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khelek
Posted: Friday, March 11, 2011 9:01:40 PM
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Maybe it says somewhere, but I could not find it on a quick read through:

Are the only classes to get magic: 1. Wizards, 2. Chosen Ones, 3. Traders (via Exotica)?? The others may never chose Sorcery as their styles without taking a level of one of the above... right?



Also, Fixers and Engineers don't have "Types" at the beginning of the sections.
ironchicken
Posted: Saturday, March 12, 2011 2:14:56 AM
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khelek wrote:
Maybe it says somewhere, but I could not find it on a quick read through:

Are the only classes to get magic: 1. Wizards, 2. Chosen Ones, 3. Traders (via Exotica)?? The others may never chose Sorcery as their styles without taking a level of one of the above... right?



Also, Fixers and Engineers don't have "Types" at the beginning of the sections.


Noble,Priest, Courtesan are also magic.
ironchicken
Posted: Saturday, March 12, 2011 2:20:24 AM
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khelek wrote:
ironchicken wrote:
But a wild surge cannot critical hit because it must have rolled a 1. Have I missed something?


1. The Wizard rolls a one = Wild Surge

2. The GM rolls the SAME magic die that the wizard rolled (no bonus dice) against each target (all Spellbound +1 Random Victim), each target gets a separate attack from the surge

3. (here it is a little fuzzy) If any (ANY!) of the victims roll a 1 and the Surge rolls on the upper half of its range (this is the Critical attack roll) then it becomes a crisis surge.

So: if there are 3 spellbound and 1 random victim, and just one of them gets critically hit, the Crisis Surge hits everybody!

Consequence: The nobility outlaws magic! :)

I think the text is pretty clear, except for stating plainly that if any of the victims messes up their defense it goes crisis.

Question: Can you take the Hit? and not roll your defense? that way taking the Surge Damage but not causing a crisis?

Does the Language of the Stars Spell Glow affect the Crisis Surge roll... from my reading it does not.


Thanks for the clarification, you are quite correct. I got mixed up between magic rolls and surge rolls.

My bad.
YcoreRixle
Posted: Saturday, March 12, 2011 8:12:12 PM
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Again, thanks everyone for the continuing feedback. I'm not sure I'll have time to incorporate any more stuff after tonight, but thank you for everything that's come in up 'til now.

Man on the street (in the Claw): For the six characteristics, I usually go with what characters get (4, 5, 6, 6, 7, 8) or slightly lower if the man is underfed, scarred, crippled, diseased, etc. But the man on the street gets 0-2 Mood and 0 Inspirations img. He has a Heart - he's just been beaten down to the point where he doesn't use it.

Crisis surges: Magic hates magic, so your Magic score always fights against the surge's magic attack. In other words, no, you can't "take the hit" to avoid any possibility of a crisis surge. Good question, though, and you're right, the book doesn't address it. I'll see if I can push it in somewhere.

Fixers and Engineers: Engineers' lack of a type is intentional. It is a cost they pay; they can't add their levels to anything that is based on martial levels, or magic levels, etc. Fixers, it has Shadow listed as their type, which is correct.

Magic talents: Yep, only Wizards, Chosen Ones, Traders, and the ruling classes (Noble/Priest/Courtier) can choose a magic style. On the class tables, at the top of the style column, it says Fighting or Magic.

ironchicken
Posted: Sunday, March 13, 2011 3:23:59 AM
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It is probably too late... However, the original "Heroic Actions" section in War is much better then the new one. It now states you can attach to a unit but does not describe these effects and the old section on missions was great.
azrianni
Posted: Monday, March 14, 2011 11:32:16 AM
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I've enjoyed reading the revision. (Still have the setting material to go.) Here are two things that strike me for your consideration:

1) Maybe I've read too carelessly and this will be clearer on reread, but I would read a talent or something and it would say something like "if X happens, take a Reason penalty die on [whatever roll]." Is that the Reason of the person with the talent who causes the effect, or the person effected? Reading the core mechanic section, it sounds kind of like it's the latter, but that seems weird 'cause then smarter/more passionate/etc. people are worse affected by such things. At the very least, if there's a way to clarify it, it might help.

2) Criticals bug me because the chance of them varies only with the defense die, not with the attack die. If you roll a 1 on your defense, I have a 50% chance of getting a critical hit whether I'm rolling a d4 or a d20. Granted, some abilities and talents might change the effect of a critical, but this still seems off to me. I realize that setting an arbitrary number (7?) means the opposite effect--d4 has a very low chance of a critical, d20 very high--but to me, having critical not at all a function of the skill of the attack is problematic.

