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Post by tiberia on Feb 7, 2015 5:39:29 GMT
there was a difference between initiative and initiative passes. initiative was when you went. initiative passes were how often. you could have high initiative without extra passes, and have extra passes without high initiative. Initiative passes are basically a character moving so fast they can do more in the same span of time as a normal person.
FUN FACT! this allowed your guns to fire quicker. not as in, you pulled the trigger faster. the maximum rate of fire went up
full auto is a complex action with 2 initiative passes you get two turns, thus two complex actions. so you can full auto twice as much as the regular guy. full auto is you holding down the trigger the whole time. But your reflexes let you do it twice. Your gun magically shoots twice as many bullets as is physically possible. up to four times as many
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Post by TempestFennac on Feb 7, 2015 6:18:15 GMT
I see it as being more of a case of exploiting the spell's weaknesses rather than being difficult (personally if I was using an Enchanter and the DM wasn't trying to think of ways to screw me over regarding people I'd charmed, I'd be disappointed due to part of the fun being trying to out-think whoever I'm controlling). That is a good point about possibly being able to manipulate things so that he sees your side as not being aggressive. I just checked Charm Person and it seems as though a Cha check is needed if you want someone to do something they normally wouldn't do, so the spell is a bit better than I thought it was. As for Dominate, I just noticed there's a language limitation when it comes to giving orders, but this is less of a problem for Wizards as long as they cherry pick their targets.
That detail about reflexes aiding your rate of fire sounds odd. I know what you mean about that stat being broken, Tib.
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Post by Canuovea on Feb 7, 2015 6:40:28 GMT
What was that one time that someone could fire a musket every seven seconds?
That was broken...
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Post by tiberia on Feb 7, 2015 6:52:22 GMT
I wasn't saying initiative passes were broken. Honestly I think they work fine as long as you don't go too overboard with them.
and the musket firing every 6 seconds was pathfinder. And it was possible to fire it every 1.5 seconds actually if you knew what to do.
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Post by TempestFennac on Feb 7, 2015 6:55:39 GMT
It sounds like muskets are better in PF than they were in a 3.5 3rd party supplement which had guns and other Industrial Revolution tech (I think it was called Iron Heart). I know guns in that take an age to reload and require Exotic Weapon Proficiency.
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Post by Canuovea on Feb 7, 2015 6:56:22 GMT
I would totally play a Jovian...
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Post by Harkovast on Feb 7, 2015 14:49:57 GMT
Tempest killing each other over minor slights is EXACTLY what orcs and gnolls and other bad guys would normally do. Telling them "Kill the others and I'll help make you the lead orc" wouldn't be asking them to do anything out of character at all. And even then "Go and wait outside." instantly removes bad guys automatically. Mind control is simply too good a power to hand out.
Tiberia I'll put that RPG in its own thread so we can discuss it properly, cause it sounds interesting.
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Post by TempestFennac on Feb 7, 2015 15:28:54 GMT
Only if you only see the races as 1-dimentional mooks who are only there to kill stuff. Considering how well their societies would function in real life if they were like this, I'd say it's justified to not have them like this (mind you, assuming we're just going with the fluff as it's written, you are spot-on with how they act).
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Post by Harkovast on Feb 7, 2015 16:14:33 GMT
Ugh Tempest you're starting to argue with me for the sake of arguing. Sorry if I am racially profiling Sauron's mooks too much. I'll try to over come my racism towards the evil minions of darkness and learn to see each of them as a special snowflake and appreciate how some of them really care about and love each other.
Seriously though, if you can't see how mind control breaks the game, you need to use your imagination more. Enemies have a secret plan? Kidnap a random one of them, charm him and have him explain to you in exact detail what it involves. Enemies set traps in the dungeon? Grab any random orc and have him mark every single trap on a map for you. Short of natural disasters or storms, you have to think really hard to come up with a problem you CAN'T Instantly fix with mind control. Not sure who the murderer is? Charm each person and then ask them if you can help with the murder plan.
