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10-25-2019, 01:08 PM | #21 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: how does -1/-2 yard range reduction with staff work with missile/jet spells?
Citation? I've never seen anything of the sort, and it seems ridiculously unbalanced. There's no mention of any such thing in the halfling marksmanship thread.
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10-25-2019, 01:17 PM | #22 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: how does -1/-2 yard range reduction with staff work with missile/jet spells?
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https://i.pinimg.com/564x/3c/40/7a/3...98da7ec01a.jpg https://i.pinimg.com/originals/88/92...0c774fe901.jpg If instead of just being 'ornamentation' or power augmentation those feathers, crystals on chains, 'dreamcatchers' etc all had a purpose... And chuckle? Tremble mortal for this guy clearly gets a Tacticool Intimidation bonus! |
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10-25-2019, 01:36 PM | #23 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: how does -1/-2 yard range reduction with staff work with missile/jet spells?
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Or Kale is thinking of the Attribute Substitution Perk which... well... it's right there in the name. * Of course I can't find it now and may be thinking of the Psi's Gazer Perk. |
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10-25-2019, 02:05 PM | #24 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: how does -1/-2 yard range reduction with staff work with missile/jet spells?
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10-25-2019, 02:48 PM | #25 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: how does -1/-2 yard range reduction with staff work with missile/jet spells?
Power-Ups 2: Perks, p. 15. Explicitly requires GM agreement, and needs to "make sense."
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
10-25-2019, 06:16 PM | #26 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: how does -1/-2 yard range reduction with staff work with missile/jet spells?
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There are pros and cons to Psychic guidance, for instance -5 to your skill to throw missiles in Low Mana zones... I'm more 'with you' on Attribute Substitution. I'm fine with it if there is a good reason* and it has some drawback if 'overpowered', but in DF, which is Munchkinville anyway, I have * For instance moving Chi skills from Will to HT or some of them to Perception. I'm far less okay with moving everything to your "primary" stat. Last edited by evileeyore; 10-26-2019 at 04:59 AM. |
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10-25-2019, 08:28 PM | #27 | |
Join Date: Aug 2007
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Re: how does -1/-2 yard range reduction with staff work with missile/jet spells?
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It might give you a 5 pt bonus on one Missile Spell v. putting that cp into Innate Attack Skill assuming a typical build (Fireball-15 v. Innate Attack-10 with an 11 Dex). <shrug> It's hard to "unbalance" things by changing one Missile spell from "won't work in real combat" to "_might_ work in combat".
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10-25-2019, 11:57 PM | #28 | |
Join Date: Aug 2005
Location: Cowtown, Canada
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Re: how does -1/-2 yard range reduction with staff work with missile/jet spells?
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http://forums.sjgames.com/showthread.php?t=166047
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10-26-2019, 05:10 PM | #29 |
Join Date: Sep 2007
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Re: how does -1/-2 yard range reduction with staff work with missile/jet spells?
Attribute Substitution is in PU2 p 15; you can rebase any one skill on any one other attribute, up to 4 Attribute Substitution Perks max. Thaumatology: Magical Styles (p22) adds a little variation, putting the cap at the GM's discretion. But just for the "throwing" part, the mage wouldn't need to shift the spell, but just the relevant Innate Attack skill.
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10-27-2019, 03:52 PM | #30 | ||||||
Join Date: Aug 2018
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Re: how does -1/-2 yard range reduction with staff work with missile/jet spells?
Does anyone know how being handcuffed would work in respect to throwing a missile spell, or using Innate Attack in general?
If something like Lightning Bolt only requires a FINGER to be pointed at the enemy then you could probably manage that pretty easily even though being cuffed would interfere with an actual throwing motion like it would melee combat. I'd imagine having your wrists tied together wouldn't impede firing a gun as much as it would throwing a knife, since it's just point+trigger without needing exaggerated motions. The less that binding would impede your ability to use your power, the more versatile it is. What are the tradeoffs? Seems like handcuffs would affect arm DX more than hand DX, so maybe whether an attack uses "Limb DX" or "Extremity DX" could come with benefits and drawbacks? Quote:
Maybe so fewer mages are doing them, the option should only be available to those who have at least 1 point in Throwing, just like you need 1 full point in Acrobatics to use Acrobatic Dodge (B375) ? Or sans rolling, it might be something like a graded bonus to aim (like the Accurate enhancement) paired with being more noticable (bonus to block/dodge) similar to using a Telegraphic Attack? Quote:
If you are holding a Missile spell, you cannot enlarge it further but may retain it for later use.Since this works "exactly as if you had failed the Will roll to resist a distraction" I guess that means if you fail your Will roll that similarly can't use Enlarge on a missile spell either? Since the full cost of the spell hasn't been paid (since the energy you put in to Enlarge enjoys high-skill cost discounts too) it's feels like it's cast>cast>cast except unlike other spells, you can abandon it (or be interrupted) partway and still have a functioning non-maximal version? Quote:
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The automatic interruption of concentrating from a Blocking Spell results in being unable to use Concentrate-to-Enlarge on Missile spells... does this mean that losing concentration through other means (failed Will roll on a parry or when suffering Shock from an injury) would also prevent Enlarging? Or maybe the factor has something to do with the inability to cast additional spells while holding a missile spell? The "cannot cast another spell" restriction is why "Dissipating Held Melee and Missile Spells" is important, especially since that's a different verb/box from "Canceling" so it might not cost 1 energy to do? In that case, I'd like to know how using a Blocking Spell while holding a Missile Spell would work if you have the perk Missile Spell Mastery which does allow casting spells (at -3) while maintaining your missile in hand... Maybe if the "you can't enlarge anymore" limit imposed by a Blocking Spell is a compromise because "normally you couldn't cast another spell without losing your Explosive Fireball altogether!" then if that's no longer the case, perhaps there could be an option like casting a Blocking Spell at -3 to skill (like other spells) where it doesn't prevent using Enlarge? Quote:
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On the other hand, I guess if you were -4 to DX from someone grappling your arm, you could avoid that problem using Psychic Guidance. PG would MIGHT be useful if you happened to be using Enchanted Items since those can have very high skills built into them. I don't know if that would be a correct interpretation though... if it's YOUR perk, then would you still be using YOUR skill (which you may not even have) in the spell to target a foe, or could your Perk allow you to use the Enchanted Item's skill for targeting? "Psychic Guidance (Enchantment)" being an Enchantment-college spell that could be cast on items could be one interesting option for helping out those who want to use magic fireball staffs but have horrible (or absent) DX or Innate Attack. |
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innate attack, throwing |
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