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  • #267190
    Anonymous
    Inactive

    2. Damage bumps to spell based AoEs affect all targets. If you add a d6 of additional elemental damage, every target takes it. Forward stance and Wolf Pack Tactics apply to all attacks, but do a Mighty Swing + Sweeping Strike and only the first target takes the extra +5 damage.

    Where do you see that only the first target takes the +5 damage? The book says the effects are combined and even specifically uses Sweeping+Mighty as an example. The errata only changes/clarifies things when combining Two-Weapon with multi-target (eg Spinning+Sweeping or similar). Unless I’m missing something, the +5 damage from Mighty+Sweeping applies to all targets.

    #267193
    Anonymous
    Inactive

    2. Damage bumps to spell based AoEs affect all targets. If you add a d6 of additional elemental damage, every target takes it. Forward stance and Wolf Pack Tactics apply to all attacks, but do a Mighty Swing + Sweeping Strike and only the first target takes the extra +5 damage.

    Where do you see that only the first target takes the +5 damage? The book says the effects are combined and even specifically uses Sweeping+Mighty as an example. The errata only changes/clarifies things when combining Two-Weapon with multi-target (eg Spinning+Sweeping or similar). Unless I’m missing something, the +5 damage from Mighty+Sweeping applies to all targets.

    You are correct…if you combine a Base Maneuver that imposes an effect or extra damage with a multi-attack Base Maneuver (Sweeping Strikes, Passing Strike, Flows like Sand, etc.) then every target of the attack suffers the effect/damage.

    John

    #267220
    Anonymous
    Inactive

    I’ve been working on something I may submit to a few people for review, but it got me thinking about Paul’s third “Combat Contribution” and around “Impact”. I would also include versatility or flexibility in that category.

    I think the Martial Archetype has the potential to be very effective in that area, if they make that a priority.

    Here are the different status effects or conditions that Maneuvers (Tricks and Techniques) allow:
    Tier 1
    Grabbed – Mancatcher Staff
    Push 2 – Variety of Weapons
    Immobilized/Prone – Bola
    Reduce Pace (Action) – Scimitar, Sickle
    Immobilized – Pick
    Prone/Pushed – Large Shield
    Stunned – Club
    Disarm – Variety
    Trip – Variety
    Action Penalty (-2) – Any
    Force Movement – Any
    Multi-Targets (2) – Any

    Tier 2
    Pinned/Prone – Mancatcher Staff
    Forced Dismount – Pick, Halberd
    Stunned/Push 5 – Small Shield
    Multi-Targets (3) – Any
    Avoidance Penalty (-2) – Any
    Bleed Effect – Any

    Tier 3
    Reduce Pace (Scene) – Bow/Crossbow/Flintlock
    Multi-Target (All in 30′) – Dagger
    Blind – Any

    Tier 4
    Instant Death (Common/Minion) – Mancatcher Staff, Unarmed
    Multi-Target (15) – Bow
    Multi-Target (Melee) – Any
    Reduce AR – Ranged Weapon

    Tier 5
    Ranged Disarm – Flintlock, Crossbow
    Bypass AR – Bow/Crossbow, Flintlock

    Just a sampling. Granted, I think there could be some additional ones at higher tiers that stack multiple effects.

    John

    #267223
    Anonymous
    Inactive

    John,

    Keep in mind that the status effects are across a wide range of weapons and associated skills. In your list there are at least 5 weapon skills represented if not more. Even if a character could keep all of them up there are speed costs in switching weapons, bulk and weight costs for carrying them and talent implications such as with weapon mastery. Characters may certainly avail themselves of one or two weapons with status type effects, but more than that is rarely practical. Especially when you consider that a caster gets all of that plus the ability to target different defenses running off a single skill.

