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Author Topic: Fantasy Craft Q&A Thread!  (Read 136875 times)
Agent 333
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« Reply #720 on: October 06, 2009, 06:51:16 PM »

The "martial arts" feat states:
"[...]Also, you may choose one attribute,
substituting that attribute’s modifier in place of Dexterity when
calculating Defense and Initiative
, and in place of Strength when
making unarmed attack and damage rolls."
To a strict reading, it looks like the bolded part would apply even when the character is wielding a weapon. Is this intended?
Thanks in advance Smiley
Yes. Mostly because wielding a weapon doesn't preclude unarmed attacks anyway (kicks, headbutts, elbows, etc.), so suddenly losing a benefit because you pick up a sword would be silly.
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« Reply #721 on: October 06, 2009, 09:26:37 PM »

Question about flails, or more specifically Flail Mastery, p. 88:
"Benefit: You may use a flail to perform club or garrote tricks."

There are no Garrote "tricks" in the RAW.  I'm guessing the flail could be used to have Garrote grappling benefits?  Otherwise the second half of that benefit doesn't have a purpose.
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Mister Andersen
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« Reply #722 on: October 06, 2009, 11:33:28 PM »

Tricks are any modifiers to the outcome of a standard action; as such the grapple benefits granted by the garrote chain -- which can only be used with a flail if you possess the garrote chain -- are considered tricks even if not explicitly named as such.
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Morgenstern
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« Reply #723 on: October 07, 2009, 12:06:38 AM »

Question about flails, or more specifically Flail Mastery, p. 88:
"Benefit: You may use a flail to perform club or garrote tricks."

There are no Garrote "tricks" in the RAW.  I'm guessing the flail could be used to have Garrote grappling benefits?  Otherwise the second half of that benefit doesn't have a purpose.

Choke out and neck breaker (page 95) are indeed the intended beneficiaries. Grapple beneifts are essentially tricks of the grapple check.

All of the "You may use X to perform Y or Z tricks" take a lot of feats to fully utilize, but they make those weapons very deep and flexible.
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« Reply #724 on: October 07, 2009, 04:00:33 AM »

The "martial arts" feat states:
"[...]Also, you may choose one attribute,
substituting that attribute’s modifier in place of Dexterity when
calculating Defense and Initiative
, and in place of Strength when
making unarmed attack and damage rolls."
Does the bolded part apply even if the character is wielding a weapon?And is this intended?
Thanks in advance Smiley

Um, yes. Why?
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« Reply #725 on: October 07, 2009, 06:18:44 AM »

The book mentions that ranged attack spells are subject to deviation. Deviation is dependent on the number of range increments and while I can find that for Ranged/Hurled weapons, I'm at a loss for spells.
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« Reply #726 on: October 07, 2009, 06:23:41 AM »

The "martial arts" feat states:
"[...]Also, you may choose one attribute,
substituting that attribute’s modifier in place of Dexterity when
calculating Defense and Initiative
, and in place of Strength when
making unarmed attack and damage rolls."
Does the bolded part apply even if the character is wielding a weapon?And is this intended?
Thanks in advance Smiley

Um, yes. Why?

Well, I asked because the feat generally applies only when you are unarmed.
Furthermore,  the feat itself seems a bit on the strong side: after all, it's a single feat that could grant you +4/+5 defense and +4/5 Initiative in addition to its other benefits, as long as you select your highest attribute and dump Dex, and it's the first feat in a chain, so it's pretty accessible: as long as you are a melee combatant, I don't see a reason not to dump Dex, grab this feat and just go with as a high Str score as you can get.  
Anyway, thanks (again) for the quick answer, guys Smiley
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Agent 333
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« Reply #727 on: October 07, 2009, 07:09:01 AM »

The book mentions that ranged attack spells are subject to deviation. Deviation is dependent on the number of range increments and while I can find that for Ranged/Hurled weapons, I'm at a loss for spells.

Assume everything's within one increment. Or if that's not good for you, use the different spell distances as your increment ranges (first increment out to 50 feet, second to 250, third to 1000ft). Obviously, spells targeted further than their normal range, though I'd allow a spell to deviate beyond it's range. (Yes, that might lead to players trying to Hail Mary a Fireball beyond it's intended range, but damn, if that works it'd be quite a tale to tell...)
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« Reply #728 on: October 07, 2009, 07:46:35 AM »

Well, I asked because the feat generally applies only when you are unarmed.

