Max Jackson:
In reply to Seeker of Truth (msg #125):
Right off the bat I'd like for you to give some specific examples of how allowing this would effect the game mechanics, please.
We've all experienced unbalanced game play and at times it gets to be insulting for all playing as well as overly ubber non-realistic even in RPG gaming terms. Personally I like to keep things somewhat balanced for the realism and effects. Though I do love an occasional WOWSERS...what the jumpin up and down tooth pick was that..like what Alex , John and Aevi are doing...I'm sitting in my seat...big smiles and giggling happily to myself...
Well one thing that I need to address is this mechanics question first. Pulling out your weapon.
The rules state that pulling out your weapon costs a CA. How would you guys like to handle that. Pull out the weapons for a CA and then go to the next round, or would you guys like to use a CA to pull out the weapon, and in the same action attack utilizing 2 CAs in the first round you pull out the weapon?
Another mechanics issue is Combat Maneuvers with powers. Powers are the Combat Maneuver themselves, the special effect if you will. One of the reasons I wanted to use RQII is for the combat style of the Combat Maneuvers. Using weapons with powers would take that away from the game, for the most part. I don't want that to happen.
Also, I want to keep hand to hand just as vital, and with everyone having around the same hit points, doing soo much damage will out weigh other options. I kind of think Orlando has the right of it, why would anyone just use their powers, or just their hand to hand, if they could combine the two all the time. I am not sure the system would be as fun.
But think of the kung-fu scene, where the good guy is fighting all sorts of ninjas, hack and slash, dodge and jumping in trees and shit, taking fools out, kicks all over the place, and throws, chi blasts here and there, a couple of quick pressure point attacks, and then he finds himself in the middle of the court yard surrounded in a big circle, as they advance, he charges his staff and wields it in a circle and shoots energy all around him hitting everyone and finishes off the battle, Heroic ability at the end!
With our group, hypothetically, we can just start with the whirl wind energy attack, and just do that every round cuz we are free to use our powers with our weapons. And I know, for the most part, no one would do that.
Does everyone see the point I am trying to make here?
I understand Xuan's argument, some of his powers are focused at putting chi into his weapon, one of his powers only works with the weapon, but it doesn't use the weapon damage in addition to the power. And I get that a metal staff should be able to be affected by Magnetism and electrical current. I am asking for a way to make:
fighting, powers, and combining them seem balanced. i don't want to jack anyone.
What I would like is a consensus on how to figure these things out, what are the limits for us to play in. All of you have pushed the boundaries of your powers, trying to do things with them that aren't described in the descriptions. i like that. I would like some input on a way:
These are just some examples
Example:
1. When using a power channeled through their weapon, the power damage supercedes
the weapon damage, but you get to use the strike and reach of the weapon.
2. Using the full power and weapon damage of a weapon, with CM, Heroic Ability.
Cost:2 hero points to use
3. Weapon Manipulation Skill. Characters have to have the
skill Weapon Manipulation in order to blend powers with skills, unless
otherwise noted in the power.
These are some thoughts. Let me know what you guys would like to do.
This message was last edited by the GM at 06:10, Fri 06 Apr 2012.