Re: Fourth Edition Errata, Clarifications, and FAQs
Posted: Sat Nov 17, 2018 4:33 pm
Because it’s not really an attack test, it does no damage. It’s setting a Knockdown test TN, which must be higher than PD.
FASA Games Forums and News
http://fasagames.com/forum/
Of course it is an attack test. You always need to check if you can hit the enemy before inflicting anything to him. The only difference to for example "Overpower [Special Maneuver]" is that you use the full attack to knockdown the enemy instead of only using part of it to inflict damage aswell.
The attack test has already been done:Belenus wrote: ↑Sat Nov 17, 2018 5:03 pmOf course it is an attack test. You always need to check if you can hit the enemy before inflicting anything to him. The only difference to for example "Overpower [Special Maneuver]" is that you use the full attack to knockdown the enemy instead of only using part of it to inflict damage aswell.
And an attack test must not necessary always inflict damage, take disarm for example.
That's not correct, since this is not part of the Errata: “Standard Effects.”. You don't use Melee weapons to hit, you directly use Shield Drive to hit.Bonhumm wrote: ↑Sat Nov 17, 2018 6:14 pmThe attack test has already been done:Belenus wrote: ↑Sat Nov 17, 2018 5:03 pmOf course it is an attack test. You always need to check if you can hit the enemy before inflicting anything to him. The only difference to for example "Overpower [Special Maneuver]" is that you use the full attack to knockdown the enemy instead of only using part of it to inflict damage aswell.
And an attack test must not necessary always inflict damage, take disarm for example.
''After a successful close combat attack with Melee Weapons or a similar talent or skill the adept may use Shield Bash for the Damage test,''
Thus:
- Melee weapons to hit
- Shield bash for 'damage' (i.e. trying to knock down).
It's like an improved version of the 'attacking to knockdown' mechanics, nothing else. So, after hitting the target, the character decides whether he wants to use is weapon to deal 'regular' damage or the shield to attempt a knockdown. There is of course the question on whether this could be used with things like second attack or riposte.
Is there a another errata that I missed? The only one I could find (the very first post of this thread) the only thing about shield bash is:
Dirty Fighting is in comparison to Surprise Strike a test based on Rank + CHA and therefore doesn't have anything to do with an Melee Attack.Bonhumm wrote: ↑Sat Nov 17, 2018 6:32 pmThe Talent itself requires a successful Melee Weapons (or similar) roll to be used. If (and only if) you hit the target you then get to use the Shield Bash Talent, either as its 'true' version or its knack. Basically the knack replace (or stack on top of) the effect, it does not change the requirements. This would also apply, as I see it, to Surprise Strike/Dirty Fighting.
Guess we would (again) need a Dev on this.
I don't consider Disarm an attack either. They're both debuff talents that goes against the targets PD.
Why should I spend more than 1 success / strain, if there is no additional effect for doing so? The damage is always 2, not 2 for each success spent (which would be overwhelmingly strong) and the duration is always until it is treated."Effect: The owner gains the Deadly Bite special maneuver. Deadly Bite (Owner, Truefang): The owner may spend additional successes for 1 Strain per success, causing the sword to glow red, starting at the arrow on the blade. The target takes 2 damage points each round at the beginning of their turn until their injuries are treated (including magical healing), or they die. The damage begins on the following round."
I'd like a devs opinion on this topics please.Belenus wrote: p. 103 Companion
Shield DriveI find it strange that you use Rank+STR for an attack test?Spoiler:
---------------------------------------------------------
p. 107 Companion
DeflectionIf it is an ability cast on an ally (can you cast it on yourself too?), why do you cast it against a 6 and not against the mystic defense of the target?Spoiler:
Same question for other spellcasting knacks.
---------------------------------------------------------
Companion thread weapon Truefang, p. 239 Thread Rank Nine:Why should I spend more than 1 success / strain, if there is no additional effect for doing so? The damage is always 2, not 2 for each success spent (which would be overwhelmingly strong) and the duration is always until it is treated."Effect: The owner gains the Deadly Bite special maneuver. Deadly Bite (Owner, Truefang): The owner may spend additional successes for 1 Strain per success, causing the sword to glow red, starting at the arrow on the blade. The target takes 2 damage points each round at the beginning of their turn until their injuries are treated (including magical healing), or they die. The damage begins on the following round."
---------------------------------------------------------
Companion Enchanting Lode Attribute Table p. 126:
What are the success costs for "Extraordinary Danger" and "Extreme Danger"? There is no value in the companion.
---------------------------------------------------------
Companion Jacoti, Albino p. 286f
Fog Cloud (Simple):Does the Albino Jacoti suffer from the effect itself? (Same question for Difficult Terrain)Spoiler: