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Old 06-05-2015, 05:38 AM   #6
Phantasm
 
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Join Date: Jun 2006
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Default Re: Tattoo Magic: Summoning a Magic (AP) Weapon

Quote:
Originally Posted by Wavefunction View Post
The problem he's referring to is the fact that if, say for instance, you add Armour Divisor to a weapon built as an advantage, you have to add it to the Innate Attack, and your basic ST-based thrust damage (treated as Crushing for the purposes of determining cost).

So if I have ST 12, and an axe with an Armour Divisor, without the cost of putting Armour Divisor on basic thrust damage this look like:

Attributes [20]
ST 12 [20]

Secondary Characteristics [0]
Damage 1d-1/1d+2

Advantages [10]
Cutting Attack 0d+2 (Armour Divisor (2), +50%; Melee, Reach 1, -25%; ST-Based, +100%) [10]

But there's an additional cost equal to Crushing Attack 1d-1 (Armour Divisor (2), +50%; Basic Damage is Free, -100%) [2]

In order to list it, I'd assume each +/-2 ST gives +/-1 to damage, which has a cost of +/-0.3*5=+/-1.5, so I'd list the basic cost of the ability at ST 10, then add +/-1.5*(Cost of modifier) per +/-2 ST.
Exactly my point... And take a magic small knife that does sw-3 (2) cut and thr-1 (2) imp. How would you build those as innate attacks? Does IA allow for 0d-3 before melee-based ST damage is factored in?

I'm not sure that your assumption works, though I haven't yet run the numbers. I'll have to deal with folks with ST scores of 6 and ST scores of 30 in this setting, after all.


Also, my other question remains unanswered: should these magic weapons have AD (2) or AD (3)? Not sure they'd do extra dice damage, to be honest.
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