Author Topic: Mistborn General Purpose Newbie-Friendly Q&A Thread  (Read 26068 times)

Herowannabe

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Re: Mistborn General Purpose Newbie-Friendly Q&A Thread
« Reply #105 on: May 09, 2017, 07:02:38 PM »
Welcome to the game Tineye!

I don't have any stats for animals, but the core mechanics of the game are simple enough that it should only take a few minutes to whip up stats for any creature you want. I suggest taking one of the animals in the MAG as a starting point and go from there. Get the core stats figured out, then add a few traits to round things out.

For example, for a bear I would look at the stats for a horse... I imagine that a bear would have a similar physique as a horse, but with traits more geared towards strength and ferocity than speed and endurance like a horse.

Horse:
Physique 7, Charm 4, Wits 3
Resources 3, Influence 3, Spirit 3
Health 10, Reputation 7, Willpower 6
Traits: Sprinter, Healthy as a Horse, Panicky
Equipment: none.

Building off of that, I'd go with something like...

Bear:
Physique 7, Charm 3, Wits 3
Resources 4, Influence 3, Spirit 3
Health 11, Reputation 6, Willpower 6
Traits: Hungry as a bear, protective as a mother bear, forager
Equipment: claws and teeth (+1 Damage in combat)

Might need a few tweaks if you want to make the bear more of a threat, but you get the idea.

Carmae

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Re: Mistborn General Purpose Newbie-Friendly Q&A Thread
« Reply #106 on: May 10, 2017, 03:07:33 AM »
Hi everyone !

I'm just reading the MAG and a few questions already popped in my head :

I've read that "The Outcome of a Contest between two sides is equal to the difference between the Results (which naturally gives the winner a positive Outcome and the loser a negative Outcome)." on one hand, but Assuming no Difficulty, the Outcome range of a Contest is fairly narrow (0 to 5, as no negative Outcomes are possible) on the other hand.
What's right ? The loser of a contest has a negative Outcome equivalent to the positive one of the winner ?

If you choose active defense for a conflict round, your dice pool depends on the type of attack your opponents declare. What if someone tries to wound you while another wants to shame you, for example ? Is there a rule for cross conflicts, like mental and physical at the same time ? (I've not read all the book yet, sorry if I'm anticipating, I'll be glad to find the answers later).

In an example, an Allomancer wants to dodge a coins shot then push the coins aside towards a guard. The Narrator is ok with this, but shoundn't it count as two actions, and so take two beats ?

Finally, I don't see the point to declare an active defense, as you can transform your action dice in defense ones at any time, while you can't do the opposite. Did I miss something here ?


Thank you everyone for you help !

Herowannabe

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Re: Mistborn General Purpose Newbie-Friendly Q&A Thread
« Reply #107 on: May 10, 2017, 11:43:00 PM »
Hi everyone !

I'm just reading the MAG and a few questions already popped in my head :

Hello, and welcome! :)

Quote
I've read that "The Outcome of a Contest between two sides is equal to the difference between the Results (which naturally gives the winner a positive Outcome and the loser a negative Outcome)." on one hand, but Assuming no Difficulty, the Outcome range of a Contest is fairly narrow (0 to 5, as no negative Outcomes are possible) on the other hand.
What's right ? The loser of a contest has a negative Outcome equivalent to the positive one of the winner ?

The Outcome range of most rolls, whether they be challenges or contests, is typically pretty narrow. It's only when you get into extreme circumstances (such as when using Duralumin or tapping large amounts of Feruchemy) that the extreme ends of the Outcome chart are even possible. As for Contests specifically, yes, you've got it right. The winner gets a positive Outcome and the loser gets a negative Outcome of the same amount, though the narration should take both into account at the same time (in other words, the loser doesn't get negative penalties stacked on top of the winner's positive bonuses for winning, or vise-versa).

Quote
If you choose active defense for a conflict round, your dice pool depends on the type of attack your opponents declare. What if someone tries to wound you while another wants to shame you, for example ? Is there a rule for cross conflicts, like mental and physical at the same time ? (I've not read all the book yet, sorry if I'm anticipating, I'll be glad to find the answers later).

Someone else asked a similar question a couple months ago and I gave an extensive reply. Rather than rehashing it I'll just direct you to my response there. And actually, there are a lot of good responses in that thread, I encourage you to just read the whole thing. ;)


Quote
In an example, an Allomancer wants to dodge a coins shot then push the coins aside towards a guard. The Narrator is ok with this, but shoundn't it count as two actions, and so take two beats ?

Defending against an attack doesn't take an action (though it does use up some or all of your action/defense dice). So in this particular case, the "dodge" is defense and the steelpush is the Allomancer's action for the beat.

That being said, sometimes there are times when the "one action per round" rule gets a little blurry. For example, if I want to burn Brass and Sooth someone while also trying to persuade them with Charm. You could just rule it as two separate beats, with the Soothing happening in the first beat and the Charm roll happening in the next beat, but usually I'll just mash them into one beat and insert a Brass vs Wits contest in there to find out how effective the soothing is.

Quote
Finally, I don't see the point to declare an active defense, as you can transform your action dice in defense ones at any time, while you can't do the opposite. Did I miss something here ?