    With a sweep of his hat,

    Paul

    #267227
    Anonymous
    Inactive

    John,

    Keep in mind that the status effects are across a wide range of weapons and associated skills. In your list there are at least 5 weapon skills represented if not more. Even if a character could keep all of them up there are speed costs in switching weapons, bulk and weight costs for carrying them and talent implications such as with weapon mastery. Characters may certainly avail themselves of one or two weapons with status type effects, but more than that is rarely practical. Especially when you consider that a caster gets all of that plus the ability to target different defenses running off a single skill.

    With a sweep of his hat,

    Paul

    Paul
    You bring up a valid point, but I may have contributed to the confusion. I only listed the ‘lowest Tier’ at which an ability was gained. The same abilities can be gained at higher Tiers with other weapons (For instance, Crushing Blow for Stunning is gained by different weapons at different Tiers), so I don’t think all weapon skills are needed (Though a more detailed cataloguing would be necessary to see for sure). In addition the “Weapon Group” Talents are a nice way to double-dip in some combinations.

    However, where I think we have a fundamental difference of opinion is that I believe Martial Characters have the unique ability to broadly apply their ‘martial prowess’ across weapons and weapon groups, using both skills and Talents. Martials should really be keeping 2-3 weapon skills maxed as a rule in order to truly capitalize on what Experts/Casters can’t do. I believe that the Martial Characters who aren’t really broadening their weapon choices to accommodate different needs (materials, damage types, speeds, etc.) aren’t truly making the most of the Martial Archetype and may be better served by another Archetype. Practically any character can keep 1 weapon skill maximized (3 Ranks / Tier) with the proper choices, but only Martials can do this reliably for 2-3 skills. It’s this versatility that lets them shine in multiple situations where others would fall behind.

    As an example, my Expert really maximizes his use of the Steel Whip. If I encounter a creature resistance to bludgeoning damage or to the particular material my weapon is made of, I have to find other ways to deal with it. A Martial character should be able to whip out his piercing weapon and be just as skilled with Talents and Ranks.

    In much the same way that an Expert can’t devote *all* their skill focus to a single skill (e.g. Persuasion) and expect to be making good use of the Expert Archetype.

    John

    #267238
    Anonymous
    Inactive

    However, where I think we have a fundamental difference of opinion is that I believe Martial Characters have the unique ability to broadly apply their ‘martial prowess’ across weapons and weapon groups, using both skills and Talents. Martials should really be keeping 2-3 weapon skills maxed as a rule in order to truly capitalize on what Experts/Casters can’t do.

    I listed what I felt were core Martial skills earlier – melee (choice), ranged (choice), mettle, athletics. There are 2 open skill slots to max out or count as 4 skills of choice.

    Those options include Battle, other martial skills and everything else the martial character is going to do. There is some flexibility, but there are also themes for characters. Your knights are likely to use broadswords, lances and shields. Your legionnaires are likely to use gladii, pilums and potentially tower shields. To use the shield as a weapon for the knight means adding a 3rd weapon skill. At that point the knight has no ranged weapon still. He might be able to max out 6 skills / level. He’s looking at knight commander, so the knight is looking at melee (balanced), melee (polearms), melee (unbalanced) , battle, ride… 1 skill left – ranged? Mettle? Athletics? Any skill to be used outside of combat?

    They can do what you describe, but you can’t argue for them to do that and then say they have plenty of room to do non-combat stuff too.

    With a sweep of his hat,

    Paul

    #267242
    Anonymous
    Inactive

    As an anectdotal, I’ve just tried to rebuild my Expert Saluwe priestess archer as a Divine.

    Couldn’t do it. Everything except Arcanum (Cants) dropped and it was actually harder to find the talent slots for the archery support.

    As an Expert, I have to use the “Learn any one Talent” advancement for the extra LMT (ta), but its still more efficient than trying to use the Divine advancements.

    #267245
    Anonymous
    Inactive

    Just out of curiousity what is the characters race and Arcanum (Cants) ranks at your level? Trying to compare her to my Divine Build.

    #267247
    Anonymous
    Inactive

    Current version
    4 ranks in both Cants and Archery.

