phantomdoodler
Mongoose
Having just got the Advanced Fighting Fantasy book, the one thing that struck me is the incredible range of characters you can play, for such a rules lite game. Although i much prefer the world of Magnamund to Titan, i have to say i prefer that choice and flexibility of the system. On that thought, a few ideas to expand the lonewolf game:
TALENTS
A skill system, i feel, will always complicate the Disciplines system in lonewolf, since there is likely to be confusing overlaps. Instead each character starts with one Talent, plus any gained from your starting race. Talents are rare and most characters will only have their starting Talents, but a player may choose, rather than taking a Discipline, to take a Talent instead when offered. This doesnt actually increase a characters Rank, so most players wishing to advance their characters, will not likely take it. Talents can be used, however, if you wish to play a non-Discipline class, such as a ordinary thief or merchant. These classes may not be as powerful as say a Kai Lord, but they are incredibly flexible, and not tied to rigid Discipline choice.
Talents
Ambidextrous
When armed with two weapons, so long as one of the weapons is a dagger or Shortsword, you may attack twice - your opponent may only inflict damage from one of your attacks.
Combat-master
You may increase your CS by 1 permanently.
Crack Shot
When using any missile weapon, you increase any damage inflicted by 2 points.
Fleet Footed
You may add 3 to any Test when trying to escape by foot, or running in a race. Over a day, you may also cover 50% more miles.
Hawkeye
You may add 3 to all Tests involving sight-based perception
Learned
You may add 2 to all tests involving book learning or academic lore.
Lucky
Once per day, you may reroll any dice roll (or pick another random number)
Night-vision
You may see up to 20 yards in the dark, and may reduce all darkness penalties by half, rounding down
Silver-tongued
You may add 2 to all social tests, such as persuasion, bribery or guile
COMBAT OPTIONS
Rather than a series of rolls, the player now has tactical decisions to make each round. You may select one of the following options each round:
All Out Attack
You suffer -4CS, but inflict +4 damage to your foe
Defensive
Your opponent suffers -8 CS when attacking you, even with missile weapons, but you inflict no damage to your foe
Feint
If you roll an even number when making an attack, you inflict +2 damage. If you roll an odd number, however, you suffer +2 damage
Rapid Shot
When armed with a bow or throwing daggers, you may attack twice in one round, at -4CS to each attempt.
Push Back
When attacking a foe less than double your weight, you sacrifice damage inflicted - the foe takes damage as if you rolled a 1, but they are pushed 2 yards forward - handy if they are standing on a roof or by a ledge....
TALENTS
A skill system, i feel, will always complicate the Disciplines system in lonewolf, since there is likely to be confusing overlaps. Instead each character starts with one Talent, plus any gained from your starting race. Talents are rare and most characters will only have their starting Talents, but a player may choose, rather than taking a Discipline, to take a Talent instead when offered. This doesnt actually increase a characters Rank, so most players wishing to advance their characters, will not likely take it. Talents can be used, however, if you wish to play a non-Discipline class, such as a ordinary thief or merchant. These classes may not be as powerful as say a Kai Lord, but they are incredibly flexible, and not tied to rigid Discipline choice.
Talents
Ambidextrous
When armed with two weapons, so long as one of the weapons is a dagger or Shortsword, you may attack twice - your opponent may only inflict damage from one of your attacks.
Combat-master
You may increase your CS by 1 permanently.
Crack Shot
When using any missile weapon, you increase any damage inflicted by 2 points.
Fleet Footed
You may add 3 to any Test when trying to escape by foot, or running in a race. Over a day, you may also cover 50% more miles.
Hawkeye
You may add 3 to all Tests involving sight-based perception
Learned
You may add 2 to all tests involving book learning or academic lore.
Lucky
Once per day, you may reroll any dice roll (or pick another random number)
Night-vision
You may see up to 20 yards in the dark, and may reduce all darkness penalties by half, rounding down
Silver-tongued
You may add 2 to all social tests, such as persuasion, bribery or guile
COMBAT OPTIONS
Rather than a series of rolls, the player now has tactical decisions to make each round. You may select one of the following options each round:
All Out Attack
You suffer -4CS, but inflict +4 damage to your foe
Defensive
Your opponent suffers -8 CS when attacking you, even with missile weapons, but you inflict no damage to your foe
Feint
If you roll an even number when making an attack, you inflict +2 damage. If you roll an odd number, however, you suffer +2 damage
Rapid Shot
When armed with a bow or throwing daggers, you may attack twice in one round, at -4CS to each attempt.
Push Back
When attacking a foe less than double your weight, you sacrifice damage inflicted - the foe takes damage as if you rolled a 1, but they are pushed 2 yards forward - handy if they are standing on a roof or by a ledge....