Delroy Callidus |
Looking at the rules, it looks like I have to Refresh my magic, then Ready my spell into my wand. And that would be my two actions.
Correct?
Yes. Either that or you take a Focus turn and Refresh, Ready, and Attack on one turn next time.
Other actions can be to Refresh and Ready this turn. Next Turn: Aim or Guard, then Attack. Aiming will add a d8 to attacking a single target, while Guarding adds 1d8 to your Defense.
I'll admit I've never played an Elementalist, so I'm not sure of a good strategy for them. I'm used to Thaumaturgy, White Magic and Green and Purple.
UltraFennec |
You'll note I didn't say that Sheena acknowledged his orders or anything. She just jumped down and prepared for combat.
Think of it as...communicating to the audience (the players). Which is to say I'm giving a hint as to where to go after you're done here. Because we've been at this adventure for a long time.
Or y'know, I just wrote something down when I was really tired and forgot he was silence and can't edit it anymore, LOL!
Delroy Callidus |
Or y'know, I just wrote something down when I was really tired and forgot he was silenced and can't edit it anymore, LOL!
I've made the same sorts of whoopsies as a GM myself, so I totally understand. heh heh.
But I know what Delroy needs to do for his turn. *evil grin*
[hr]
And I may have posted too early. I've copy-pasted what I typed for my turn, so I can put it in later. Though I got three successes, I may have rolled out of turn so I'll accept the new rolls that come by.
Delroy Callidus |
The book doesn't say she'll lose her Guard status from Reeling, so I'm still going to roll her die for it...but if the group decides it doesn't make sense I'll ignore it.
It is a common tactic to Guard before performing any Stunt, to gain the defense bonus even while Reeling.
Rosza Juette de Vieuxpont |
What the hell, browser? What the hell?
For about two weeks I've been starting up my system every morning, open FF and one of the pages is the roleplay section here...With no new notes.
So tonight I go over to the discussion section to post a query about 'are we still doing this?' and as soon as the page loads it shows a dozen-plus new notes waiting to be read in roleplay, so I switch back over there and...
What the hell?
I don't know if it was just timing out on the update and defaulting to 'last known' since it was loading all the other sites that I automatically open or what. I'll make a point of refreshing the page regularly from now on, though.
UltraFennec |
Huh. That's...even weirder than usual. I don't think it's ever done it quite that bad to me...then again I make a point of taking the circuitous route through the main page, to messageboards, to the Focus button just because Paizo's website does this sometimes. The downside of having a custom-coded site (no seriously, it's entirely an original creation, so bugs are...a fact of life.)
DarkLightHitomi |
I think there is suppossed to be a set forgetfullness factor, it has to remember the last viewed post for every thread you've seen then has to do that with everyone, so perhaps they put limits in place to keep the memory consumtion down.
This is just a guess however, but it makes the most sense, particularly since it happens to me less now that I haven't spent as much time surfing every available PFO thread.
Rosza Juette de Vieuxpont |
I've got the pdf e-text of Squaring the Circle, so I did some searching:
(p.43)
"In a combat situation, you can use the Negotiation skill as a stunt, to reason with your foes. See the Combat chapter for more details.With a friendly, Minor Character, you can use Will & Negotiation vs. their Will & Inquiry to convince the character to do something they wouldn’t normally do. The Game Host may impose penalties for particularly unreasonable requests.
Negotiations with Major characters should be roleplayed in the course of the game. And even if the role playing goes well, the Game Host may call for die rolls to see if things go according to plan, or if there’s a minor hang-up.
Sometimes, you may want to exaggerate the truth a bit, to help your negotiations along. If you lie, you can include your Deceit dice with your Negotiation … but your target may now include their Inquiry dice, and if they discover that you’re lying, they will most likely become hostile."
Okay, I missed that first line (it's on the previous page) so actually Guillaume is performing a STUNT. Hopefully he has his safety goggles on.
Combat, let's see...
(p.118)
"Reason
You may attempt to Reason with a rival combatant, to talk them out of being Enraged. The target must be able to hear you and must be able to understand your language.Roll your Mind & Negotiation dice vs. the target’s Mind, Will, and Inquiry dice. You may claim a d12 bonus if you have the Gift of Fast-Talk.
If you score 1 or more successes, you may Reason with your target. For each success you score, you may claim one of the following boons:
- Force the target, on their next turn, to take a Focus turn instead of an Action turn. (The target is so moved by your logic, they will pause to consider their next few steps very carefully.) If the target cannot take a Focus turn (say, because they are Reeling, Confused, or Afraid), then you cannot claim this effect.
