09-20-2019, 06:57 PM | #11 | |
Join Date: May 2015
|
Re: Mods to dice
Quote:
But... yes, this is the sort of thing that wants consideration to get the effects as desired, which may vary by GM. |
|
09-20-2019, 07:03 PM | #12 | |
Join Date: Sep 2018
Location: North Texas
|
Re: Mods to dice
Quote:
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos Last edited by TippetsTX; 09-20-2019 at 07:15 PM. |
|
09-20-2019, 08:39 PM | #13 | |
Join Date: Aug 2004
Location: Pacheco, California
|
Re: Mods to dice
Quote:
A Master parry reduces the chance from one time in 216 to one time in 46,656. At the same time you're delivering killer occult blasts from the powerstone on your dagger. (Wizards don't have mana. They need the XP to study up for Dagger Mastery.)
__________________
-HJC |
|
09-20-2019, 10:33 PM | #14 | |
Join Date: May 2015
|
Re: Mods to dice
Quote:
Except not. You do have points I agree with about flat crit results, and about the staff powers being annoyingly potent, and synergistic with the also-annoying tactic of engaging and Defending with the new skills that give extra dice to be hit. But I think the hyperbolic examples are mainly just confusing most people. Last edited by Skarg; 09-20-2019 at 10:36 PM. |
|
|
|