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About knasser2

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  1. Fantastic Beasts and How to Draw Them

    Nice find. Going to try some of that!
  2. Holy Crap, Disarm is overpowered!

    I regret to inform you, I was. If I look at a system and it has detailed rules for hit locations, differentiation of armour values between physical and energy damage, rules for growing tired and other such nittiness and grittiness, I think of realism. Fooled, I have been, then!
  3. Holy Crap, Disarm is overpowered!

    Sometimes these forums feel like some medieval court, with a group of learned judges chewing over some fine point of law with each other. Is it really intended that way? I always thought it was intended to be a very nitty-gritty realistic system what with hit-locations, weapon lengths and all that. Might explain some of my confusion if it's meant to be more of a Princess Bride, Errol Flynn affair. That makes sense. But I steer clear of the Martial Arts rules as much as possible. That might be a huge mistake given I want a bunch of martial powers but I get confused by it for a number of reasons. Firstly it's written in places as if there are supposed to be named Martial Arts, as if a character will study Judo or Karate or Boxing but I don't really get how such things intersect with the Hero rules generally. The distinction between powers and martial manoeuvres is something I don't really understand either. So I've been trying to build martial powers as Powers. E.g. if I create a "Sweeping Blow" for a knight character that lets him knock all those around him prone, I build that as a power. I had initially thought that Martial Manoeuvres were simply pre-created powers but the interactions with CL and PSL sort of blurred the boundary for me. I don't think you can get CLs with Powers can you? Two shots someone might still get up. Three, less so! Yes, it's off-topic but it's my thread and they're great movies! Hmmm. I had better have another look at Grab and how that might break my game as well, then. Thanks. Can you explain what you mean by #2 on your list. I don't understand.
  4. Holy Crap, Disarm is overpowered!

    Huh. *goes back to re-read Blocking rules* So they do. Presuming they act in the same Segment. Thanks.
  5. Thoughts on PD and ED in Fantasy

    In my game, I don't use ED specifically for against magical attacks. Rather magical is the chief source of Energy attacks. It's an important but small distinction. I use the FHC suggestion that armour has half its rating against Energy attacks (with some nuance not worth getting into). I was trying to go for a little bit of Rock, Paper, Scissors given that mages are generally weak to physical attacks but knights are vulnerable to spells. I like synergy and tactical cleverness in my games so a well-rounded party is expected to have an arcane magic user amongst them. A further important refinement I made was to add Counter-Spelling. Arcane spellcasting in my game has a mandatory Spellcasting skill roll. Another mage can make an opposing Counter-spelling roll to "Block" the spell and they can do this on behalf of others just as you can use your shield to Block for others. When you put the two together you get a lot of tactical cooperation between PCs where the mage is a key element for using Energy attacks against opponents and for blocking incoming. It's a little Eggshells Armed with Hammers, but I like it. It encourages thought and planning.
  6. Holy Crap, Disarm is overpowered!

    Also, I'm probably being dense but could you explain what you mean by the above?
  7. Holy Crap, Disarm is overpowered!

    Too many replies to respond individually but thank you to all for taking the time. So the first thing to note is that I was unaware that there is a -2 OCV penalty for trying this. I looked up Disarm in the index and it said 6E2,60 so that was the page I went to and I read all the rules for Disarm under it. It only says "make an Attack Roll" and the penalties it does suggest are specific to circumstances such as two-handed weapons. Only after reading the replies here did I go back and look at what I thought was a summary table four pages earlier, but which actually turns out to contain vital information! Namely -2 OCV. I do seem to keep running into issues where the rules information is scattered. Okay, so now it doesn't seem as bad. I think combining it with some abilities that help prevent disarming it might be okay. It does favour certain types of fighter though. The nimble duellist with his rapier is going to find himself rather easily disarmed by the burly thug who has far more Strength than the dextrous defender. I don't know if that's realistic or not but it's certainly something I have to anticipate and deal with if I don't want light and agile PCs to be victims of casual disarming. Or vice versa. It's going to suck if every time "Zorro" fights an orc he finds his rapier stuck in a nearby tree. So how would I buy "Disarm Defense" for a character? And what would it cost?
  8. Holy Crap, Disarm is overpowered!

    Granted, it is realistic. There is a reason some knights had their weapon chained to their armour or belt. But that said, I'm not coming at this from the perspective of a player that the GM might use my own tactics back at me, I'm in the position of a GM that wants a variety of martial powers for characters and is trying to balance something and suddenly found the backdoor is open whilst I've been securing the front of the house. A melee focused character is likely to have a high strength, often higher than NPCs. Most characters, NPC or PC, will do their damage via a weapon. This is like in a Supers game being able to shut down an enemy's main power. I think I'll have to adjust it, maybe give a Strength boost to the defender somehow.
  9. Holy Crap, Disarm is overpowered!

