I do not agree basic should be tossed. But you can get some of the benefit from that by linking skills and attributes to one or two body locations as represented by equipment pieces. IE where is the player focusing his mental energy during training, what foot work is he working on, what hand skills etc. Would make the magic armor seem less Dungeons and Dragons and it would also limit the amount one skill could be boosted, increasing variation in builds and also making AEQ dilute the build process less. AND it does not violate the NGTH because you still have basic EQ.
Put some reason to the gear. Limit what skills and attributes are boostable by any given piece of equipment. For instance
Equipment - Possible Skills and Attributes to boost
Helmet - Vision, Confidence Carrying (all thinking skills, including remembering to cover up the ball)
Shirt - Stamina, Blocking, Tackling (body strength)
Gloves - Strength, Catching, Throwing (arm strength and dexterity)
Shoes - Speed, Agility, Jumping, Kicking, Punting (leg strength and dexterity)
CEQ - Unlimited
You would want to balance it out so that the various typical archtypes/builds can get 4 AEQ of useful skills and attributes. But the general idea here would be to limit the AEQ boost to any particular Skill to 19 (13 from one AEQ, 6 from CEQ). The downside would be reducing choices a bit (for instance with the above every blocker would probably go 19 Strength, 13 Blocking, 13 Agility, and 13 Vision/Confidence - but thats still more variation than 58 Strength).
Alternatively you could mix it up so that each skill or attribute was on two pieces of AEQ, for a limit of 32 for one Skill. While this would go further to skewing builds, it would be a middle ground that would still allow for more choices and variation. For instance,
Equipment - Possible Skills and Attributes to boost
Helmet - Vision, Confidence Carrying, Stamina, Throwing, Agility
Shirt - Stamina, Blocking, Tackling, Strength, Confidence, Speed,
Gloves - Strength, Catching, Throwing, Carrying, Tackling, Jumping, Kicking/Punting
Shoes - Speed, Agility, Jumping, Kicking, Punting, Vision, Blocking, Catching, Vision
CEQ - Unlimited
The connections to the body part are a little more stretched (thinking with your feet, foot position to get the catch, hand balance for jumping/kicking, etc) but this gives more varied viable choices and allows a middle ground between what we have now and what the OP proposes.
What do you think?
Put some reason to the gear. Limit what skills and attributes are boostable by any given piece of equipment. For instance
Equipment - Possible Skills and Attributes to boost
Helmet - Vision, Confidence Carrying (all thinking skills, including remembering to cover up the ball)
Shirt - Stamina, Blocking, Tackling (body strength)
Gloves - Strength, Catching, Throwing (arm strength and dexterity)
Shoes - Speed, Agility, Jumping, Kicking, Punting (leg strength and dexterity)
CEQ - Unlimited
You would want to balance it out so that the various typical archtypes/builds can get 4 AEQ of useful skills and attributes. But the general idea here would be to limit the AEQ boost to any particular Skill to 19 (13 from one AEQ, 6 from CEQ). The downside would be reducing choices a bit (for instance with the above every blocker would probably go 19 Strength, 13 Blocking, 13 Agility, and 13 Vision/Confidence - but thats still more variation than 58 Strength).
Alternatively you could mix it up so that each skill or attribute was on two pieces of AEQ, for a limit of 32 for one Skill. While this would go further to skewing builds, it would be a middle ground that would still allow for more choices and variation. For instance,
Equipment - Possible Skills and Attributes to boost
Helmet - Vision, Confidence Carrying, Stamina, Throwing, Agility
Shirt - Stamina, Blocking, Tackling, Strength, Confidence, Speed,
Gloves - Strength, Catching, Throwing, Carrying, Tackling, Jumping, Kicking/Punting
Shoes - Speed, Agility, Jumping, Kicking, Punting, Vision, Blocking, Catching, Vision
CEQ - Unlimited
The connections to the body part are a little more stretched (thinking with your feet, foot position to get the catch, hand balance for jumping/kicking, etc) but this gives more varied viable choices and allows a middle ground between what we have now and what the OP proposes.
What do you think?
Edited by yello1 on Nov 2, 2012 08:08:31






























