Search results

  1. M

    [.11] Alternative Slayer Idea

    The problem is that unless makeup / costuming is perfect, it is often difficult to determine whether a NPC should be affected by your slayer. In HQ we once had a fight that included both Banshees and undead. It was plot appropriate, but that didn't help the VERY experienced player who was...
  2. M

    [.11] Alternative Life Idea

    I still stand by a recommendation I have made earlier. Changes the stages of life from (Alive, Unconscious, Bleeding Out, Dead, Resurrection) to (Alive, Unconscious, Bleeding Out, Resurrection). Then add a few key changes. Bleeding Out lasts five minutes. Any healing on someone Bleeding Out...
  3. M

    [.11] Does anybody like resolute?

    On a PC. However, can you imagine how powerful 30-40 Resolutes could potentially be on a NPC? I can and it is actually making me uncomfortable as I work through niche NPC build concepts. -MS
  4. M

    [.11] Does anybody like resolute?

    "Not avoidable" is very imprecise wording in a game that uses precise defenses. My instinct would be that means that the effect can't be guarded against and can't be returned. I think it probably can be reduced, which, without checking the rules, is what I believe Resolute does. However, I...
  5. M

    [.11] Does anybody like resolute?

    I'm not looking at the current wording of Vengeance, so I have to ask: Is there any reason that you would think that you couldn't? -MS
  6. M

    [.11] Does anybody like resolute?

    The assumption that every character has access to every ritual simply doesn't hold water. Even with the magic item bloat that exists in HQ (and east coast magic item bloat is rampant), a high percentage of characters lack meaningful access to ritual effects. And the new rules are intentionally...
  7. M

    [.11] Does anybody like resolute?

    A quite brilliant friend (who shall remain nameless unless she chooses to reveal herself) pointed out the ultimate use for Resolute. Traps. You can't dodge a trap or parry a trap or even resist most traps. However, no matter how high the damage, you can keep standing with Resolute. That use...
  8. M

    Possible New Player?

    For the first part, you don't need to learn it all at once. As a 25 build scholar, you can only cast up to 4th level spells. So, for now, you can afford to only learn spells level 1-4 (and only of the type of magic you cast: earth or celestial). You can pick up the rest gradually over time...
  9. M

    Possible New Player?

    I'm sure a staff member will come along and correct me if I am misinformed, but I'll try to answer your questions as best I can until then. If I understand the current rules, you can play, without guardian supervision, at 16, but you need a guardian to sign a form saying that you can play...
  10. M

    [.11] Staff vs Twohanders for blocking

    Maybe it has something to do with the base damage. Base damage of a staff is lower than other 2-handed weapons. Or maybe it is to encourage casters to use it for thematic reasons. Or maybe it is for consistency reasons, seeing how a bow is the 2-handed weapon that is most similar in physical...
  11. M

    [.11] Staff vs Twohanders for blocking

    Also, I think you are confusing staff weapon construction rules (which may have changed slightly due to the existence of latex) with staff usage rules. This is the first paragraph of the description of the Staff skill: " This skill allows the character to wield a staff. Staff use is restricted...
  12. M

    [.11] Staff vs Twohanders for blocking

    They can. They can self cast as many spells as they want without losing the ability to block and parry (assuming they are holding a spell packet between their knuckles). -MS
  13. M

    [.11] Staff vs Twohanders for blocking

    Without trying to understand the mind of the designer, and ignoring aesthetic considerations (of which I am certain are part of this decision), I want to look at just weapon design / wielding rules. Staves are required to be wielded with hands near the middle. This is why they make terrible...
  14. M

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

    Not useless. It just requires different usage than before to optimize. One of the better uses should be casting magic armor on a PC with Intercept. Since PCs almost always outnumber NPCs (precise situations may vary), it isn't hard for a fighter with intercept to hang back a little and...
  15. M

    [.11] Unified Blow

    Is there anything stopping a card from saying "Immune to Weapon attacks other than Normal"? -MS (I am thinking here, of the way that Fey always required "cold steel" weapons to be hurt)
  16. M

    [.11] Unified Blow

    Interesting. Monsters no longer have "Silver to Hit" or "Magic to Hit" or "Normal to Hit" in 2.0? Admittedly, those monsters were pretty rare in 1.3 (Lycanthropes, Top Tier Monsters like Dragons and Gryphons, and Fey, respectively), but I didn't expect the mechanic to disappear entirely. -MS
  17. M

    [.11] Purifying/Draining strike

    There is nothing ambiguous about 1.3 Alchemical Cause Damage. It is explicitly not a necromantic effect. That is part of the reason that it is called "Cause <X> Damage" as opposed to "Cause <X> Wounds." The change in name was supposed to help prevent confusion. An effect does not have to be...
  18. M

    [.11] Unified Blow

    Perfectly correct analysis, but you fail to note one very important thing. For 60 xp, a Scholar only gets two Backstabs. For the same xp, an Adept gets three Backstabs and one or two per day skills (possibly two Evades). The Adept is getting much better bang for the buck and that matters in...
  19. M

    [.11] Unified Blow

    Earth Scholars? I thought this skill required 60 xp in Stealth Skills. How many Earth Scholars have invested that deeply into Stealth Skills? -MS
  20. M

    [.11] Monster Slayer/Healing Strike

    As someone who had a weapon that dealt 13 Lightning for a season, I think players can handle it. -MS
Back
Top