This email is ripped from an older email I made, and further edited for usefulness If we were going to do this, we should start small and then work on adding...
... First solution, in my opinion, is to can random damage. Or if it must be left in, make the randomness absolutely minimal. Rolling damage = randomness. If...
... I do as well. Character points are an interesting idea, allowing a character to sacrifice high stats for more maneuvers, or skills (yeah right) or...
... for usefulness ... adding all the bells and whistles. I'd say start with, oh... 8 styles. Enough for variety, but not so many as to need a ton of work. ...
... character to sacrifice ... things. Is ... favor the combat ... This is the biggest problem with character points is exactly the one you have pointed out:...
... I plays a lot of fighting games, the same for my friends. We are actually playing a lot of Thrash too, and also correcting the game in our way. My friend...
... actually ... actually ... way. My ... lot ... Thrash 2.0, ... native ... que sé ... Gary ... partes más ... I play alot of fighting games. but i just...
... Actions ... instead of ... cost 1 ... of? As well ... end up ... you've ... pool into ... want to ... This sounds like something that could possibly work....
... *sighs* Unnecesary skill system.... comments like this one were the reason why I called it quits from Thrash 2.0 No offense, really, but over the course of...
... complex systems. I know it's about role-play, not roll-play, but things like skills are invaluable roleplay tools that help players play as something they...
... Well, about testing: There's going to be a local convention at my place between the end of April and beginning of May; if I am able to bring a Thrash demo,...
... I guess you have a point about SAMBO. I'll admit that partly it was SF-stalgia that made me include it, and partly that it's a wrestling/grappling style...
... I'll go look at that game... I'm somewhere in the middle on this issue... I think there should be a number of differentiated styles... not tons, but not a...
Hehe... It's good and bad that the discussion is going at such a brisk pace that I have a hard time keeping up... ^_^; I'm going to input as I'm able (lots of...
... My suggestion for this was to just have AP count upwards, and eliminate the round structure altogether. I believe it was in one of my previous emails. ...
... Though on this in relation to the Delay/Recovery AP idea I just posted. The game effect of combos would be to reduce the Delay of the following maneuvers, ...
... Most of the systems I use are 6-stat systems, resembling the old D&D 3+3 style, and I happen to think it works really well. Current T2 (Thrash 2) stats are...
... I think of tactical as "being able to make choices that deliver consistent result in a given situation". But... maybe things would be more clear if I add...
... The d10 is only small when the numbers you're working with are large to begin with. If you have max 100 HP, then 1d10 is a pretty small range. If you have...
... I don't think combos can be designed as anything but an afterthought, really. You need to have some core system mechanics in place before you can start...
... So that doesn't mean we need to completely change the nature of the skill system - it means we need to actually DEFINE and codify a skill system. The skill...
... Well I have played many in the past. Haven't played many lately, except Guilty Gear2X. And have been playing Thrash since the early days. One of the older...
... Excellent, one of the old timers. I was wondering if you'd left or something. Definately looking forward to your input (and apologizing for the amount of...
... Nope, just was in lurking mode. Some of the previous coversasion just didn't warrent a response until now!!! Yeah Notmousse would be a good one to come out...
... land, but not ... Ah, wait, I think there's been a miscomprehension here... When I mentioned 'roll to hit', I was giving for granted there was one attack...
Actually I just wanted to make Thrash not stupid, since there were alot of stupid rules that boged down the system. I actually wanted to make thrash more along...
... I think reducing the whole attack-defense combination down to a single roll would speed up and streamline things. My idea was to have defence rolls, but...
If you don't mind Palmer I used your message as a way to put out my thoughts on stats. So I'll just keep all your stuff bellow Anyway of the systems you...
Well since I have got my intrested in this system piqued again guess I'll go ahead with my ideas on a skill system. Anyway what I thought we should do with...
... flaws. It surely has the advantage of not having to build example difficulties for every single skill. For example: let's assume a particular skill is...