|
Post by Lord_Amadeus_Rahl on Nov 5, 2014 14:01:03 GMT -5
Ok, so phase shifting, when used as an attack only goes up against reflexive dodge correct? That seems to make it un avoidable with any character without that. This seems a bit unfair to me, as phase shifting is pretty cheap. An example, A character with a speed of 1and agiity of 2 and phase shifting of 4 hits someone else with a speed of 6 and an agility of 5 and no reflexive dodge. How is that? the second person if far more fast and agile, yet gets hit. This person has both the speed and agility to easily avoid said attack with little effort. Someone explain this gap in logic to me
|
|
|
Post by takewithfood on Nov 5, 2014 15:28:06 GMT -5
Only physical armor and Toughness are ignored, so things like Reflexive Dodge and stones shifted to defense typically count. You may also get to use Force Fields or something, depending on the nature and GM ruling as usual.
So, in your example, the character with high speed and agility would likely be able to dodge out of the way if they are aware of the attack and shift stones to defense in order to protect themselves. If unaware of the attack, though, they're pretty screwed. Also, you have to be able to reasonably get within close combat distance of someone in order to touch them, so if the target is moving at high speeds away from you, you won't be ale to get in your hit no matter how many stones you have invested in the attack.
I hope that helps!
~TWF
|
|
|
Post by Lord_Amadeus_Rahl on Nov 5, 2014 16:35:45 GMT -5
I understand where you are coming from, but the gm I'm dealing with makes us use an action or ability for defense and completely ignors any and all forcefields, which to me makes no sense
|
|
|
Post by Lord_Amadeus_Rahl on Nov 5, 2014 16:36:35 GMT -5
And counts putting stones into defense as one of our two actions
|
|
|
Post by GPMC on Nov 5, 2014 16:44:07 GMT -5
Well, kind of. Basicly you can put stones into any action and "shift" them into defence. Though that action can also be a single ability you're using. But you can still "multitask" in a way that you don't need to shift all of the actions stones into the defence.
best example might be movement, you can put like 2 stones into speed to move at a certain speed rating and then basicly "fill up" your stones spend/invested to your (full) speed ability score shifting the rest to defence.
If you'd shift them all thatÄd basicly mean you'd stay roughly in one place but move quickly back and forward doging 'n stuff, making yourself a tougher target.
|
|
|
Post by Brainstem on Nov 8, 2014 0:31:44 GMT -5
Just want to go out there and point out that putting Stones into Defense is one of your Actions. You're not putting Stones form your Energy Pool into Defense, you're putting Stones into an Action and shifting some or all into Defense. There's a difference and it's important to the game's core system. If the game worked like you're suggesting it should, then a speedster would automatically win under any circumstance. The game is about wagering your resources. If you're up against a Phaser and you don't think to shift some Stones from your Speed 6 or Agility 5 and the Phaser put enough into his or her attack, then you get hit. At the end of the day, you're looking at Stones in vs. Stones out.
|
|
|
Post by Lord_Amadeus_Rahl on Nov 17, 2014 19:12:20 GMT -5
I do.t think either of you understands what i am saying. My GM is going by literally NOTHING except reflexive dodge counts against phase shifting. I'm not saying just because someone has a high speed or agility should automatically get those as a defense. By him we have to say, before ANYTHING actually occurs, we have to declare that we defending, attacking, or moving and cannot deviate from that, even if an enemy you ar targeting is dead, or anything similar in other situatuons, and all we can do is let that energy disappear
|
|
|
Post by Brainstem on Nov 18, 2014 0:24:01 GMT -5
Yes, that's how the game works. We run it differently on the boards because it's play-by-post and games move slowly enough with people just posting their actions directly.
If you don't play the way your GM plays, then powers like Prescience lose their potency completely. The game is built around budgeting and wagering; by picking your Actions on your Initiative turn, you eliminate any kind of wagering and, instead, essentially give the character with the lowest Agility (or Speed, if they paid for the Option) the Prescience Modifier for free.
With respect to Energy disappearing, that's why you need to coordinate with your allies. If you don't want your Energy wasted, then don't focus fire all on one dude. Again, the game is built around budgeting your resources and wagering them; you eliminate the core mechanic by trying to play it differently.
|
|
|
Post by GPMC on Nov 18, 2014 11:31:58 GMT -5
before ANYTHING actually occurs, we have to declare that we defending, attacking, or moving and cannot deviate from that Well that's generaly how it works with this system. You basicly have to anticipate what the enemy is doing and act acordingly, same goes for the enemy though actualy. Precience helps to deal with that a bit. Though I personaly am a freind of multiple choice declerations. Something like, I'm going after guard 1 and hit him heavy with my action 1 for x stones, if he goes down I continue to the next guard and use my social skills to intimidate him for y stones. In case guard 1 still stands after being hit I instead intimidate him. Stuff like that, same stone allocation and basicly the same actions, but partialy including the dynamic that might happen. Maybe your GM 'd be up for something like that. .. What you mentioned however ain't realy a phase shifting problem in itself, as the same goes for pretty much any attack, just that for those you still benefit from armor and toughness. Which phase shifting simply passes through. If that action anticipation doesn't suit well with you check out the precience mod. It's basicly the "nasty" spiderman spider senses, one of the main reasons he's so tough to squash for those many mad guys he's fighting.
|
|