Jump to content

DrDave

Member
  • Posts

    29
  • Joined

  • Last visited

Posts posted by DrDave

  1. I'm looking for details about the area that became to be known as Sartar in the period before the Dragon kill.  Names of cities, that sort of thing?

    My character has an allied spirit that had been alive there and then.

    Can anyone point me to such info?

  2. 5 hours ago, Ludo Bagman said:

    Not necessarily - it depends if the character can do both things at the same time. There are examples for simultaneous augments in the rules (for example, Move Quietly and Hide, Disguise and Act, Sing/Dance/Play Instrument, or different Lores.). A problem is that most skill take more time than a melee round to be effective, but there are some that can be used during combat, like Listen, Scan, Jump, appropriate Lores, shouting battle-cries, etc.

    Magic used in combat is more restrictive since a spell caster can't do much while casting and the time is even shorter. One could perhaps use Sing or a magical language to check the intonation and pronunciation of the chant, but these are already covered by the rules.

    The rules seem pretty specific that you can do "nothing else".

  3. OK, so I'm getting info that I think is more than I need but its making me worry that its trying to tell me something more fundamental.  So let me summarize what I think I'm being told.

    -If I want to augment the casting of a spell in combat with a skill, I have to spend 1 or more rounds doing nothing else (including dodging or parry).

    -If I want to use a skill to augment a sword attack in combat, it is the same.

    -The rule we were using where you didn't have to spend rounds, but just rolled the augment as a "free action", was essentially a house rule.  The only applies to rune and passion augments.

    Assuming this is true.  The rounds have to come immediately before the skill being augmented?  Or just in the seam scene?

  4. I guess I'm still unclear.

    "The augment approach is no different than any other case of augmenting skills."

    The rules on 246 require you to spend at least one round in combat where you can't do anything else, not even parry or dodge.  Are you saying this is a requirement of all skill augments?  If you want to augment an attack in combat, using a skill augment, you first have to spend a round not parrying or Dodging?

    So, effectively, if you want to augment in combat, you should use a rune or passion?

    We have been letting people use any augment without requiring preparation time in combat.

  5. My group has been puzzled by the augementing with skill rules starting on page 246.

    It began with, how do you take two rounds to resist a spell?

    But now are uncertain when the rules are supposle to be applied.  
    -Do they replace the rules for augmenting any time you want to cast or resist magic?  Ie.rolls using magic use different augmenting rules than other rolls?
    -Are part of the ritual magic system and are used only when you want to spend more time to get a higher bonus?

    • Like 1
  6. There was talk about tattoo removal of cult tattoo.  Now cult tattoo have a lot mystical significance, but there are others (apparently a lot) that are much more cultural and can change.  Like re-marrying. 

    I kinda think that this would cause enough demand that someone would come up with some magic and that people would sell tattoo removal services.

     

     

  7. The rules give, as a typical place for a focus, is an engraving on the weapon that you touch.  But some characters use more than one weapon, etc.  Now this is just an example, but it brought up the question of whether you can have more than one foci for the same spell.

    Also, as an aside, if you have a tatoo, is there any advantage to having it visible, vs. under clothing?

  8. In bestiary, it says for Air Elemental Damage, "An air elemental attacks by taking a character caught withing it and throwing  them to the top of their height, then dropping them.  Damage done is 1D6 plus 1D6 per 3 meters fall." 

    Their height is their size?

  9. On 12/15/2019 at 12:55 AM, Jeff said:

    Here's a snippet from the forthcoming Cults book which gives a good idea about what happens in Sacred Time. What matters is that you stop your normal activity and participate in the Sacred Time rites, in whatever way is possible.

    You might mention, just for clarity, that everything after the first four paragraphs is an example of a Theyalan sacred time.  Right?  (Since I don't think the Yelmi activities are based on the idea that the light bringers are the saviors of the world.  IIRC, they Yelmi view is that Yelm resurrected himself and only summoned Orlanth to the Hell to give obeisance as a part of it.

  10. Sort of feels like if I name it Harrek, he will materialize out of thin air to object 🙂

    Was thinking of Argrath so the female character can say "When Argrath gets out of line, I just give him a little whack with my crop and he behaves!"

    Might get reactions though.

    • Like 1
  11. One person my groups has argued....

    "As written, if a character has Sword Trance and he pumps it with 10 magic points opponents are toast. If he adds in Truesword, he is 300%! I think the best solution is to change it and make it like Arrow Trance in the Bestiary.

    I think I'd want to make it two point, and add 50% instead of doubling. Still a great spell, too powerful for one point.
  12. 1 hour ago, HreshtIronBorne said:

    We play it as just +10% All sword skills. Yes literally all of them, for both attacks and parties. Humakt is the God of Death, his RuneLords are literally called Swords. +10% Sword skill is still probably one of their weakest gift options. 

    What do you think are strongest ones?

×
×
  • Create New...