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Old 05-10-2012, 07:19 AM   #31
aesir23
 
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Default Re: Making a static trap as a Power

Quote:
Originally Posted by sir_pudding View Post
It is? Incendiary starts fires, but does it count as Burn damage?
Maybe not by RAW, but once you've selected the actual mechanics you want (starts Fires, does Knockback, etc...) the damage type is just a feature--at least for burning and crushing, which have the same wounding modifier.
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Old 05-10-2012, 07:22 AM   #32
Grunker
 
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Default Re: Making a static trap as a Power

Could the witcher's immunity and inability to trigger his own Yrden-trap just be a Perk?

1 point to not trigger own powers seems fair, no? Or is there a limitation or enhancement I should take?

Also, will Melee Attack (Close) work the way I want it to? I.e. make the witcher only able to place the trap on the ground within close range? Or will Melee Attack instead affect how the trap attacks once triggered?
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Old 05-10-2012, 09:21 AM   #33
Sindri
 
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Default Re: Making a static trap as a Power

Quote:
Originally Posted by sir_pudding View Post
It is? Incendiary starts fires, but does it count as Burn damage?
"Incendiary Attacks: Any attack with
the Incendiary damage modifier
(p. 105) does one point of burning
damage in addition to its other damage;
in effect, it has a one-point linked
burning attack."
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Old 05-10-2012, 09:29 AM   #34
sir_pudding
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Default Re: Making a static trap as a Power

Quote:
Originally Posted by Grunker View Post
Could the witcher's immunity and inability to trigger his own Yrden-trap just be a Perk?
Inability to trigger it can be part of the Triggered Delay, since it's basically open ended. The immunity seemingly then won't come up, since it's not an area or explosive attack.

Quote:
Also, will Melee Attack (Close) work the way I want it to? I.e. make the witcher only able to place the trap on the ground within close range? Or will Melee Attack instead affect how the trap attacks once triggered?
You can't combine Melee Attack and Rapid Fire by RAW. It's really not worth taking three copies of the ability and Linking them, though.

Quote:
Originally Posted by Sindri View Post
"Incendiary Attacks: Any attack with
the Incendiary damage modifier
(p. 105) does one point of burning
damage in addition to its other damage;
in effect, it has a one-point linked
burning attack."
There's a big difference between Nd Crushing with a 1 point follow-up and Nd Burning.
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Old 05-10-2012, 09:44 AM   #35
Grunker
 
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Default Re: Making a static trap as a Power

Quote:
You can't combine Melee Attack and Rapid Fire by RAW. It's really not worth taking three copies of the ability and Linking them, though.
How to make the range-reduction then? How to make this power have Close range?

I'm more than willing to sacrifice Rapid Fire, but I'm not sure even Melee Attack will work how I want it too.
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Old 05-10-2012, 09:44 AM   #36
Sindri
 
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Default Re: Making a static trap as a Power

Quote:
Originally Posted by sir_pudding View Post
There's a big difference between Nd Crushing with a 1 point follow-up and Nd Burning.
I agree. I just thought I'd point out the relevant rules text.
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Old 05-10-2012, 07:44 PM   #37
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Default Re: Making a static trap as a Power

Quote:
Originally Posted by Grunker View Post
How to make the range-reduction then? How to make this power have Close range?
Melee reach C is definitely the way to go if he has to place the Sign by hand. Considering that "Attacking a Hex" is done at +4, and the ground can't defend, he'll be basically guaranteed to "hit" his target (ie, place it where he wants). I'd just waive the roll. If you really must, charge him a perk for No Nuisance Roll.

Quote:
I'm more than willing to sacrifice Rapid Fire, but I'm not sure even Melee Attack will work how I want it too.
I had another thought on the extra "charges" thing. While Rapid Fire attacks quickly reach diminishing returns (hence why eventually each +50% gives x2 RoF) a Cyclic attack has an equal chance to damage with each cycle. As such, its value as an enhancement is equal to the duration value, times the number of cycles - double the cycles means double to enhancement cost. The extra "charges" seems similar to that. Perhaps there should just be a flat +X% per extra charge. I'd peg it at between +20% and +50% per shot; since there's a maximum duration that the trap will last, perhaps going on the low side of that range is best.
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