<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=232152.msg11433974#msg11433974">Quote from: Twisted Crow on 08-07-2015, 15:11:26</a></div></div><blockquote class="bbc_standard_quote">(sorry for the wall of text) ;)<br/><br/>Yeah, that is kind of the idea I had in mind.  ^-^ I still wanted to keep the devastating <em>potential</em> of a good grab while having some things that have to be "earned" as far as dice go. At the same time, I want to avoid adding too many handicaps for grabs that may make them non-viable in terms of build. Grabs can pay off, but they take a bit more work (and a bit of risk).<br/><br/>It's also why we decided on making grabs and holds two rolls without doing instant damage when its first applied. You can roll a high grab, then roll on hold strength. You don't damage yet. Whether this is high or low. A grappler can make contact... but that doesn't necessarily mean they can slap a good hold right a way when they do. Maybe they can, or maybe they couldn't secure the hold well enough in time. It kept a bit of believability and better balance to it than what was before. ;) Before your grab roll also determined your hold strength by default and it <em>didn't</em> decay. Heh.... as fun as that was in testing, we figured that was a little bit <em>too</em> powerful. Traits like Escape Artist are kind of my way of having an additional answer for when you are grabbed. Not something that removes the threat of a good hold strength entirely, but one that lessens it a bit.<br/><br/>There is another idea I have as far as traits go that could also give players a form of minor offense and reasonable damage mitigation while being grabbed. But that's currently being pondered and played with in my head for balance. That may or may not happen. Traits are far from being complete. I may add more based on ideas (my own and players, alike) and I may tweak things slightly after feeling them out. Escape Artist used to reduce starting Hold Strength by up to 4. Given that the highest non critical Hold Strength possible (with traits) is approximately 30 and the highest defense roll to escape is 30 (I think), I may play around with those numbers to favor the Escape Artist more... <em>slightly</em>. As it is, it decreases initial hold power by around 10%. <br/><br/>Again. None of this is official yet, of course. Just things I'm keeping in mind.  ;)<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>You mean 31 including other trait?  For defense and hold.