I talked about Spirit Tricks (and Strength Tricks) in an earlier post. The plan was to get rid of the Taunt and Intimidate skills and allow Spirit Tricks instead. (I would also get rid of Tracking by the way...)
The player could choose of the effect of a Trick should be that of a Trick according to the rulebook or that of a Test of Wills. I would also add the 3rd option to move the opponent 1" in a desired direction (and shake him at the same time on a raise).
One additional option is was considering to give the Trick an area effect on additional raises. At the moment if you go for a simple damage roll, you can always explode your dice and have extreme success. If you go for a trick that is not possible and this stops players from tricks sometimes.
So if you have 2 raises on your Trick roll from the opponents, you give a nonraise trick result to any opponent on a medium burst template centered on the original enemy. 3 raises make this a large burst template and 4 raises finally give a result with a raise in a large burst template.
Obviously this rules have to worked on a little. Otherwise it would make sense to always attack the weakest opponent to trick the strong guy standing next to him.
I assume it would make most sense for the character doing a secons Trick roll and have all opponents in that area roll against this result to see how well they fared. (Comparable to how Sweep is handled.)
Sunday, October 4, 2009
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