Nope, the game-designers have said that they intended it to be this way. Mistborn is a game about ACTION, it's about seizing your destiny and doing things, not sitting back and reacting to whatever comes your way. Pretty much the only time I ever see someone declare an active defense is when an NPC is cowering in fear or just trying to stay alive in the thick of combat, but isn't actively taking part in it themselves.

Peachish

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Re: Mistborn General Purpose Newbie-Friendly Q&A Thread
« Reply #108 on: December 03, 2017, 08:07:11 PM »
Hey all, I have been searching online and havenít found anything else about it so wondering if we are the only group with this issue.

When does movement go in the round? Have found it to be pretty crazy with the declaring actions and then people move and then the action you declared canít be done.

Would love it if some one could give me a definitive answer.

Sorry if I didnít look hard enough to find the answer elsewhere.

Herowannabe

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Re: Mistborn General Purpose Newbie-Friendly Q&A Thread
« Reply #109 on: December 05, 2017, 11:47:29 AM »
Hey Peachish, welcome to the forums!

Unfortunately there isnít one concrete answer (that I know of). Basically there are two ways you can handle movement:
1. At the end of the round
2. As part of normal activation order.

Both of them will work well enough, but can break down if players get too munchkiny.  :-\ Personally I go with the second option, and sort of grant the character action dice equal to their physique (or steel or whatever they are using to move about), even though the action dice typically donít get used. This has the added benefit of giving the character the option to defend themselves if someone with a higher wit decides to attack them while theyíre running.

nobble

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Re: Mistborn General Purpose Newbie-Friendly Q&A Thread
« Reply #110 on: January 23, 2018, 12:34:24 AM »
So you are thinking of running a MAG game at a CON, which era do you run and which prewritten scenario?

Mister Andersen 2.0

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Re: Mistborn General Purpose Newbie-Friendly Q&A Thread
« Reply #111 on: January 23, 2018, 05:06:10 AM »
Even though I've only read the original trilogy, when I ran at a con it was The Good, The Bad, and the Alloyed. I had to create a couple of extra characters however because the Alloy of Law era sample characters weren't all a good fit to the scenario as explained in my post
« Last Edit: January 23, 2018, 04:25:08 PM by Mister Andersen 2.0 »

nobble

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Re: Mistborn General Purpose Newbie-Friendly Q&A Thread
« Reply #112 on: January 23, 2018, 01:57:24 PM »
Even though I've only read the original trilogy, when I ran at a con it was The Good, The Bad, and the Alloyed. I had to create a couple of extra characters however because the Alloy of Law era sample characters weren't all a good fit to the scenario

Iím new to the game, but not the books, where do you get that scenario?

Mister Andersen 2.0

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Re: Mistborn General Purpose Newbie-Friendly Q&A Thread
« Reply #113 on: January 23, 2018, 04:24:38 PM »
I just asked Pat & Alex if they had a module I could run. TGTB&TA was run at Gencon a few years ago as I recall as a reasonably simple intro adventure to the system.

nobble

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Re: Mistborn General Purpose Newbie-Friendly Q&A Thread
« Reply #114 on: January 24, 2018, 02:04:30 AM »
Is it available to download/buy from anywhere

Cabochard

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Re: Mistborn General Purpose Newbie-Friendly Q&A Thread
« Reply #115 on: February 12, 2018, 10:50:48 AM »
So, this might be a bit of a silly question, but it's one that I haven't been able to figure out for the life of me.

In the Alloy of Law Era, how do Nicrosil Feruchemists store? By RAW it seems like the only way to store Nicrosil is to convert it over from another metalmind. Since Ferrings and Twinborn only have access to one kind of Feruchemy, how do they manage to store at all?
« Last Edit: February 12, 2018, 12:25:35 PM by Cabochard »

Herowannabe

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Re: Mistborn General Purpose Newbie-Friendly Q&A Thread
« Reply #116 on: February 13, 2018, 07:03:18 AM »
Is it available to download/buy from anywhere

Hey nobble, I donít know how we missed your question or why it went unanswered for so long. If you havenít already figured it out, you can purchase the game and any of its supplements in physical or digital format right here on Craftyís website. Just click the Crafty logo in the top left and look for the Mistborn Adventure game. :)

Herowannabe

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Re: Mistborn General Purpose Newbie-Friendly Q&A Thread
« Reply #117 on: February 13, 2018, 07:10:14 AM »
So, this might be a bit of a silly question, but it's one that I haven't been able to figure out for the life of me.

In the Alloy of Law Era, how do Nicrosil Feruchemists store? By RAW it seems like the only way to store Nicrosil is to convert it over from another metalmind. Since Ferrings and Twinborn only have access to one kind of Feruchemy, how do they manage to store at all?

The short of it is that the rules for fNicrosil (and a few other powers) were written by Crafty before they were revealed in the novels by Brandon, so they arenít considered canon. fNicrosil in particular ended up being very different in the books than in the MAG. When playing the MAG you can choose to use Craftyís version of the powers, or there have been attempts at home-brewing versions of the powers that are more in line with canon.