View Profile: Fortuitous - Morrus' Unofficial Tabletop RPG News
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February 14, 1990 (28)

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Damage Types and Soak Sunday, 11th November, 2018 08:31 PM

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Sunday, 11th November, 2018

  • 09:10 PM - Morrus quoted Fortuitous in post Damage Types and Soak
    So what is a character deals 6 fire damage and 11 blunt damage. The target has 5 soak from armor, but has 10 soak specifically against fire? What if the target onlt has 5 soak from armor? Takes 6 blunt damage. Second question, takes 11 blunt and 1 fire damage.

Tuesday, 11th September, 2018

  • 11:57 PM - Brundle quoted Fortuitous in post How does the quality of a shield effect the defense score you get from having it equipped?
    You can only ever use one skill at a time. He would have to choose between his dodging and shields skill. Your base dice pool is attribute + skill + equipment which is capped by max dice pool. Anything beyond that, exploits, modifiers, etc? All that is after. I think i have it down now, Please correct me if I am wrong. you would choose to use shield skill for defense , so you would add one for that and then 1 for high quality shield, plus the 3 for agility, for 5d6 pool. If you had 3 in shield skill and a high quality shield , Plus the 3d6 agility pool you would go to 6d6

Wednesday, 31st January, 2018

  • 11:51 PM - Grave Knight quoted Fortuitous in post Character build questions
    Check the errata. It actually fixes that oversight.Thanks, didn't even know about that. Also, what does the Armor skill do? Before it was talking about needing a Minimum Skill rating to take advantage of better quality armor.

Saturday, 14th October, 2017

  • 01:23 PM - raspberryfh quoted Fortuitous in post [For bigtino] Thread about heavy armor
    To add another voice to the confusion, I think his problem is that mechanically, heavy armor isn't very good as an option to players. This is my understanding of bigtino's point and my issue with heavy armor as well. From a purely mathematical point, heavy armor is bad. It doesn't increase survivability, and in many cases will actually make the wearer easier to kill. (This is a tangential point to what I was talking about here, regarding AP ammo.) Because the math doesn't work out, the flavor/atmosphere/story also begins to fail. Picture the opening scene of Star Wars: A New Hope. Now picture it with NEW's current armor rules. The heavily armored stormtroopers would probably lose. Charging through the breach, they won't have cover, and their heavy armor is the equivalent of the Rebels having a better-than-average extra attack die. Meanwhile, their armor (a battlesuit) only blocks an extra 3 points of damage (a worse-than-average damage die) compared to the light armor of the Rebels (a k...
  • 01:11 PM - Morrus quoted Fortuitous in post [For bigtino] Thread about heavy armor
    The concern is that heavy armor isn't very good when compared to other options. Well, yeah - I gathered the proposition. It was the reasoning I was struggling to understand, but a lot of that was just parsing some of the text. :) One of the early playtest versions had skill in armor types directly reducing the DEFENSE penalty for it.

Friday, 13th October, 2017

  • 12:34 PM - dekrass quoted Fortuitous in post Armor skills?
    Is there a reason why they removed the armor skills or skills limiting the benefits of high quality gear? I rather liked that rule. I don't know the official reason for the change, but IME equipment quality almost never came up. Characters often have high enough attribute and skill ranks in the things they focus on that they don't need it. The ones who dabble in a skill often just have one rank. They can benefit from high quality, but no more than that. Then everyone else has no ranks and no benefit from the quality. Edit: Now I know the official reason.

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