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FASA Games, Inc.FASA Games Forums and News 2016-12-03T16:26:46 http://fasagames.com/forum/app.php/feed/topic/12 2016-12-03T16:26:462016-12-03T16:26:46 http://fasagames.com/forum/viewtopic.php?t=12&p=228#p228 <![CDATA[Re: High-Circle Preview: Archer]]>
Kosmit wrote:*cough* Nethermancer *cough*
+1 with that !

Statistics:Posted by bleeding — Sat Dec 03, 2016 4:26 pm


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2016-12-01T10:18:572016-12-01T10:18:57 http://fasagames.com/forum/viewtopic.php?t=12&p=184#p184 <![CDATA[Re: High-Circle Preview: Archer]]> Statistics:Posted by Kosmit — Thu Dec 01, 2016 10:18 am


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2016-12-01T06:20:482016-12-01T06:20:48 http://fasagames.com/forum/viewtopic.php?t=12&p=182#p182 <![CDATA[Re: High-Circle Preview: Archer]]>
Maybe it's changed in Ead4. That'd be great.

Statistics:Posted by The Undying — Thu Dec 01, 2016 6:20 am


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2016-12-01T01:54:582016-12-01T01:54:58 http://fasagames.com/forum/viewtopic.php?t=12&p=181#p181 <![CDATA[Re: High-Circle Preview: Archer]]> really play up their mastery of magic concept. Warrior gets a couple of new talents. The Weaponsmith continues to shine as a "support" Discipline (I really like their C9 Discipline power).

Really, all of them are pretty cool.

Statistics:Posted by Mataxes — Thu Dec 01, 2016 1:54 am


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2016-12-01T00:05:072016-12-01T00:05:07 http://fasagames.com/forum/viewtopic.php?t=12&p=178#p178 <![CDATA[Re: High-Circle Preview: Archer]]>
I'm always fond of Elementalist.

Statistics:Posted by Dougansf — Thu Dec 01, 2016 12:05 am


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2016-12-01T00:03:182016-12-01T00:03:18 http://fasagames.com/forum/viewtopic.php?t=12&p=177#p177 <![CDATA[Re: High-Circle Preview: Archer]]>
If you are counting votes, I'd like to see previews for the Warrior, Weaponsmith, and Elementalist.

Statistics:Posted by Black Eagle — Thu Dec 01, 2016 12:03 am


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2016-11-30T23:22:182016-11-30T23:22:18 http://fasagames.com/forum/viewtopic.php?t=12&p=174#p174 <![CDATA[Re: High-Circle Preview: Archer]]>
Tanthalas wrote:I do have one question that neither you nor Panda touched upon. Why did you decide to increase the Karma Step at 13th Circle? Increasing the Karma Step is a cool idea, and I'm glad to see it in there somewhere, but unlocking it at the Master tier seems like a really late time to introduce the mechanical change. I would have expected to see that change at 9th circle with perhaps a further step increase when entering into the Master Circles. I'm just wondering what the thought is on that, what the intended impact is, and why it is locked to something that is incredibly late game. Will this be something that all Disciplines get and if so will they get it at the same time? How will it stack with other introduced tricks to up your karma die type?
I think the Step Increase is so late in game because in this edition there are so many sources you can add Karma from that increasing it earlier would add +6d6 to tests on which adept can spend Karma. For me it's definately Master's feat.

Statistics:Posted by Kosmit — Wed Nov 30, 2016 11:22 pm


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2016-11-30T19:03:392016-11-30T19:03:39 http://fasagames.com/forum/viewtopic.php?t=12&p=172#p172 <![CDATA[Re: High-Circle Preview: Archer]]>
Tanthalas wrote:I thought there was a spell at higher circles in the previous edition that could increase your Karma Die type, but I'm AFB right now. Just something bouncing around in my head at this point. Thanks for the response!
There was, in fact. Improve Karma was the spell in question. And it wasn't even that high Circle (C5 or C6, IIRC -- not near my books to check). Kind of broken, to be honest -- largely because of interactions with permanent/Named spells.

