SubjectRe: [dq] Warrior Skill
FromStephen Martin
DateThu, 5 Aug 2010 10:54:03 +1200
FT cost in DQ is associated with channelling mana, usually casting spells or using the
Quasi-Magical abilities of Healer.

A Warrior Ability that costs FT should be something Quasi-Magical allowing the Warrior to
achieve something that is not normally possible.

I would prefer to keep the standard Warrior skill non-magical, but this could be a common
extension to Warrior, a list of Quasi-Magical/Mystical heroic/super-human Warrior Abilities
offered by GM controlled groups.
GMs then have a resource which is a list of balanced abilities they can use to reward Warriors.

E.g. The Fighting Monks of Who Flung Dung are so impressed at the party's honour and fighting
prowess in saving the rice from locusts that they offer to teach them the secret warrior
ability of Dung-Fu. (or maybe something a little less cheesy)


A few potential Quasi-Magical Abilities that come to mind:

Summon Weapon  - As a Pass Action costing 2FT the Warrior may prepare a weapon that is within
Rank hexes.  If it is a possession of another entity then they resist for no effect at +20%.

Side-Step - Instead of the standard Repulse (Keep Out of Close, including by Multi-Hex) the
Warrior may choose to spend 2FT and attempt to roll under Warrior rank, if successful they may
move into an adjacent hex.  If they need to move more than one-hex to get clear then they may
use the ability again until they are clear, fail an attempt, or run out of FT.

Mighty Blow - Before rolling damage dice, the Warrior may spend FT to guarantee a minimum dice
roll.  I.e. Spend 5FT to guarantee a minimum damage roll of 5.

Full-Circle Strike - The Warrior may spend FT to attempt to strike additional hexes when
performing a Multi-Hex Strike, the first additional hex costs 2FT, the FT cost is doubled for
each additional hex.  I.e. To strike all 6 surrounding hexes and hit the first hex again would
cost 30FT (4th hex costs 2 + 5th hex costs 4 + 6th costs 8 + 7th costs 16).
The Warrior will finish the attack facing the last entity they struck.

etc.

Cheers, Stephen.

On Tue, August 3, 2010 2:12 pm, Jonathan Bean wrote:
> Hi all,
>
> I would like to see a Ft cost for using parts of the warrior skill (and
> other skills for that matter), in line with healer for instance which uses
> Ft to do different things.
> This would allow for greater forms of tension and choice within the game.
> This could create a frame work for GMs to give out warrior add-on skills
> which have a Ft cost associated with them for use.
>
> --
> Kind regards,
>
> Jonathan Bean
> H: +64 9 828 2959
> M: +64 21 917 173
> G: jonobean@gmail.com
>


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SubjectRe: [dq] Warrior Skill
FromJason Saggers
DateThu, 5 Aug 2010 12:08:14 +1200
I had a thought that if the cost of special attacks was done on actions...

e.g.  you get to use your actions as normal, however if you use a "special"
attack, you are unable to use another "special" attack for a number of
actions.

This stops then from being free to use, scales there use as warrior gain
more actions and removes to from the already overload FT stat.

Jason

-----Original Message-----
From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of
Stephen Martin
Sent: Thursday, 5 August 2010 10:54 a.m.
To: dq@dq.sf.org.nz
Subject: Re: [dq] Warrior Skill

FT cost in DQ is associated with channelling mana, usually casting spells or
using the Quasi-Magical abilities of Healer.

A Warrior Ability that costs FT should be something Quasi-Magical allowing
the Warrior to achieve something that is not normally possible.

I would prefer to keep the standard Warrior skill non-magical, but this
could be a common extension to Warrior, a list of Quasi-Magical/Mystical
heroic/super-human Warrior Abilities offered by GM controlled groups.
GMs then have a resource which is a list of balanced abilities they can use
to reward Warriors.

E.g. The Fighting Monks of Who Flung Dung are so impressed at the party's
honour and fighting prowess in saving the rice from locusts that they offer
to teach them the secret warrior ability of Dung-Fu. (or maybe something a
little less cheesy)


A few potential Quasi-Magical Abilities that come to mind:

Summon Weapon  - As a Pass Action costing 2FT the Warrior may prepare a
weapon that is within Rank hexes.  If it is a possession of another entity
then they resist for no effect at +20%.

Side-Step - Instead of the standard Repulse (Keep Out of Close, including by
Multi-Hex) the Warrior may choose to spend 2FT and attempt to roll under
Warrior rank, if successful they may move into an adjacent hex.  If they
need to move more than one-hex to get clear then they may use the ability
again until they are clear, fail an attempt, or run out of FT.

Mighty Blow - Before rolling damage dice, the Warrior may spend FT to
guarantee a minimum dice roll.  I.e. Spend 5FT to guarantee a minimum damage
roll of 5.

Full-Circle Strike - The Warrior may spend FT to attempt to strike
additional hexes when performing a Multi-Hex Strike, the first additional
hex costs 2FT, the FT cost is doubled for each additional hex.  I.e. To
strike all 6 surrounding hexes and hit the first hex again would cost 30FT
(4th hex costs 2 + 5th hex costs 4 + 6th costs 8 + 7th costs 16).
The Warrior will finish the attack facing the last entity they struck.

etc.

Cheers, Stephen.

On Tue, August 3, 2010 2:12 pm, Jonathan Bean wrote:
> Hi all,
>
> I would like to see a Ft cost for using parts of the warrior skill 
> (and other skills for that matter), in line with healer for instance 
> which uses Ft to do different things.
> This would allow for greater forms of tension and choice within the game.
> This could create a frame work for GMs to give out warrior add-on 
> skills which have a Ft cost associated with them for use.
>
> --
> Kind regards,
>
> Jonathan Bean
> H: +64 9 828 2959
> M: +64 21 917 173
> G: jonobean@gmail.com
>


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SubjectRe: [dq] Warrior Skill
FromAndrew Withy
DateThu, 5 Aug 2010 20:27:31 +1200
Jason's idea seems a simple alternative to FT. It also means that if one or
two of the sub-skills turn out to be very tough, they won't get used every
action, but only every 5 actions (or whatever). These sub-skills then become
used in the right situations, rather than being automatic force-multipliers.
One problem is keeping tracking of the number of pulses / actions since last
using an ability, but this seems minor.

On another track, I'm still not convinced we need these sub-skills.

Andrew
-----Original Message-----
From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of
Jason Saggers
Sent: Thursday, 5 August 2010 12:08 p.m.
To: dq@dq.sf.org.nz
Subject: Re: [dq] Warrior Skill

I had a thought that if the cost of special attacks was done on actions...

e.g.  you get to use your actions as normal, however if you use a "special"
attack, you are unable to use another "special" attack for a number of
actions.

This stops then from being free to use, scales there use as warrior gain
more actions and removes to from the already overload FT stat.

Jason


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