Modifications have been implimented. From the results of the playtesting, I've made some changes.
The biggest being in the THL. It is now organized much more clearly. The DoS is directly related to sensitivity, while the Biological System may vary (hitting the heart is much more dangerous than the femoral artery, so there is a bigger damage bonus for the Torso Circulatory system than the Leg Circulatory System) Also, to mimic the proportionality of a system to a body part, the DoS spread varies according to largest and smallest proportions in that bodypart.
Most attacks are now slower than many defenses. This isn't a huge difference, often only 1 or 2 AP, but the difference is there. DD levels and Stun penalties have been tweaked as well. Defenses now also cut down on Stun dice.
DF will now function all the time for any defense for the allocation of DD, but will only lessen damage if successful. This compensates for blocks and some other forms of defenses potentially taking damage despite succeeding.
Also, I have realized that Maneuvers will be expanded in the future to include "Combos". This was an original concept, but proved problematic to implement. To that end, Combos will return with the addition of 'Rate of Fire' (ROF) to them. This can determine how many moves are made, and by using this method, an accounting of combos can be made. This will ultimately allow for martial artists to utilize "one step katas" and more elaborate moves that include multiple strikes and defenses against single or multiple attackers.
That's it for now. Have to see how it playtests later this week, and maybe again this weekend. I'll keep you all informed if anyone's out there. :c)
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment