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General Tabletop Discussion
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Character creation (traditions)
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<blockquote data-quote="Sniperfox47" data-source="post: 6294320" data-attributes="member: 6776026"><p>On the grand unifying spell list chart (in another post) he listed virtues, creatures, and elements all as valid targets for heal so I think that's an error on page 110. He may have already fixed in his copy, because he hasn't commented on it in any of the other threads that mention it.</p><p></p><p>With regards to taking a tradition multiple times It doesn't really ruin the diversity. Keep in mind, with the current system such a character can only advance once more (to rank 5) while any a character that takes rank 1 of 4 traditions can increase his rank twice for the same cost, and more after that. </p><p></p><p>Morrus mentioned in another thread that there will be an xp cost for learning a new tradition in the future, but even then as long as the cost is balanced there'd be no benefit to taking 5 ranks of 1, or 1 rank of 4 in the long run.</p><p></p><p>A character with 4 levels of the mage tradition for example may be very good at casting spells, but what does she do when she goes up against something resistant to magic?</p><p>A character with 4 ranks of archer may be really good at sniping off targets, but how does she deal with close quarters combat in the halls of a castle?</p><p>A character with 2 ranks of both may not be amazing at either but she can do both well enough that she can use either to defend herself.</p><p></p><p></p><p></p><p></p><p>Aside: [QUOTE<strong>=</strong>Ramiella;6294091]</p><p>Combat tricks: Aim, recklessness</p></blockquote><p>Does Aim help with the attack roll for signiture ranged magic? Does feint help with signiture touch spells? It says that it applies to attack rolls in that turn for ranged or melee combat, and the magic section describes them as attack rolls. Just wondering.</p><p>[/QUOTE]</p>
[QUOTE="Sniperfox47, post: 6294320, member: 6776026"] On the grand unifying spell list chart (in another post) he listed virtues, creatures, and elements all as valid targets for heal so I think that's an error on page 110. He may have already fixed in his copy, because he hasn't commented on it in any of the other threads that mention it. With regards to taking a tradition multiple times It doesn't really ruin the diversity. Keep in mind, with the current system such a character can only advance once more (to rank 5) while any a character that takes rank 1 of 4 traditions can increase his rank twice for the same cost, and more after that. Morrus mentioned in another thread that there will be an xp cost for learning a new tradition in the future, but even then as long as the cost is balanced there'd be no benefit to taking 5 ranks of 1, or 1 rank of 4 in the long run. A character with 4 levels of the mage tradition for example may be very good at casting spells, but what does she do when she goes up against something resistant to magic? A character with 4 ranks of archer may be really good at sniping off targets, but how does she deal with close quarters combat in the halls of a castle? A character with 2 ranks of both may not be amazing at either but she can do both well enough that she can use either to defend herself. Aside: [QUOTE[B]=[/B]Ramiella;6294091] Combat tricks: Aim, recklessness [/QUOTE] Does Aim help with the attack roll for signiture ranged magic? Does feint help with signiture touch spells? It says that it applies to attack rolls in that turn for ranged or melee combat, and the magic section describes them as attack rolls. Just wondering. [/QUOTE]
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