- Remove an Enraged condition from the target.
- Replace a target’s Berserk condition with the Enraged condition.
- Replace a target’s Terrified condition with the Afraid condition.
If you are successful, you may continue to take the Reason stunt to talk to your foe. On second and later rounds, you may use your rote against the target’s defenses.
If you are ever unsuccessful, or if you become hostile, or something else happens to break your rapport with the target, then the reasoning ends. As a general rule, you may only attempt to reason with a target once per fight."
That's the ONLY stunt which mentions negotiation.
Okay...So RAW negotiation CAN'T be used to, uh, negotiate in combat. Uhm. WTH. Unless we count it as 'forcing him to focus'.
Looks like it's your call, sirrah!
UltraFennec |
Yeah, the Focus turn is the quantified mechanical effect for people who screech about needing mechanics for everything. They spend a turn considering your reasoning, and act appropriately based on whether or not they've been sincerely convinced. At least, that's the way I've seen it played, and used it, so I think it's a decent go-with-it rule.
Also apologies for disappearing for a bit, there was a party, and it was not in a city that I'm resident in, and there was alcohol, and staying overnight, and the usual yadda yadda.
Rosza Juette de Vieuxpont |
re: spark, I looked it up when I got home:
After the attack and defenses are declared, but before the dice are rolled, roll the Spark Die. If the Spark Die botches, the weapon has hanged fire – the wheel is spinning, but the powder has yet to go off. Reduce the weapon’s Spark Die to d8. If the attacker was parried or dodged, then the attack simply fails; if the attacker was Counter-Attacked, then the attacker may immediately attempt a Dodge or otherwise be struck by the Counter-Attack! Play out the rest of the round, and then play out the opposing side’s turns.
During the end-of-the round maintenance on the opposing side’s turn, roll the (reduced) Spark Die again. If it doesn’t botch, then the gun fires. If the attacker hasn’t been knocked helpless, they can try the attack again. The defender defends normally (and yes, this can be another Counter-Attack!)
So it's simulating a hang-fire rather than a flash in the pan...If the shooter can continue to keep the weapon aimed at the target until the powder train goes off, then they have a chance of it hitting the target.
At least that's how I read the second part there.
Rosza Juette de Vieuxpont |
Hmmm...allow Interrupters to maintain their Aim and/or Guard actions until they're done interrupting...or no?
My thought is that whatever action they take next uses it or loses it but I don't see how arbitrarily at the end of every turn, people 'lose their aim' and have to restart, or 'drop out of guard' and have to restart.
That's purely my gut feeling on the matter, but I think we have a good example in this case: Character aims, doesn't fire, then takes a Focus turn to be able to fire as an interrupt (waiting to see what opponent they are aiming at will do).
Similarly, character Guards, but doesn't get attacked that turn (we haven't seen this yet, I don't think) takes a Focus next turn...They are still 'in guard position' waiting for the enemy to make a move. This is only useful if they are attacked and choose NOT to use the interrupt to 'attack the attacker first' as we're seeing here...Perhaps they intend to hit some other target...And then use up the Guard die in a parry...While still 'staying Focused' on the one person/event they are anticipating?
Throw in the caveat that anything one does OTHER than Focus interrupt rids one of the effect?
Thoughts?
UltraFennec |
I'm thinking I'll let people who go for Interrupts keep their Aim/Guard, since they haven't actually acted yet, but after playing live a number of times the "lose Aim/Guard after both sides act each round" shakes out well in game balance, so Ima keep it for now. It seems silly at first but if everyone gets to keep their Guard easily what happens is that nobody ends up getting hurt in a timely enough manner to end combat, lol.
@Rosza's first post: I...totally forgot about that passage. So...yes. Once things are resolved (possibly when I'm...less inebriated than now), things will happen as the rules presented.
UltraFennec |
I'll get to the main group in a bit if I don't hear from Javiera right off. Apologies to Javiera if I get to that before she does, I'm just not really willing to let the game sit idle for very long...well, if it's not my fault, anyway. Let blame be cast where it is deserved. ;p
UltraFennec |
Your Epiphany gifts will be your long delayed XP and probably more Gifts/Skill Marks because this has taken far longer than I anticipated. I may have to up the scale of your upcoming adventures a bit to correct for where I wanted us to be by now.
Nobody has any objections to being more awesome and capable, right?