Taunt...

Started by Yalta, August 21, 2011, 11:48:46 PM

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Yalta

... could do with a tweak.
 
Just for clarity... and please remember for your responses, I am not suggesting it should be deleted from EFU or completely nerfed..
 
It should stay as an extremely powerful skill.
 
I think it should be tweaked so that the -AC is in direct proportion to the number of skill points you have invested in Taunt.
 
I'd like to see putting points into Taunt rewarded and the exact opposite for those who have put nothing or little in it, but just spam it waiting for a good/bad roll.
 
So. I'd suggest that the -AC amount is set on a successful Taunt at -1AC for every 5 Taunt skill points. Thus if you have 10 Taunt on a successful Taunt you will knock off -2AC etc. etc. Equally, if you have 3 in Taunt you can try all you like, but you are simply not that good at it and no amount of trying (spamming the Taunt icon) will change that!
 
With this tweak, as a high level PC who can take Taunt it will still be very possible with buffs etc. to get to 20 Taunt and have the very powerful effect of -4AC.

Spiffy Has

So this would remove any randomness with high concentration versus high taunt? If so, every 5 points of concentration should reduce the taunt effect by +1!

lovethesuit

I don't see why this is necessary.

Jagged

Quote from: lovethesuit;255787I don't see why this is necessary.

Yalta

QuoteI don't see why its necessary

An illustration may help...
 
John has 8 Charisma and has put in no points in Taunt, so thus has an overall Taunt skill of -1.
 
Dave has 14 Constitution and has put 4 points into Concentration, so has an overall Concentration of 6.
 
John, with a negative score in the skill tries to Taunt Dave and rolls a 16, Dave rolls a 5. The Taunt is successful and Dave loses -4AC as well as 30% Spell Failure, for 5 long rounds.
 
Neither of these rolls was extreme, and yet the completely useless Taunter with a negative base skill managed to fairly easily knock off a huge amount of AC from his opponent and give him crippling Spell Failure.
 
Seems very strange to me that someone who should have *no* skill can fairly easily succeed and "enrage", with their cunning, sarcastic amd expertly timed words, an opponent to such an extent that they are wildly attacking and thus losing AC.
 
Sure, someone who is a Class A, Silver Tongued, Piss-Taker (with a good Taunt skill to represent this), should be suitably rewarded with a great ability... but with Taunt as it stands you have a fairly decent chance even with a negative score...
 
So, to conclude. Why change? Because powerful abilities should require some investment from the player, in feats, skill points, perks, whatever.