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Off-Topic / Re: Phoenix Point Backstage Passes Live Now
« Last post by RusVal on Today at 01:21:58 AM »
Y'know, this last 10% is going to mock everyone by going as slow as possible. :P
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Fantasy Craft / Re: Questions
« Last post by TKDB on April 28, 2017, 08:57:59 PM »
I know I have seen this question on the forum before, but I can't find it again. Does immunity to subdual damage also extend to damage types that instantly convert to subdual like for example cold damage?
It was just a bit earlier in this thread, actually. There's also a much earlier discussion on the topic starting here -- perhaps somewhat outdated, since this is from the first printing days, but I think probably still relevant as far as insights into the design intent behind it. (Basically, the takeaway seems to be that this is one of those cases left intentionally open to individual GM interpretation.)

Personally, I would generally allow subdual resistances/immunities to apply to heat and cold as well, including stacking with the more specific Cold/Heat Resistance. Subdual is a pretty broad concept, encompassing all manner of things that wear you down, whether that be battering attacks, heavy exertion, or harsh weather. So Subdual Resistance reads to me as a matter of general endurance, rather than a particular resilience against a certain kind of attack. It'd be rather odd for someone to have great stamina to endure being worn down from both beatings and exertion, but not from heat or cold. And I just don't see the sort of order of operations Big Jim employs in his approach reflected clearly in the rules; rather, the wording that cold or heat "immediately becomes subdual damage" (emphasis mine) seems to suggest to me rather the opposite, that the reduction of cold/heat to subdual is the first thing to happen.

I'll certainly grant that my reading makes it easier to soak lots of cold and heat, but only for a certain value of "easier" -- Subdual Resistance is still mighty hard to come by (the only sources I can think of in official content are the Beefy Heroes campaign quality, the Unbroken feat for the Sunchaser setting, the Martial Artist's Take It ability, and the Crusader's Battle Chants). And given that FC is generally pretty lenient about stacking DR and Resistances from various sources, I don't personally see much issue with it.

There are edge cases where my groups just rule that if a damage type would normally not apply to an enemy, but the attack source would actually cause them damage (heat damage on a snow golem, a sledgehammer on a skeleton, a pickaxe on a stone golem immune to blunt) that the attack just deals Lethal Damage instead of Subdual Damage. There are always going to be those edge cases where the stat block says one thing but the laws of the game world and physics as defined by your party say another.
That's pretty much exactly what the Achilles heel quality is for. The Skeletal template even explicitly has Achilles heel (Blunt) in the errata. (The stone golem is maybe a bit more of an edge case than the others, since you're looking at a specific weapon rather than a weapon or damage type, but then I'd say that's more an issue with giving it Blunt immunity in the first place. The subdual immunity from the Construct type pretty much covers the corner cases in and of itself, since the Blunt weapons that would be most reasonable to damage a stone golem are lethal rather than subdual like most Blunt weapons).
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License to Improvise / Re: New Base Class: Entertainer
« Last post by DW on April 28, 2017, 07:13:34 PM »
Made a quick tweak to the 10/20. Wanted to make it more thematically appropriate for the way the class works.
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License to Improvise / Re: New Base Class: Entertainer
« Last post by Big_Jim on April 28, 2017, 05:30:21 PM »
And Big Jim continues to amaze me with these gorgeous layouts.

I must admit to being jealous. ;)

Thanks, Bill... but it's easy since Crafty did the real legwork. It's even cooler when I put the right information in there (I forgot Fake it in the Cherry Pick One).
Here it is updated with DW's tweaks based on Andersen's observations and correcting my mistake (I hope). 

https://drive.google.com/file/d/0B8FCrAZcFJJDck5rbDFSaTQ4UVU/view?usp=sharing
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License to Improvise / Re: New Base Class: Entertainer
« Last post by Bill Whitmore on April 28, 2017, 05:22:19 PM »
Does this look right?

https://drive.google.com/file/d/0B8FCrAZcFJJDYVRZVmpfREJ4enM/view?usp=sharing

And Big Jim continues to amaze me with these gorgeous layouts.

I must admit to being jealous. ;)
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Play-by-Post / Re: [OOC] Way of the Wicked
« Last post by Antilles on April 28, 2017, 02:20:32 PM »
Ah ok, I didn't scan it as casting it on the shield, that's fine.
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License to Improvise / Re: New Base Class: Entertainer
« Last post by DW on April 28, 2017, 01:58:48 PM »
Expanding Repertoire is a terrible C ability because you're just not going to have enough skill points to take advantage of it in the long term for the number of iterations you receive, and it pales in comparison to the other raise a skill ceiling abilities because you have to have significantly more levels in the class under your belt before you get anything like an equal mechanical benefit. It might be worthwhile as a C1 skill with a +2 cap rise but even then it's going to be on the low end and is unattractive because it demands you spend skill points in those increased ceilinged skills otherwise you get no benefit.

How about I meet you three-fourths of the way on this one (in your direction, I think):

Expanding Repertoire: At Levels 3, 7, 11, 15, and 19, choose one of your class skills. Your maximum rank in the chosen skill increases by 2. This bonus stacks with itself if you choose the same skill more than once. Otherwise, only the highest bonus to maximum rank, including any enlightened skill bonuses, may apply to each skill. Also, you immediately gain 1 skill point. You must spend this skill point in the chosen skill.

This still represents what I wanted (giving you the ability to specialize what kind of performer you are) and helps you cover the additional cost, but doesn't meet that cost entirely. It costs a point, but you're still automatically getting a +1 out of it. And then, for the C2:

Skillful Performance: At Level 5, 9, 13, and 17, choose Acrobatics, Bluff, Impress, or Prestidigitation. Your threat range with the chosen skill increases by 1.

This ties it back to the A nicely, keeps us from going too far into bonus ranks (just one extra from the previous version, with a nice bit of sugar tossed in), and makes these four skills into the hallmarks of the class. A top notch talker, acrobat, stage magician, etc.

Thoughts, all around?

Also, thanks for the PDF, Big_Jim. Sorry that we're still changing it...  ;)
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Play-by-Post / Re: [OOC] Way of the Wicked
« Last post by Ares on April 28, 2017, 01:46:32 PM »
Creamor carries the shield in his hand, by readying I meant that I put the spell on the shield
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Fantasy Craft / Re: Questions
« Last post by Takeru on April 28, 2017, 12:43:18 PM »
There are edge cases where my groups just rule that if a damage type would normally not apply to an enemy, but the attack source would actually cause them damage (heat damage on a snow golem, a sledgehammer on a skeleton, a pickaxe on a stone golem immune to blunt) that the attack just deals Lethal Damage instead of Subdual Damage. There are always going to be those edge cases where the stat block says one thing but the laws of the game world and physics as defined by your party say another.
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Play-by-Post / Re: [OOC] Way of the Wicked
« Last post by Antilles on April 28, 2017, 11:38:55 AM »
It was primarily the first part I wanted to clarify, so Vestment or ready shield?
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