Post by apoc40 on Jan 15, 2014 17:32:19 GMT -5
On P.21 "During each turn, a player character can perform either one Move action and one Attack action, or two Move actions"
Then on P.22 “Actions that combine movement and attacks are possible.” && “A character can perform two Combined Move/Attack actions per turn, but with penalties.”
Q1: If you make a move followed by move+attack, does it still incur penalties? (Assuming: Yes)
Q2: Is the Aim penalty for doing a Move + Attack (Aiming) any worse than doing two Move/Attack (Aiming) maneuvers in the same turn?
(Assuming: No)
Is this a fair translation to explain combat to some of our less Hack-n-Slash oriented players:
If I stand still, I get 1 attack, keep highest flux die, get +1 to aimed shots (minus aimed shot penalty)
If I move then attack, I get 1 attack, move full distance, keep highest flux die, double penalty for aimed shots
If I move & attack simultaneously, I move half distance, keep lowest flux die, double penalty for aimed shots
Q3: Does spell casting count as an attack? If so, can you do a combined Move+Cast maneuver? I ask because on P.84 when describing failing a TN check while casting more spells than your MGK would allow, it seems to allude casting twice a turn is possible. “Furthermore, any time a ‘caster fails his TN with one of these excess spells, he suffers painful mental feedback and can no longer cast for the rest of his current turn and the entirety of the next.”
(Reading between the lines - if he didn't fail, he could cast again on his current turn?)
Regarding advising players about using Ability Flux Points (AFPs):
Q4: Wouldn't a wise character increase their core stat before increasing their skill value? Assuming a DFT of 3 and a firearms skill of 3, the cost of increasing either core value or skill value is the same, but DFT will help in other areas, like defense, whereas firearms won’t.
Q5: During character creation, your skill value can’t be more than 1 point higher than your core value. Does this limitation apply even after you've started applying AFPs?
Then on P.22 “Actions that combine movement and attacks are possible.” && “A character can perform two Combined Move/Attack actions per turn, but with penalties.”
Q1: If you make a move followed by move+attack, does it still incur penalties? (Assuming: Yes)
Q2: Is the Aim penalty for doing a Move + Attack (Aiming) any worse than doing two Move/Attack (Aiming) maneuvers in the same turn?
(Assuming: No)
Is this a fair translation to explain combat to some of our less Hack-n-Slash oriented players:
If I stand still, I get 1 attack, keep highest flux die, get +1 to aimed shots (minus aimed shot penalty)
If I move then attack, I get 1 attack, move full distance, keep highest flux die, double penalty for aimed shots
If I move & attack simultaneously, I move half distance, keep lowest flux die, double penalty for aimed shots
Q3: Does spell casting count as an attack? If so, can you do a combined Move+Cast maneuver? I ask because on P.84 when describing failing a TN check while casting more spells than your MGK would allow, it seems to allude casting twice a turn is possible. “Furthermore, any time a ‘caster fails his TN with one of these excess spells, he suffers painful mental feedback and can no longer cast for the rest of his current turn and the entirety of the next.”
(Reading between the lines - if he didn't fail, he could cast again on his current turn?)
Regarding advising players about using Ability Flux Points (AFPs):
Q4: Wouldn't a wise character increase their core stat before increasing their skill value? Assuming a DFT of 3 and a firearms skill of 3, the cost of increasing either core value or skill value is the same, but DFT will help in other areas, like defense, whereas firearms won’t.
Q5: During character creation, your skill value can’t be more than 1 point higher than your core value. Does this limitation apply even after you've started applying AFPs?