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1  Products / Mistborn Adventure Game / Re: Alloy of Law Supplement: Clarifications, please on: August 21, 2014, 06:08:27 PM
There are a few abilities in Mistborn and Alloy of Law that are similar, but the text does not take into account some of the possible options.

Example #1: Pewterarm Lock
The text says you must be a "Pewterarm or Brute Ferring" to open the lock.  So, is a 7 Physique Koloss-blooded with Surge of Strength x2 out of luck?  What about a Kandra with a Blessing of Potency, or a full Koloss?

The rules actually say, you need the Prodigious Strength Stunt and the key to use the lock. If you want to allow koloss-blooded to open it (as they basically have the Prodigious Strength Stunt as their Power), it's your call. For simplicity, I would follow the rules to the letter.

Example #2: Pewterarm Rounds
Do the rounds ignore the Tough stunt for a Koloss-blooded?  Regeneration for a Kandra?

These rounds are designed explicitly to defeat Allomantic Pewter and Feruchemical Gold, so no, they do not in either case.
2  Products / Mistborn Adventure Game / Re: Alloy of Law Supplement: Clarifications, please on: August 21, 2014, 06:04:54 PM
While we're doing clarifications, if my character is wearing both a Bullet Proof Vest (Absorbs 2) and a Leather Duster (Aborbs 1), does he take 3 less damage from, say, being shot? Does Armour stack?

Because as a Lurcher I want to wear a Lurcher plate, but Dusters are so freaking stylish that I want to wear one of them too, and I wondered if I was just taking a props hit for style, or if I'd actually get some benefit from my duster.

My intention is that armor does not stack. Not only is it unbalanced, it's kinda dumb (if a bullet can go through a vest, it can go through a duster).

Speaking of Lurching, suppose a foe fires on one of my Allies and I have the Iron Redirection (Reaction) Stunt. I roll my Iron rating and succeed... what then? Do I take the damage the shot would have made -3 for my Lurcher plate (or whatever armour I have on). That does seem like the intuitive interpretation. I wouldn't have asked except for the implication for Empire Lurchers...

...what about a pre-AoL Lurcher who pulls a foe's coins into his wooden shield... what happens to him? Because it seems counterintuitive that an Empire Lurcher would have to Redirect the coins with his stunt and then roll a defence against the redirected hit... surely his redirection is good enough (assuming he passes the redirection roll) that he doesn't need to roll to get his shield in the right place. If he did have to not only have Iron Redirection and a Shield, and save defence dice for each redirection so he doesn't kill himself, Lurchers would seem a very suboptimal choice.

Iron Redirection redirects the attack at you, meaning you need to choose whether you pull the attack off course a little, or make yourself the new target. If you don't want to get hit by the attack, don't choose to be Smiley
3  Products / Mistborn Adventure Game / Re: Buying allomantic Gold in the Final Empire on: August 20, 2014, 05:51:47 PM
The cost of Gold should be set by the default setting of your world - you can make any metal available in Allomancy and Feruchemy if you wish, but the "basic 8" physical and mentals are all automagically there. We leave the rest up to you as campaign decisions, based on how you want the world balanced for your story Smiley
4  Products / Mistborn Adventure Game / Re: Feruchemy Gunslinging on: August 20, 2014, 05:49:32 PM
Steel is king in my book, because of quick drawing and the rapid ability to draw a bead and fire. Looking over the Feruchemical Shot Stunts, you'll see how I broke it down mentally - Pewter's lets you keep a steady aim even when moving and doing acrobatic stuff, while Steel is all about quick drawing, extra attacks, and the like. Tin gets a little love, too, for the accuracy aspects. Gold gets nothing other than the ability to keep your feet during a Pistol Duel - because it's plenty good out of the box Smiley
5  Products / Mistborn Adventure Game / Re: Koloss Twinborn on: August 19, 2014, 06:49:05 PM
I wanted a clarification, because the table on page 104 allows Koloss-blooded with Allomancy/Feruchemy to become Twinborn:
(Humans or koloss-blooded with Allomancy or Feruchemy only)
Whereas page 107 lists it as human only. Does the game allow Koloss-blooded to become Twinborn?

There are no known koloss-blooded Twinborn (their genetics are decidedly different from humans). I went back and forth on that, but landed on the side of balance to stop the madness of 3 Powers on a single character. Thus, the intent is for only humans to become Twinborn.

For future reference, when there's a conflict between text and table, the general rule we use is defer to the text.
6  Products / Mistborn Adventure Game / Re: Alloy of Law Supplement: Clarifications, please on: August 11, 2014, 11:11:46 PM
This isn't a typo, but it's a point that's somewhat unclear; if there's a thread (or if there should be) for clarifying questions I'll move this post to there.

Hazekiller Rounds: Pewterarm Rounds.

