Re: Skills and stuff
Posted: Wed Apr 25, 2018 4:29 pm
I like where this is headed. The sub-skill feature that allows them to be added for checks is nice, and I like that you've put bonuses in both combat and non-combat areas.
It looks as though some of them will give improved bonuses with more points (i.e. sabotage 3 gives a better chance of first strike than sabotage 1). The only two where this seems like it would be a challenge are explosives and culture. (Although I wouldn't mind if culture slowly added info about enemies, so culture 1 shows HP/PP, culture 2 shows resistances, culture 3 shows weaknesses, and so on.)
If I were to try to come up with a progression for explosives it would probably go something like this:
Lvl 1: If you (char with explosives) have a grenade in your inventory, you can choose to hit a random enemy position before combat begins.
Lvl 2: If you have a grenade in your inventory, you can target a specific enemy before combat begins.
Lvl 3: If any party member has a grenade in their inventory, you can target a specific enemy before combat begins.
Lvl 5: Using a grenade in this fashion does not consume the grenade.
Lvl 10: You can use this ability without a grenade in your inventory.
Lvl 100: You have infinity grenades.
It looks as though some of them will give improved bonuses with more points (i.e. sabotage 3 gives a better chance of first strike than sabotage 1). The only two where this seems like it would be a challenge are explosives and culture. (Although I wouldn't mind if culture slowly added info about enemies, so culture 1 shows HP/PP, culture 2 shows resistances, culture 3 shows weaknesses, and so on.)
If I were to try to come up with a progression for explosives it would probably go something like this:
Lvl 1: If you (char with explosives) have a grenade in your inventory, you can choose to hit a random enemy position before combat begins.
Lvl 2: If you have a grenade in your inventory, you can target a specific enemy before combat begins.
Lvl 3: If any party member has a grenade in their inventory, you can target a specific enemy before combat begins.
Lvl 5: Using a grenade in this fashion does not consume the grenade.
Lvl 10: You can use this ability without a grenade in your inventory.
Lvl 100: You have infinity grenades.