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iamthefly

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Posts posted by iamthefly

  1. Thanks. It's a poor design when they split info between 2 places. Why write anything after armor 2 on the card if people still need to intrinsically know that the need to look up the book?...

    • Respectfully Disagree 1
  2. Hi folks, 

    I think the answer to this question might be, "It does what it says it does, stupid!", but I'll ask anyway. 

    Does armor ignore the single wounds inflicted through the Voodoo Doll? 

    It says "reduce all damage" under armor, it no longer seems to be to a minimum of 1.

    Context: I attached the Wanga Mojo curse on Gracie and walked the Voodoo Doll into a pit trap. The VD takes 1 damage and gains injured +1. Does Gracie ignore the damage? 

    It seems like she would be unkillable with a touch of healing. Sour grapes. I miss my op VD from 2E :(

    Thanks, 

    Ewan

     

  3. Ah, ok thanks, but i'm not seeing the Slam or movement trick anywhere on the card. Is Slam the same as Bash in 1st ed, it was a 0/1/2 attack that everyone had but it wasn't on anyone's actual card? 

    I'm trying to hook a new gamer friend into Malifaux so I lent him my rule book. 

  4. Hi, back into the game since M3E beta. A lot has changed. 

    I don't understand the wording on Mudslide on The Kurgan's card. Please could someone explain it?

    "If it is removed in this way, it instead suffers 2 damage." 

    If what is removed? In what way? 

    Cheers

     

  5.  Thanks, I'll give the PDF a try.

    Tbh,  I feel that if the first run sold out that fast, it can't have taken Wyrd by surprise. They must be able to predict sales to a certain extent. They also must know how long it was gong to take to print a second run. I kinda feel like this must have been the plan, to release in dribs and drabs rather than investing the capital into a big enough first run and have confidence that the product will sell enough to make the money back. Crowd funding culture. Maybe I'm wrong and they are totally surprised that they sold out before it even landed. 

     

    On 10/12/2019 at 12:37 PM, solkan said:

    Did you hear that the M3E main book print run sold out?  

    If you've put money down on your preorder with Element Games, you can probably submit your receipt to Wyrd for the PDF deal, if you'd like to have the PDF while you wait.

     

    On 10/12/2019 at 12:37 PM, solkan said:

    Did you hear that the M3E main book print run sold out?  

    If you've put money down on your preorder with Element Games, you can probably submit your receipt to Wyrd for the PDF deal, if you'd like to have the PDF while you wait.

     

     

  6. Hi, 

    I'm not a very experienced FM, currently I'm running Nythera but I'm having a problem in that although Fated are very powerful in combat, the weapons of the NPCs only need a couple of hits to bring them to zero wounds. 

    Now I'm probably missing something here, but as they get more kit (one player is loot/power obsessed) they gave more dangerous foe, but their ability to take a hit doesn't track their increasing ability to do damage. 

    My group also seems terrified of reaching zero wounds, no matter how often I tell them it isn't the end. It's their hang over from other systems I think. 

    Is there a way that Fated wounds and df can increase? Or is there a FM skill set I can develop?

     

    Thanks, 

    iamthefly 

  7. On 14/03/2018 at 10:13 PM, EnternalVoid said:

    It is in the rules on page 285 in the call out box Fate Modifiers.  The last paragraph of the call out explains what happens when Fatemaster characters have positives or negatives.  The short answer is if a Fatemaster character modifiers 'flip' against a Fated.  So if that NPC focuses, their :+fate means that when the Fated flips for defense they are at a :-fate.  It can really help weaker NPCs hit a Fated that is really good at dodging if you want to remind them that they can be hurt.  It also means going Defensive with a NPC means the Fated attacker is at :-fate to their attack flips if they don't focus or have a built in :+fate.

    Thanks for this. 

    I was looking everywhere but didn't find it. When will wyrd learn how to write a decent index... 

  8. Hi, 

    Fatemaster Characters don't flip cards,  their total is written in their action in brackets on their sheet and the suit comes from the Fated resist flip.

    However some Fatemaster Characters get [+]  to attack, so how does that work?  I guess it would also be a thing when focussing. 

    Thanks. 

  9. Hi, 

    I've read 'damage'  on p300, it only talks about Fated becoming unconscious, it doesn't say how they can die, nor does it spell out that they can't die, only lose consciousness. 

    Are players immortal? 

    Thanks 

    Edit:

    OK so in the bleeding out rules on p306 it says if you teach bleed +10, you die, but when a fated dies is that the end of them - create a new character, or can they come back from the dead? 

  10. Hi folks, 

    Help a gremlin out. My friend got put off playing Brewmaster. 

    He put brewmaster on the table for the first time a couple of nights ago and I put down McM. Corner Deployment.  I had 5 face cards in my hand turn 1 & 2. We both called the game half way through turn 2 as Brewmaster had shut down my crew and the Rotten Belles on the wings which were there to pull models out of the bubble were out of action.

    I paralysed Brewmaster turn 2, but Macha removed it. I couldn't get to Trixiebel past the bubble. 

    I faced brewmaster once before at a tournament and the same thing happened. Brewie can resummon Wesley, who can resummon Brewie.  Neither of us can see a way to play against Brewmaster, so my friend decided not to take him again, because it wasn't a game, but that's not fair on him so I'd really appreciate it if you Gremlin players could help me make a game of it.

    Not sure what Wyrd are thinking when they made this master, but there might be some way to play Malifaux I've not thought of yet. It obviously made it through play testing. 

    Thanks for the help in advance. 

  11. On 26/12/2017 at 10:03 PM, Didor said:

    I believe the skill column is for crafting and modification, every weapon should have one unless it's  rare. There's a bit on crafting at the start of the equipment section and also in Into the Steam.

    The A/V box is there for quick reference, drop in the value of the weapon type your using so you don't need to search your skills every attack. 

    Thanks 

    May you have an awesome 2018.

  12. This is a really basic question, but I've spent an hour looking through the book and can't find it. 

    Why does a weapon like a  Collier Naval Pistol have a skill number in the table on p234? What does that number mean and where, oh where, is that explained in the book? 

    At a guess I'd say it's the minimum grace (or associated skill) value  a character needs to have in order to use the weapon? 

    Also why is there an "av" field in the Attacks on the character sheet? 

    This book has a rediulously sparce index which is a trademark of Wyrd. 

    Thanks. 

  13. Hi, 

    I was playing D&D in a fairly new group of 7, i convinced them to do A Stitch in Time, but we fell way behind. 

    Please can anyone pm me the final Act? 

    Looking forward to the next time TTB comes around in our rpg rota now we understand it (mostly) 

    Much obliged,

    iamthefly

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