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Offline Ravanoss

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Rav's Question Corner
« on: April 10, 2008, 03:24:50 am »
Ok, so as promised, here's  a couple of questions, mainly about mechanics, but some are things that came out during our sessions, and we had no idea how to resolve them.

Part one.

1) Is there any rule or table referring to damage received due to falling? I've searched the Player Rulebook from cover to cover, but couldn't find a word about it.

2)Many spells have casting option "double the spell radius/duration". Does "double" refer to original value, or rather the one you get from doubling original? In other words, does it go like 2>4>6>8>... or rather 2>4>8>16>32>...

3)Could someone show me, step by step, how to resolve chase scenes? Somehow, everytime I try to do it myself, I produce a scary little monster, that has nothing to do with intuition or dynamics.

Thanks in advance :)
Canonical List of Famous Last Words, #876:
"He won't be able to summon a demon THAT quick..."

Offline Dianoga

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Re: Rav's Question Corner
« Reply #1 on: April 10, 2008, 07:06:38 am »
1) Is there any rule or table referring to damage received due to falling? I've searched the Player Rulebook from cover to cover, but couldn't find a word about it.
[/quote

I don't believe I have ever seen any falling damage rules. I believe I just made up something. Though there may be something in either Lost Lore (errata) or the Fire Within. The opening scene of that I believe allows for falling.

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2)Many spells have casting option "double the spell radius/duration". Does "double" refer to original value, or rather the one you get from doubling original? In other words, does it go like 2>4>6>8>... or rather 2>4>8>16>32>...

I usually worked off of the latter theory. Mostly because it ended up being more fun for my players. And the idea of being able to jump 300 feet high (mythic leap @ high level) was just too awesome for words.

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3)Could someone show me, step by step, how to resolve chase scenes? Somehow, everytime I try to do it myself, I produce a scary little monster, that has nothing to do with intuition or dynamics.

Can you be a bit more specific with this one? I'm not sure what you mean...

Offline Ravanoss

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Re: Rav's Question Corner
« Reply #2 on: April 11, 2008, 01:13:59 am »
I usually worked off of the latter theory. Mostly because it ended up being more fun for my players. And the idea of being able to jump 300 feet high (mythic leap @ high level) was just too awesome for words.
Same here :) But I started to wonder if that's ok when our main warrior dragon died in first round of combat, from Coruscating
Sphere, being over 200 ft. away.

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Can you be a bit more specific with this one? I'm not sure what you mean...
Sorry :). What I meant, is how do you apply a dynamic d6 mechanics is scene involving one character chasing another, when it's quite important how fast will a purser will catch up with his prey? And is it easier to do in action scene or narrative one?
Canonical List of Famous Last Words, #876:
"He won't be able to summon a demon THAT quick..."

Offline Dianoga

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Re: Rav's Question Corner
« Reply #3 on: April 11, 2008, 07:14:41 am »
Same here :) But I started to wonder if that's ok when our main warrior dragon died in first round of combat, from Coruscating
Sphere, being over 200 ft. away.

There is that...though hopefully that is something the dragons would learn to control (as the players learn the game better). Also, there may be casting options that could come into play there.

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Sorry :). What I meant, is how do you apply a dynamic d6 mechanics is scene involving one character chasing another, when it's quite important how fast will a purser will catch up with his prey? And is it easier to do in action scene or narrative one?

I believe there is an example chase scene in the GMG. I'm not sure where though. They talk about the difference between athletics, quickness rolls and various other things like that.

Offline Ravanoss

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Re: Rav's Question Corner
« Reply #4 on: April 27, 2008, 01:13:29 pm »
Hi again :) Sorry for being off for so long, but our lecturers(that's the english word for university teachers? sorry if it's not ^^;) made sure we won' have too much time for ourself during last three weeks.
Anyway, after another studying of PH, I came across few things that are somehow unclear or confusing for me. Since there's quite a lot of them, I decided to divide them in categories:

Fighting Styles
1)How does Dervish edge actually work? I mean, on rank 2 it allows to string two fighting sequences like moves, with "Re-target" between, right? But does that mean that TH will be total of TH from those two sequences? If yes, then this edge is quite useless(unless you have Fire 6) until rank 4.