It mentions how the damage is applied to "Base Health." Am I to derive from this statement that the additional health of being a Bloodmaker or Thug will not protect you from things like Burdens? So, for example, say I'm a Bloodmaker with 6 Health and I tap 10 charges to temporarily make my health 16. If a Pewterarm Round hits me and deals 3 Damage, is that a Grave Burden? If I take 3 more damage from a Pewteram Round, does that inflict upon me a Mortal Burden, even though I've got 10 more points of Bloodmaker health? If I run out of Base Health but still have Bloodmaker Health, do I lose the conflict or can I go on fighting? If I am allowed to go on fighting, just with a Mortal Burden, will future Pewterarm rounds start taking down my Bloodmaker Health?

Just to clarify; when you say I cannot use powers to heal damage from a Pewterarm round, that means at all in any roundabout way, yes? Like, obviously it means I cannot heal that damage via tapping 10x charges of Gold. But Gold also says it increases my natural healing ability in any hour that I spend n Charges. I assume that increase also will not apply to this damage? It seems relatively clear in the book but since I'm asking a clarifying point on this specific entry anyway I figured I might as well know for sure.

Yes to everything.
7  Products / Mistborn Adventure Game / Re: Alloy is out! on: August 10, 2014, 08:15:18 PM
It's too late for me to order before GenCon, so I'd like to pick up the book there.  Will I be able to purchase the physical book + PDF package at your GenCon booth?

Yep! We run the same deal through our booth. Plus, no shipping Smiley
8  Products / Mistborn Adventure Game / Re: Alloy is out! on: August 10, 2014, 02:26:00 PM
Wow... then why are coinshots so deadly? Unless a Final Empire copper coin is much bigger than an US penny (2.5 grams), I don't think 250 mph would have much chance of killing a normal person.

Neither bullets nor coins kill by transferring energy to the victim; they kill by penetrating your flesh and cutting your internal organs. It takes less than a pound of force to cut human skin. The relative accuracy (compared to early bullets) of a coinshot is what makes it so deadly.

This is why one of my favorite RPGs the skill for combat is "Pushing sharp things through soft things that scream and bleed." Smiley
9  Community / Off-Topic / Re: Gencon 2014 - Who's going? on: August 09, 2014, 10:22:29 PM
What about just using a voice recorder? Most phones these days have that sort of functionality.

Tried that last year. It failed miserably.
10  Products / Mistborn Adventure Game / Re: Alloy is out! on: August 09, 2014, 06:48:03 PM
Haven't  really had a chance to go over it with a fine-tooth comb, but I'm loving it so far. I have exactly one nit-pick and it's essentially irrelevant: Wax can only push bullets up to 250 mph, roughly 112 m/s. That's less than the lowest muzzle velocity I can find; low end for black powder muskets is 120 m/s according to Wikipedia, weapons technologically inferior to his. Still, sacrificing a little verisimilitude for cool magic effects in a game isn't exactly a deal breaker for anyone I know.  Wink

Wow... then why are coinshots so deadly? Unless a Final Empire copper coin is much bigger than an US penny (2.5 grams), I don't think 250 mph would have much chance of killing a normal person. IIRC black powder muskets used big bullets (or balls I guess), much larger caliber than modern guns.

Kinetic energy 1/2 * m *  v^2 = 1/2 * .0025 kg * 112(^2) m/s = about 15 joules if I'm not miscalculating. IIRC bullets are at least a thousand. Maybe if the coin hits narrow edge on....

Better to not think about it. It's a throwaway fluff line.
11  Products / Mistborn Adventure Game / Re: Atium Questions for Crafty on: August 09, 2014, 02:13:58 PM
To be totally clear, you're saying that in Situation 2, Opponent  1 would attack the AU, but suffer the" redeclare your action" penalty, yes?

No. In Situation 2, all I'm saying is if Opponent 1's action is invalidated, I would consider letting them redeclare their action as normal rather than saying they get to do nothing. What they do is up to them.

About the specifics of declared actions. If opponent 1 has a sword and declares he is attacking the AU, but gets disarmed before his action, does that warrant a redeclare? Or is the initial declaration generic enough to accommodate?

If the character wants to pick up his sword, then yeah. But I expect most declarations would be "I'm going to hit this guy next to me" and if the sword goes away, then they would attack with their fists.
12  Products / Mistborn Adventure Game / Re: Alloy is out! on: August 09, 2014, 02:11:05 PM
Aww... but I liked my idea of expecting the players to find means of being extraordinary. I guess we can still just invent even bigger things to rip apart.

Feel free to leave it broken if you want... Tongue
13  Products / Mistborn Adventure Game / Re: Alloy is out! on: August 09, 2014, 11:55:46 AM
According to page 178, you'd need both a Skimmer rating of 15 AND a Lurcher rating of 15... 15 in Allomancy to generate the charges and 15 in Feruchemy to spend them. In other words, to Ironrend a traincar, you'd need to be impossibly powerful, with at least the strength of two Lurcher/Skimmers. I can think of one way to accomplish that, but the art is long lost...

