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Originally Posted by Skarg
Master of AIr (only?) says "while using this stance" which implies you have to choose only one of these stances to be using each turn? Also implied by re-mentioning the ability to dodge or parry unarmed at levels 3+?
If so, I think that adds a nice tactical choice and signficance/thematicness and also a nice reduction in the stack-o-rama and "of course my fists are always flaming orange" aspect.
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The stance mechanics are described in the portfolio description text preceding the actual Powers.
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Originally Posted by Skarg
I am not sure why Fire and Air could not be learned in different order, especially if the costs are marked per element. They are different and Fire seems at least as powerful (though different) as Air for combat purposes, to me.
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I may have a solution for this. See my last post in the main 'Powers' thread.
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Originally Posted by Skarg
Air could use more detailed explanation of the flurry attacks - is it giving an exception to the usual inability to strike out of HTH while in HTH? Also it seems like if you could strike people in several directions, and were only facing one, you could probably strike a single person more than once instead.
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I'll review those rules and make sure the intent is clear. TBH, I think the multiple attack option should kick in at UC III instead of UC V.
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Originally Posted by Skarg
I like that Master of the Void is a countermeasure for Astral Projection. I might add mention that it could let you detect that there is something insubstantial inside a nearby wall (such as people using the Insubstantiality spell, or monsters that are insubstantial). Of course, it is Tier V, so would tend to be something almost no one knew in limited-power games.
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Interesting idea. Makes sense to me.
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Originally Posted by Skarg
I'm not clear whether/which of these (if any) have the same restrictions as Unarmed Combat skills - Can I use weapons & armor and still benefit from these powers?
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No, you can't. They are intended to blend with UC only. I will clarify this in the summary section.
Quote:
Originally Posted by Skarg
I think Water and Earth are examples of powers that someone could be extremely tempted to take and then maybe stop taking this portfolio. I would, anyway, since they add very nice defensive abilities that would go well with fighters, and I don't especially want my fists to be on fire. (I don't see this as a problem - I'm just mentioning it since before you'd mentioned an expectation most people would want to push towards Tier 5 in one portfolio.)
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And that's perfectly fine. One of my core goals with Powers is provide options for a variety of character archetypes at different levels of depth so that players can choose to add just a little or a lot of extra flair to their characters.