    Seriously? I do not at all mean to be confrontational and hope I'm not, but I'm staggered. The PC knight Hero McLightsword squares off against Baron Badness, Both have their sword and shield in hand and Baron Badness wields the Dread Darksword, the grand finalé villain is prepared in his platemail. He's got high PD, rPD, Body, Constitution and Stun. In short, McLightsword is going to have to work hard to whittle down the tough old baron. But then he rolls an Attack Roll and wins a Str vs. Str (about 50/50 chance) and suddenly the Baron cannot hurt our hero. Well, he can flap at McLightsword with his hands but realistically without a weapon he's not going to achieve much. So he'd better toddle off and get it whilst McLightsword wails on the poor Baron. When the Baron has his weapon back (which he has to use his Phase to both go and then pick up again), McLightfoot can go again. In a pure one v. one, the additional disarm actions reduce the amount of damaging hits McLightsword gets in but it repeatedly neutralizes the Baron. Being able to render an enemy unable to damage you in exchange for giving up a single damaging blow is very powerful, imo. Especially given the subtle tactical benefits such as it opening up the ability to harm an enemy that would shrug off damage, to direct them where you want (you choose where to send the disarmed weapon forcing them to follow and it would be the easiest thing in the world to send it to a friend who could get it before the enemy's Phase), Plus it can be utilized against special items like a wizard's staff or wand, the Mighty Artifact of EndGame. It makes solo villains very hard to pull off with even two PCs vs. a single one because one can keep the enemy neutralized (and if the first fails one round the second can do it) whilst the second piles on damage.
  10. I was just creating powers for a "Knight" character and wanted one of them to be an improved disarm that made it more feasible for her to disarm those she fought. So naturally the first thing I did was look up the standard disarm rules with the idea of maybe some PSL or something. But wow - all you have to do to disarm an opponent is a standard Attack Roll followed by winning an immediate Str vs. Str. It's not certain, but if your character is strong (as most PCs will be vs. standard opponents), you've a really good chance of taking their weapon from them. That's REALLY powerful in a Fantasy game. You instantly turn your opponent into someone who can't hurt you. And they have to go and get it if they want to be able to continue fighting. What do other people do for their games or have their players simply agreed not to abuse this? Or do they just mostly fight monsters rather than other characters who fight with weapons?
  11. You can burn fast, but I can burn faster...?

    Thanks. I didn't spot that previous thread. I'm going to maintain that if that's official rules then it's pretty bonkers. I can't imagine it flying with my players.
  12. You can burn fast, but I can burn faster...?

    Thanks. That would explain why I couldn't find it. For a rule-system that comes in two 400 page volumes, that sounds like an amazing oversight.
  13. You can burn fast, but I can burn faster...?

    Thanks. That sounds sensible. Actually it allows for some considerable nuance in having environmental effects that run fast or slow - for example, navigating through some ice caves where movement sets off flurries of falling ice shards (high Speed) or the booming of some terrible titanic bell that feels like a body blow (low Speed). I like it. But is this a rule from the book anywhere or just something you came up with? Because I've been unable to find a RAW answer to this.
  14. Hi! Hopefully a simple one. I'm looking at the fire, acid, et al. rules (6E2,p147) and I can't find anything that explicitly states when you take damage from a harmful environment but the acid damage example seems to imply that a character takes damage on each of their phases. However, surely this must be wrong as it results in the following: Nimblus the Nimble, Elven Rogue, has Speed 4. Chunketta the Dwarven Warrior Maiden has Speed 2. Both are trapped in a burning room. Numblus the Nimble burns to death twice as quickly as Chunketta, (we'll assume the unlikely chance that rED and BODY are the same for both). As this doesn't make sense, I feel I must have gone wrong somewhere but I can't find anything saying "Environmental damage occurs at the end of the Turn" or similar anywhere. Thanks for any answers!
  15. I have this terrible ringing in my ears...

    Ah, it's interesting to know about the banishment approach but no, they're not "Summoned" creatures in my setting. Not necessarily anyway. Fey just skip into this world when they feel like it or if they want to abduct adopt a human child. Devils are entirely capable of crawling their way up from Hell by themself if nobody is keeping an eye on the deep passages in the earth that lead down to it and demons... they might be summoned but more likely some wizard done goofed and unleashed a ravening ball of death in their tower by critically failing a magic roll. Ha! No, I am NOT throwing out my carefully atmospheric power descriptions just for that. However, I AM going to try and work it into the game when a temple bell drives off the devils.