I think one of the best way to make these skill trees would be that they have 2 good skills, 2 mediocre and 2 "weaks, gimmickly, situational skills".
Why not six skills of roughly equal usefulness?
I think one of the best way to make these skill trees would be that they have 2 good skills, 2 mediocre and 2 "weaks, gimmickly, situational skills".
Hey,
Does anyone think some of the revised NCE skills (particularly agility) are sorta crappy?
Agility -
Quick witted - sorta like a far inferior version of infiltration most of the time. Going on overwatch is unlikely to help since you usually start out of range; particularly useless if you get the first turn.
Catfall - OK, this was always a crappy skill, but combined with the other weak skills in the agility tree, it means that the only real draws there are sprint and leap.
Leap - got nerfed so it can only be used when running, not moving.
Given that rolling in agility is essential for most cc gangs, and that 4/6 results are fairly sucky, this seems like a harsh disadvantage for many cc oriented gangs.
Stealth -
Main issue here is Ambush - what is the point in this skill? In order to use overwatch, you must remove yourself from hiding (in the opponent's movement phase) which then leaves you in exactly the same situation as if you didn't have the skill. There's a marginal usefulness in that you get to choose whether to stay hidden or use overwatch a bit later, but that seems too minor to be worth a skill pick.
Something to keep in mind is an aim for the NCE is to try and retain as much of the official rules as possible. I don't mind the idea of giving Dodge back it's HtH save, more so because that's what the official rule was and I'm thinking there wasn't enough justification to removing it. Reverting Crack Shot too might be useful since it's giving Shooting a dud roll.
Also I think I may be the only person who likes Catfall...
For me the rules should support idea of fun and gimmick stuff.