Fourth Edition Player's Guide Errata and FAQ

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Re: Fourth Edition Player's Guide Errata and FAQ

Postby etherial » Mon Feb 23, 2015 9:02 pm


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Re: Fourth Edition Player's Guide Errata and FAQ

Postby etherial » Mon Feb 23, 2015 10:16 pm


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Re: Fourth Edition Player's Guide Errata and FAQ

Postby Mataxes » Tue Feb 24, 2015 12:56 am

That one is in the notes already.
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Re: Fourth Edition Player's Guide Errata and FAQ

Postby kosmit » Tue Feb 24, 2015 7:40 am

Duvvelsheyss

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Re: Fourth Edition Player's Guide Errata and FAQ

Postby Mataxes » Tue Feb 24, 2015 10:14 am

Nethermancers:
Because there aren't rules for enchanting in the Player's Guide, references to half-magic abilities related to enchanting have been removed.

Astral Sensing:
It works pretty much the same as it used to -- beating the base Astral Space DN (6+mod) allows you to see what is there. If you don't beat the target's MD, then you don't get anything more than whether or not it is a magical pattern. (The wording in the talent is sloppy.)

Air Dance:
The latter. Beating the opponent's Initiative is the first success. +5 is 2 successes (1 extra). +10 is a total of 3 successes (2 extra).
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Re: Fourth Edition Player's Guide Errata and FAQ

Postby kosmit » Wed Feb 25, 2015 4:03 am

Don't you think that Banish talent is a bit OP? Since Summoning requires more effort so should require banishing spirits. Maybe something like "you need to get as many successes as summoner to negate all tasks spirit owns summoner? (kinda Shadowrun 5th way)

Book Memory
"Number of pages per minute" Shouldn't it be Sustained Action?

Cobra Strike
Armor Penalties apply to substituted Initiative Test?
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Re: Fourth Edition Player's Guide Errata and FAQ

Postby Razan_GM » Wed Feb 25, 2015 8:24 am

Banish
We still dont know how powerfull will be spirits and what powers will they have. Need to wait for GMGuide.

Book Memory
Yes it should be Sustained Action.

Cobra Strike
"The adept may substitute his Cobra Strike Step for his Initiative Step."
Because armor reduces Initiative step so ofcourse it reduces Cobra Strike step, as any other talents that increase initiative step.

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Re: Fourth Edition Player's Guide Errata and FAQ

Postby kosmit » Wed Feb 25, 2015 8:36 am

In Air Dance description applying Initiative Penalties is mentiond but in Cobra Strike it's not. That's why I am asking ;)

No matter how powerful spirits will be. Time and effort spent to summon ghost is nothing comparing to banish it. I would at least make difficulty equal to Summoning Result.
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Re: Fourth Edition Player's Guide Errata and FAQ

Postby Kasbak » Wed Feb 25, 2015 11:53 am

I'm not so sure on the difficulty for banishing from a thematic standpoint. Summoned spirits are already kind of being forced to intrude on our world when they are summoned. Summoning requires a lot of energy and effort because it is pushing against the natural flow. Banishing is just setting the flow back, putting spirits back where they would rather be anyway.

Think of it this way; to summon Gozer in Ghostbusters, an entire special building had to be constructed with rare, specialized materials, specific global positioning, specialized architecture, and lots and lots of time for a specific cosmological event. To banish Gozer, the Ghostbusters just had to cross the streams.

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Re: Fourth Edition Player's Guide Errata and FAQ

Postby Razan_GM » Wed Feb 25, 2015 12:29 pm

Speaking of Gozer the Gozerian from Ghostbusters. Circumciser of circumsers.

The term gozer ("cutter") was used by a third-century rabbi who was a circumciser. :P

The power of a spirit to disapear Manifest makes it really powerfull. It can come in astral (so almost nothing can stop it), apear and do its task then disaper again. Thats really great power.


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