Quote:
Originally Posted by NickMiddleton
Why not use existing skills?
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I feel a curious mixture of 'no we do not need anything new' and 'yes we do' in response to that question/statement.
For one.
'Feint' is already subsumed into weapon skill.
'An Attack is actually a sequence of moves designed to land one blow on target' has been part and parcel of BRP combat for a long time.
For two.
Fast Talk affects Intellect and
Orate emotions. So Fast Talk could be used for 'Duel of Smarts' and Orate for 'Intimidate' and 'Taunt' dead easy like.
If you wanted more detail then make
Orate a cluster skill with specialisations: Command, Inspire, Intimidate, Taunt in the same way as
Ride has the specialisations: Dragon, Flycycle, Horse, Whale
(Actually I should go back and amend my previous post to be Orate 20% and Orate 100% not Intimidate 20% and 100% that was just lazy posting)
What is missing from official rules are:
What is the passive or defending score?
What GAME effect if Intimidate, Taunt, Verbal Trick, Physical Trick work?
For the former I like my (on the hoof) equivalent skill or (characteristic x5)
For the latter something like:
Fumble.............Foe gets double skill next turn
Failure............No effect on foe
Success.........Foe's Attacks next turn are at half normal skill
Special.........Foe is unable to act next turn
Critical.........Foe is unable to act next turn and Attacks turn after are at half normal skill
Al