Both of these may be too involved to fix before offering the new edition for sale, or you may just not think they require any changes--but just thought I'd share them.
khelek
Posted: Monday, March 14, 2011 8:33:03 PM
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Azrianni,

I think you are not thinking about the penalty die correctly... a Reason penalty die hits those with Low reason the hardest. if you have a high reason, there is a good chance your penalty die will not be lower than your base die.

In regards to criticals... that seems like a aesthetics issue.
MacLeod
Posted: Monday, March 14, 2011 11:14:33 PM
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YcoreRixle wrote:
Edit: Matt (Mac), I'm sending you an email about the Longarm style.
Sweetness.

Longarm style in IN, baby!!!

I certainly hope folks enjoy it... and don't worry about how weird it looks in comparison to the revised styles. Mr. Brunner is going to revise it as well.

I also wonder... sort of related... but will the Combat Primer get an update to reflect the new stuff? I still link to that bad mammy like there is no tomorrow. =P

/*~Matthew Miller~*\
azrianni
Posted: Tuesday, March 15, 2011 8:02:23 AM
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khelek wrote:
Azrianni,

I think you are not thinking about the penalty die correctly... a Reason penalty die hits those with Low reason the hardest. if you have a high reason, there is a good chance your penalty die will not be lower than your base die.

In regards to criticals... that seems like a aesthetics issue.


Thanks. You are correct. Still getting my head around things.

One other thing I forgot to mention: on multiclassing, there's a rule about some kind of penalty if you multiclass before reaching "name level." Maybe I missed it, but I didn't see that term defined and didn't know in context what it meant. The first level that has a name? The level that has the same name as the class? Something else?
ironchicken
Posted: Tuesday, March 15, 2011 9:35:35 AM
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Same name as the class
Arkat
Posted: Wednesday, March 16, 2011 3:46:29 AM
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I'm reading the excellent revision, and I'm liking every last bit of it. This game sure is something else. Here you get substance you'll have to buy two, three supplements to get in other game lines.

But I'm a bit slow today. Am I right when I read "Forced to rebalance" as not applying to willingly choosing rebalancing maneuvers? So a Savage can Rage one round, and then chose Slam without losing the bonus damage?
Arkat
Posted: Wednesday, March 16, 2011 6:30:35 AM
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A comment on crisis surges. If you don't want to have crisis surges happening too often (as in every time at least one spellbound roll 1 on his or her resistance) you could say that a crisis surge happens when you roll a second 1 on the magic test dice. The first 1 creates a magic surge. If the mage rolls a second 1 on the surge attack roll it becomes a crisis surge. You then roll a third roll for the crisis surge. It is still a threat, but not quite as common.

Just a thought
khelek
Posted: Wednesday, March 16, 2011 7:10:38 AM
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Arkat wrote:
I'm reading the excellent revision, and I'm liking every last bit of it. This game sure is something else. Here you get substance you'll have to buy two, three supplements to get in other game lines.

But I'm a bit slow today. Am I right when I read "Forced to rebalance" as not applying to willingly choosing rebalancing maneuvers? So a Savage can Rage one round, and then chose Slam without losing the bonus damage?


That is my read as well... however there is the caveat that you can only have one of those abilities active at a time. However, I am not totally sure on this point either.
Arkat
Posted: Thursday, March 17, 2011 7:00:43 AM
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I realise that I'm probably too late to change anything in the final book, but here are some random questions that popped up as I read the fighting styles:

In battlecraft Wards say “until forced to re-cast”, while Improved Arcane wards say “until re-cast”. Wall of force on the other hand say until forced to rebalance. Are these differences intentional?

Claw/Claw/bite: The claw/feint/bite move seems in all way superior to Claw/Claw even though they are just as hard to use (and they unlook almost the same powers. Why would any monster use just claws? Should it have a higher defense die?

Man, dragons are nasty!

I have problem seeing the use for Cloud Eyes in Dramba. Sure they can’t affect you, but you can’t affect them either. So it seems like a zero sum game.

Free Sword: Eviscerate. It lists two attack dice. Does it do 3 + 1 str +1qck on both attacks?

Language of the stars: Shouldn’t Astral Homonculus be a master spell?

More when I have time...
khelek
Posted: Thursday, March 17, 2011 7:43:17 AM
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Great questions!

I also noticed in the text that there was some re-cast language. It seems these are an artifact of the previous version, which did have moves that caused re-casts...I think most or all of those moves have been taken out, but the rules text and some things like what you saw remain.


Jason
YcoreRixle
Posted: Thursday, March 17, 2011 6:16:16 PM
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I've been punching up the revision. Yes, Long Arm is in there! Tweaked a bit from Mac's version because he (of course) hadn't seen the revision when he created it, but it's mostly the same. Huge thanks to Mac for donating this style.