    1. Concept
    Agrippina Rutilia Bellator
    ___________________________________
    ___________________________________
    ___________________________________

    2. Archetype: Expert
    Skills:
    Ride
    Beast Lore (Canine)
    Heal
    Perception
    Perform (Oratory)
    Wilderness Lore

    Talents: (Ignore requirements, choose now)
    Armour Proficiency ( Light: Nation )
    Weapon Training (Bows, Spear, Sickle )
    Adaptable (Arcanum: Cants, Ranged: Archery)
    Loyal Companion I (Alpha Wolf)

    Special:
    ___________________________________

    3. Attributes (Heroic – 40 point buy)
    Mi _3____ Ch _6+1___
    Pr _6____ In _4____
    Qu _6____ Lo _4+1___
    Vi _4____ Re _4__

    4. Race: Human
    Skills:
    Arcanum: Cants
    Ranged: Archery

    Talents (chosen at Step 9):
    Prestidigitation
    Divine Spell Casting I

    Special:
    +1 Av

    Racial Language: Low Coryani
    Attribute Adjustment (Choose): Any

    5. Nation/Region: Coryan/Balantica
    Skills:
    Tracking
    Wilderness Lore

    Native Language:
    Low Coryani

    6. Background: Initiate of the Gods (Saluwe)
    Minimum Age: 20
    Attribute Adjustment (Lowest): Ch, Lo
    Skills:
    Arcanum (Cants)
    Knowledge (Religion)
    Ranged (Archery)

    Talents: (Ignore requirements, choose now)
    Weapon Training/Mastery I (Sickle)

    Special:
    DSC is no longer Limited
    Devout Talents are no longer Limited

    Starting Gear:
    Lorica Musculata
    Sickle
    Common Holy Symbol
    Prayer Book
    Traveller’s Kit

    Starting Silver: 3d6(Ch) = 15sp

    7. Train Skills (pLo + pRe +3 skill points)
    Arcanum (Cants)
    Melee (Unbalanced) 2 (3)
    Mettle
    Perception
    Ranged (Archery)
    Wilderness Lore#

    8. Choose Flaws (Optional)
    Oblivious

    9. Train Talents
    Quickdraw I
    LMT1: Unbalancing Attack
    LMT1: Precise Aim

    10. Advancement Plan (optional):
    1.1 Character Creation
    1.2 +1 Qu, +1 Pr#
    1.3 +1 Trained skills (pLo+3)#
    1.4 Talents (2): LMT1: #Rapid Shot, #Stable Stance
    1.5 Path: Ranger (Tracking, Wilderness Lore, Lay of the Land, Weapon Training (Bows))
    1.6 +1 all skills
    1.7 +1 Archetype Skills (pLo+3)
    1.8 +1 Mi, +1 Ch
    1.9 +2 All Defences
    1.10 Talent: Spell Affinity (Benediction) or Learn 2 skills: Beast Lore (Birds of Prey), Beast Lore (Exotic Animals)

    2.1 Talents x2: DSCII, LMT2: Careful Aim
    2.2 Path: Anointed Priestess of Saluwe (Beast Lore, Wilderness Lore, Animal Affinity#, Lay of the Land II)
    2.3 Skill Talents (2): Sabbatical (Arcanum, Melee, Ranged), #Loyal Companion II
    2.4 +1 In, +1 Qu
    2.5 +1 All Skills
    2.6 +1 to (pLo+3) Trained skills
    2.7 +1 Archetype Skills (x6)
    2.8 +2 All Defences
    2.9 +1 Vi, +1 Re
    2.10 Talent: ?

