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Old 04-08-2017, 10:09 PM   #11
trooper6
 
Join Date: Sep 2004
Location: Medford, MA
Default Re: [Rules] Feverish Defense Clarification

Quote:
Originally Posted by Hellboy View Post
So average HT 10 human could spend 7 FP to increase Dodge 8>22 if threatened by a very deceptive attacker?

Or actually 25 if retreating...
No. No one in this thread has said that you can spend more than one fp on a roll. Everyone has all said that is a no-go.

An average HT 10 human can spend 1fp to increase one Dodge from 8 to 10.

What seems to be in debate is if you can have a Feverish Defense more than once a turn.

So if you dodge three times during your turn, can you spend your 1fp for Feverish for all three dodges that turn...or only for one of the dodges.

But
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Old 04-09-2017, 08:01 PM   #12
KarlKost
 
Join Date: Mar 2017
Location: Brazil
Default Re: [Rules] Feverish Defense Clarification

Uses 5 FP on extra effort to get +10 skill on attack.

Make Deceptive Attack with -10 skill to give -5 defense to target.

Any kind of those options to spend tons of FP for a single use of Extra Effort are both totally unrealistic and unbalanced
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Old 04-10-2017, 04:30 AM   #13
Anders
 
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Join Date: Jan 2005
Location: Gothenburg, Sweden
Default Re: [Rules] Feverish Defense Clarification

Quote:
Originally Posted by Hellboy View Post
So average HT 10 human could spend 7 FP to increase Dodge 8>22 if threatened by a very deceptive attacker?

Or actually 25 if retreating...
Quote:
Originally Posted by trooper6 View Post
No. No one in this thread has said that you can spend more than one fp on a roll. Everyone has all said that is a no-go.
You may rule otherwise, of course. But don't be surprised if it breaks your game.
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Old 04-10-2017, 03:36 PM   #14
corwyn
 
Join Date: Aug 2004
Location: Saskatoon, SK
Default Re: [Rules] Feverish Defense Clarification

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Originally Posted by Hellboy View Post
If someone did this they could run out if FP pretty quickly. Not sure if it would be that unbalanced. Mooks doing this could better avoid 1 turn defeats from strong PCs. Increases chances of fatigue ending a fight.
It's pretty common for games with EE to not use it with mooks. The whole point of EE, IMO, is to make PCs (and important NPCs) more badass with fatigue as a balancing factor. I've never run or played in a game where mooks used EE. Obviously, there are likely exceptions.
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