Post by logan9a on Nov 25, 2019 7:55:08 GMT
I will add ones to the Amber power descriptions where appropriate:
Shapeshifting (even minor shapeshifting then back) breaks basic trump cards. There is a higher level power which nobody has found yet that lets you paint one that doesn't break for this.
Since royal road at 150km/h would still take too long to get a x2/d I will come up with something new on that branch.
Also, 2x/day shadow walking doesn't mean that a failed shadow walk roll might not put the players somewhere bad - or deadly after their first failed one. It just means that (assuming you brought along a vehicle) you won't have to stay there long before trying your second shadow walk in a day.
Skill whoring:
I'm thinking some may be doing skill whoring wrong, so here's a quick explanation. Let's say you're trying to build up a skill that is at 60% and you program in Freddy's handy button for 10 attempts, 60% target and get it after two. This does NOT mean the skill goes up! It means you have gotten a check in it. That's it. You still have to roll against it to see if it goes up.
Let's say that you are trying to use your skill whoring to break into the next higher Amber type power and you've got a 60% in the thing you're rolling for. That means on Freddy's handy button you'd program in 10 attempts, 6% target. If any of the attempts show up as under 60%, you get a check in it but like everything else, only one check per adventure and you still have to roll to see if it goes up. (If you made the 6% target, you would pick up a new skill on the tree at your current 'learn' skill.
Also, in order to standardize 'painting trumps' with literally every other skill I'm going to make it so that you get ten total rolls. Not ten for painting tries then ten for trump tries. Yes, I realize that means that someone can churn out only five of one of the most powerful artifacts in the game per session instead of up to ten.
Shapeshifting (even minor shapeshifting then back) breaks basic trump cards. There is a higher level power which nobody has found yet that lets you paint one that doesn't break for this.
Since royal road at 150km/h would still take too long to get a x2/d I will come up with something new on that branch.
Also, 2x/day shadow walking doesn't mean that a failed shadow walk roll might not put the players somewhere bad - or deadly after their first failed one. It just means that (assuming you brought along a vehicle) you won't have to stay there long before trying your second shadow walk in a day.
Skill whoring:
I'm thinking some may be doing skill whoring wrong, so here's a quick explanation. Let's say you're trying to build up a skill that is at 60% and you program in Freddy's handy button for 10 attempts, 60% target and get it after two. This does NOT mean the skill goes up! It means you have gotten a check in it. That's it. You still have to roll against it to see if it goes up.
Let's say that you are trying to use your skill whoring to break into the next higher Amber type power and you've got a 60% in the thing you're rolling for. That means on Freddy's handy button you'd program in 10 attempts, 6% target. If any of the attempts show up as under 60%, you get a check in it but like everything else, only one check per adventure and you still have to roll to see if it goes up. (If you made the 6% target, you would pick up a new skill on the tree at your current 'learn' skill.
Also, in order to standardize 'painting trumps' with literally every other skill I'm going to make it so that you get ten total rolls. Not ten for painting tries then ten for trump tries. Yes, I realize that means that someone can churn out only five of one of the most powerful artifacts in the game per session instead of up to ten.