Combat primer update is unlikely given my schedule. Maybe in the summer when school lets out, but truthfully I'd say the chances are slim. My priorities for the game are adventures (including con "organized play" modules, some type of mini-living campaign) and supplements.

Re-cast language: Yes, the differences between "until re-cast" and "until forced to re-cast" are intentional. Obviously, "until re-cast" is more restrictive. Same applies for "until rebalance" vs. "until forced to rebalance." So yes, absolutely, a Savage can Rage and then Slam the next round with the Rage bonus! For the Horde, baby! From a "realism" standpoint, I think there's a big difference between setting up a new maneuver by your own choice, on your own time frame, and getting forced into it because you were tripped or whacked in the gut and now you have to stand up again as quickly as possible in order to get back in the combat. And "rebalances" also cause a re-cast, but re-cast does not cause a rebalance. I'm pretty sure there is language in there to that effect, but I'll check. EDIT: Yes, p. 37 says that. So... hm, it's there, but maybe a bit confusing. If I get time for another pass, I'll try to clear up some of this.

Arkat: By the way, thanks for the very kind words over on RPG.net. It'd be great if SK became an rpg.net darling!

Claw/Feint/Bite: Claw/Feint/Bite is certainly better, but it can only be reached via maneuvers with fewer options (for masters) than Claw/Claw, it is more predictable (only option if starting at Bite or Bounding Sprint and going up to Claw/Claw/Bite is to go through CFB), and it doesn't provide for Swipe, Pounce, Foreclaw Rush next round. You'd never choose Claw/Claw after Claw/Claw/Bite or any other maneuver in its row, however, and that's a bit irksome to me. However, it still has value in the style, in my estimation, because it presents interesting options for advancing (for masters) from Claw to more deadly attacks, and it makes all three starting maneuvers distinctly different in terms of predictability, second round damage, second round effects, and second round defenses.

Dramba Cloud Eye: Hm. In duel initiative, you can use Cloud Eye repeatedly to effectively force someone who might otherwise target you to focus on a different target; you can use it to get a little breathing room and set up a Str/d2 strike (that d2 defense doesn't look so scary when your opponent is blind to you); you can use it to set up a 0/d4 trick (d4 defense is not too bad at all against an opponent blind to you). If you're not using duel initiative, it's a bit less useful, but you could still use it as a purely defensive "get off me and attack someone you can see," as a means to hide while a guard rushed past you to the front lines, etc. Out of combat, I usually rule along the lines of duel initiative, ie you can do something during the round that your target is blinded to you.

Eviscerate: Yeah, that was unclear. I fixed it! Thanks. It is on both attacks, yes. Eviscerate is a world of hurt! But you can almost always see it coming and prepare.

Language of the Stars Astral Homunculus: Gah! Thank you! This was supposed to be a nerfed version of a descent cat. All fixed now.

Going to have to put an end to the revision collection now, too. I'm almost done. More info to come soon!

Arkat
Posted: Friday, March 18, 2011 2:22:35 AM
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All kind words are well deserved.

I read Language of Stars just after having gotten the nerd giggles from the the Descent Cat write-up, and figured it had to be a mistake. But with the nerfed Descent Cat I get pictures in my head about 200 lbs, playful Decent Kittens. Be afraid, be very afraid :)

Ok, some more comments (I'm sorry they are comming late, but life has prevented me from looking closely at the book before now)

Parapet Defense:

- Hunger Pattern lacks an attack die.

- Fredegar's gorge: what does "drain 1" mean?

- Nightwing run misses a comma I think. Without it it is ambigious if you move three targets or move and attack three targets.

- It should probably state that shoot and storm of arrows requires a bow?

Savage: I love Savage! This style along with the Savage bloodlust ability makes me all kinds of warm inside :)

Swashbuckler. How can you not love a style with a move called Stab and Mock

Weremagic: The wolf curse is (r) and states that it last until you are forced to rebalance. I understand the intent here, but it is a bit ambiguous anyway.
Arkat
Posted: Friday, March 18, 2011 3:19:42 AM
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While reading the organization chapter I noticed that an armed legion's Tyranny of Arms give Fear (4), while a church's Inquisition gives Fear (1). Are legions really that much more scary than the inquisition?
khelek
Posted: Friday, March 18, 2011 6:16:18 AM
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arkat wrote:
Weremagic: The wolf curse is (r) and states that it last until you are forced to rebalance. I understand the intent here, but it is a bit ambiguous anyway.


This is now a standard thing. There are a number of (r)s that last until "forced to recast"

Which nerfed Decent Cat does Language of the Stars call? I was wondering myself which of the DCs it called to fight.
YcoreRixle
Posted: Tuesday, March 22, 2011 7:35:12 PM
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The revised version is up on DTRPG, so I'm going to call this thread done. Thanks to everyone for the feedback! The game is the better for it!
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