2)In Knife Fighter, Raincoat sequence includes 2 Ready moves. It's quite illogical, since Knife Figher is meant for Light weapons.

3)In Eastern Medium, Snake sequence includes Escape move, while Escape description states clearly that this is full turn move. And, if we assume that this is only for this sequence, how to apply Escape's mechanics in here?

4)There are few sequences that are written in italic, while not having any defensive move. Yet, in most cases(for example Gun Fu) right under such sequence there is another, clearly defensive one, written in normal type. Is this an error?

Other fighting
5)In armor description, there's something like Weariness Test. While I understand that does it means, and what are consequences of failing such test, I can't seem to find what are aspects and skills governing it. It's logical to be Stamina, but with Earth of Water?

6)In description of Wakizashi, it says "you can choose to wield it as light or medium". But does it mean at the beginning of the turn(like katana), battle, or generally when you buy it.

Magic&Karma
7)How to put Legacy(active one, such as Firewyrm, or Poisonwyrm) in sequence? As a full turn, or just a single, untested move?

8)While creating Karmic Items, how to value their cost? For example, I want to make a magic sword, looking like it was made of glass, being able to inflict fading disadvantage along the damage. I tried to compare this idea to given examples, but the range of offensive Items is a bit too big.

Other(which are, in most cases, result of my stupid mind wandering around the subject).
9)In original FB character sheet, in Skills section, what does the "RR" stands for? I try to apply many things, but nothing works  :-\

10)In Coldspawn, Heir of Storm and Child of Fire description, it is written that you can heal a minor wounds by absorbing your elemental. Does it work in same way as minor wounds while getting damage? Meaning, when Minors are healed, do you begin to heal Wound Dices?(probably not, but it could be funny. and useful)

11)Going along the subject... Heir of Storm can absorb electricity, right?. So, generally, he can take two pieces of wire or a fork, put them into  electric socket, and voila, portable hospital. Especially if point 10 would work.

12) Last one. Awaken Rank is gained after finding your Hoard Item of accurate rank. But what in case of dragons like Figher or Explorer, having highest Hoard Item rank 2? Or Adventurer-1? Does it means such scion will never go above rank 2? Or does it not has to be his Hoard Item?(i'm quite positive it has, betting my right hand on it...but left PH home, so can't check).

Finish.
Sorry for flooding your attention with such trivial matters, I promise to do something creative soon(I'm currently working on Dragon Sheet, hope to get you feedback on it :) )

I believe there is an example chase scene in the GMG. I'm not sure where though. They talk about the difference between athletics, quickness rolls and various other things like that.
I'll look then:) Hope my GM won't kill me for sniffing around higher-level knowledge  ;)
« Last Edit: April 27, 2008, 01:15:24 pm by Ravanoss »
Canonical List of Famous Last Words, #876:
"He won't be able to summon a demon THAT quick..."

Offline Dianoga

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Re: Rav's Question Corner
« Reply #5 on: April 27, 2008, 08:08:20 pm »
I dno't immediately have all the answers you're looking for, but I'll give you what I can...

7 - Most of them are purely mental actions. As such, they would be the first half of a turn replacing any other mental action a player would make.

9 - Re Rolls. Can be from powers/edges/GM Powers

10 - I usually allow that, but it is really up to the GM. Technically, I don't think it is supposed to work that way.

11 - Yep..fork+power = happy player. Or, Zippo + Hand

12 - Awakened rank is from finding hoard item of same rank as awakened. Such items can be group hoard items or individual.

Standard disclaimer...all things are based on my opinion/memory. I'm not looking at a PHB and I was always fairly...loose...in my interpretations. My end goal is the players having a good time. If rules needed to be bent/broken for that to happen then so be it.

