Viewing 15 posts - 1 through 15 (of 27 total)
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  • #150399
    Anonymous
    Inactive

    1) Do Push maneuvers need to be combined with other Push maneuvers? Can a Push maneuver be combined with a regular maneuver?

    2) Can a Melee weapon with the thrown property or with. Thrown trick be combined with a Melee trick at range?

    John

    #253263
    Anonymous
    Inactive

    My take would be:

  • Yes. Push must be combined with Push.[/*:m]
  • No. Thrown is ranged so it would have to be combined with another ranged trick/maneuver.[/*:m]
#253268
Anonymous
Inactive

1 My take would be no unless specifically listed, the example I would use is Quick set

Quick Set
Category: Base
Speed (Recovery): Push +* (3)
…Push your Clock Speed by the Speed of your weapon.

and say we combine it with pressing attack

Pressing Attack
Category: Base
Speed (Recovery): +2 (0)

We take the slowest speed cost and and the other trick speed as additional recovery so in this case using a long spear (speed 6) we would get Push 6, Recovery 5

#253270
Anonymous
Inactive

The problem isn’t one of math in my opinion but of balance. There are some maneuvers that probably shouldn’t be able to be used in response to an attack (combined with a Push).

Imagine: Combining Quick Set with Flowing Sand – You get charged, and now get to move your entire pace, making a ton of attacks as a Push action.

John

#253272
Anonymous
Inactive

well the rules currently allow for A pound of Flesh / Elemental Bolt to be combined into a pretty grizzly AOE too

#253273
Anonymous
Inactive

well the rules currently allow for A pound of Flesh / Elemental Bolt to be combined into a pretty grizzly AOE too

Except I think it’s been made clear that you only get healed for the damage from the pound of flesh part, hasn’t it?

John

#253274
Anonymous
Inactive

And if we’re using spells to extrapolate, I do not believe you can combine a Push Spell with a normal casting Spell by the rules.

#253276
Anonymous
Inactive

i still havent found that rule anywhere

#253277
Anonymous
Inactive

If it isn’t in the rules, I think it should be. Spells or Maneuvers with Push are special cases and allowing them to be combined with non-Push spells and maneuvers I think will result in some balance-challenged combinations. I don’t think they should be changed to “Advanced” because you could combine 2 push spells or maneuvers.

John

#253279
Anonymous
Inactive

but if they arent, you have to let people do things with them that make sense

#253280
Anonymous
Inactive

but if they arent, you have to let people do things with them that make sense

If only that were a universally agreed upon term. What it does is make certain weapons and spells outshine a lot of others. That may be fine to most and not everything needs to be ‘equal’ but in my opinion obviously optimal choices means that those who don’t want those choices are left with suboptimal options.

John

#253283
Anonymous
Inactive

John, i think your responding to an argument that I’m not aware of.

What I’m saying is that if the rule allow for those spells and maneuvers to be made, then as a judge you have to allow them, as long as they make sense. I think my example is a great maneuver that makes sense.

Mechanically these things are sound, flowing sand is a Tier 5 maneuver, i think you are expressing hyperbole comparing it to a tier 1 maneuver. In context it might make perfect sense.

Additionally, I think this is a time to remember that sometimes you have to examine the mechanics of whats happening with the interaction of rules somewhat separately from the story elements behind those things. And then integrate what the mechanics allow into your story within reason. AKA if someone has a great description of how they are trained in meeting the charge with a spear and then tearing into enemy lines, quickset and flowing sand begins to make more sense.

#253284
Anonymous
Inactive

Not really responding to an argument…it’s just that as we are firmly into Tier II and I’ve had the pleasure to play with a lot of folks and see their builds, it’s clear that there are very powerful / optimal choices in terms of weapons and spells and if you aren’t able to take those (or they don’t fit your character) you are left feeling very suboptimal. Granted some of this is perception, but I fear it will only get worse in later tiers.

That said, I still feel that mixing Push and non-Push combinations has the potential to be unbalancing.

John

#253285
Anonymous
Inactive

well in all things that require choices, there are choices that are optimal and there choices that are not optimal, and that evaluation of optimal is different for each player and character concept. The more choices that you make the more opportunity there is to be on a not optimal path for your character. I would argue that mods are not targeted at optimal characters rather than the characters that are more middle of the road.

If your a jack of all trades you are a master of none. This is a world where not all places, races, spells and weapons are equal and balanced. Optimality is very subjective, a character can be really good at one thing, and next to useless in another.

One thing that has been in every mod produced is combat, its fairly easy to say that if you specialize in combat you will have a chance to shine in every mod. that’s not as true with diplomacy or wilderness lore or thieving skills (and the way to change that is to write mods or influence writers directly)

in Arcanis there are multiple ways to specialize in combat, melee fighters, ranged fighters, spell casters of different stripes, and hybrids of those (not all hybrids mind you). My personal opinion is that the most effective character is one that maximizes the use of strain and recovery, but that is just one take on the idea.

I would hazard a guess that its probably possible to optimize a lot of things, but you have to go into the project with that in mind, and a lot of people don’t play that way. and this has been an eternal problem in gaming, particular living campaigns where there is a very diverse set of players. to some people (like me) there is a lot of fun to be had solving the logical puzzles presented by optimizing characters, and some people have a lot of fun roleplaying their characters in social interactions, it takes all stripes of people.

I don’t think there is one or even a small subset of dominant character types, I do however firmly believe that not all concepts are equally viable. for example I don’t see a good way to make a Dark kin character that’s dependent on a horn gore attack to be optimized (or even very survivable) However that might make a Great thematic trait or a good, opening move or finishing move or backup weapon type thing.

#253286
Anonymous
Inactive

The most important part of character creation is the Character concept, and Looking back at that character concept when deciding on things to take. Delbert was a rebuild when CoH came out to take advantage of the Holmgang fighting style, but I remained true to my character concept of “Milandisian knight, and a character who’s actions are patterned after my grandpa)

Viewing 15 posts - 1 through 15 (of 27 total)
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