I did some tests and gave this some thought.
I think there are several ways to implement this, one is if i add the stat to the weapon in inventory so players can modify, another already exists
First, reading the Talent description:
We could do this modifying the weapon (i would need to change the code), or the way i will describe below (you can already do this)
One important part in this Talent in the description, is the "your character may use...", meaning everytime you choose to do such a roll, you decide if you want the default way or use the talent option.
For that, this is how you can do it:
For this example, lets say my char wants to use an Axe (Melee Light Skill, that uses Brawn)
To allow me the option of using Cunning instead, this is what i do:
1 - First, I go to the main char page, and add a new skill:
I created a skill that is exactly like Melee Light, but uses Cunning (check the attached image)
Skill description "Melee-L-Precision", Category "Combat", Characteristic "CU"
I added the same number of ranks, 2, which is the rank on my normal Melee Light skill
2 - Now, I already have an Axe on my inventory.
- Click the link icon to open the Weapon stats
- Click the Padlock icon (right side of the weapon name) to unlock it
- Change this:
Name "Axe(P)"
Skill "Melee-L-Precision" (remember, exactly how it is in the skills list)
Click the padlock again to lock the weapon
3 - If you want to have the option when rolling combat with an axe to use normal or the precision way, add another copy of the axe to your inventory
In my attached image i show that example (notice i also edited the encumbrance of one of the weapons so it does not give me again)
Now, whenever the char wants to use Precision, i use that weapon instead of the new one.
Also notice, since this weapon has a damage with a plus sign (+3), the ruleset already knows to add the Brawn value to the total damage, and this still works with the Precision weapon using Cunning.
So for now, I think I will not do any changes.
Later on, I do want to code some automation that takes weapon properties and character talents into consideration, so I think this workaround that already exists can be used.
What do you guys think?
P.S.: I think you will notice in the pictures that now skill ranks are not numbers, they show up as Dots... I am in the middle of changing the skill list :)
Attachment 38275