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  1. Inaryn

    What to do with Character Cards after an Event?

    No offense, a few months is not right now. Also, redundancy when it comes to managing your character never sucks. I personally like to keep my last two for each character. It's just solid practice.
  2. Inaryn

    What to do with Character Cards after an Event?

    As a side note, you should always keep your last character card. I've seen too many times in my years that cards don't get transferred in time or updated before transfer, or databases get corrupted or any other number of mishaps... keeping your last card is a way to ensure that you always have a...
  3. Inaryn

    [.11] A case for "Prepare to Die" incants

    Then that's what a scroll or potion is for, niche situations. Spell slots are limited resources, and since a Weapon Shield will always be used, it's not something you can meditate back if you miss with it. Nope, still far more efficient use of slots to make a monster stay 10 feet back or grab 10...
  4. Inaryn

    [.11] A case for "Prepare to Die" incants

    Every playtest I've participated in thus far, and I fail to think this will be different since fighter skills are still PTD-less, Magic Armor has been useless. As a caster, I have no plans on memorizing it with *either* tree. It's far more build efficient to take repels and healing, and just...
  5. Inaryn

    [.11] Fear/Bersek strike are both commands

    It doesn't suck for Sylvanborn though. That's the part you're really not understanding. It just sucks for YOU and the way YOU play your character. As I said, I know plenty of people whose Sylvanborn characters wouldn't have a problem taking and using the skill in certain circumstances. For...
  6. Inaryn

    [.11] Fear/Bersek strike are both commands

    It's not something that needs fixing. It's completely your choice to play your character that way. I know some Sylvanborn that stringent... I know one that was able to rationalize me casting a charm on him (he hated undead more.) I know one that is racist AF in game and thinks Humans aren't...
  7. Inaryn

    [.11] Two suggestions - Take or leave

    Perhaps it's just an oversight because it's something healers just do so everyone knows you can and they forgot to put the wording in? Because the current live rules do allow for Healing Arts while First Aiding and I cannot fathom that not including that in the new rules was a deliberate choice...
  8. Inaryn

    [.11] Rogue State

    Mastery of a crafting skill is 20 levels. At 3XP per purchase, that's 60XP... that's 6 levels for that bonus. I think you're far too focused on the mathematical stats and not at all focused on the actual live application. We are, afterall, playing a Live Action RolePlaying game.
  9. Inaryn

    What's necromancy?

    That's in the list...
  10. Inaryn

    What's necromancy?

    Per page 98 of the ARB: Life and Death are currently their own effect group, Gift. Check with your local chapter about the legality of Death Elixirs in game.
  11. Inaryn

    Light vs. Liquid Light

    They both allow for the same phys reps. The only difference is that Liquid Light lasts until daybreak or the rep itself expires, whichever comes first. Light, the spell, lasts 5 days.
  12. Inaryn

    [.11] Rogue State

    So much this. LARPs are not MMOs. Also, to answer an overlooked question, no, a 48" weapon cannot both be a long sword and a two handed weapon. It may only be tagged as one or the other. Alliance does not have hand and a half swords.
  13. Inaryn

    [.11] Celestial Adverse Races [POLL]

    Just to back up what Evan is saying there... as a Sarr Earth Templar with Alchemy 3, Blacksmith 1, Read Magic and a 1st level Celestial Spell, yeah, I could do just about all of it. And I leveraged that to my advantage every chance I got. I would even routinely just take out low level characters...
  14. Inaryn

    [.11] Celestial Adverse Races [POLL]

    There's a big difference between RP differences and mechanical differences. For instance, it's nice that I get a discount on my alchemy with my Hobling, but I don't have a single racial purchased on her. She might as well be a human. I play her as a Hobling because that's what I want for her...
  15. Inaryn

    [.11] Celestial Adverse Races [POLL]

    This isn't a slippery slope... it's a false equivalence. There are other things you can memorize at every level with Command spells. Necromancy is, by the book, illegal. Celestial magic is almost an entirely different class in and of itself. It's much more akin to the current restriction that...
  16. Inaryn

    [.11] Magic Strike needs to be General

    Are Pantherghasts still requiring magic to hit in the new monster DB? If so, logically, in game, why would there still even be biata? If magic carrier is celestial only, there IS no other work around for dealing with that enemy. You can't team up with other races... it's biata versus...
  17. Inaryn

    (Arrow, Alchemy, Spell) Packet Construction

    Those are *probably* fine. You might want to make one or two packets and abuse them and see if they end up shredding the fabric though.
  18. Inaryn

    (Arrow, Alchemy, Spell) Packet Construction

    I'm unfamiliar with those... Millet tends to be the premium packet filling, which also tends to make up the bulk of seed mixes. Are they pokey? Are they big or small?
  19. Inaryn

    (Arrow, Alchemy, Spell) Packet Construction

    Also, make sure there's no corn or sunflower seeds in your packet mix. It's a pain to sift them out if you buy the cheaper bags, but they'll get your packets rejected.
  20. Inaryn

    (Arrow, Alchemy, Spell) Packet Construction

    No, more like 6 or 7" square for gather packets. Having some tail is sooo useful for holding multiple packets in your hand.
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