View Profile: GrumpyChromosome - Morrus' Unofficial Tabletop RPG News
  • GrumpyChromosome's Avatar
    Monday, 15th April, 2019, 07:51 PM
    I posted this comment to the previous version of the draft, but I edited it to take into account the feedback I received. The Battle Mage's Artillery exploit only mentions a "vital attack". Is that MAG-based? Is evoke the right skill to add to the attack roll? The Druid's Elemental Druid exploit only mentions a "ranged attack". Is that MAG- or DEX-based? Is evoke the right skill to add to...
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  • GrumpyChromosome's Avatar
    Wednesday, 10th April, 2019, 01:18 PM
    I understand that, but it is unclear which skill is appropriate for such attacks, given that they are not explicitly created by a specific magic skill. A general rule somewhere, even just "when in doubt for magic attacks, allow evoke or throwing" would be useful. Also, some do not indicate which Attribute should be used, and in Illusory Attack's case, even the range is not explicitly stated.
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  • GrumpyChromosome's Avatar
    Wednesday, 10th April, 2019, 11:25 AM
    Many magical attack exploits do not specify whether you can add any skill to the attack roll. The Battle Mage's Artillery exploit only mentions a "vital attack". Is that MAG-based? Can you add your evoke dice to the attack roll? The Druid's Elemental Druid exploit only mentions a "ranged attack". Is that MAG- or DEX-based? Can you add any skill to that? The Fire Mage's Firebolt exploit...
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  • GrumpyChromosome's Avatar
    Sunday, 7th April, 2019, 11:47 PM
    Uh, can I get a page reference for that? Because as far as I can see, this line in the second paragraph in the Casting a Spell section wasn't changed, except for the part I omitted about what Defense to target. Same for later lines: (emphasis mine)
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  • GrumpyChromosome's Avatar
    Monday, 25th March, 2019, 04:49 PM
    It is unclear what the duration of non-instantaneous cantrips is currently supposed to be: on one hand, p. 173 says that basic spells (cantrips) have a 1 round duration. OTOH, every single non-instantaneous cantrip listed on p. 177, as well as in the description of the corresponding magic skill, is stated to have a one minute duration. Does cantrip duration start at one minute unlike other...
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Friday, 19th April, 2019

  • 03:58 AM - Steven Barker quoted GrumpyChromosome in post O.L.D. v1.2 Playtest Version B
    The Battle Mage's Artillery exploit only mentions a "vital attack". Is that MAG-based? Is evoke the right skill to add to the attack roll? The Druid's Elemental Druid exploit only mentions a "ranged attack". Is that MAG- or DEX-based? Is evoke the right skill to add to the attack roll? Or should you rather add throwing? Or nature? The Fire Mage's Firebolt exploit attack requires a "ranged attack (using your MAG attribute)". Is evoke the right skill to add to the attack roll? The Ice Mage's Freezing Breath exploit gives you a cone-shaped ranged MAG attack. Is evoke the right skill to add to the attack roll? The description of the Illusionist's Illusory Attack does not mention whether it is MAG- or CHA-based or whatever, nor does it mention whether it would be better to add illude or bluffing, nor what the range is supposed to be. Can you target anything in your line of sight? Or is the range just 30'? I'm pretty sure it's a deliberate choice to leave what skills apply to attack rolls u...

Wednesday, 10th April, 2019

  • 08:59 PM - easl quoted GrumpyChromosome in post O.L.D. v1.2 Playtest Version
    I understand that, but it is unclear which skill is appropriate for such attacks, given that they are not explicitly created by a specific magic skill. A general rule somewhere, even just "when in doubt for magic attacks, allow evoke or throwing" would be useful. First, I hope that your suggestions for clarification make it into the final copy, because you're right, these things should be specified. AIUI the skill system is supposed to be somewhat flexible. For example, you can use one of several different skills to defend against ranged and melee attacks. And one of the goals of v1.2 magic changes was to make the magical careers be able to function without the rules for creating spells (in case a group or GM doesn't want to bother with all that complication). Given that understanding, my pure-opinion-with-nothnig-to-back-it-up would be: yes you can use throwing...and yes you can use evoke. For the illusory attack, illude would make sense, but in a group that doesn't use the full magic rules, anoth...
  • 11:33 AM - Morrus quoted GrumpyChromosome in post O.L.D. v1.2 Playtest Version
    Many magical attack exploits do not specify whether you can add any skill to the attack roll. That's not an error. The global rule is that an attribute check (and an attack is one) includes a skill and equipment if appropriate.

Monday, 8th April, 2019

  • 12:16 AM - easl quoted GrumpyChromosome in post O.L.D. v1.2 Playtest Version
    Uh, can I get a page reference for that? I'm not sure it's in the V1.2 document yet. I'm referencing Morrus' post "A quick summary of OLD v1.2 Magic changes." But, you bring up a good editing question/comment. Hey Morrus! Is the new mechanic in the document? Because it should be.

Sunday, 7th April, 2019

  • 11:38 PM - easl quoted GrumpyChromosome in post O.L.D. v1.2 Playtest Version
    ...Moreover, I would like to know what the rationale was in ditching skill prerequisites, as this greatly devalues investing in magic skills for most non-offensive purposes. To elaborate: [LIST] there is no gameplay benefit at all in taking points in the healing skill, since it never requires a roll; AIUI, the new version will require a roll for all spells, at target number = 10 + magic points required to cast. So...that's why you want magical skills. This is the new method of preventing mages from being monsters out of the gate - you want to cast that spectacular 10 MP healing spell? You have to have a 10 Magic and hit a TN = 20. Question for Morrus: what skill lets you use the higher quality benefits of magical implements? Here's the two options I thought of: 1. The magical skill being used (example: creation, evocation). Pro: this doesn't create any new skills. Con: it means that the same person may get a different equipment bonus from the exact same equipment, depending on whether they're ca...

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