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Post by accidentalbystander on Oct 23, 2018 22:47:32 GMT -6
This seems like a useful idea. I hope I'm not stepping on anyone's toes here.
Q1.) How does rolling 0k1 after modifiers work?
Q2.) There's a few homebrew weapons that deal more damage than the Book 2 Weapon Creation Table would allow normally (the Plasma Devastator and Flak Driver spring to mind). Were those created out of whole cloth, or is there a modification to that table to look at?
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Post by GuardianTempest on Oct 23, 2018 23:14:49 GMT -6
For#2, those weapons were made wholecloth within reason, with the usual standard set by Book 1 weapons.
My early weapons used to follow, the OICW for instance used to have 12 rounds for its clip. The Marionette Array still follows the rules (with careful use of the homebrew "Extra mods" mod).
Also, guest posting is enabled for curious bystanders.
Personally, I'd like to know the answer to #1 as well, on the rare chance that one particular NPC got hit with multiple Unlucks (or Hobbling Shots from Terminus Lockdown).
Actually, I have a question for my own: Could the Paragon's Strength of a Raging Fire power extend to damage rolls or just the test? Because it could be interpreted that "While stunting" extends to the consequences of the action, like an attack with a damage roll.
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Post by ScrapyardDragon on Oct 24, 2018 13:35:28 GMT -6
my understanding is that 0k1, in the same vein as 1k0, is basically "Roll a d10 with no explosions".
As for questions 2, the general consensus is that the book 2 creation table is garbage, as it can't even replicate the book 1 weapons. To that end most people just use its various modification costs as guidelines so to speak and focus on starting at book 1 weapons and going from there.
As for GT's question, I'd presume the bonus only applies to things stunt die would apply to, so no increasing damage rolls with it.
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Post by accidentalbystander on Oct 26, 2018 14:02:37 GMT -6
As an update, page 358 in Book 1 says you can't more dice than you roll, so you'd roll 1d10 with no explosions for 0k1. Does that mean any extra kept dice on, say, 4k5 after modifiers is lost, or would you roll an extra 1d10 with no explosions for that extra kept dice?
More questions:
Q3.) Does Penetration on magical attacks reduce Aura like it reduces Armor for physical attacks?
Q4.) How far is "engaged in melee" range normally? 1 meter?
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Post by Traskus on Oct 26, 2018 14:26:16 GMT -6
You can't keep more dice than you roll. Extra kept dice are lost. 4k5 is 4k4 with annoyance.
3. Regular penetration does not reduce aura, but there is a special aura pen that does that. It will say it's either aura pen or ignores X aura.
4. That's... up to you. 1 meter is good. I assume you're trying to make sense of Reach. It's a screwy one.
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Post by GuardianTempest on Oct 26, 2018 16:15:13 GMT -6
I usually interpret Engaged in Melee as "adjacent to whoever you're sticking", while Reach just means that you don't count as Engaged in Melee to whoever you're sticking that spear into, which is useful when you don't want to provoke opportunity attacks from the target. I could be wrong.
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Post by j3puffin on Oct 26, 2018 23:56:19 GMT -6
5. What do a Sword School/Gun Kata's key skill affect? Are they simply for flavor and the Level 3 Restriction's sake, or is there something in the rules I'm missing?
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Post by Amanojyaku on Oct 27, 2018 6:12:44 GMT -6
Flavor. Journeyman skill restriction. Whether or not you qualify for Master of Nine or Master Gunslinger levels.
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Post by Plotvitalnpc on Dec 23, 2018 17:52:26 GMT -6
What is the TN to acquire something on the holdings scale, if that was ever established?
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Post by GuardianTempest on Dec 23, 2018 18:17:06 GMT -6
Maybe it wasn't, although I guess for rewards that don't have a definitely rule for, it just boils down to "at SM discretion". Much like artifacts given out by the SM every now and then.
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Post by mysticUmbra on Apr 14, 2019 10:27:44 GMT -6
If I wanted an even more high-octane and insane game, would gestalting exaltations make for even more stupid antics? Like Nephilim and Dragonblooded or Vampire and Werewolf. I personally wouldn't allow variants to be taken with their originals, however.
Or would that be even more broken by orders of magnitude depending on the combos?
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Post by Amanojyaku on Apr 14, 2019 10:53:15 GMT -6
"Gestalt" is a German loanword that, in the context of tabletop games, means "broken in every possible way."
If you actually want insanity, go for it, but don't come crying back here when it inevitably goes horribly awry.
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Post by Traskus on Apr 14, 2019 11:46:40 GMT -6
To phrase his statement a little more politely: doubling up on exalts leads to more rules bloat and shenanigans (as opposed to just having something powerful).
I recommend against it. It sounds fun but really it's tedious and un-fun.
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Post by mysticUmbra on Apr 15, 2019 3:27:47 GMT -6
Ahh gotcha, I was only really going to use it after a few campaigns and primarily for npcs or BBEGs but giving the option to the players after doing something insanely heroic and befitting the additional exaltation.
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Post by Traskus on Apr 15, 2019 7:29:19 GMT -6
Oh, well that might change things. The homebrew bestiary has a ton of monsters that have powers from different exalts. Go nuts on that level.
Someday, someday I'm going to figure out how to make gestalts good.
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