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Crafty_Alex
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« Reply #615 on: September 25, 2009, 09:38:50 AM »

Query, if a giant character had the wrestling mastery feat and gained access to the clothesline unarmed attack trick (fort save or be sprawled), if he tramples someone, does that someone save twice against the damage, and if he fails the save becomes sprawled?

RAW, yes.
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« Reply #616 on: September 25, 2009, 10:01:50 AM »

Yes! Los Gigantos Mysterios lives!

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« Reply #617 on: September 25, 2009, 10:15:37 AM »

Beyond that, those are all the rules there are for edge (it explains pretty straight forward how it works), the idea for edge is just the ability to kind of build up (in so many words) abilities, usually for use in combat. The Crafty guys here have used it before to represent combat styles- other things as well, I'm sure. I think the idea is that the rules are in the book likely because they don't like adding extra rules in supplements, but they have a lot of plans for it.

Where is it??

I've read the book from cover to cover and apart from those two references, Edge is not mentioned anywhere. Pg 84 hints that it's possible for Special characters to build up Edge but there are no guidelines to help a GM to decide what grants Edge.

Not only that, but there is nothing in the book apart from some of the Chance Feats on pg 94 that requires you to spend Edge either. No Tricks, no Stances, nothing, nada ...
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Crafty_Alex
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« Reply #618 on: September 25, 2009, 10:32:28 AM »

Beyond that, those are all the rules there are for edge (it explains pretty straight forward how it works), the idea for edge is just the ability to kind of build up (in so many words) abilities, usually for use in combat. The Crafty guys here have used it before to represent combat styles- other things as well, I'm sure. I think the idea is that the rules are in the book likely because they don't like adding extra rules in supplements, but they have a lot of plans for it.

Where is it??

I've read the book from cover to cover and apart from those two references, Edge is not mentioned anywhere. Pg 84 hints that it's possible for Special characters to build up Edge but there are no guidelines to help a GM to decide what grants Edge.

Not only that, but there is nothing in the book apart from some of the Chance Feats on pg 94 that requires you to spend Edge either. No Tricks, no Stances, nothing, nada ...

Right now, those feats are the means by which you spend Edge. There are a few magic items that give you bonuses to Edge, as well, but Edge-spending will have to come out of feats. More ways to spend Edge will become available...soon Smiley
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« Reply #619 on: September 25, 2009, 10:56:09 AM »

For an idea of how Edge will be used, take a look at this class that Morgenstern cooked up. It's not an official class, but it should give some idea on how Edge will work.

Basically, Edge is an additional character option. Most characters will never bother with it, but some will rely heavily on it. There is no stand-alone rules for gaining Edge, since most options concerning Edge will both give a way of earning it, and a way of spending it. So a normal character will never gain Edge; a character with All In, Close Call and Lucky Break has 3 ways of earning Edge, and 3 ways of spending them; if a character with those feats took some levels in the class linked above, he gains additional ways to earn Edge, as well as additional things to spend them on. Note that he could use the Edge gained from the feats to power the abilities by the class, so with a little luck/planning he could start a fight with 5 Edge and immediately kick ass.
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« Reply #620 on: September 25, 2009, 11:06:19 AM »

The Mage Armor Spell adds +4 to defense?  I would have thought it granted DR.  If you were to grant DR instead of defense bonus, what DR would you suggest?

 Roll Eyes   Grin
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Trentin C Bergeron (TreChriron)
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« Reply #621 on: September 25, 2009, 11:22:25 AM »

The Mage Armor Spell adds +4 to defense?  I would have thought it granted DR.  If you were to grant DR instead of defense bonus, what DR would you suggest?

 Roll Eyes   Grin

This is a general comment (this post just brought it back to mind): please, give us some time to comment before bumping your posts! Patrick and I are both busy running the company, developing product, and/or working day jobs and cannot (and should not) be on these boards ahead of these priorities. For example, this question was asked less than 10 hours ago at time of this writing (and late at night, to boot). Be patient - we'll get to it when we can.

On this question, specifically - there is no official answer. We've had that spell in "print" (as part of spellbound) for 2 years, and it's always given a bonus to Defense instead of DR (which is VASTLY more powerful than a Defense bonus). House rule it if you like.
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« Reply #622 on: September 25, 2009, 11:32:48 AM »

The Mage Armor Spell adds +4 to defense?  I would have thought it granted DR.  If you were to grant DR instead of defense bonus, what DR would you suggest?
Roll Eyes   Grin
On this question, specifically - there is no official answer. We've had that spell in "print" (as part of spellbound) for 2 years, and it's always given a bonus to Defense instead of DR (which is VASTLY more powerful than a Defense bonus). House rule it if you like.

