Search found 71 matches
- Sat Mar 08, 2014 6:01 pm
- Forum: Product Discussion
- Topic: New update -- Creatures!
- Replies: 40
- Views: 23356
Re: New update -- Creatures!
I'm liking this approach.
- Wed Mar 05, 2014 11:05 am
- Forum: Product Discussion
- Topic: Questions and answers...
- Replies: 42
- Views: 23355
Re: Questions and answers...
I think that getting full spell effect for Named Spell should cost huge amount of LP or True Elements or have some prerequisites that would scale up bonuses. Lately my players came up with an idea of casting permanent Improve Karma on them so you can imagine how OP it is ;) Yeah my players did that...
- Tue Feb 25, 2014 6:08 pm
- Forum: Product Discussion
- Topic: Fourth Edition Preview -- A whole lot of talents
- Replies: 80
- Views: 40624
Re: Fourth Edition Preview -- A whole lot of talents
I got around this issue in one of my campaigns because it's premise was Death seeking release. I let the players die from bad dice rolls but then when each entered Death's realm, he returned them as his undead servants to seek a particular object to enable him to escape. When they eventually retirev...
- Tue Feb 25, 2014 6:00 pm
- Forum: Product Discussion
- Topic: Eleventh Hour Preview: Wizard
- Replies: 147
- Views: 69831
Re: Eleventh Hour Preview: Wizard
And that opens me up to this: SPELL MATRIX (Rank + Wil) Action: Sustained/Standard (see text) Karma: Yes Strain: None / 1 (see text) The Adept can weave and store Spell Matrices within their own astral Pattern. A Spell Matrix is an astral construct that allows Magicians to cast spells without inter...
- Sat Feb 22, 2014 9:44 pm
- Forum: Product Discussion
- Topic: Eleventh Hour Preview: Wizard
- Replies: 147
- Views: 69831
Re: Eleventh Hour Preview: Wizard
@tattered rags Hi, I appreciate the amount of thought you have put into these suggestions but i believe there are 2 huge problems with them. You've basically suggested all matrixes are shared ones and described quite a few rules to try and contain the problems that may occur because of it however......
- Wed Feb 19, 2014 8:07 pm
- Forum: Product Discussion
- Topic: Martial characters and damage enhancing talents
- Replies: 11
- Views: 6745
Re: Martial characters and damage enhancing talents
I am not as big a fan of disarm. It does not work against creature or Horrors (unless they use a weapon). Against someone using a two handed weapon you need a good success. Typically at circle 8 you will have the talent around step 16 plus karma. At the same level PDs are easily in the high teens t...
- Wed Feb 19, 2014 10:59 am
- Forum: Product Discussion
- Topic: Martial characters and damage enhancing talents
- Replies: 11
- Views: 6745
Re: Martial characters and damage enhancing talents
Woah, that's a lot to take in :) I'm going to respond to each of your points but before I do, bear in mind I'm not really disagreeing with you. I do understand how things sometimes get out of whack in high circle play however the Swordsmaster in my group is also a Sky Raider so I haven't seen this p...
- Tue Feb 18, 2014 8:17 pm
- Forum: Product Discussion
- Topic: Martial characters and damage enhancing talents
- Replies: 11
- Views: 6745
Re: Martial characters and damage enhancing talents
I'm afraid I also agree that the Swordsmaster isn't really about damage, he's about irritating and harassing the enemies. He's very effective at defending and is the only front line fighter effective against social attacks which can be absolutely crippling. Hence, I think it is right that he gets hi...
- Sat Feb 15, 2014 5:46 pm
- Forum: Product Discussion
- Topic: Let's Talk About Forge
- Replies: 119
- Views: 56417
Re: Let's Talk About Forge
The +1 per use thing is a legacy mechanic... that's probably the one thing that all versions of the talent have had in common over the years. I'll have a look at making the bonus from a single test equal to the number of successes -- up to the normal maximum allowed based on the rank. This would pu...
- Sat Feb 15, 2014 5:41 pm
- Forum: For Game Masters
- Topic: Ship Combat
- Replies: 10
- Views: 6635
Re: Ship Combat
I've played with redesigning Airship combat rules. I also struck on having a "character sheet" that would scale with the PCs (My through was to just use the higher step numbers to scale up to the ship scale), crew positions (which may suffer Critical Hits affecting the PC stationed there)...