Courage Skills Followup Note

Feb 08, 2011 22:53

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beled_el_djinn February 9 2011, 04:10:44 UTC
...and include a bonus Purge Terror (for attribute expenditure).

I would actually recommend against adding the Terror bit, since it isn't actually a recognized trait according to the rules (unless the core rules posted on the Madrigal site are out of date and it has been added, or you listed it on the 7V site and I just totally failed to find it). Adding a skill specifically for Terror would pretty much negate any usefulness a shield mental or resist fear could have, and also further legitimize the use of "banana" traits.

/my $0.02

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ryxander February 9 2011, 04:23:43 UTC
Accelerant does cheerfully allow (perhaps even encourage) people to make up their own traits that work with their own campaign flavor... those get lumped under "Special," if I recall correctly. The only thing you're not allowed to do is make up your own groupings of stats, or to change the existing groupings... so, I can't add something to Mental, etc ( ... )

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marcus_sez_vote February 9 2011, 04:36:54 UTC
I think Retribution is less game breaking and neater. I don't think remembering it based on 'damage' would help. Upping it to 4 seems a lot easier.

Be well.

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beled_el_djinn February 9 2011, 05:15:02 UTC
Ok, I may have been being a bit alarmist with the shield mental and resist fear bit. Got Zeal? A lot of that has to do with me never seeing anything throwing fear or other mental effects. So yes, that's likely a combination of me not engaging in enough combat to have a great sample to pull from and statting in general.

My main concern goes more toward the potential tendency of another unblockable trait rearing it's head once Terror gets any sort of defense against it. I recognize that would fall more as a statting issue than anything else, but I feel that they are kind of intertwined. I certainly don't want to discourage the use of thematically appropriate traits, when the need arises, but it seems to me that when you want an attack to not have common shields or cures, then use of one of the punch traits would be in order, since that was kind of their intent, if I'm not mistaken.

* edit *
Gah, reply and coherence fail! I know only shame.

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tashewolf February 9 2011, 05:17:43 UTC
Either way, they'll also get the plant 1 foot and call No Effect to uncalled damage for as long as you keep your foot planted skill (attribute & CP cost TBD)

LOVE IT.

Okay, maybe it really ends up making you a target... but LOVE IT.

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redfishie February 9 2011, 12:18:08 UTC
Okay, maybe it really ends up making you a target... but LOVE IT.

which could be very courageous. I also love it. :)

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darkwhimsy February 9 2011, 05:25:46 UTC
Should this have gone in 7virtueslarp rather than your personal journal?

My thoughts:
- as originally written, Blaze of Valor is awesome and Valorous Retribution kind of meh. That is partly a balance issue, though.

- Blaze of Valor will be less overwhelming by the point we actually get it - it seems particularly exciting to people right now because we regularly face opponents wandering through our lines for half an hour with no one able to affect them. Once everyone is able to affect them, there will be less (though not "no") need for resettable damage against one foe.

- I do think that in an ideal world whichever skill you keep will be (a) notably better than comparable Virtue damage skills from character class and (b) only useful in a limited application. Fighters buy Monk because it provides a special use power (and you've planned fixes to address the ways in which it won't as we advance). Courage should fall into the same category - I think it will work better if it's usable rarely and distinctive rather than usable all the ( ... )

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