I was thinking that it would simply reduce the number of dice the attacker rolled (and thus to the minimum of +1d10). That's mechanically a lot easier.Night Light wrote:Counter-rolling for damage seems very interesting, and I like that it doesn't touch on explosives which already have a counter. I'd agree with Tyrannis that an Endurance prereq might be more appropriate, alternately maybe Endurance or Strength?
Technically, it would be useful against explosives directly targeted at you (such as a missile aimed at you), but untargeted explosives (such as mines) and not explosions targeted elsewhere that catch you in their AoE.
My first impulse was an Endurance requirement. But Endurance is already such a valuable stat that I didn't want to use it. I considered Agility. Or Luck. Or a combination. Then I realized that Perception could be a factor... And finally settled on the idea that it was a perk anyone who hasn't severely stat-dumped should be able to take.
The majority of voices seem to think that a one-rank revision is best, so I'm likely to go with that. However, I'm not sold on the idea that the re-balancing of armor is such a bad thing. Especially since the original perk was supposed to be something that gave an advantage to people in light or no armor, and it fits the intended flavor a lot better. Which I believe is needed. Right now, can you think of any reason whatsoever to use light armor if you have other armors available? And wouldn't this perk, if exclusive to light armors, make light armors an understandable character choice?Night Light wrote:I'll definitely agree with Thanqol here and say the second one. It's less perks to take to be counter-critical damage, and it doesn't functionally rebalance how useful different types of armors are. It also keeps a functional form similar to Hit the Deck!.
If Combat Veteran is added, then I have little problem with making one of the most noteworthy defense perks one with a light armor restriction. In the very least, I want the perk to not completely lose it's flavor by keeping a no-heavy-armor restriction... but you've already pointed out the issue with that.
Night Light wrote:I don't know if doubling HP would actually be appropriate, hence why I said "a boost to".
I agree with uSea's idea.uSea wrote:I also think that damage numbers are kinda high but it does mean that even poorly armed raiders can be a threat. DT also does a good job mitigating hits, except against crits, which brings me to an idea. If Clever Prancer is seen as a must-have since it is the only defence against crits, then perhaps critical hits themselves do too much damage.
I don't think that raising everyone's HP is such a good idea... battle in this game shouldn't be the whittling down of HP by weapons which apparently can't do more than a flesh wound, like it is in D&D. But the idea of restructuring crits is a good one. (Not to mention, if crits become less overwhelming, this would make it easier to chose the third option for Clever Prancer.) I'm not sure I'd go with the +Xd10 for crits. Maybe x2 for magical energy weapons and x1.5 for everything else?
I think it's more of the fact that you are the biggest, scariest gun in the wasteland (outside of Mouse), and bad guys quickly figure out they need to take you down if they're going to have a chance.Night Light wrote:There is absolutely such a thing as a tanking character in this game, I should know, I'm playing one. You're the pony running out into the open, stands in front of your teammates, or jumps on top of the bomb. Just because there isn't a tanking mechanic doesn't mean that you can't play the distraction who just won't die, which is often enough to let your team avoid being targeted.