    #267249
    Anonymous
    Inactive

    Not bad. I knew my first character was going to be priest and I elected to go Divine. Maybe I should have gone Expert I don’t know. But Divine just felt right from a character perspective. So far he’s been effective in game. Decided to go val because I wanted to play val’Ishi Beltinian Exorcist. Played a val Holryn cleric of Hurrian in the 3.5 campaign. What I’d like to build is an Expert swashbuckling archaeologist who fights with a pistol and side sword, sort of an Arcanis Indiana Jones. Problem is I don’t think I can roleplay it. \":(\" I’m more the paladin/cleric/holy champion type who start off all self-righteous who gets his eyes opened and perspectives broadened by hard experience. For example Guthrum started off Lawful Good and finished the campaign as Chaotic Good, since he had learned to distrust a lot of authority figures and started putting his faith in the common people.

    #267250
    Anonymous
    Inactive

    The focus of a Beltinian Exorcist would benefit from using a Divine build, as you shouldn’t have that big call on LMT talents.

    #267253
    Anonymous
    Inactive

    Kind of what I thought. Don’t get me wrong I would love to kick some butt with the quarterstaff. But it would take away the other things I need. For exampe at Tier 2 I am taking two bloodline powers (a big focus of mine), Tier 2 Divine Spell Casting and Personal Remnant. There go 4 talents right there (two ranks of advancement). Beyond that are two sets of Attribute buffs, all the skill bumps I can get, a Path, and +2 to all defenses, and something else I can’t remember at the moment. Now at Tier 3 I might have some openings for Martial Techniques as I will most likely not be taking a Path (since I decided not to go Beltinian Hospitaler–didn’t fit my character concept), unless I can qualify for Champion of the Silver Chalice by then. Generally speaking I don’t see Haakon being all that fancy with his moves, he either whacks you with the staff or else punches you in the face with it. Either way, given it’s a fervidite quarterstaff, that’s gotta hurt. \":D\"

    #267255
    Anonymous
    Inactive

    2. Damage bumps to spell based AoEs affect all targets. If you add a d6 of additional elemental damage, every target takes it. Forward stance and Wolf Pack Tactics apply to all attacks, but do a Mighty Swing + Sweeping Strike and only the first target takes the extra +5 damage.

    Where do you see that only the first target takes the +5 damage? The book says the effects are combined and even specifically uses Sweeping+Mighty as an example. The errata only changes/clarifies things when combining Two-Weapon with multi-target (eg Spinning+Sweeping or similar). Unless I’m missing something, the +5 damage from Mighty+Sweeping applies to all targets.

    You are correct…if you combine a Base Maneuver that imposes an effect or extra damage with a multi-attack Base Maneuver (Sweeping Strikes, Passing Strike, Flows like Sand, etc.) then every target of the attack suffers the effect/damage.

    John

    You are correct. Sorry about the confusion, I was thinking more of effects combined with Two-Weapon fighting.

    With a sweep of his hat,

    Paul

    #267256
    Anonymous
    Inactive

    Two weapon fighting has several unique issues that could be fixed sometime when combining with other maneuvers.

    John

    #274929
    Anonymous
    Inactive

    Hello Paul,

    I could not find your thread about a fully tricked out archer. Can you add a link or post here again.

    We have an Archer in the group and we wanted to make sure we are going down the right path for success:

    Race: Osaliken
    Arch: Expert
    Background: Huntsman
    Tier I Path: Bowman

    Already have LMT Rapid shot and Precise Aim

    That’s not a mechanical problem, that’s a mechanical balance. A fighter under recovery can make an average attack. A caster under strain can delay it or cast through it repeatedly using their best spells over and over. I encourage you to back and look at my other thread. I showed how building a nigh fully tricked out archer with all the martial techniques you’d need (7) and talents (5) is easily possible with limited investment at character creation or with a Path or 1 talent advancement getting them there. Any archetype can make that investment. With an Expert though, that’s not just combat grade skill, but combat grade ranged. And the Expert still gets all of the spells, skills, skill talents and paths beyond that. The difference as I noted is that while a Martial archer is burning off recovery waiting for another great hit, the Expert is using the Martial’s best attacks AS their down time.

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