kckrupp wrote:A lot of my players quickly realized you wanted to boost up your Panache as high as possible, because while the big bruisers might roll 5 or 6 dice for damage, they still only get to keep 2, and sure you may be taking more damage per hit, but since they only go 1x or 2x per Round, you're rolling fewer soak rolls, so there's actually fewer chances a roll will go sour and result in a DW. Plus if they had 3 or 4 Panache it means they could AD 1 or 2 of the bruisers moves per round and still have an action to hit.
Kormak wrote:Haven't had the time to check the updated Quickstart rules. Has anyone already read them?
Ikkuhyu wrote:I have always found the decission to let Panache give action dice very strange. In my games I rule that your Panache gives you drama dice (which actually allows you to do more things with flair) and your lowest trait gives you your action dice.
kckrupp wrote: I see with making Panache = starting DD, while I get why you're considering it, really undermines any remaining value to Panache - DD are supposed to be super common ("Flow like water,") so if you're supposed to get them really easily, it really makes Panache useless, other than keeping it up so that it doesn't drag all your other traits down.
kckrupp wrote: I dislike the idea of determining actions by lowest trait for the same reason I hate that lowest trait determines your number o f DD: if you want to keep a trait low to emphasize something about your character, you get penalized for it
Ikkuhyu wrote:I find many of the 2nd edition choices to be better suited for a faster paced game.
Ikkuhyu wrote:I'm not usually that liberal with DD (and I don't let them convert to XP), but the issue is easely fixed by letting panache give you DD per scene...The screen time explanation may work in a vacuum (and I liked it initially)...
Ikkuhyu wrote:It is more game balancing though
Ikkuhyu wrote:The way the original system works I have often felt like there were only 3 relevant traits: Finesse, Panache and Wits, they cover 99% of all the skill checks...
kckrupp wrote:In general, I agree that Finesse and Wits are probably the most used Traits, but I wouldn't disregard Resolve as just the "Wound Soak" trait, and while I agree of the 5 Brawn probably has the least application, I'd argue that it's probably because your heroes aren't getting put in a place where they need to use them (Resolve is critical for Sorcerers, the Swimming and Drowning rules, and Fear.) Having gone back to the original books (the PG, GM's Guide, Erebus Cross, etc) over the years, I've realized that Trait and Skill combinations were never supposed to be strict - check out page 135 and 136 of the GM's guide - the trait you use depends on "how" you're going about doing what you're trying to do; you can see this highlighted really well, coincidentally, in the 2nd Ed QS for the ballroom scene.
kckrupp wrote:Anyway, I hope you don't see this as me disregarding your ideas. At one time I'd house-ruled the hell out of 1st Ed myself. Over the years though, with the exception of a few specific House Rules (specifically around Passive and Active Defense and Naval Combat...and not counting the absolute atrocities that came in the later books, most of which I just outright ignore - I'm looking at you Sophia's Daughters, Cathay, and *ugh* Zerstorung) I've actually started adhering closer to the original rule-set.
Ikkuhyu wrote:...And when it comes down to PVP those 3 Traits are the ones you wanna invest in. Wounds are fairly irrellevant when you out action, out perform the opponent, but yes Resolve is definately better than Strength. Also like I said I realize this is not quite the spirit of the 7th Sea game and stories don't need gamesystems per se, but the thirll of adventure and combat comes largely from the die-rolling aspect of the game and it never hurts to have a system as balanced (meaning cost/reward) as possible.
Return to 7th Sea Discussion (Rules/Play/Whathaveyou)
Users browsing this forum: No registered users and 2 guests