EdwinP Posted May 9, 2015 Share Posted May 9, 2015 (edited) The mechanics of Athletics and Fatigue (Minor, Major, Critical) are well thought out. Fatigue effects have a major effect on a character's accuracy, defense and hit points. That said, I often find myself wishing the in-game implantation used Athletics and Fatigue checks more often as I rarely encounter its effects with a few points in the Athletics skill. Example: Climb the Wall at the Castle or Swim through the Sewers (Act I) After completing this activity I would have liked to see party members fatigued based on their level of athletics And/OR by assigning a higher fatigue penalty in the script to this action. Athletic Skill: 0 and your wizard has critical fatigue, and is about ready to collapse after struggling to swim through the sewers. Athletic Skill: 2 (1 to 2), your PC has major fatigue and sore muscles. Athletic Skill: 4, (3 to 4) your Chanter has minor fatigue Athletic Skill: 6, (5+) Elder has no fatigue after swimming through the sewers or climbing the wall. Likewise, descend on a rope and grappling hook and you may find some members of your party fatigued from the descent. Climbing a high cliff (Act II) would have higher skill checks (I.e. Bandits await on the mountain path a head, your party can proceed forward to engage them or climb the cliffs to avoid them). Athletic Skill 2 (0 to 2), your wizard is critically fatigued after climbing the mountain side. Athletic Skill 4 (3 to 5), your PC has major fatigue after scaling the mountain. Athletic Skill 7 (6 to 8 ), your chanter has minor fatigue Athletic Skill: 10 (9+), Elder has no fatigue after climbing a mountain side Notes: Minor Fatigue = -10 Accuracy, -5 all defenses, 90% Endurance Major Fatigue = -25 Accuracy, -12 all defenses, 75% endurance Critical Fatigue = -50 Accuracy, - 25 all defenses, 50% endurance The in-game of benefits from higher skill levels would increase the value of continued specialization in Athletics and provide a valid reason for continued advancement in this skill. It would also increase the value of potions that temporarily reduce fatigue (Goldrot Chew). Edited May 9, 2015 by EdwinP Link to comment Share on other sites More sharing options...
EdwinP Posted May 12, 2015 Author Share Posted May 12, 2015 I would like to see individual characters; of high athletic level, have the option to jump a chasm or a ravine. How could this be implemented? --- The presence of a character of high athletic Skill (8+) - reveals a jump tile. If this character moves to stand on it, a linked destination jump tile on the other side of the obstacle (ravine, chasm, river of lava) is revealed. --- Click on the destination tile and the PC with the high athletic skill jumps to the destination tile. Only characters of High Athletic Skill (or with related magic items - i.e. Boots of Jumping) can make the jump. Link to comment Share on other sites More sharing options...
Veynn Posted May 12, 2015 Share Posted May 12, 2015 Athletics should also have something to do with Move Speed. I'm not talking about "Boots of Speed" speed. Maybe something like, +0.2 Move Speed for every 2 points of Athletics. Link to comment Share on other sites More sharing options...
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