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- December 21, 2014 at 9:02 am #151579AnonymousInactive
Hello all,
I’m pretty new to the game and am still working on some of the finer points of the rules. I’ve run into the following questions as I’ve tried building/tweaking different characters; if I could get some clarification that would be great. Thanks in advance.
1. If you have the Pugilist talent and you are wearing a cestus, do you stack for 2d4 damage?
2. Weapon Mastery Tier 3 grants a die bump to weapon damage, and states that if your weapon already deals d12 damage, it deals 2d6 instead. So does a flintlock rifle bump to 2d6 + d12 damage, or 4d6 damage?
3. Can you buy fine/exceptional versions of weapons that don’t have a listed price (club, quarterstaff, etc)? If so, how do you calculate their cost?
4. Can Murderous Precision be combined with a Charge, or a weapon trick/martial technique?
December 21, 2014 at 3:12 pm #265482AnonymousInactive1. No, weapon dies do not stack. A cestus replaces your fist damage as you are technically using a new weapon.
2. I need to see the advancement chart, but I think 2d6 becomes 2d8.
3. There are rules for it, but I don’t have them handy. They have a “generic” cost though (someone with ARPG handy?)
4. Charge I believe cannot be combined with any talent, maneuver, or technique (Basic or Simple Maneuver?). Techniques are a maybe, however.
December 21, 2014 at 5:43 pm #265484AnonymousInactive2. Correct, it would become 2d8
3. Pg. 231 in the Gear Quality box, “Gear with a cost of less than 10Sc has its quality costs for Fine (or better) calculated as if it cost 10Sc.”
4. Correct, charge can’t be combined with anything (unless you have something that specifically says it does combine). There are a few abilities out there that state they ‘improve’ the basic charge maneuver.
December 21, 2014 at 6:10 pm #265485AnonymousInactiveThanks guys.
Regarding the die bumps; I’m looking for the die bump for a weapon that does 2d12 damage (flintlock rifle).
December 21, 2014 at 6:37 pm #265486AnonymousInactive. . . Pedro? Eric? This is actually a very good (and I believe untackled) question.
It would probably go to 3d8, which has the same max damage, but has higher Min damage.
December 21, 2014 at 8:57 pm #265488AnonymousInactive2d12 damage should go to 4d6.
From a range of 2-12 with avg. 13 to a range of 4-24 with an avg. of 14.
John
December 22, 2014 at 1:35 am #265489AnonymousInactiveThanks for the responses everyone; very helpful to get these clarified.
December 22, 2014 at 6:22 am #265491frootsnaxParticipantMurderous precision says it can be used with any attack so I would assume it could be used with a charge. But charging *really* sucks in Arcanis. even with MP … just don’t do it.
December 22, 2014 at 2:10 pm #265494AnonymousInactiveAgreed on the charging bit, learned hard lessons from personal in play experience.
That said, what do you think of the Tier 2 Martial Technique Guarded Charge? Charging in swinging her Tralian Hammer is really how Ursula likes to open up combat.December 22, 2014 at 6:22 pm #265497AnonymousInactiveAdmittedly, I’ve only played maybe 10 modules and one BI, so I’m not speaking from a lot of experience. But I’ve found Charge to be useful in certain circumstances.
Example; my main is almost always using his dagger, so I’ve got attack speed 3, plus he’s Quick so the Charge speed is reduced to +2, for an overall tick cost of 5. If I time the Charge correctly, I can charge an opponent wielding a big two-handed weapon or pole arm (or a caster who just popped a big spell), and I will be able to attack again before the opponent can get another attack off.
This makes Murderous Precision an important point for me, since I can potentially deliver a lot of damage very quickly:
Base damage + wolf pack tactics + advanced tactics + charge bonus + murderous precision (passive insight), all for 5 ticks speed cost.
I also like Charge because my pace is 30 (40 once I ding my next level) so it gives me the option to cover a huge amount of ground still deliver damage.
If you look at the alternative to accomplish the same thing, I’d have to do a double time which is 4 ticks (3 ticks for me with Quick), and then execute a normal attack which is another 3 ticks; total tick cost of 6, PLUS I don’t get the +2 damage from the charge.
So for me it’s well worth it if I can pick the right moment to execute the Charge.
Which brings me back to my question of whether Charge can or can’t be combined with Murderous Precision. I’ve reread the sections for both, and I can’t find any language that specifically says these could not be combined; is this a ruling for Charge that isn’t cited in the books, or is there something I’m just not seeing?
December 22, 2014 at 6:51 pm #265498AnonymousInactiveOne important point (that isn’t official yet) that may affect things is Murderous Precision is being changed (Tier 1 & 5) in the upcoming errata (that’s been pending for at least 6 months). On a quick read, it looks like the change at Tier 1 is requiring Tactical Edge to use.
I believe you can combine MP with Charge because MP is not a maneuver, weapon trick, etc.
December 22, 2014 at 9:09 pm #265499AnonymousInactiveAh, I wasn’t aware, thanks for the heads up. Is there any place I can see what errata are pending?
Also, are we privy to the reasoning behind this rule change? It seems to me that until you get to Tier 5, the real value of murderous precision is to help with crowd control, and in that sense I think melee types already have much fewer options where as spell casters have several options (ie Castigate, Concussive Wave, etc). With melee you’re really down to Steel Rain or Sweeping Strike, if you can qualify for it.
December 22, 2014 at 10:08 pm #265501AnonymousInactiveWith a little digging I found a link to the ask the stat monkey/errata document.
FYI, I also noticed on page one of the document a clarification on the die dump rules for weapons that deal multiple damage die, specifically, a flintlock rifle will bump from 2d12 to 2d12+4.
December 23, 2014 at 9:29 pm #265512frootsnaxParticipantI don’t have books in front of me but it seems that the stacking rules are not as forgiving as you make out. You get the best static bonus from your talents. They don’t all pile up. Exceptions (like Wepon Mastery 1) are clearly spelled out.
December 23, 2014 at 9:44 pm #265514AnonymousInactiveI don’t have books in front of me but it seems that the stacking rules are not as forgiving as you make out. You get the best static bonus from your talents. They don’t all pile up. Exceptions (like Wepon Mastery 1) are clearly spelled out.
I think that is correct. If you look at the FAQ stacking bonus clarification on page 12 of the FAQ, it discusses this. So what was shown earlier:
“Base damage + wolf pack tactics + advanced tactics + charge bonus + murderous precision (passive insight)”Would be Base damage + maneuver damage (charge bonus) + talent bonus (probably murderous precision)
Advanced tactics is an advancement of wolf pack tactics, which is why it gives +2, and definitely doesn’t stack with wolf pack. So you can get +2 whenever wolf pack applies, or + passive insight once per scene when using murderous precision; but not both because they are both static bonuses from talents, and thus don’t stack.
But that is only my interpretation, I could be wrong.
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