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  • Favoured abilities don't just save XP, they also save a significant amount of training time. Which could preset itself as something that someone just naturally learns a lot faster. Considering that I would consider a favoured ability just as in universe as a dot of strength.

    That said, workings that go in the direction of altering how XP is spent by a character is certainly an area that requires caution. I would agree that it is best to go for the option of changing a favoured ability, not adding a new one. With serious consideration given to how invested they already are in the current...
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  • Klaek
    replied to Ask the Devs
    I dont see any correction that says actions now exclude applying static values?

    I am simply wanting to know if this is a new ruling as it would impact the reading of any future content written. As in the core book application of static values are expressed as being actions. So I take the phrase "All actions" to include them....
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  • Klaek
    replied to Ask the Devs
    I realise this is going back a bit but I find this ruling odd. Isn't the application of a static value an action that would fall squarely into the reflexive category? The Glossary definition of action is very broad and would encompass pretty much everything a character does. Also it has odd effects like saying the Blind flaw doesn't effect your ability to parry.

    Also assorted places in the book describe the application of static values as an action, such as the rules for stunts on page 187 saying "If the stunted action is the application of a static value (such as using Defense...
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  • Klaek
    replied to Steel and Iron: What's the difference
    There is a big difference between science not being applicable and logic or reason not existing. Yes the difference can be because of magic. But there should be reason and patterns behind it. Someone who is a master of occult or an appropriate lore should know why iron works and not steel or at the very least have a solid theory. DrLoveMonkey explained this far better than I could.

    The issue here is how does the process of making steel differ enough from wrought iron that one is fae bane and the other is not? Its not about house ruling out the percieved contradiction, but about describing...
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  • Klaek
    replied to ed 3rd - Brawl Charm Guide
    SVK adds to damage equal to the stored initiative. So yes there is a disagreement.

    If you round negative dice pools to zero before applying charm bonuses. The answer would of been damage equal to whatever initiative was stored in SVK. However the answer was zero....
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  • Klaek
    replied to ed 3rd - Brawl Charm Guide
    Can you please provide a source for that? Because even Vance disagrees....
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  • Klaek
    replied to ed 3rd - Brawl Charm Guide
    Why would there need to be a rule to EXPLICITLY state that negative initiative is factored in to attacks?

    A decisive attack uses your current initiative pool for damage unless using an ability that says otherwise. SVK does not state otherwise, however it lets you boost the attacks damage by the initiative stored. You don't just conveniently scrub out the negative initiative in the calculation because you don't like it....
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  • Klaek
    replied to ed 3rd - Brawl Charm Guide
    The other use for SVK I see is when using Hammer of Iron Technique/Fivefold Fury Onslaught.

    As you divide your initiative between each attack and then round up to make them all the same. So for example if you where to do 6 attacks and you had 10 initiative, there is zero difference in damage between 7 and 12 initiative, so you can use SVK to store 3 initiative to get yourself down to 7. Or perhaps you are purely using these attacks to build up onslaught so you don't care about their damage and just store the max initiative that you can.
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  • Klaek
    replied to ed 3rd - Brawl Charm Guide
    You would still have to contend with the -15 initiative so i doubt you would get to have any damage dice. But that cetainly looks like a nifty way to get out of very negative initiative numbers....
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  • Klaek
    replied to I hate Melee Specialties (and you should too)
    Thank you, not sure how i missed that one....
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  • Klaek
    replied to I hate Melee Specialties (and you should too)
    Can you back that up please? Looking at the rules stunts say nothing of ignoring penalties.

    Edit: The penalty isnt applied because the action is a stunt. The penalty is applied because you are using a weapon to do something its not designed to do. Stunting certainly helps with describing how and provides its bonus still....
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    Last edited by Klaek; 05-30-2018, 03:06 PM.

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  • Klaek
    replied to I hate Melee Specialties (and you should too)
    Using a weapon in a way its not designed for? Sounds like a circumstance that reasonable ST should be applying a penalty and or the improvised tag. Stunt or no Stunt. Now if your specifically carrying a weapon around to handle this kind of situation that suits your speciality, great! That's an excellent way of being prepared and planning in advance to stay within your speciality....
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  • Klaek
    replied to Ask a question, get an answer
    If you reroll failures once then you change the chance of a failure on each die from 60% to 36%. So simply if you are not doubling 10s then this changes the average successes per roll from 0.4 to 0.64. So you can consider the value of reroll failures once as .24 successes per die....
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  • Klaek
    replied to I hate Melee Specialties (and you should too)
    Not every combat encounter has to be about life or death. They can still be an intense encounter where you still want to avoid using an artifact. Also it could cause issues with melee: swords as per what I have said about desirable tags for the situation. What if you did not want to deal lethal damage?

    Ignoring the +2 defence bonus from the full defence action on a decisive attack due to a weapon with the flexible tag is far more beneficial than the minor stat bonuses from an artifact that only apply to withering attacks, at least until evocations are applicable. Also you are assuming...
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  • Klaek
    replied to I hate Melee Specialties (and you should too)
    I agree that the speciality in a weapon type is far to common a choice for players and does not add interesting flavour to the character like other specialities can. However I think you are exaggerating the circumstances to far. If you are heavily invested in Evocations for a single artifact weapon then sure you will always do your best to be using that weapon. However outside of that weapon tags can play a big role. Also you may not want to pull out your surfboard in every fight due to discretion.

    Know you're going to fight a crane style martial artist? Bring a flexible weapon to...
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Klaek
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