dunbruha wrote:
EvilCat wrote:
Isn't pursuit a specialization of hunting, much more appropriate to cats?
I don't see that. You can chase someone without hunting them, and you can hunt something without chasing it.
Well, for cats a chase is always a hunt %) Otherwise I agree with you from the beginning, but still, pursuit can be covered with other abilities (urban lore, scouting...). Less reason to give speed its specializations.
dunbruha wrote:
EvilCat wrote:
Also, only basic Speed die rank matter in actual combat speed. I know how to make speed specializations useful, but it would be better not to use such crutches.
???
Well, do you suddenly become faster than average Arab horse on plains (Speed d12, 120 feet per round) if you upgrade Speed to Speed d4 > Plains d12 (160 feet per round on plains)? I guess not. It isn't stated in rules clearly, but I guess only basic Speed die-rank matters for feet-per-round.
dunbruha wrote:
EvilCat wrote:
Resistance and Endurance or Resistance or Willpower also don't do well together.
??? not sure what you mean.
Sorry, I mistyped second "or" (should be "and"). I meant that they do the same thing half of times (such as resisting poison). Overlapping, in other words.
dunbruha wrote:
But overlapping abilities in and of itself is not necessarily bad. One of the cool things about Lejendary Adventure was the descriptions of the abilities were VERY broad, and ther was lots of overlap, so players could use their imagination to adapt an ability to the situation.
You're right, but players shouldn't be annoyed with quirks of the system, we have D&D4 for that %)
I thought of it much yesterday and made following houserules (all purely theoretical and heavily tinkered with. I am, say, playing with ideas) :
Abilities:
Agility stands.
Reflexes and
Speed unite to become "Celerity", encompassing combat order and movement.
Endurance stands.
Willpower stands.
Resistance goes away.
Active DP:
Evade = Agility + Scrutiny (currently I'm training to use Heelys shoes, and I DON'T recommend them, but I can't overestimate role of eyesight in keeping balance. I think it matters for avoiding the attacks, too)
Dodge = Agility + Celerity (I would rename it to "Flee" or something, I mess it up with Evade all the time)
Weaponry, Deflect - no change.
Passive DP:
Toughness = Endurance x2 + Willpower.
Health = Endurance + Willpower (PDP to resist poison, disease, climate conditions and unusual damage; it's less than original Resilience OR Toughness pool, but it has to endure less kinds of harm overall)
Magic Resistance = Willpower + Arcanum (it's lower than original Resilience poll too, but... same logic as with Health DP; I was thinking of adding x2 multiplier, but it makes Willpower too significant.)