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Messages - MrTact

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Nope. I will say, I have been less than excited about Podcaster. I may give whatever podcast manager you posted about recently a try.

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Role Playing Public Radio Podcast / Re: New Arcadia/Wild Talents errata
« on: February 13, 2012, 12:47:32 AM »
The spend two willpower to gain +2d isn't mentioned the WT reference sheet nor is the writing of the rule very clear on that point.
After you posted this, I went back and reread it & realized it is, in fact, a little ambiguous. As it happens, just now I was flipping through some old Cult of ORE postings looking for something else and came across this post by Shane Ivey, which seems pretty authoritative:

https://groups.google.com/d/msg/cult-of-ore/YY7WlkLiSoE/JHvHQLOELHkJ

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There was a double length episode of New Arcadia posted less than 12 days ago. It's the second listing on the actual play site.
The December and January episodes just showed up in Podcaster yesterday. My bad for not checking the website <sheepish>.

Move along, citizens. Nothing to see here.

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Hey, when can we get some new episodes? November was great... December was understandably slow... but it's February now.

No dammit I am NOT addicted.

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Not that I am enjoying the shit out of that series or anything, but I would buy this in a heartbeat.

Even better would be a series of short pdfs, a la Green Ronin's Threat Reports, since I could lay hands on that material all the sooner.

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Role Playing Public Radio Podcast / New Arcadia/Wild Talents errata
« on: December 16, 2011, 10:36:51 AM »
Forgive me, I'm about to put on my Pedantic Rules Asshole hat. If you don't want to hear it, by all means ignore this post. I tried to resist posting this, but ultimately, I decided that since a lot of people will likely listen to the AP podcast to learn the rules, it was worthwhile to put it up.

On Willpower: First off, you guys are getting screwed.  Any time you roll a set of natural 10s, you are supposed to get a point of Willpower immediately. You guys roll 10s a lot, so you should take advantage of this.

Spending Willpower: You are allowed to spend up to 2 will to add dice to your roll. It's equivalent to aiming that takes zero time.

In the spirit of that, any time you have to make a Stability check and you have more than 4 current will, you should probably burn 2 will to add to the roll, since you will lose more than that anyway if you fail.

Shifting hit location: This is an optional rule, but the recommended implementation is that you spend the attack's width in will to shift it one location, not 1 will. (You can, of course, houserule it as you wish. I'm just saying it's not vanilla WT.)

Multiple actions: At one point, someone whose char has 2hd in multiple actions was adding the 2hd to everything they did. Actually, spending an action to set up MA gives you a pool of bonus dice equal to the width of the roll. So the 2hd means spend one action & get 2 REGULAR dice that you can add to future rolls. When you use them, though, they get depleted and you have to use your MA power again to replenish that pool. Ironically, 2hd in MA isn't really suitable for a multiple action, because the rules don't favor combining an action that has a small number of hard dice.

To do what you want, take Augment and Variable. 2hd that you can add to any action is something like 108 points. (9/die, 18/hd, 2hd = 36, x3 qualities = 108.) This is basically the Aces power without the will cost.

Ross, during the fight at the prison, said something like "They're powers, they only compare width" when comparing a 4x7 defense against a 3x8 attack. Powers don't enjoy any special exemption from the rules of timing unless they have Interference. What that guy could have done, though, is use his width 4 set as an attack, which would have reduced the attacker's pool down to 2x8, so reducing the damage he took.

In the same fight, there was some question about Median's force blast, and it was concluded because it was only 3 dice, it just did shock. Actually, miracles do Shock & Killing unless you take a flaw to reduce them to only shock. It's only Body-based attacks (aka Brawling) that determine damage type by the number of dice.

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RPGs / Re: Wild Talents question
« on: November 28, 2011, 07:31:05 PM »
So far so good i'm starting to get the hang of it.

For the healing power we are looking at

Healing Touch [Useful+1; Touch] 3hd (27 pts)
Engulf +2
Touch Only -2
I don't have my book handy, so I might be missing something, but that math looks off to me. The Useful quality is a base 2 pts/die, +1 for the additional level of Useful. (The additional Useful level here may not be necessary -- I think it just offsets any penalty dice you might take.) Engulf and Touch Only cancel out (although that Touch Only seems hinky to me; I expect it's from the Cafeteria, though, so let's just move on). That leaves you at 3 pts/die. 3 dice would be 9 points; doubling that for 3hd gives 18, not 27.

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RPGs / Re: Wild Talents question
« on: November 25, 2011, 11:49:04 PM »
1. Is there a way to add new wound boxes to a character? Like giving each wing 5 wound boxes that are independent of the others?
Yes. The name of that power is Custom Hit Locations, and it's on p. 143 of the big book. (Not sure about the Essential Edition.) You might also want to consider the Extra Tough miracle, which will give you some extra wound boxes to spread around.

2. What extra's and flaws would be required to make a weapon that is so specific?
Here's the way to think about doing it: make it as effective as it needs to be for its most effective state, and then Flaw it down for the conditions where it's not as useful (in the universal sense of useful, not Useful, if you see what I mean).

The fact that sometimes it's a sword and sometimes a mace is an almost irrelevant detail as far as the mechanics are concerned. Those are just special effects.

Here's what I would do:

Holy Weapon 6d (A U, 5 per die, 30 points)
Attacks Extras and Flaws: Burn +2, If/Then -1 (Burn and Killing damage apply only to unrepentant murderers)
Useful Extras and Flaws: None.

You roll 6d to attack with this weapon; it does Width in Shock & Killing, plus a burn effect, against murderers. Against other opponents, it does Width in Shock.

The Useful quality is that by its very nature it detects a target's moral state, which (IMHO) is worth requiring you to spend points on. Your GM might disagree. I threw it in as an extra quality, and I would just have it work automatically if you hit. If you're into powergaming, you could buy it cheaper as a separate 2hd miracle (8 points vs. 12 -- better still make it Attached and Automatic, for a net 4 points), or even as a 1-point dud power, depending on the campaign.

Of course, the whole thing probably ought to be bought as a Focus, which will reduce the cost per die further. Don't forget that you can't reduce the cost of any single quality below 1/die, though.

Finally, you could also consider defining the Attack quality as Brawling Hyperskill. That would let you add your Body + Brawling to the dice roll... but that wouldn't allow you to use the Burn extra (unless you bought the Burn extra on your intrinsic Body + Brawling as well).

I hope that helps, and I didn't just confuse you further! 

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