As an off the cuff remark, what if trechriron were to house-rule that the Mage Armor spell gives +2 to DR (i.e. half the defence bonus). Would that be balanced?
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« Reply #623 on: September 25, 2009, 12:00:20 PM »

DR is weaker the Defense. It's slightly more powerful in FC then SC due to the lack of bruising, but it's still much weaker.

If you really want it to be DR and not Defense (which is what Magical Vestment is for, to be honest) DR 6/- or DR 8/-  is probably workable, but will throw the Magical Vestment spells out of whack.

What's wrong with it as defense?
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« Reply #624 on: September 25, 2009, 12:02:44 PM »

It works perfectly fine as Defense in my opinion.
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« Reply #625 on: September 25, 2009, 04:51:36 PM »

I should work fine as a Defense, I was curious why they went with a Defense bonus versus DR.  I need to look at Magical Vestment it seems.   Grin

Sorry about bumping the post.
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Trentin C Bergeron (TreChriron)
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« Reply #626 on: September 25, 2009, 05:34:56 PM »

How do you make a balanced encounter? Each NPC can have an almost infinite XP value so is there an ideal XP amount per PC?

There's some info on this on page 243-244.
THANKS! I totally missed that, cheers and now I am happy...game starting to click Smiley
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« Reply #627 on: September 27, 2009, 01:55:27 PM »

EARTHQUAKE
Level: 8 Conversion (Earth)
Casting Time: 1 half action
Distance: Long
Area: 80 ft. sphere
Duration: 1 round
Saving Throw: Reflex half (damage), Reflex negates
(conditions)
Effect: An intense but highly localized tremor occurs. All
scenery and characters on the ground suffer 8d6 lethal damage
and become stunned and sprawled.

How long is the duration on the stun for this spell?
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« Reply #628 on: September 27, 2009, 02:56:50 PM »

Effect: An intense but highly localized tremor occurs. All
scenery and characters on the ground suffer 8d6 lethal damage
and become stunned and sprawled.

How long is the duration on the stun for this spell?

I would simply follow the details for both conditions on pg. 212, meaning you end up knocked over, flat footed and unable to act until you are next attacked (either by the enemy, or by a friend giving you helpful kick).
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« Reply #629 on: September 27, 2009, 06:54:27 PM »

I have a couple of questions involving weapons:

From p. 216:
A character of Medium or larger Size may use a 2-handed
weapon with one hand, but suffers a –4 penalty with his attack
check. Conversely, a character may hold a 1-handed weapon
with both hands, in which case his Strength score increases by 4
when determining damage.

From p. 185:
When a weapon’s Scale increases, the weapon’s Size and
damage dice rise by 1 step (e.g. from Medium to Large and
from d6 to d8). If the weapon’s damage dice are d12s, it rolls
twice that number of d6s instead (e.g. 1d12 becomes 2d6)

I wanted to compare an Ogre Katana to a Normal Falchion/No-dachi just to represent what may be a problem with scaling/1-handed weapons in two hands, highlighting the respects in which the Ogre katana is better:
Ogre Katana(2h)   1d12+2   19-20     AP 6, Cavalry      M/1h        Hard 2     17M   12lbs.   Feudal      100s     
Falchion(2h)          1d12      19-20     AP 4, Cavalry      M/2h        Hard 2     12M   15lbs.   Feudal      120s

It seems to me that the swords seem to outperform greatswords in other ways too, except that ome of the greatswords have different qualities.  The extra complexity doen't matter much in a campaign with decent population density or high ranks in Haggle.  Is there any retriction on applying the Ogre/Giant quality to weapons?  Making the sword medium/1h doesn't seem too unreasonable, but I imagine most characters would go for the upgrade, since it's legal.  I can certainly see why (most) Ogres wouldn't be able to refine a katana, but I don't see why Giants couldn't try, leading to a similar result. 
As a matter of fact, the average/minimum damage of most 1h Swords, even without + scaling, is higher than a comparable Greatsword.  I know there's more to weapons than damage, but I guess I need to know if this was something that the feats took into consideration, or if it would be all right to rule that any weapon wielded in two hands gets the bonus +2 Str modifier to damage.
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