Statistics:Posted by Mataxes — Wed Nov 30, 2016 7:03 pm


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2016-11-30T17:02:182016-11-30T17:02:18 http://fasagames.com/forum/viewtopic.php?t=12&p=166#p166 <![CDATA[Re: High-Circle Preview: Archer]]>
Tanthalas wrote:I guess what I'm trying to say is that I always try to assume that characters in Earthdawn intrinsically understand the mechanics behind their world and the names for these mechanics, but I don't really do that in any other system.
I think this is a direct result of the importance of Names (capital "N") to the metaphysics of Earthdawn.

Names are very important to the game, and appropriate Names for everything needs to be found.

Which brings us back to:
""Names are hard." -Morgan Weeks" -Josh Harrison

Statistics:Posted by Tattered Rags — Wed Nov 30, 2016 5:02 pm


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2016-11-30T17:00:472016-11-30T17:00:47 http://fasagames.com/forum/viewtopic.php?t=12&p=165#p165 <![CDATA[Re: High-Circle Preview: Archer]]>
Mataxes wrote:Yes, all Disciplines get this ability at the same Circle. This ability is unchanged from ED3 -- all Disciplines got a Karma Step increase at C13 there as well. So... not much thinking on it, other than it didn't seem to cause any problems that needed fixing.

As far as stacking, I'm not aware of any abilities offhand that boost Karma step (in ED4), but I would presume any that exist would modify the 'base' Step, and the ability increases that.
Ah, I guess I must have forgotten it was there since my parties never made it up that high, seems like a weird time to do it. But yeah, it definitely doesn't break anything.

I know it would be absolutely crazy for a character to multi-Discipline and wind up at C13 in TWO disciplines, but I assume doing so would keep their Karma step at just a d8, correct? The wording 'increases their Karma Step die to D8' seems to indicate that you cannot get it any higher.

I thought there was a spell at higher circles in the previous edition that could increase your Karma Die type, but I'm AFB right now. Just something bouncing around in my head at this point. Thanks for the response!

Statistics:Posted by Tanthalas — Wed Nov 30, 2016 5:00 pm


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2016-11-30T16:39:272016-11-30T16:39:27 http://fasagames.com/forum/viewtopic.php?t=12&p=164#p164 <![CDATA[Re: High-Circle Preview: Archer]]>
Tanthalas wrote:I do have one question that neither you nor Panda touched upon. Why did you decide to increase the Karma Step at 13th Circle? Increasing the Karma Step is a cool idea, and I'm glad to see it in there somewhere, but unlocking it at the Master tier seems like a really late time to introduce the mechanical change. I would have expected to see that change at 9th circle with perhaps a further step increase when entering into the Master Circles. I'm just wondering what the thought is on that, what the intended impact is, and why it is locked to something that is incredibly late game. Will this be something that all Disciplines get and if so will they get it at the same time? How will it stack with other introduced tricks to up your karma die type?
Yes, all Disciplines get this ability at the same Circle. This ability is unchanged from ED3 -- all Disciplines got a Karma Step increase at C13 there as well. So... not much thinking on it, other than it didn't seem to cause any problems that needed fixing.

As far as stacking, I'm not aware of any abilities offhand that boost Karma step (in ED4), but I would presume any that exist would modify the 'base' Step, and the ability increases that.

Statistics:Posted by Mataxes — Wed Nov 30, 2016 4:39 pm


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2016-11-30T16:31:312016-11-30T16:31:31 http://fasagames.com/forum/viewtopic.php?t=12&p=163#p163 <![CDATA[Re: High-Circle Preview: Archer]]>
Tattered Rags wrote:Yes, thanks for the update.
I definitely like the analysis of the write-up and it is good to hear the design philosophy, thanks for it!

I do have one question that neither you nor Panda touched upon. Why did you decide to increase the Karma Step at 13th Circle? Increasing the Karma Step is a cool idea, and I'm glad to see it in there somewhere, but unlocking it at the Master tier seems like a really late time to introduce the mechanical change. I would have expected to see that change at 9th circle with perhaps a further step increase when entering into the Master Circles. I'm just wondering what the thought is on that, what the intended impact is, and why it is locked to something that is incredibly late game. Will this be something that all Disciplines get and if so will they get it at the same time? How will it stack with other introduced tricks to up your karma die type?
The Undying wrote:This raised a worthwhile question as an aside. Do people see Adepts talking about Talents by name? Kind of "The winds favored my Air Dance on that blow, allowing me to Surprise Strike my opponent, leading into a Momentum Blow." You see this kind of stuff in the real world with martial/mystic arts. Or do you see Adepts as talking more about their abilities in more person, less specific ways? I like the flavor of this, but it's harder to marry that with the scholastic way in which an Adept is instructed in the ways of Talents.
I always felt like Earthdawn, more than any other system I played, had very little abstraction between the game's world and it's mechanics. People in-setting can acknowledge one another of achieving certain Circles in their chosen Discipline. They recognize when they have taken grievous wounds. They acknowledge when they are honing a particular Talent. They are always looking for the next kaer to explore to build their legend.

