Originally posted by Sanctaphrax
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Looks better. I'd want to try it (preferably both versions) in play before drawing conclusions, though.
Any particular reason for moving the double 9s from damage to accuracy?
Any particular reason for moving the double 9s from damage to accuracy?
Might be better not to require the anima to be paid when activating Adamantine Fists of Battle, since AFoB is the kind of Charm you wanna use at the very start of a fight.
But anyway, Orichalcum Fists of Battle is back as an independent charm.
That would be cool, but Sorcery seems to be hard to break this edition. Can't even use countermagic against complete spells anymore.
Breaking Forms is narrow, but might be enough for a Charm. It was a thing in 2e, after all.
Breaking Forms is narrow, but might be enough for a Charm. It was a thing in 2e, after all.
You can still distort spells - perhaps cancel MA form + roll Brawl vs. (difficulty) to distort personal-scale sorcery?
I plan to use this rewrite once it's done, but I don't wanna leave out the DBZ stuff. So I probably will.
Anyway, I just noticed something. Devil-Strangling Attitude is required for Dragon Coil Technique, so most grapplers will want to take it at some point. But in this rewrite, Devil-Strangling Attitude does literally nothing if you have Dexterity 5. This seems like a problem.
PS: Any thoughts on those Awareness Charms I posted?
Anyway, I just noticed something. Devil-Strangling Attitude is required for Dragon Coil Technique, so most grapplers will want to take it at some point. But in this rewrite, Devil-Strangling Attitude does literally nothing if you have Dexterity 5. This seems like a problem.
PS: Any thoughts on those Awareness Charms I posted?
I like the Awareness charms, will get to them tomorrow (busy tonight *^^*). I think a few of them could be made a bit simpler without hurting anything.
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