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Post by Deleted on Nov 16, 2012 11:28:41 GMT -5
if there were to be command/spell ranges, IQ in hexes or spaces seems like a good choice.
your throw/bow ranges have me wondering how you play. do you play on a hex grid or is it more free-form? what is the size in feet/yards of your spaces? it would seem less cumbersome to express ranges in terms of spaces unless your space-widths are expressed in terms of yards as well.
i like ranges for thrown or missile weapons but i think they should be about the same unless each weapon has an individually computed/specified range. if i was a decent javelin thrower, it would seem like i could throw a javelin without penalty further than 5 yards (that's only 15 feet; that's about 1 and 1/2 car-lengths). i would think the range would be around 50 ft. or 10 spaces (5ft spaces) or 16 yards or about 4 to 5 car-lengths.
i actually think the current heft of thrown/missile weapons works quite nicely for determining the range in spaces except for the dagger which has no heft. 5 yards or 15 feet or 3-4 spaces seems appropriate (relatively) for the dagger. it is much lighter than other thrown weapons so it should have a shorter range of accuracy (are you more likely to hit someone with a ball of paper or a nice, hefty rock?) however, i could see a benefit to having just one range rule them all.
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Post by falcon on Nov 18, 2012 19:43:32 GMT -5
Sorry about that, I play on a hex grid so the command/spell range is in hexes (1inch if Im playing on table top without the grid).
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Post by Deleted on Feb 16, 2013 9:10:19 GMT -5
well, it looked like you had put a lot of thought into those talents. there are some cool things in there. the things i dislike about the old TFT talent stuff is: --minimum attribute requirements: if something required IQ14 and the 'talent' used a test of IQ. there's no level to the 'talent' like there are with LAW skills. it's a 'buff your attributes and take 1 skill level kind of thing, which still exists in LAW with skills but it's not as bad as the TFT talent thing.
to decrease attribute dumping and increase skill development, you had an idea in the HOW forums that i really liked; limit a character to a total amount of points in attributes. for HOW you threw out the number of 50, which is only 8 more points than a HOW character starts with. i guess converting that to LAW, the limit would be 40 (8 more than 32). i wouldn't mind if the limit were 36. that allows you to increase attributes 4 times.
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Post by Deleted on Feb 17, 2013 23:23:40 GMT -5
yeah, i'm ok with +6 limit. it's expensive to get there and assuming a base ATT of 8...+6=14. pretty good odds on 3d6. it's a good base-line/guide-line. the GM can over-rule anything.
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Post by Deleted on Feb 18, 2013 14:20:53 GMT -5
my previous post may sound contradictory to my first post in this thread but the context of the two posts are different. in my first post, there were no limits on increasing ATTs, so there was a loop-hole that made limiting skill levels ineffective. in my previous post, there is some limit on increasing ATTs (either HOW's no increases or the limited number of increases talked about before my previous post). sorry if that seemed confusing.
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