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Topics - MrTact

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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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