedict wrote:I suggested to have a cap of 10 on Proficiencies, same as everything else, and calculate CP with a different formula, if needed. :)
going by all foregone discussions in the forum, i am 99% sure higgins and Agamemnon would hate doing it like that.
Doing what? Put a cap on Proficiencies? Change CP calculation? Both?

Re: Chewing on proficiencies, maneuvers and combat.

Posted: 27 Feb 2017, 15:04
by Agamemnon
I don't have time to go through the whole section at the moment, but:
There is no cap to proficiencies, aside from what can be purchased. I don't really see a need for one. Skills and attributes have a natural cap because they have very strict meanings in the narrative and they have to fall in line with a set difficulty scale. The meanings with proficiencies are a bit looser, especially towards the upper end, but more importantly, they just aren't used the same way. 99% of the time, if you're making a proficiency check is going to be some kind of combat scenario where you are rolling a contest against the other guy's proficiency. There are no associated reqs to worry about compatibility with. There's an argument to be made for symmetry, but I don't think the symmetry for the sake of symmetry is attractive enough to warrant either capping the dice or implementing a more complicated equation to calculate them.

Tapping proficiencies is a thing that can happen, but the applications of it are pretty limited and you never get a tapping bonus higher than +3 anyway.

Re: Chewing on proficiencies, maneuvers and combat.

Posted: 04 Apr 2017, 06:48
by thirtythr33
Suggestion:

Make 2 Mass Weapon proficiencies:
  • Power Swing
  • Chain Weapons
    • AC0 on Wrap or
    • AC0 on Hook
In general, chain weapons should be longer reach than other 1h weapons, can't be used to Thrust and get disadvantage on Parry maneuvers and augments.

Re: Chewing on proficiencies, maneuvers and combat.

Posted: 05 Apr 2017, 11:37
by Benedict
thirtythr33 wrote:
  • Chain Weapons
    • AC0 on Wrap or
    • AC0 on Hook
In general, chain weapons should be longer reach than other 1h weapons, can't be used to Thrust and get disadvantage on Parry maneuvers and augments.
Also agree with a 2nd Mass Emphasis: Chain Weapons. However chain weapons by default ignore Favoring (making Wrap redundant), can't Thrust, can't Parry. So the obvious effect would be either Hook AC0 or Hook with Advantage, and augments thereof.