Offline Ravanoss

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Re: Rav's Question Corner
« Reply #6 on: May 01, 2008, 02:13:32 pm »

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7 - Most of them are purely mental actions. As such, they would be the first half of a turn replacing any other mental action a player would make.
That makes sense :) First you fry your opponent, before you can eat him ;)

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9 - Re Rolls. Can be from powers/edges/GM Powers
Thanks. That's one of few I actually never thought of... :-\

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10 - I usually allow that, but it is really up to the GM. Technically, I don't think it is supposed to work that way.
11 - Yep..fork+power = happy player. Or, Zippo + Hand
Or a freezer :D I would definitely like a freezer. But I'm afraid our GM won't allow it :(

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12 - Awakened rank is from finding hoard item of same rank as awakened. Such items can be group hoard items or individual.
So it can be anyone's item? I'm not sure what does the "group hoard" means... Should I mention that my experience in playing FB goes as far as second flashback(fight with three-headed) in "The Fire Within"?

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Standard disclaimer...all things are based on my opinion/memory. I'm not looking at a PHB and I was always fairly...loose...in my interpretations. My end goal is the players having a good time. If rules needed to be bent/broken for that to happen then so be it.
That's ok, since that's exactly what I'm looking for. I love fireborn, and in my opinion, it's one of best systems that came out during last few years. But still, it's first edition, and it's full mistakes and ambiguities. And, at least in my surrounding, there's no one knowing English or being interested enough to get as fired as I am, giving me possibility to discus things and ideas over and over... So this site is the only place where I can search answers to my doubts :)
Canonical List of Famous Last Words, #876:
"He won't be able to summon a demon THAT quick..."

Offline Ironchicken

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Re: Rav's Question Corner
« Reply #7 on: February 28, 2009, 05:54:57 am »
Hi, I know this is a bit of threadomancy but i had an answer to one question that nobody else seemed to. That is the very first one.

It is in the PHB. Page 153, falling does 1 damage per reach fallen (2ft for a size 0). So if a scion falls 20ft they take a 10 damage hit. Successes in athletics reduce damage.

I could go on and answer a lot of these questions but i will leave it until I find out the OP is still interested.

Offline Jeff BiscuitGod

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Re: Rav's Question Corner
« Reply #8 on: July 03, 2009, 06:09:17 pm »
Fighting Styles
1)How does Dervish edge actually work? I mean, on rank 2 it allows to string two fighting sequences like moves, with "Re-target" between, right? But does that mean that TH will be total of TH from those two sequences? If yes, then this edge is quite useless(unless you have Fire 6) until rank 4.
Not quite. You need at least Fire 5, certainly, but there are a few two-move sequences in the fighting styles.

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2)In Knife Fighter, Raincoat sequence includes 2 Ready moves. It's quite illogical, since Knife Figher is meant for Light weapons.
It should be remembered that the precise moves of a fighting style sequence matter less than they do if you're building a sequence from scratch. The moves listed are required for the payoff, not necessarily for the attacks (just as a character with Fluid Fighter won't necessarily need to use all the Ready moves a sequence lists).

The sequence you're talking about in particular is a different matter entirely. It's marked in italics, meaning it's a defensive sequence, so the first ready move is required to switch from defensive moves to aggressive ones as per the Ready Moves and Defence Sequences section on page 141 of the rulebook. The second Ready move is just a stall, to make the sequence longer and thus more difficult to complete...

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Other fighting
5)In armor description, there's something like Weariness Test. While I understand that does it means, and what are consequences of failing such test, I can't seem to find what are aspects and skills governing it. It's logical to be Stamina, but with Earth of Water?
Being physical in nature (given that it's a result of wearing heavy armour), I'd assume that it's a Water test. The consequence would be the accumulation of Weariness dice. The effects of failing a Water (Stamina) test are covered in the Skills section. I'd personally judge a Stamina test for wearing armour to have a TH of 1 +1 for every required test after the first without rest.

Thus, a character wearing a Kevlar Vest (weariness 3) must test every 3 minutes while engaged in heavy labour or combat. The first test after 3 minutes is TH 1, and failure will result in 1 weariness dice (the amount by which the test was failed). After the 6th minute, a TH 2 Water (Stamina) test is required, again suffering 1 weariness dice for every success by which the TH was missed... and so forth.

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6)In description of Wakizashi, it says "you can choose to wield it as light or medium". But does it mean at the beginning of the turn(like katana), battle, or generally when you buy it.
I always ran it as being changed every turn, at the same time a character's stances reset.

 

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