Arms is double extra especially not getting the open dev treatment because we've had several rounds of this happen:
"I have a brilliant idea!" "Well, lay it on me." "Okay, it's like this." "Holy shit, that IS brilliant. OK, let's write some artifacts and see how it shakes out." *Artifacts are written* "Okay, we kind of ran all the potential this had dry after two artifacts, and the second one shows serious structural issues. We need to scrap this and do something else." "Yeah. But I have another idea. It's like this--" "Holy shit, that's really clever." "Yeah but it has this one problem." "Well, we can probably work that out, let's mess with it." "Okay, we've burned three weeks trying different things and that core problem appears insoluble." "Son of a bitch. Back to the drawing board."
Or, in short: Martial Arts Techniques taught us not to preview things until we are positive we can deliver them.
Originally posted by TheCountAlucard
Also helpful is to have your ally grapple the sword guy. Then you're relatively free to shoot as you wish - just don't botch.
Originally posted by MoroseMorgan
I'll pause here to ask, what do you do? Flurry Take Cover and Attack and hope for the best when you disengage on your next round?
At this point, they are going
to catch you unless you can deploy some kind of movement they simply can't follow, like Monkey Leaping up into the trees or taking flight or dodging through a wall or something. The right move depends on what kind of advantage you can get from moving or not moving according to the terrain and placement of your allies.
Now the bonus topic: I thought, hell, I'll move to keep things going, and take my shot, since now we're in Short Range and I don't need to Aim. I move, swordy rush moves to keep pace, and I shoot, successfully, and the round ends. HERE IS WHERE IT GETS INTERESTING! The bowperson's withering attack put them at the top of the initiative track. So now they have another move action. If bowperson moves again, does swordy's rush still apply and they keep pace? I looked back at the Rush rules, and I could see both interpretations. Rush never says it only moves them reflexively once, but it also never says it lets them move more than once.
This would indeed give you the opportunity to move again before their turn comes up, and get out to medium range, forcing them to try another Rush. (This is also a good time for the swordy to use Thunderclap Rush Attack to prevent that exact thing from happening, if he has it. Once he's stuck in and you have to Disengage to get away from him, his prospects are a lot better and yours are a lot worse.)
Originally posted by The Sword Emperor
Sometimes it's unclear how a Charm is meant to interact with battle groups, or whether it works at all (check out this thread
). To make things simpler, I propose the Battle Group
"This Charm does not work - or works differently - against battle groups."
The call to clarity here is good. The reason we wouldn't do that as a Keyword is that we'd still need to explain how
it works differently against battle groups in every single Charm it appeared in. When a keyword doesn't actually convey information in itself, but rather just denotes the presence of information, all it's really doing is inflicting a -2 wordcount debuff on the book every time it shows up.
Heavy weapon. Bashing, Improvised, Thrown (Close), Special (Minimum Strength + Athletics total of at least 8 or not usable at all), Special (cannot be placed in a flurry).
I haven't had the free time to even read Beast yet so the chance of any conceptual cross-pollenation by anything other than accident is presently nil.
Originally posted by bartkusa
I'm ecstatic that Holden turned my fuzzy idea into good mechanics, and I'm very happy that people other than me are excited by the charm.
A++++ would buy an official charm again
John did the concept-to-words alchemy, I just edited typos and font errors for this one lol.
Originally posted by The Wizard of Oz
YAlso, I like the art. It's stylistically consistent, and while they don't seem to have used my favourite artist from the Core, it's all good quality. I expect that now the Core's done, the artists that the Devs were happy with have been retained for more work while the ones they (or the angry forumites) were not happy with will not be rehired.
While I am overjoyed with the art in Miracles, complete and full credit for getting it in there belongs to Maria, Rich, and Chaney. We don't pick the artists, generally, just do the art notes. (In this case, Rich did the art notes, too, I believe. Man is very good at his job.)
2) A fur cloak and lady's pipe match each other, Manchu-style... but combo-ing them with a mini-skirt and long socks is, I feel, a fashion faux pas. One could argue that one shouldn't expect barbaric Anathema to be properly co-ordinated for the season, but shouldn't they have devilish fashion sense? She's probably a Twilight.
It's a backer's character, so you'd have to take it up with them lol
I like the cover. Also, I'm really happy we're back to apparently having custom typography for the titles on the covers, rather than a uniform font-styling like they used in the last edition.
If you liked it, please leave a review. They apparently help sales a fair bit, according to the people who track that stuff.
The Archery Charms are super fun.
I am super happy the rest of the world gets to play with Hanging Judgment Arc. It is just the goddamn coolest. Andrew Bartkus is everyone's hero.
Originally posted by BrilliantRain
Fridge Logic just hit me. I agreed with your point here until I realized that the alternate plan was to build poppy plantations and opium refineries in India, which presumably can't be done very quickly either. I'll grant they they might have been able to import very large numbers of poppies and/or seeds, instead of having to make do with whatever they could smuggle out of China, so it might have been faster, but it doesn't seem like it would have been that much faster.
That said, other people's points about the East India Company not having land in other places and/or wanting to keep their monopoly is a fair point.
Poppies are basically weeds. They're one of the fastest, easiest crops in the world to grow. They will grow wild if you leave them alone, in an astonishingly wide range of climates.
The modern Guild likely would have sent someone in to break John Blunt's arms and legs, as they're interested in sustainable profits rather than gutting markets and then running with the money.
The Opium Wars, on the other hand, are exactly the kind of bad nasty they get up to all the time.
Also, "the MA guy is going to lag behind" is a 1e truism and a 2e truism, but I haven't seen any evidence of it being the case in 3e. We've seen Single Point stylists absolutely wreck Solar Meleeists in playtests on several occasions, for example. Solar Melee is the best generalist in the entire game, but the MA styles are very good at whatever it is any given specific style does.
Originally posted by Maudova
So would it be reasonable in your eyes to remove the fun money spending if the martial arts ability was consolidated into one skill, on a supernal martial artists concept if they just planned on buy every damned MA available?
You're going to generally ram the player into doing MA or
anything else, which wasn't super great in prior editions. But if the current set-up isn't working for you, give it a shot, and let us know how it works out.