Even without the strain it is a big hindrance with moving, aiming, drawing equipment, interacting with the environment, controlling an animal companion or mount etc
Magical Basic questions
14 minutes ago, KelYco said:My player wants to play a catfolk which has one free maneuver. So concentrate is not a big deal for him (zero cost).
Think the fleet of paw ability specifik says that the extra maneuver can only be used for movement so he is still a bit restricted.
Edited by Archellus7 minutes ago, Archellus said:Think the fleet of paw ability specifik says that the extra maneuver can only be used for movement so he is still a bit restricted.
Oups ! i miss this. You are right. ? ?
However, if he concentrates (1 maneuver) and move (2nd maneuver) it is still strain free.
Edited by KelYco
And about this question please:
1.Magic and Knowledge : Do i need as a player to spend XP separately for Magic skill (ex: Arcana) and the knowledge related to ?
The additional magic effect is linked to the rank in Knowledge. It is not clear for me but when i pick Arcana (as example), do i also need to invest XP in Arcana's knowledge or it is already included ? because i have 3 ranks in Arcana means i have 3 in Knowledge?
4 minutes ago, KelYco said:And about this question please:
1.Magic and Knowledge : Do i need as a player to spend XP separately for Magic skill (ex: Arcana) and the knowledge related to ?
The additional magic effect is linked to the rank in Knowledge. It is not clear for me but when i pick Arcana (as example), do i also need to invest XP in Arcana's knowledge or it is already included ? because i have 3 ranks in Arcana means i have 3 in Knowledge?
Its separate skills. If your using terrinoth i would suggest knowledge Lore. But yes they need to send xp on both the magic skill and a knowledge skill.
1 minute ago, Archellus said:Its separate skills. If your using terrinoth i would suggest knowledge Lore. But yes they need to send xp on both the magic skill and a knowledge skill.
Great!
Thank you. It helps!
On 8/17/2018 at 6:42 PM, 2P51 said:I would entertain a player presenting a Talent that increases Counter Spell's upgrade by 1 per rank per additional Strain for each rank or something along those lines.
Yeah, that's right in line of what it probably should be. In the Core Book, there is Defensive Stance tier 2 talent, that does the exact same thing for melee attacks. I'd definitely allow the exact same talent except for magical checks, within medium range range. The talent probably could be called "Improved Counterspell". You could keep the "targeting your character thing", but if you drop it, I'd trade it for something like instead of medium range, change it to short range.
Improved Counterspell
Tier
: 2
Activation
: Active (Maneuver)
Ranked
: Yes
Once per round, your character may suffer a number of strain no greater than their ranks in Improved Counterspell to use this talent. Then, until the end of your character’s next turn, upgrade the difficulty of all magic skill checks within medium range targeting your character a number of times equal to the strain suffered.
You could probably have a range modifier Talent too, something that requires you to have Improved Counterspell, T3 or t4, that increases the range of counterspell by 1 range band