Posted by JimmyFantastic on 2013-09-29 11:52:41
Sure feet on leap would be op but decent on ttm
Posted by ClayInfinity on 2013-09-29 11:55:34
Agree... leapers tend to be agile / high MA players (Wardancers, Slann Catchers plus its given to other elf types mainly) and hence giving it a stack with GFI could be over balanced.
However, a stunty with right stuff taking it for the TTM landing roll... makes perfect sense to me! Rated a 3 then for "in the middle"
Posted by Badoek on 2013-09-29 13:12:20
TTM surely is all about the arms. Flopping them wildly will result in crashes while elegant air bending and other aero-navigational skills should improve the quality of the flight element. Time for new skills: Stiff Arms (A), Sprouting Wings (M). Perhaps Strong Arm can be used too (on doubles mostly).
Posted by pythrr on 2013-09-29 13:50:06
Posted by Garion on 2013-09-29 14:01:39
sure feet is fine. I would like a skill that gives +1 on TTM landings though, however I would opt for jump up, as Sure Feet is already a skill that is worth taking onstunty players, Jump Up is entirely pointless atm.
Posted by PaddyMick on 2013-09-29 14:24:00
Yep should work on TTM for sure
Posted by keggiemckill on 2013-09-29 15:15:43
Jump up is important for my Fling team. I fail so many TTMs, that I need the little guys to get up at full pace.
Posted by JackassRampant on 2013-09-29 16:29:28
Sure Feet on TTM? K. While you're at it, can you have Thick Skull and the Stunty neg on KO just cancel out, to prevent "optional MB" cheese? Sure Feet on Leap? Too much, by about a mile and a quarter (2km).
Posted by Garion on 2013-09-29 16:40:55
Keggie - my flings usually go splat when i fail a landing, or least stunned.
Jump Up makes sense from a fluff perspective imo, leaping up fro a bad landing and continuing on their run.
Sure Feet is already good enough imo, no need for the added bonus imo.
Posted by Chainsaw on 2013-09-29 20:01:59
I always felt that stunty should also be -1 to armour/injury rolls when falling (go for its, dodges, TTM landings).
I mean, really, look at kids. Kids can throw themselves about and bash into each other and the floor and be totally unharmed. The smaller they are, the less likely they are to be hurt in a fall. So it makes sense that smaller creatures should be less likely to injure themselves on a fall.
Posted by Overhamsteren on 2013-09-29 23:35:08
More sure feet bonuses would be nice in general but true that it would make one turners even better, and currently one turners are pretty much the only ones to select sure feet, so eeeh I don't know what the point is. :P
Posted by bghandras on 2013-09-30 06:02:29
"I don't know what the point is"
"this is not a blog about balance. But man, I really miss the fluff on those."
Fluff. I did not make any suggestion, just inquired about a feel. You can agree or disagree with the statement that a skill with the name of "sure feet" should help all "foot" related actions. Or you can suggest to rename the skill. (As of now the skill is not named as "GFI mastery".) Or you can suggest to remove the skill altogether. It is up to you what conclusion you draw, I don't want to tell you.
Posted by Overhamsteren on 2013-09-30 06:57:55
Was actually commenting on my own point. :D
Just seemed a bit weird that people was saying that improving surefeet would make it too good when it's generally not a 'good enough' skill for your average agility player.
But yeah fluffwise it should help on all 3 rolls.
Posted by fidius on 2013-09-30 07:13:19
You can add a foot-related event to the list: Defender Stumbles, surely Sure Feet would help with that?? ;)
Posted by Chainsaw on 2013-09-30 11:03:06
That's not a bad idea bghandras - call it 'stamina'.
Posted by Wreckage on 2013-09-30 14:14:52
"Fluff. I did not make any suggestion, just inquired about a feel. You can agree or disagree with the statement that a skill with the name of "sure feet" should help all "foot" related actions. Or you can suggest to rename the skill. (As of now the skill is not named as "GFI mastery"."
This is pretty much the whole problem with this blog. Skills are primarly mechanical. Some, like leap, add fluff to the game because they add a new effect. With reroll skills it's different. They don't have a visible impact on what is happening. You simply re-roll a dice roll, wich is a technical matter.
The meaning of a GFI is intself obscure. In essence it is some sort of sprint, but one wich you can easily stumble on. But only on the last meters. Maybe it's best percieved as some sort of run under opponent pressure without imidiate contact.
"Sure Feet" is just some random name for the ability to re-roll GFI. It could have another name, but the matter of fact is that it is a well chosen name and descriptive of what it does. Of course it could be argued that "Sure Hands" should work on catches too, since they are hand related tasks. The truth is: It doesn't matter. And the argument is incredibly weak.
Posted by fidius on 2013-09-30 20:29:05
I love the idea of a Stunty/TTM skill that adds +1 AV on failed Landing and -1 to the Landing roll. Call it "Cannonball" -- he's a projectile specialist.
Posted by Dalfort on 2013-10-02 00:25:44
Sure Feet should (imo) allow a RR for TTM Landing rolls but then not be available within the same turn for any GFI fails that follow. As Landing Rolls are within the province of Stunty players only it wouldnt affect any professional leapers per se.