Think of ANY senario in the forum rpg and then add in that the goodguys can charm people and see how much easier the plot goes. There is not a single scenario that wouldn't have become laughably easy if the heroes could do that.
Frankly, a world where charm spells are common place sound NIGHTMARISH. Sometimes people can just zap you and make you think they are your most trusted friend? Why would you ever rob someone conventionally when you can have them literally give you all their valuables and tell you all their secrets. Rapists don't need to attack people, you can zap them to do literally what ever you want. Shadowrun turns into farce when you realise that the "Magic terorrists" wouldn't be blowing things up with fireballs, they would mind control the entire government to be their slaves and agree to their demands or have every big business leader transfer all their assets over to them. That kind of power would cause the entirety of society to crumble pretty much over night. I think, therefore I am. So if others are deciding what I think, do I even exist in any meaningful way? Everything I am can be rewritten in an instant by any wizard that feels like it in a way that is undetectable and unpreventable.
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Post by Horsie on Feb 7, 2015 16:17:49 GMT
Does Tinnridi not count?
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Post by Harkovast on Feb 7, 2015 16:35:22 GMT
Going back to the odd morals of Shadowrun, one thing thats makes the games message weird is that its trying to do environmentalism kind of in reverse to the way its normally done.
Normally stories about the environment show a messed up future where everything is polluted and evil corporate types laugh about how much money that makes them. You know, the classics. It makes for a cool dark setting and demonstrates that pouring toxic waste everywhere is a shitty thing to do etc. In Shadowrun, nature has hit back and magical powers and monsters and tribal people who are in touch with mother earth have retaken the world. Asside from the racism I already covered, this hippy wet dream doesn't really make you think pollution is bad. It sort of seems pollution solves itself and we shouldn't worry about it. Corporations aren't that powerful, as tribal types just opt out of their control and can basically do just fine with no negative consequence. Its sort of the opposite of an effective environmental message. The authors are so happy at the "spiritual" cultures over throwing their oppressors and mother nature asserting her authority they don't really consider that this kinda makes the natives and mother nature the bad guys.
This is a grim future where even the motorbikes are electric, making them clean and quiet. Damn...can't I even make lots of noise and smoke in my imagination?
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Post by Harkovast on Feb 7, 2015 16:36:38 GMT
Renard her and the truthsaying are the closest you are allowed. Charm in DnD means the person literally believes you are his best friend and acts accordingly. Also known as "instant fix for all problems."
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Post by Harkovast on Feb 7, 2015 16:36:42 GMT
Renard her and the truthsaying are the closest you are allowed. Charm in DnD means the person literally believes you are his best friend and acts accordingly. Also known as "instant fix for all problems."
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Post by zaealix on Feb 7, 2015 16:51:27 GMT
Hrrm...Honestly this I think is half of why legal writing gets so specific sometimes- poor wording can lead to total shenanigans. Harky I think is right from the 'legality' of the wording, while Tempest is possibly more right in terms of how that would work realistically... At the same time though, I think part of the issue is a certain...Lack of commitment? Like it's not just 'oh you lose everything now', but even if it goes wrong it's not even that bad for the mage in question-he makes an enemy that already was an enemy. It's not like pissing off that orc makes him a harder fight or anything. What I'd like is the thought that spells like charm 'help' a bit but can only do so much, because too much and the person goes 'wait why am I doing this' and thinks twice, but if you want to really push them outta their way, you have to open a two-way channel, and hope the other guy doesn't mind-punch you into obedience. Like the thought of the wizard taking mental damage or possibly getting his spell backfiring on him I think helps, but the whole 'you die with no real method of rebuttal' is the sticking point here.
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Post by Harkovast on Feb 7, 2015 17:18:12 GMT
Mind control is just too good a power. You can't compensate for an ability that strong. The only ways would be to make it so unrealiable it barely works and isn't worth using...but if you do that you might as well just take the power away rather than give useless options.
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