Mephisto wrote:I like the basis of the power, being able to fall and land on opponents based on training. However, I have a few problems with this skill.
1. No set list of abilities. The character should have a huge maintain balance bonus if balance is part of the skill set. I believe it is, so it should be noted.
2. Any combat bonuses to the skill? Does it add to Initiative if you are leaping at someone from a tree or provide any stealth bonuses? If not, it should at least be addressed in a Notes section at the bottom of the skill notation.
3. If the character takes no damage from falls up to 30 feet (which in real life, is quite a fall), a bonus to Roll With Punch/Fall/Impact should be included for falls greater than that height. Also, an S.D.C. bonus should be included, because no one learns how to fall from great heights and not take damage over a spring break weekend. Or at least include a save vs. pain in lieu of an S.D.C. bonus so the character learns how to deal with a possibly bad fall.
4. The bonuses to Acrobatics and Gymnastics. Now, I agree that this is simply a pet peeve, but does the bonus apply to ALL of the sub-abilities of both skills? Since Climbing can get bonuses from both skills, and this adds to it, it seems like a method to get even more skill to Climbing. While not a powerhouse skill, Climbing is one that any skill-based character will want to have. Of physical skills, Climbing, Swimming, Boxing, and General Athletics seem the most practical; the first two provide important situational abilities, while the latter two provide key combat bonuses.
I'm not trying to be negative at all, like I said I enjoy the concept of the skill I just think it could use some refinement.
Thanks for the input- some of these are points that I had thought about but did not decide to add in, maybe I should have...
To address your points, in order:
1. Maintain Balance is something that works oddly in Palladium games so I did not add a bonus to it, plus I was thinking in terms of the Sense of Balance subskill and sort of forgot Maintain Balance. I would think a bonus of +3 or +4 to Maintain Balance but am not sure if that is too high as there are so few things to compare it to.
2.Although it can certainly be utilized in combat, as evidenced by the charge attack, it is not a primarily combat skill- on reflection though I suppose that a bonus of +2 Dodge or even +3 Leap Dodge (adds +5ft. to leap distance) would be apropos. As for Initiative, I had not thought about adding such a bonus as it did not feel appropriate. What would you suggest as a + for Initiative?
3.The Falling thing- I was thinking about trapeze artists and gymnasts that fall off their rings/bars/highwires/etc. and the fact that they are trained to absorb the fall quite well, 30ft. is quite a fall though- possibly no damage for the first 20ft. and a bonus of +2 to Roll with Fall from heights of 20+ ft., but not counting that first 20ft. in the actual fall distance for roll/damage. As for a bonus for SDC, I had not really considered it but I suppose that a bonus of 1d8 to SDC might fit the concept.
4.The Bonus is for the normal sub-abilities of the two skills, so no, it would not add to any bonus provided to climbing or prowl skill from these skills unless the character ONLY uses the climb/prowl skill included in Acrobatics/gymnastics.
So, have I adrdressed your concerns, and do you think the listed modifications would be appropriate for what is essentially a double skill?