Other popular fantasy games typically have me assuming the opposite. In most settings it would be very weird to have a guy walk up to a group of strangers at a tavern and say, 'Hey, I'm a fifth level fighter. I have a high constitution and many hit points. I recently got better at my Perception skill, which is an ability fighters usually lack. I also have recently picked up the Great Cleave feat! Can we find a dungeon full of riches together and gain some experience!?'

I guess what I'm trying to say is that I always try to assume that characters in Earthdawn intrinsically understand the mechanics behind their world and the names for these mechanics, but I don't really do that in any other system.
The Undying wrote:Maybe "Beacon Arrow" if it's the "lasts X rounds variant? "Homing Arrow" if used per-round?
I'm not really clear on how Trace Missile works. I think the implication is, after hitting a target, the shooter can ignore visibility penalties to the target and get a bonus to Mystic Aim tests against the target for some number of rounds. Looking at Player's Guide Talents as a frame of reference, only one has 'Arrow' in the name, Flame Arrow and it is a Talent that actually changes the properties of a piece of ammunition. There are two talents that have 'Missile' in the name, Call Missile and Missile Weapons, use of the word 'Missile' seems to clarify to me that it works with any ranged attack. There are also four Talents that have 'Shot' in the name, but all of those seem to be modifiers to the current attack as opposed to future attacks.

If the fluff for the Talent is that the a missile weapon lodged in the target is communicating to the Archer in some way I would say 'Tracing Missile' or 'Marking Missile' or something like that could work well. There are lots of '-ing' talents and it could work well to denote an ongoing effect. Alternately the fluff might be that the Archer already successfully hit the target once, and now is more confident and capable of repeating the performance, in which case maybe something like 'Target Trace' or 'Tracking Shot' could be good, since you are able to track back and find your target now that he has been struck. I think it comes down to the feeling you wish to evoke with the Talent.

Statistics:Posted by Tanthalas — Wed Nov 30, 2016 4:31 pm


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2016-11-30T14:09:092016-11-30T14:09:09 http://fasagames.com/forum/viewtopic.php?t=12&p=144#p144 <![CDATA[Re: High-Circle Preview: Archer]]>
Mataxes wrote:We're looking at a new name for Defense. As Morgan commented in one of our back-and-forths, "Names are hard." (At one point one of the Sky Raider Discipline abilities was called "big-ass lightning attack.")
Hahaha! Very true.

Well, crowdsource the effort? If you want, we fans will supply an endless amount of terrible names that hopefully can inspire a good one for you guys.

Statistics:Posted by Tattered Rags — Wed Nov 30, 2016 2:09 pm


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2016-11-30T14:05:192016-11-30T14:05:19 http://fasagames.com/forum/viewtopic.php?t=12&p=143#p143 <![CDATA[Re: High-Circle Preview: Archer]]>
The difference between Vital Ward and Vital Strike is Vital Ward is just a straight add-on to an existing test. (You have it at Rank 5, it allows you to add +5 to your Avoid Blow after you roll it.) Vital Strike is its own separate Damage test. So you hit with your sword, roll that damage, and also hit your opponent with the damage equivalent of a mystically-enhanced Recovery test.

So two Damage tests, not one with a bonus.

Statistics:Posted by Mataxes — Wed Nov 30, 2016 2:05 pm


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2016-11-30T13:37:382016-11-30T13:37:38 http://fasagames.com/forum/viewtopic.php?t=12&p=142#p142 <![CDATA[Re: High-Circle Preview: Archer]]> Statistics:Posted by Kosmit — Wed Nov 30, 2016 1:37 pm


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