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Newbie question

Re: Newbie question

Postby konate » Thu May 17, 2012 2:32 am

Tech master

I was reading the description of the tech specialty and after I was done I was surprised that it didnt seem geared towards using tech in combat, like most everyone does. Instead, it seemed to have to deal with inventing, and repairing tech; nothing at all to do with using tech in combat.

Has anyone else read the description of the tech specialty?


What is your take on it?
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Re: Newbie question

Postby Duck Call Lass » Thu May 17, 2012 2:39 am

konate wrote:Tech master

I was reading the description of the tech specialty and after I was done I was surprised that it didnt seem geared towards using tech in combat, like most everyone does. Instead, it seemed to have to deal with inventing, and repairing tech; nothing at all to do with using tech in combat.

Has anyone else read the description of the tech specialty?


What is your take on it?


It specifically mentions "using tech" not just repairing and inventing.
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Re: Newbie question

Postby konate » Thu May 17, 2012 6:01 am

Ah, I took the "can" to mean "know how to". From the context, I read it as "I know how to use a GC mass spec. ", rather than "I am skilled with tech weapons". But, that was from the context which referred to more inventiveness and reparations. (I'm not making any sense, am I)?

I can see where you're coming from, but I think it still requires a bit more justification than my players currently give it. Now it's as much a no-brainer as combat.
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Re: Newbie question

Postby Venshad » Thu May 17, 2012 6:33 am

So guys, as I can see, by mechanics alone (forgetting the When not to roll rule) a character armed with whatever he is, could inflinct damage in anything?

Let me explain better.

Considering that my "weapon" is just another dice that will be put together my other dices from Affiliation, Distinctions etc., it doesn't matter where it came from.

So if I have a D6 power, but several d10's and d8's, rolling all of them could potentially net a D10 effect, harming something with a durability of d12. In this case, the d10 would step back to d8.

Correct?
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Re: Newbie question

Postby EldritchFire » Thu May 17, 2012 8:15 am

Venshad wrote:So guys, as I can see, by mechanics alone (forgetting the When not to roll rule) a character armed with whatever he is, could inflinct damage in anything?

Let me explain better.

Considering that my "weapon" is just another dice that will be put together my other dices from Affiliation, Distinctions etc., it doesn't matter where it came from.

So if I have a D6 power, but several d10's and d8's, rolling all of them could potentially net a D10 effect, harming something with a durability of d12. In this case, the d10 would step back to d8.

Correct?


You are correct! If it's possible for you to cause stress (When Not to Roll…), your effect die can be any die that didn't roll a 1. Just because your "weapon" added a d6 to the pool doesn't mean your aim sucks, or your target doesn't have a big "ATTACK HERE!" spot.

Your roll and effect die is all about how well you did something. Skill can count for much more than the tool you use.

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Re: Newbie question

Postby Venshad » Thu May 17, 2012 10:26 am

Another question:

If I roll a REACTION and get a d10 effect, I can just pay 1PP to create a d10 complication to my opponent?

Thanks!
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Re: Newbie question

Postby chaosnet » Thu May 17, 2012 10:37 am

Venshad wrote:Another question:

If I roll a REACTION and get a d10 effect, I can just pay 1PP to create a d10 complication to my opponent? Thanks!


If the reaction roll beats the attack roll, then the defender can spend a PP to apply his/her effect die on the attacker. This can be any effect (Asset, Complication, Stress) that is narratively supported.
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