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21
Still looking for an answer on this one, however. Is it a typo?


On page 132 there's a box containing an example of casting a fireball at a group. The pc used has a magic score of 5, but the damage is listed as 3P, but with 2 net hits the damage increases to 5P. Is this a typo? Since the base damage is 3p, shouldn't the 2 hits equal 6P damage?
Huh?_? So Magic Score 5 means damage 5/2 = 3P, 2 net hits add 2 damage, so 5P?_?
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Rules and such / Re: Calculating 6E magical damage question...
« Last post by Lormyr on <02-28-20/1257:30> »
I presume the RAI is that +4 Dice would be the cap regardless of what kind of Foci, FWIW.

I have heard SSDR say that as well, but that is not how I read it at all. Quick run down:

Attributes say: "Various things modify attributes, such as spells and gear, but a characterís adjusted attribute can never be higher than their current attribute rank +4.".

Skills say: "They can be modified by spells, gear, and other effects, but their augmented increase can never be more than +4."

Nothing else in the entire game is generallyrestricted in stacking other than Initiative, but some specific things state they will not stack (such as muscle toner and a suprathyroid gland, and only being able to apply one foci to a given dice pool).

Foci say things such as "A centering focus adds its Force to the magicianís initiate grade when they use the centering metamagic on Drain Resistance tests.", and "Spellcasting foci add their Force to your Spellcasting dice pool as long as the spell is in the same category as the focus."

My point:

Foci do not add to a skill - they add to a dice pool. You could have a mystic adept with Magic 6 + Spellcasting 14 (with adept improved ability) + a foci on top of that, because no foci just flat add to a skill.

If the intent is that no dice pool can be modified by more than +4 then all three of those sections are in dire need of a re-write, because that is not at all what it says.
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Rules and such / Re: Calculating 6E magical damage question...
« Last post by Hobbes on <02-28-20/1227:16> »
And that.  Magic 6, Spellcasting with an Expertise is 9, so 15 dice pretty quick.  Depending on your reading I think Foci actually do cap in 6th at +4 Dice since it's adding to a Skill.  I'd have to go read Power Foci closely though, they add to Magic and may weasel past the Augmented Skill cap.  Honestly can't recall off the top of my head.  I presume the RAI is that +4 Dice would be the cap regardless of what kind of Foci, FWIW.

Anyway, 19 Dice Spellcasting after a run or three.  Drain dice of 20 out of chargen and climbing reasonably fast for the optimized spell caster.

So, bad ass NPCs with stupid high stats are still going to be throwing less dice in most cases.   And Drain can be mitigated.  And for the most part PC mages should be easily generating Edge (Invisible, Concealed, Analytical Mind, and so forth).

Spellcasting isn't bad.  It's not as crazy as the stupid tricks Conjuring can pull off, but literally nothing else is. 
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Rules and such / Re: Calculating 6E magical damage question...
« Last post by argouru on <02-28-20/1219:04> »
Still looking for an answer on this one, however. Is it a typo?


On page 132 there's a box containing an example of casting a fireball at a group. The pc used has a magic score of 5, but the damage is listed as 3P, but with 2 net hits the damage increases to 5P. Is this a typo? Since the base damage is 3p, shouldn't the 2 hits equal 6P damage?
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Rules and such / Re: 6E: Toxins Power - threshold or dice?
« Last post by skalchemist on <02-28-20/1208:05> »
Iirc with gas clouds longer duration is a bad thing: you're only getting hit a second time after the duration expires?
I don't see that rule anywhere, Michael.  The rules on page 122 seem to suggest that you get re-exposed every 10 rounds of exposure regardless of whether you are currently affected or not. 

But even if that were the case, it would only matter with toxins that do stun (or lethal, I suppose) damage directly.  For gases like nausea and pepper punch that just apply status effects it doesn't matter how many doses you apply as far as I can tell.  Once you Blinded I, Nauseated, Dazed and Stunned you are those things, all that matters is how long. 
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Rules and such / Re: 6E: Toxins Power - threshold or dice?
« Last post by skalchemist on <02-28-20/1150:36> »
And two more questions:

* I just noticed Pepper Punch is listed as n/a in the availability column of the toxins.  I think that means "not applicable" (because alcohol is also listed as n/a) and not "not available".  In other words, it is superior to nausea gas [3L] in terms of availability and legality as well?

* how does the availability of the toxin interact with availability of the grenade?  Gas grenades are 4(I), but many of the toxins are like 5 or 6(L).  My guess is that you take the higher number and the worst of the legality.  So a gas grenade [4I] of Neuro-Stun IX [6L] would be 6I availability. 
27
Rules and such / Re: Calculating 6E magical damage question...
« Last post by Lormyr on <02-28-20/1149:57> »
Neither direct nor indirect spells look particularly good coming out of the gate, but again, magic dice pools still scale substantially higher than the dice pools to defend against them. The nerf didn't go far enough, because the wrong element was targeted for the nerf (less initial damage rather than nerfing foci and maximum potential).
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Rules and such / Re: 6E: Toxins Power - threshold or dice?
« Last post by Michael Chandra on <02-28-20/1149:07> »
Iirc with gas clouds longer duration is a bad thing: you're only getting hit a second time after the duration expires?

NG is better if your own people have to walk through the cloud.
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Rules and such / Re: 6E: Toxins Power - threshold or dice?
« Last post by skalchemist on <02-28-20/1144:49> »
You soak toxins. The remaining power is used for the damage. And yeah toxins didn't get halved. I would definitely half all powers myself.
So, for example, you would treat Pepper Punch as Power 5, not Power 11?  Seven-7 would be 6 not 12? 

A couple of other question about gas/smoke grenades and toxins?

* Is it just me, or is it weird that an actual explosive device (stun grenade) is legal with a license, but a much less explosive device (smoke/thermal smoke grenade) is illegal?

* Why would anyone use nausea gas instead of pepper punch?  PP is cheaper, applies the same bad status effects as well as some extras, has a higher power, faster speed, longer duration, higher power, AND works on contact as well as inhalation.  PP seems superior on every metric.
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