Even the lost art of Hemalurgy can't boost Feruchemy above a rank of 10. (It's different from Allomancy in that it doesn't combine with existing talent. MAG Pg. 289)

Looks like a whoopsie. I think I'll reduce the "Charges to Rend" column by a third in my games...

Edit: And ninja'd!

Gah. As you might have guessed, Compounding changed a lot from its first iteration (very much for the better), and as you might have guessed, the limitations on spending were one of the key pieces to making it all work. Consequently, it looks like there are 2 artifacts of the earlier draft that made it into the compounding stunts:

Highest level of Earthshaker: To correct, lower the current 70 to 60, the current 100 to 80, and the current 130 to 100
Highest leve of Ironrend: To correct, lower the current 60 to 50, the current 100 to 70, and the current 150 to 100.

14  Products / Mistborn Adventure Game / Re: Atium Questions for Crafty on: August 09, 2014, 11:33:53 AM
If you use Atium's ability to see what another character is going to do next beat, and then the next beat comes, the book says that they HAVE to take that action if able. Does that mean they have to declare that action AND take it (meaning they cannot choose to 1. Not take the action or 2. change their action to something else at the cost of half their dice pool)? Or does it mean they are locked into declaring that action, but still have the usual choice to take the action, not take it, or change it, as per usual?

Counter question - what seems less broken and more fun to you? Because I can see two different ways to do this:

1) Favoring the Atium-user: It lasts for such a short time, it makes sense that the target would have to take that action if able, regardless of circumstances.
2) Favoring play: The issue with interpretation 1 is in a three-way situation, where Atium can be used to lock an opponent to "wasting" their action on an impossible goal. Say for instance the Atium User (AU) is watching Opponent 1 attack Opponent 2 and gets to act first. AU is able to act before Opponent 1, who acts before opponent 2. Opponent 1 declares he's going to attack Opponent 2, but AU kills opponent 2 first, which means the Opponent 1's action is now invalid. Should Opponent 1 get to change his/her action, cause it seems mean to prevent them from doing anything this round...and after all, changing their action could reasonably represent someone's extreme difficulty in trying to keep up with an Atium user's actions, which are hard, but not utterly impossible, to track in the books.

For simplicity's sake, I would personally go with 1, making Atium appropriately powerful as a limited-time tyranny of Conflicts. HOWEVER, as a GM I don't want the game to be unfun for anyone (it is, in fact, my job) so if a) I found a player who repeatedly abuse the rules for atium to make combats either unfun or boring, or b) I ran into those corner case situations where characters had their abilities to act and engage repeatedly stolen from them via Atium use, I would use situation 2.

How does this affect a Feruchemist's decision to tap any charges? Does he have to decide how many charges to tap when the Atium-user peeks into their future? Or are they still allowed to tap them at the time they take their action? (this is important because some powers- notably fSteel- can change what the action actually does. There is a big difference between running 2 steps away and running 5 steps away. Also it's helpful to know if that Keeper is going to be attacking you with his measly 3 Physique or with a Feruchemically inflated 10 Physique score with +2 Outcome and +4 nudges).

IMO, with Feruchemy you declare your action in Step 1, but everything else (forming pools, tapping charges, etc.) happens during Step 2. Thus, a Feruchemist could say "I'm going to lift this wagon over my head" but not say exactly how he's going to achieve it until he takes his action in Step 2. So no, in the case of the Brute, you will know he's going to attack you, but NOT know how many charges he's using as part of the swing. In the case of your Steelrunner, if that character want to run across the city in a round, he's going to have to declare that (running is a declared action that replaces your other actions).

Also, at what point during the beat does someone using Atium use that ability? During declaration? Before or after the Seer acts? Before or after the target character acts? At the end of the beat? There are some odd interactions depending on what is decided by the above questions.

By "their ability" you are referring to asking what someone else is doing in the next Beat? I would say that happens before the end of the current Beat. The rest of the timing you're asking about doesn't work, since that ability only applies during the next Beat.
15  Products / Mistborn Adventure Game / Re: I found a way to break Alloy of Law on: August 09, 2014, 11:02:52 AM
That's an interesting build. Dependent upon hanging onto that one gun, having pewter, and letting people stay in range/line of sight/etc after the first time you pull it off, not to mention exceedingly limiting for the character to accomplish anything outside of combat, but nifty you can do some neat stuff with shooting. (And one of the designers was grousing I'd made koloss-blooded too weak...)

As for the breaking tactic: I would never, ever, NEVEREVEREVER allow a player to use the Koloss-blooded benefit for strength-related rolls to apply to a shooting attack, because shooting a gun basically never has anything to do with strength! In fact, outside of swinging a koloss blade, I would rarely allow this benefit to apply to an attack at all. That certainly was not the overall intent, and the great thing about a system open to interpretation is that you can tweak as you need to when something seems broken.

Everyone else is right that in combat, you cannot form pools for an action over 10 dice, which is another critical issue.
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