Re: "Unofficial" 2nd Edition Discussion
Posted: Wed May 28, 2008 6:01 pm
whipped4073 wrote:OK, with RUE just 3 years old now, & Shadow Chronicles out for only a few months, I've been doing some thinking about how to bring N&S in line with the rest of Palladium's games.
How about doing the opposite?
whipped4073 wrote:Yes, I know N&S was always a little "different", especially with its combat rules. But at least in the past (i.e. pre-HU2, pre-BTS2, pre-RUE, pre-TSC, pre-PFRPG2) it could at least be viewed more as "advanced combat rules" versus "basic combat rules" as used in the other games. Not only are the "generic" HTH skills approaching near-parity with N&S's Agent "generic" forms in terms of available combat moves, the additional melee attacks of the "generic" HTH skills make it very difficult even for a more specialized martial artist to deal with an opponent even at lower levels (let alone high levels, where "generic" HTH Basic is supposed to make the user able to hold their own against someone with "generic" HTH Martial Arts).
Since when? HTH Basic has al;ways been the weaker style of the two.
whipped4073 wrote:Attribute/S.D.C. Bonuses:
These can stay just as they are. The only thing I'd consider adding in is perhaps a bonus to P.P.E. However, I haven't figured out if it should only be for forms that have Chi bonuses (i.e. +X to Chi, Chi xY, etc.), forms that offer Chi Mastery, or all forms in general. Also, I haven't decided if Chi should even be maintained, or if P.P.E. should substitute in its place.
Ugh, no. People have been arguing this for years and it doesn't work. P.P.E. can't substitute for Negative Chi.
whipped4073 wrote:Special Katas also look OK, with only 1 exception: Kobu-jutsu/Weapon Kata. The only reason this has an issue, though, is that under the new RUE/TSC combat rules, all characters get to combine their W.P. bonuses with their HTH bonuses. Yep, that's right: even a lowly guy with HTH Basic can add his PP & HTH strike bonuses to W.P. Sword/Knife/whatever, for no extra cost. That pretty much makes Weapon Katas useless as currently written. I haven't figured out yet how to adjust it, but I have a few ideas:
-- Weapon Kata doubles the normal bonuses from the W.P. skill
-- Weapon Kata adds X [1d4 or 1d6 tops] levels to your W.P. skill (i.e. at 1st level your W.P. Sword would be at level 1d4+1)
-- Weapon Kata provides you with a free W.P. skill selection
-- Weapon Kata is treated as a separate "add-on" W.P. that applies to the selected weapons, with its own level progression (i.e. +1 strike/parry at levels 1, 4, 8, and 12), with level 1 starting at the level you select the particular kata
My preferences are the last 2.
I'll have to look at the new rules in Shadow Chronicles.
whipped4073 wrote:Pull Punch: Pretty much every generic form now starts off with a +2 bonus to pull bunch. So, I'd suggest that every martial art form gets a bonus to pull punch that's either +2 or identical to their roll with punch bonus, whichever is larger.
Don't bother with the bonus for "named" styles. Just give them an Automatic Pull Punch to reflect the level of skill inherent in the art.
whipped4073 wrote:Initiative: Not only do some of the generic HTH skills now provide initiative bonuses, but even some of the Rifts Japan forms provided initiative bonuses (i.e. +2 for Ninjitsu at 1st level, additional +1 at 8th & 12th levels). The problem, of course, is figuring out where to put the bonuses (if any), particularly since I'm having trouble finding an N&S form that even gives initiative bonuses.
There aren't any.