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<blockquote data-quote="Morrus" data-source="post: 7146918" data-attributes="member: 1"><p>I'll take a shot at these!</p><p></p><p>It sounds like you have two issues:</p><p></p><p>1) Selena isn't much of a combat blaster; and </p><p>2) Magic is more Tolkien than Forgotten Realms.</p><p></p><p></p><p></p><p>That's definitely an oddly balanced encounter, and I imagine it would play a bit odd. They're not designed to hit themselves - Mandallan is a high defense tank and medium offence (his job is to be a meat shield) and Selena is a non-combat build. As pre-gens they are both very, very basic, simple characters designed for new players.</p><p></p><p></p><p></p><p>You can always use opposed attribute checks to do things. Exploits don't list the only things you can do (there's no "eating a sandwich" exploit, for example), they just list some things you are particularly good at doing in an efficient attack/effect package. The rules FAQ talks about that a little more. Attribute check actions are deliberately freeform and allow the GM to judge what can and can't be done. </p><p></p><p>The exploits allow you to do things as a bonus part of an attack, which is better than just doing the thing separately.</p><p></p><p></p><p></p><p>Combined these four, as they're really the same thing. </p><p></p><p>The tank is going to be a better combatant than the non-combat character. But yep, she's a weak combatant.</p><p></p><p>She has illusion, too. I will cop to the fact that she could have been designed a bit better in combat. If I get time today, I'll whip up an alternate version of her focused one doing a bit more damage.</p><p></p><p></p><p></p><p>At first they're slow, but they speed up later. Too many effects on low grade characters can be frustrating. As the dice pools grow, the conditions come into play more as the odds of rolling three 6s increases. For higher level characters, it's not so much that you do copious amounts more damage or have a lot more HEALTH, but you do start inflicting effects a lot more often.</p><p></p><p>I did see one group who houseruled that an attack can exchange all its damage for a status track bump. I haven't tried that myself, but if you find you do prefer the idea of status tracks having more effect in early play, give that a try (let me know how it works out!)</p><p></p><p></p><p></p><p>Think about magic as being more Tolkien than Forgotten Realms. It is definitely less firebally and flashy (although a higher grade mage can do some pretty potent stuff!); it is a lot more flexible, though.</p></blockquote><p></p>
[QUOTE="Morrus, post: 7146918, member: 1"] I'll take a shot at these! It sounds like you have two issues: 1) Selena isn't much of a combat blaster; and 2) Magic is more Tolkien than Forgotten Realms. That's definitely an oddly balanced encounter, and I imagine it would play a bit odd. They're not designed to hit themselves - Mandallan is a high defense tank and medium offence (his job is to be a meat shield) and Selena is a non-combat build. As pre-gens they are both very, very basic, simple characters designed for new players. You can always use opposed attribute checks to do things. Exploits don't list the only things you can do (there's no "eating a sandwich" exploit, for example), they just list some things you are particularly good at doing in an efficient attack/effect package. The rules FAQ talks about that a little more. Attribute check actions are deliberately freeform and allow the GM to judge what can and can't be done. The exploits allow you to do things as a bonus part of an attack, which is better than just doing the thing separately. Combined these four, as they're really the same thing. The tank is going to be a better combatant than the non-combat character. But yep, she's a weak combatant. She has illusion, too. I will cop to the fact that she could have been designed a bit better in combat. If I get time today, I'll whip up an alternate version of her focused one doing a bit more damage. At first they're slow, but they speed up later. Too many effects on low grade characters can be frustrating. As the dice pools grow, the conditions come into play more as the odds of rolling three 6s increases. For higher level characters, it's not so much that you do copious amounts more damage or have a lot more HEALTH, but you do start inflicting effects a lot more often. I did see one group who houseruled that an attack can exchange all its damage for a status track bump. I haven't tried that myself, but if you find you do prefer the idea of status tracks having more effect in early play, give that a try (let me know how it works out!) Think about magic as being more Tolkien than Forgotten Realms. It is definitely less firebally and flashy (although a higher grade mage can do some pretty potent stuff!); it is a lot more flexible, though. [/QUOTE]
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