WOIN O.L.D. v1.2 Playtest Version - Page 4
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  1. #31
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    He's getting it from an EONS preview last week.

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  2. #32
    Quote Originally Posted by GrumpyChromosome View Post
    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.

  3. #33
    Are spells still limited by the characters MAG score? The spell lkst in the earlier version required a massive score for most spells.

  4. #34
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    O.L.D. v1.2 Playtest Version

    Quote Originally Posted by Old_Timer View Post
    Are spells still limited by the characters MAG score? The spell lkst in the earlier version required a massive score for most spells.
    Raise your gaze by approximately two inches.
    Last edited by Morrus; Tuesday, 9th April, 2019 at 08:03 PM.

  5. #35
    ha, for some reason i thought that was just a snapshot not the shorthand of the rules. So a MAG of 11 is needed to cast that example spell but a 1d6 fire ball only requires a MAG of 7.

  6. #36
    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 attack requires a "ranged attack (using your MAG attribute)". Can you add any skills to that?
    • The Ice Mage's Freezing Breath exploit gives you a cone-shaped "ranged MAG attack". Can you add evoke to that?
    • 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 you can add any skills to that, nor what the range is supposed to be. Can you target anything in your line of sight? Is the range just 30'?

  7. #37
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    Quote Originally Posted by GrumpyChromosome View Post
    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.

  8. #38
    Quote Originally Posted by Morrus View Post
    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.
    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.

  9. #39
    Quote Originally Posted by GrumpyChromosome View Post
    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, another skill like bluffing might be used.

    I doubt giving the spellcasters a couple of options of which to use is going to unbalance anything. The throwing skill is actually somewhat hard to advance, as very few careers have it (and AFAIK, no careers that give a MAG+1 have it), so letting a mage use that instead of evoke isn't really much of a benefit.

    (Editorial aside: can we get some love for the Alchemists and give them the throwing skill? Morrus you gave them the ability to create magical grenades, but no skill they can use to accurately hit their target...)

    Also, some do not indicate which Attribute should be used, and in Illusory Attack's case, even the range is not explicitly stated.
    Again, I agree with you that you've spotted some areas where the beta rules need clarification.
    Last edited by easl; Wednesday, 10th April, 2019 at 09:02 PM.

  10. #40
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    Quote Originally Posted by easl View Post
    (Editorial aside: can we get some love for the Alchemists and give them the throwing skill? Morrus you gave them the ability to create magical grenades, but no skill they can use to accurately hit their target...)
    I'm no authority on WOIN, but I've increasingly been coming to the opinion that the skill options offered by each career should be taken as strong suggestions, but not strict limits.

    There are lots of careers that are missing skills that could be key to their function. Sometimes that's for skills that are very broadly useful (like Perception). But I think this is mostly due to the fact that the skills system isn't supposed to operate from a strictly defined list of valid skills. Skills in WOIN are supposed to be keywords, so you can make up a new one at any time, you just need to get your GM's permission.

    Anyway, I think that can be generalized to allowing you to take existing skills in careers that don't explicitly offer them, as long as it makes sense to both you and your GM. My former naval crewman from NEW was working on a tactical console aiming guns for most of his Navy Tour career, so he should obviously have been able to learn the Gunnery skill from it (even though it's not on the skill list). Similarly, your bomb-making alchemist should be able to learn Throwing.

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