If there were 8 things I could change about BoB right now, they would be:
1) Fix the Karma table to be closer to what I suggested in the advancement thread. Dying shouldn't get you more character points.
2) Add combat penalties to Weapons and Shields, just like there is for armor. Up to 2CP penalty for 2h Flails or Tower Shields.
3) Add a few paragraphs specifically dealing with how Social Skills work against players.
It is dealt with rarely in other games, so I think it needs to be elaborated better than what can fit in the sidebar on p40.
Also, the sidebar doesn't clearly explain other social skills like Command or Intrigue work and gives unclear ruling on how Edges/Flaws work.
It also doesn't explain what a players recourses are if they fail. Can I agree to a manipulation, and then not follow through as soon as I leave the room?
4) Increase cost of Wrap to 2. Wrap is much better than precision thrust (more likely to hit location and ignores Favoring) and costs less.
5) Disengage is too strong. It resests all 3 temporary disadvantages in combat (impact, reach control and initiative).
Add a positioning roll to "Corner" which prevents disengagement, and have disengage force you to roll white if engaged on in the next round.
6) Add a rule or maneuver that lets you ignore armor with a dagger in grapple by jamming it between the layers. Can only be thrust and has very high AC of 3.
7) Fix beat. It doesn't work how it is advertised. Right now its only good for preempting and restraining not setting up followup attacks.
I don't have any suggestions for how it could be fixed though.
8) make Speed + Athletics the default roll for moving on foot in a Skirmish and to make Positioning rolls calculated as Speed + CP dice.
That way, 1 point of speed will be used at almost 1 per Round;
While you are in a skirmish, you are probably moving (and hence using speed)
and while you are in a melee combat you have the option to force the use of positioning every round
Which nicely brings it into line of 1 attribute = 1 combat dice per round
In fencing, a beat is usually used offensively as a setup for a subsequent final attack or as a way to gain initiative while on defense.nemedeus wrote:I fully agree with all of these (and also I don't want Speed to be Merged with Agility).
I think that last is easy: just use the Temptation mechanic. As in, if you follow through with it, you get a SA point, and you have to pay a SA point if you don't follow through with it.thirtythr33 wrote: It also doesn't explain what a players recourses are if they fail. Can I agree to a manipulation, and then not follow through as soon as I leave the room?
I've expressed my overall dislike of FATE before, but that one mechanic is easily the greatest contribution to RPG design ever made, in my mind. It's just so versatile and applicable.
I know you have explained that somewhere else, but could you run that by me again?thirtythr33 wrote:7) Fix beat. It doesn't work how it is advertised. Right now its only good for preempting and restraining not setting up followup attacks.
I don't have any suggestions for how it could be fixed though.
In BoB, if you want to preempt in order to restrain (because you aren't confident you can preempt and kill them through their armor or you don't have lots of dice) the only options are Beat and Grab. If you don't want to wrestle, beat is the only restraining offensive maneuver you can use. Also the mechanics feels a little weird preempting and using beat, then asking your opponent to roll their already restrained attack to figure out how many successes they would have made, so you know how many bonus dice to get.
It's not useful for setting up attacks because most of the time your opponent can just choose not to defend your beat. If you each have 16cp and you try to beat for 8 dice, your target just doesn't defend. You win, his weapon is not usable next round but he now has 16 dice left to dodge, grab or disengage with versus your 8. One way to fix it would be for it to make you defend at disadvantage on MOS3 or more or otherwise penalize not defending it.
Benedict wrote: I second that.
Regarding point 6, I had an idea for quite some time.
Change the Emphasis of Daggers from
Reach Control: +4 CP instead of +2CP when you have Reach Control
to
Close Quarters: Gain +2CP when engaged in a grapple and you have Initiative, or when you have Reach Control. This stacks with Reach Control bonus.
That approach would require some tinkering with Spear Emphasis too, and I haven't thought anything yet.
Agamemnon wrote:I already have some thoughts on that, but they are part of the skills mechanics overhaul, rather than the bit we're chewing on here.Benedict wrote:4. As for SAs affecting play. Like thirty33 already said, I believe that some mechanics should be there regarding social interraction, or social combat as the hype is these days.