How so? The part you emphasized, in particular, is silent on the state of your arms.

Walter
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« Reply #729 on: October 07, 2009, 10:19:32 AM »

Well, I asked because the feat generally applies only when you are unarmed.

How so? The part you emphasized, in particular, is silent on the state of your arms.

Walter

Right. That's why I asked, considering that the feat grants 3 benefits, and 2 of them are only useful when you're unarmed. Furthermore, it's an "Unarmed Combat" feat, so...
Anyway, thanks again for clarifying.
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« Reply #730 on: October 07, 2009, 10:23:42 AM »

Well, I asked because the feat generally applies only when you are unarmed.
Furthermore,  the feat itself seems a bit on the strong side: after all, it's a single feat that could grant you +4/+5 defense and +4/5 Initiative in addition to its other benefits, as long as you select your highest attribute and dump Dex, and it's the first feat in a chain, so it's pretty accessible: as long as you are a melee combatant, I don't see a reason not to dump Dex, grab this feat and just go with as a high Str score as you can get.  
Anyway, thanks (again) for the quick answer, guys Smiley

That's a bad idea because you'll lower your Reflex save, and lower your Acrobatics bonus (Grappling). Evne with things like this, there are not dump-able stats.
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« Reply #731 on: October 07, 2009, 10:29:01 AM »

There is no dump stat in this game
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« Reply #732 on: October 07, 2009, 10:52:40 AM »

Well, I asked because the feat generally applies only when you are unarmed.
Furthermore,  the feat itself seems a bit on the strong side: after all, it's a single feat that could grant you +4/+5 defense and +4/5 Initiative in addition to its other benefits, as long as you select your highest attribute and dump Dex, and it's the first feat in a chain, so it's pretty accessible: as long as you are a melee combatant, I don't see a reason not to dump Dex, grab this feat and just go with as a high Str score as you can get.  
Anyway, thanks (again) for the quick answer, guys Smiley

That's a bad idea because you'll lower your Reflex save, and lower your Acrobatics bonus (Grappling). Evne with things like this, there are not dump-able stats

Isn't grappling an Athletics(str) check? Furthermore, either a -1 to reflex saves makes your character pretty much unplayable, or I'd say that a +2/+3 to your attack and damage(because focusing on 1 stat is way easier than trying to keep 2 on par ) and a +4/+5 defense is a pretty good deal for a slightly lower reflex save if you are a melee focused guy, especially considering that, to my knowledge, there are no save or die that require a reflex save.
Anyway, I asked my question and got my answer, let's not derail this thread any further...
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Krensky
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« Reply #733 on: October 07, 2009, 10:59:00 AM »

Isn't grappling an Athletics(str) check? Furthermore, either a -1 to reflex saves makes your character pretty much unplayable, or I'd say that a +2/+3 to your attack and damage(because focusing on 1 stat is way easier than trying to keep 2 on par ) and a +4/+5 defense is a pretty good deal for a slightly lower reflex save if you are a melee focused guy, especially considering that, to my knowledge, there are no save or die that require a reflex save.
Anyway, I asked my question and got my answer, let's not derail this thread any further...

My error, I meant tripping, but that does not change that you can't dump any stat to play 'optimization' games. The game tends to punish such attempts, especially at low levels.
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« Reply #734 on: October 07, 2009, 11:11:28 AM »

There is no dump stat in this game

I'm pointing to my above statement because it bears repeating and remembering.

Those who have been on this board for a while and have played SC since its inception know this. Trust us.

I've seen many players dump themselves into uselessness because of overspecializing themselves. While my experience is largely based on the Living Spycraft campaign and a few home games, it rings true.

Some examples:

The ubersniper who could not talk, handle melee combat, and resorted to reading a book at the table when his skills were not required (and, yes, Crafty Pat was running that table).

The uberHTH & melee combatant who could only intimidate or fight & nothing in between.

The all Charisma man who ran scared at the first sight of violence but not before dropping all his gear for the team. Ironically, the guy above carried all of this guy's gear on any trek.

The thing is Crafty Games believes in balance for both players and GMs. Balance amongst all the classes & races. The most useful characters in this system tend to be the ones that are most versatile or balanced so you always have the opportunity to help your team.
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Crusader Citadel

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