Wednesday, October 19, 2016

Advanced Fighting Fantasy 2 • Re: Armour

Advanced Fighting Fantasy 2 • Re: Armour

http://ift.tt/2eHhjq5

I have two thoughts on this:
1 the knight talent suddenly becomes useless as you cannot start with high enough armoured combat skill to use the equipment.
2 starting equipment is, I believe, intended to be sparse as you've saved up all your money to "become an adventurer".

checking the rules on how much some of this stuff costs the money the character will have had to do this will vary somewhat, but even so starting with a decent weapon and leather cuirass plus meals lantern etc and have 2D6 GP's left afterwards adds up.
(especially if you factor in the potion)

that being said there is a part of me that agrees with the issue that you never need to have very high armour skill...unless you have low Skill and only advance your armour skill so you could end up being Skill 5 and armour skill 6 which enables you to wear all armours, despite not actually being all that great in actual combat.

I played through the Well scenario with my wife last night with two adventurers I created and one had Skill 6 and Armour 2, had leather hauberk and large shield with armour training talent: 2 in 3 chance he took 2 less damage than rolled. made goblins with daggers all but pointless, so I think it works fine as it is personally.

Statistics: Posted by Eddie — Wed Oct 19, 2016 7:39 pm






Gamebook blogs

http://ift.tt/2eHhjq5
via Arion Games Forums http://ift.tt/24Z8rMv

October 19, 2016 at 03:59PM

No comments:

Post a Comment

Note: Only a member of this blog may post a comment.