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Old 04-07-2017, 03:31 AM   #1
Expy
 
Join Date: Dec 2015
Default Re: [Rules] Feverish Defense Clarification

I would encourage you to run a session under your interpretation of the rules and then decide whether you would like to keep them in play. Personally I dislike Extra Effort but understand its purpose in giving PC's and skilled opponents a little bit of Plot Armour -- too much Plot Armour is boring though and no offense meant, but I would not in a million years use your interpretations myself.

What I imagine that you will see with 2 is players deciding to always pump their defenses to 12-ish unless they are absolutely sure that they can tank the shot. Feints, Ripostes, Deceptive Attacks and multiple attacks become slightly less effective at tearing down their defenses and critical hits slightly more. Effects that bypass Active Defenses (Spells, surprise etc.) are more required if you want a challenge. Combat is most interesting when there is some risk involved, and I think that you will lose a lot of that.

With 1, I don't know why you'd want to give multiple uses/turn. I have always used the interpretation that you get one defense option on one of your defenses, per turn. 'Retreating Feverish and/or Acrobatic Dodge' has been the bane of my existence but at least I have the comfort there that the player is burning all of their defense boosts for the turn if they opt for that.

The Cleric might feel a bit miffed if the Wizard with Recover Energy-20, Lend Energy and some Paut is more useful in post-combat healing than them, too. :-)

Expy

Last edited by Expy; 04-07-2017 at 03:40 AM.
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Old 04-07-2017, 08:59 AM   #2
Donny Brook
 
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Join Date: Aug 2014
Location: Snoopy's basement
Default Re: [Rules] Feverish Defense Clarification

My interpretation of the relevant rules results in answers:

1. No. It says you can spend 1 FP for +2 on a single defense. Not anything else.

2. No. See above.
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Old 04-07-2017, 09:24 AM   #3
Leynok
 
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Join Date: Nov 2012
Location: Australia WA
Default Re: [Rules] Feverish Defense Clarification

Way I see it, you're about right.
1) you can spend FP per defence for that +2, you just got to declare and spend the FP before rolling. Nothing seems to specify any limit on using it once per turn, only that you need to spend FP.
2) No, I wouldn't let a player spend extra FP to avoid an attack in the same way I wouldn't let one spend more than 1 FP to increase the damage from a Mighty Blow, the results would be completely bizarre. Also, pretty sure it says something more like "spend 1 FP for a +2" rather than "Gain a +2 to defence for every 1 FP spent."
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