The Labyrinth · Legacy archive
Skills: Brawn
-
Skills: Brawn
#1Hit Points (HP)
Hit points are a measure of how injured you are, your stamina, your endurance. The fewer you have, the closer you are to death or unconsciousness. Skill points are spent on increasing the maximum hit points, but during a game you will lose hit points as a result of battle damage. When hit points are lost they can be regained by spending XP on resting: a 1-for-1 exchange. Note that your maximum hit points is not affected by battle damage.
Test against this skill for:
* Withstanding pain (prevent fainting),
* Prolonged or repetitive tasks like felling a tree or running long distance.
Sinew
Test against this skill for:
* Throwing long distance,
* Sprinting,
* Short bursts of activity,
* Combat bonus +2 damage (may only be used twice every game-hour).
Swimming
This is fairly self-explanatory. It is usually only necessary to test against this skill in extreme circumstances, such as swimming in rapids or in heavy seas. Every 10 game minutes, test against HP to see if the swimmer can maintain his/her effort.
Leaping
Test against this skill for any abnormally large jump (e.g. across chasms or over walls). If an awkward landing is likely then a roll should also be made against Falling (a skill in the agility category).
Combat Prowess (CP)
Test against this skill for:
* Melée attack rolls (see thread on combat system for details). -
Skills: Brawn
#2Force Doors
Test against this skill for:
* Breaking down or forcing locked doors or barricades.
Twist
Test against this skill for:
* Turning cranks and handles for heavy portcullises.
Punch/Wrestle
Test against this skill for:
* Non-weapon based melée attack rolls.
Dominate
This skill allows you to exhibit a menacing aura through your sheer physical bearing. Test against this (with suitable modifiers) to determine whether this menacing aura unsettles its targets... -
Skills: Brawn
#3Maybe you could include some kind of tiredness that makes a person to tired to fight, for example if he has been killing different monsters for an hour he has to rest a definate amount of time to be able to attack again -
Skills: Brawn
#4While an interesting idea, Karad'as, I fear it misses a vital point: we wish to have the system to be as simple as possible, to make it easy to play via the Net with others.
Adding too many side effects makes it complicated enough to be distinctly not worth the effort. -
Skills: Brawn
#5And yet precisely such an effect would be attained using a skill-based HP system, since the lower the HP got, the harder it would be to make skill rolls against it, and as it is used for endurance skills, then the more battle-weary you became, the less you'd be able to hold up that collapsing column, or run away from danger.
ephemeralstability! -
Skills: Brawn
#6You can be huge, and loaded with muscle, but after three steps you could easily tire out. I mean, Hulk Hogan would beat Lance Armstrong in an arm wrestling match but Lance Armstrong has ten times the stamina that Hulk Hogan has.
Also, Armor effects with agility.
Stronger people may not necessarily be more agile but their ability to wear heavier equipment without their agility going down would be affected.
Someguy; Brawn=20
Somedude: Brawn=15
Let's say they need to wear an iron chest plate.
someguy wears it: 15 AC, -5 Agility
Somedude wears it: 15 AC, -7 agility
That should seriously be a factor.