I have to agree that Agile and Acrobatics are a
bit redundant, not because they are precisely the same, but because I feel the situational defense advantage granted to acrobatics should also be extended to agile and that agile should only grant its attack advantage to unarmed attacks (if any attacks at all), and these changes would make acrobatics superfluous (since what isn’t covered by Agility can be easily reproduced with Hobby). I also feel that the two of them can be abused in a way that wasn’t likely intended. If a GM stipulates that a character cannot have a starting stat greater than 2, I can still use Acrobatics, Agile, and Hobby to make an Olympic class gymnast with an effective gymnastic ability of 6
. Still, it's not that bad. Every designer has to try to discern which design aspects will be appreciated by players and which need to be culled, and for the reasons he stated Clay felt it was worthwhile to leave Acrobatics in. While I may not wholly agree with that decision, I can accept and respect it (besides, as with any game, I can always modify it to suit my tastes).
I wholly disagree with the argument that Quickness and Super Speed should be combined. while it is true that Quickness' modifier to movement makes it similar to Super Speed, The Super Speed ability is more focused (and thus more powerful than Quickness where they overlap), and allows for far greater representative speeds than Quickness alone
should be able to (plus it fits the feel of the Flash's 'Speed Force' fairly well). My only qualm with Super Speed is its limitation. Rather than only move I think you should be able to perform any act that does not require precision or patience. This would prevent you from making most attacks in hyperspeed, but would still allow you to do basic operations without hindrance (though I wander if any restriction is truly necessary, after all, if the character wants to be able to use the speed to construct ship models or read books at a phenomenal pace why not let it?).
I also disagree with the idea of stripping Quickness down to reflexes alone, not because its an absurd idea (actually it seems quite logical), but because it would render Quickness too limited in application, and wouldn't make it worth the purchaser's while unless it gave an unusually large initiative bonus.
Clay wrote: If you really want a completely useless duplication, look no further than Animal Companion and Servant. They function practically identically.
Closer than most think. Remember, people are animals too
.
Clay wrote: Characters with fast reflexes, almost exclusively, also move fast. I defy anyone to provide a significant number of examples to the contrary.
You must remember that reflexes equate to how fast a thing can 'react' not necessarily move (motor recognition versus muscle speed), so to meet your challenge I offer the following list: worms, caterpillars, tarantulas, numerous species of coral, tube worms, fixed automated machinery, non-mobile sensors, computers, most (currently feasible) robots, numerous species of lizard, numerous species of multipedal insects, numerous species of fish, mollusks, amoebas, jellyfish, snakes, snails, slugs, elephants, anime slimes, certain concepts of golems, highly meditative monks who are not martially or physically trained, paraplegics who have trained their reflexes and coordination, individuals with hereditarily quick neuro-muscular responses but no noteworthy physical training, and other diverse creatures that can retract or reflexively tense musculature, or otherwise respond (showing high reflexes), much faster than they can actually move (including, lest we forget, numerous species of tortoise and turtle).
Sorry, but I just had to do it
.
"Walk three steps and thousands of years may pass. Within the confines of the four pillars, even time is but a brief illusion.”
Hiraku Nishida -Gasaraki