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- This topic has 26 replies, 12 voices, and was last updated 11 years, 6 months ago by Anonymous.
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- February 12, 2014 at 2:07 pm #256646AnonymousInactive
this is exactly the problem with “oh but it was on the old boards”, is that people remember things differently and we cant verify things however.
the discussion about fixing pound of flesh in any way was part of the larger discussion on Advanced spells (thats how i remember it) and the thoughts we had on advanced spells were addressed on these boards by pedro
So all of those things that were decided about pound of flesh aren’t valid… you can pound of flesh elemental bolt(AOE), there is nothing stopping you from doing that, its considered one spell so it avoids the question in this thread. but however is subject the judge variation, who from what I hear will nerf your spell most of the time.( A poll conducted by me in person asking judges I knew, a bit back)
February 12, 2014 at 2:11 pm #256647AnonymousInactiveOf course Pedro can simply provide the official answer one way or the other within this thread and wrap the discussion. I also believe that the combo is hideously powerful and should be fixed, but following the rules as written, completely legal.
My recommendation for anyone with the combo is short of a ruling from Pedro just clarify with the GM how’s it going to be handled in advance.
With a sweep of his hat,
Paul
February 12, 2014 at 2:21 pm #256649AnonymousInactiveso like all other advanced spells and maneuvers, you are required to let the GM know before hand about it?
February 12, 2014 at 2:48 pm #256653AnonymousInactiveI also believe that the combo is hideously powerful and should be fixed, but following the rules as written, completely legal.
Except for the healing part not really. Although that extra prowess die does ignore AR.February 12, 2014 at 3:30 pm #256658AnonymousInactiveI agree that it is a powerful combination, but would disagree that it rates a nerf and would vehemently disagree with any judge that decided to disallow it – and I don’t even have a caster character, so no skin in the game. It is by no means an easy spell to pull off – as no character I’ve ever seen can auto-make the CTN.
Both base spells have CTNs of 18, so the advanced spell has a base CTN of 21. That’s not bad; generally an auto-cast
Then add 6 to the CTN to make it AoE for a total of 27; means a roll is necessary
Rolling 3d10 has an average of 16.5; highest Arcanum at the end of Tier 1 is +8 (4 ranks @ creation, 3 skill ups, 1 for Prodigy); so 24.5, short of the CTN
Caster must roll at least 19 on the dice; probability (ignoring explosions) is: 35.20%
Obviously more if you were to factor in the 10% chance of the attribute die exploding; 57.5% if the PC bumps the roll by a fate score of 3Then the caster has to roll to hit each target; okay, that’s probably easy-ish
And the combined speeds push it into being an interruptible spell (total speed is 9)
That means there’s one roll that can FUBAR the spell at the outset, 1 roll per target that can miss, and Illir help the caster that gets charged while trying to pull off this spell. That’s a whole lot of opportunity for the dice to hose the caster. There are much better options to use against minions (just AoE Elemental Bolt, for one) since, at best, you could get 1 healing per target and non-minions don’t often cluster up into a 10′ radius.
February 12, 2014 at 3:40 pm #256659AnonymousInactiveso to keep things real, an AOE pound of flesh bolt AOE is a CTN 27, Speed 9, Strain 6 spell.
that’s a bit harder to cast than most Tier IV spells,and interuptable, I think that the power of the spell isnt anything that big of a deal.
IF you really think its a big deal, then maybe consider the root cause of the problem is that combining spells and adaptations results in spells that are higher tier than what would normally be available to a character.
In that case, a campaign rule would be appropriate, something along the lines of you cant try to cast an advanced spell that’s CTN is more than 5 higher than you Passive arcanum
( I’m not actually advocating that rule mind you just throwing it out as an example)
February 12, 2014 at 3:57 pm #256660AnonymousInactiveI also believe that the combo is hideously powerful and should be fixed, but following the rules as written, completely legal.
Except for the healing part not really. Although that extra prowess die does ignore AR.I was actually referring to combining the two spells together, not the martial technique. Also, given the requirements to cast it may still be balanced, I’d want to take another look.
With a sweep of his hat,
Paul
February 17, 2015 at 1:19 am #266016AnonymousInactivebump:
Just to clarify consensous on this was that I can get (Primary)(Prowess) damage bypassing AR with this combo. But I only heal (Primary). Has anything changed to nerf this combo in the new erratta that I did not catch?
February 17, 2015 at 5:50 am #266027frootsnaxParticipantYes. I think that’s right.
February 17, 2015 at 4:30 pm #266031drafitParticipantHello,
Just remember that its a Speed 9 and a Strain 6 with a high caster’s roll.
the Speed 9 makes it interruptible as well.
February 17, 2015 at 7:15 pm #266038AnonymousInactiveThanks Henry for the input.
I was actually talking about Unballancing Strike and the basic Pound of Flesh spell. Although I think at one point the thread strayed into a discussion about a the advanced area of effect spell you describe.
While I have gotten off interuptible spells before, a speed 9 is just crazy slow….
March 1, 2015 at 9:57 pm #266175AnonymousInactiveyou should probably start a new thread that posting to one that is a year old
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