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    Combat Questions

    Morrus - possible error. You can't give up flaming touch as it's a prereq for firebolt. Her firemage career exploits will need to be Flaming touch, Firebolt, Greater Firebolt. Which means losing Fire affinity, dropping her attack values by 1d6. :( Of course, I tend to think the prereq for...
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    Combat Questions

    So, I think most of your issues result from comparing a combat character to a non-combat character. Sir Mandallan is a bit of a tank; for characters maxing dice pools out at 5d6, they're only going to hit a 22 about 15% of the time. Combined with his high speed, mount, and charge ability, and...
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    Tech

    Alchemy or Herbalism would also make good models. If yrtalien wants his technologist to produce a temporary-macguffin-of-the-day, choose Herbalism as the model. For a temporary-macguffin-of-the-hour, choose Alchemy.
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    Psychic career exploits costs and adding targets for Star Knight's Psychic Push?

    It's worth remembering that, unless the exploit says otherwise, a psionic exploit costs power points to use equal to (at least) the PSI value required to purchase it. Thus some exploit that says "requires PSI 10" costs 10 PP to use. No thoughts on a 'system' approach for adding new psionic...
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    OLD Magic Question

    I have not really looked at how PCs compare at high grade marks, but at low grades the "problem" (and I put it in quotes because it might not be one) is that it's trivially easy to put together a physical melee fighter with 4d6+X damage. You really only need a longsword and Deadly strike, and...
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    Does anybody else think that Magic has too many skill divisions?

    Hmmm, you're right. I had thought the elves started with magic skills but now looking at the book I see they don't. Five is the max for a starting PC. But I think my point still stands - achieving breadth is not the problem if you want to play a powerful mage, achieving depth is.
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    Does anybody else think that Magic has too many skill divisions?

    The various magic careers typically have exploits that give bonus skills (and secrets). Thus it is relatively easy to build a starting character that are a mile wide and an inch deep. A typical PC will have 13 skill points, but magic characters can easily start with 2-4 more. What I find more...
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    OLD Magic Question

    If I were just looking to do more damage, I'd probably think about applying Phasing Attack to the weapon for some duration. It won't help against unarmored opponents, but for any opponent with more than 3 points of armor, it's on average better than +1d6 damage.
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    Hybrid careers

    It's nice, but your (4) is still a bit broken. Let's say I have a career I like (say, Spy), but it doesn't have a skill I want to take (say, starship tactics). I make a combo spy/navy tour career using your rules that looks exactly like the spy career - same attributes, etc. - but lo and...
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    Low level Powers

    I tend to think the magic rules as written are more Dresden-like than sword n' sorcery. While all the capability to be sword n' sorcery is there, it requires high skill levels to sling around big fireballs and such. If you build a mage and spread around 1- and 2- point skills in a wide variety...
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    Fantasy / Sci Fi setting help

    This is how I'd do it. You could also modify the starship travel rules in NEW so that instead of Piloting/Engineering/Navigation rolls, psi ships use Teleportation/Metapsionics/Clairvoyance skill rolls, magic ships use Displacement/Transmutation/Divination skill rolls (with an appropriate...
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    I got two different questions on this game...

    I have been assuming that if a career gives a +2 bonus to an attribute, you can swap that for an equivalent racial attribute increase of +2. So for example, if a Felan takes the Socialite career (CHA +2, REP +2), he may swap one of those for a +2 to AGI, INT, or LUC. I've also been assuming...
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    EONS #46: Trader Captains

    The main thing I thought about when trying to come up with passenger fares is that, if passengers are very very lucrative compared to cargo, nobody would want to run cargo. With the 1%/parsec limit on profit margin, that means a 600 credit/CU good would earn 6 credits/CU/parsec. So I tried to...
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    EONS #46: Trader Captains

    Attached! I think...
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    EONS #46: Trader Captains

    After a little more fooling around with things, I must modify/take back what I said. It *is* quite reasonably easy to make a profit using a small ship. The trick is to take the Haggler exploit, which lowers the purchase cost of the goods by 2-18%, depending on whether you take the Smuggler or...
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    EONS #46: Trader Captains

    1. Sure. You could model in some extra complexity there. I'm not convinced it would add to the game, but it's worth exploring! Oh, I don't want to. The comment on trip length vs. multiple trips was more of an "FYI". I like the way it works now, as it gives trader PCs more flexibility on how...
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    EONS #46: Trader Captains

    Just spotted two errors in the example calculation (at least I think they're errors) #1: 133 days = 4.4 months, not 2.2 months. #2: Livestock is a restricted good, so profit should be 28%, not 14% Running a couple of sample calculations, some initial observations: Your costs and profits will...
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    EONS #46: Trader Captains

    Great article! As a subscriber, I say your contributions continue to impress. Well worth the dollar per.
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    EONS #42: Variant Humans

    I take Necrophony as one of my Warped Human exploits. But I don't take careers that give me PSI 10. Can I use by Necrophony power? I wouldn't technically be able to spend 10 PP per turn, unless the racial exploit gives Warped Humans some exception to that rule.
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    EONS #42: Variant Humans

    Thanks for the update...but, uh, that still means they can only use one in each category. So same question?
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