Jump to content

Dealer

Vote Enabled
  • Posts

    63
  • Joined

  • Last visited

Everything posted by Dealer

  1. See. Here you and I disagree. That you feel ok paying over 20 bucks for a few cards isnt the rule of law for everyone.
  2. Depends on how many do you need? Where do you live (shipping costs)? Will I have to do this every gg release (every year)? Not sure if you get me...
  3. It's nice to see people are happy with the changes. I have mixed feelings about this errata. I do think its a better method than handing out 0 SS upgrades. I also think we need an easy/cheap way to get the "corrected" versions of the cards as cards are so integral to the game. Also as a disclaimer, I'll say I'm not a competitive player (dont play tournaments) and I live in an island where the Malifaux community is small (@10 players) but thriving. Im mainly a guild player and I agree with the "cuddles" to Papa Loco and Francisco. They dont even feel like cuddles to me, as I never ever tossed them inside the box. That seemed like an exploit to me (something that was not intended). So for me nothing has changed with those models. I know how effective Duncan's list (so many good results in tournaments) so I can see the imbalance there and the reason to fix it. I give thanks for the buffs to Lucius. They were needed. Other buffs and cuddles I dont really get those. The cuddle to the belles... well... As I said I'm not competitive. Never played more than 1 belle when I've played ressers but I never felt it was OP. There has been a lot of complaints about Belles, I get it, but where are the tournament results. Some time ago, Belles were considered for cuddling and design team thought it was all ok (http://themostexcellentandawesomeforumever-wyrd.com/topic/99589-rotten-bells-lure-is-too-much/?page=3). So what has changed? If its not about balance and we are talking about game experience and perception, well... that's subjective. Very little ppl play ressers around here. Around half of the players play Ten Thunders. I would then ask the design team to check Recalled Training as its a staple in all my games now... 60% of TT players, and you can bet you will get Recalled Trainingx3 on a key turn 3/4/5. Being on the receiving end of a Lone Swordsman with recalled training isnt a nice game experience. For 1 soulstone... Every... game... I think that when you make changes based on how a model affects game experience (not balance)... well, game experience can differ from one meta (place) to another. Are you going to fix them all? I've seen games go that way, catering to people whining on forums and it has never ended well.
  4. Flight: This model is inmune to falling damage and may ignore any terrain and models while moving. Acording to this definition I always thought you could move over any terrain and pay your normal movement cost. But people in my gaming group, after reading enclosed terrain and the FAQ entry that covers flying from ponints at different height are arguing that you cant fly over a building, or that in any case you would have to pay movement + buildings's height (i think you only pay height if you remain on the top of the building). While I think that flight has a very clear definition Im going to ask 2 simple question just to help clarify this issue to my group. 1. Can a model with flight (f.e. a nephilim) move from one side of a building to the other side and pay normal movement costs? 2. Does he have to include the height of the building when he moves over/across it? Thanks in advance.
  5. Ten Thunders have become very popular at my LGS and this Upgrade is like a mandatory staple in every game (x3). I'm wondering if we are playing it right. You get +flip to all flip (offensive and defensive), also damage flips, horror flips, everything? If so. How does this cost 1 SS? It's like spending a soulstone for every action in that turn (offensive and defensive), plus it becomes something disgusting with Lone Swordsman + reactivate shenanigans (there's no way he's not gonna kill his target).
  6. So one of my players was playing some sort of stage magician (Dabbler pursuit) until we recently got Into the Steam and he rerolled an Illusionist. For those who dont own the book its a real fun pursuit that progressively gives the character different Manifested Powers related to Illusions and Tricks (a la Colette). Real fun. Thing is he misses picking up magia and immuto. Progress in the Illusionist pursuit doesnt give those. Here start my doubts. - First I thought "Well you could eventually pick up a Grimoire". But then, Illusionists dont get a magic theory (and the same goes for other arcane classes in into the steam like the primal) so Im not even sure they may learn magic this way. Seems their talents are like innate. But then... The Prestidigitaton magia is meant for... Bit confused there. Correct me if im wrong. Edit: So I found that you cant cast spells without a magical theory (yourvmagical skills are only academic in this case). That solves this point. - Second thing I thought is. "Well, TTB is really flexible, you could advance in both pursuits. Be an Illusionist and take the Dabbler pursuit (dabble in the arcane arts) for a couple stories." So I checked the character advancement section. You play as a pursuit during a story and ger the next step in the pursuit during the epilogue. Ok. But how about starting abilities, etc. F.e. The starting Grimoire and Magic Theory of the Dabbler or the Stage Magic Talent of the Illusionist. Do you never get those? You get them as soon as you swap pursuits? At the end of the story with the first step? Its not a big deal. I can house rule it in 2 min. ? But I may have missed something or id just love to check some other fatemaster thoughts on this.
  7. Totally agree. All my players tweaked their characters (I offered them to) after me getting this book. It does offer so much to the players. Love the new paths, and the triggers.
  8. I introduced my actual campaign with the Penny Dreadful, Legacy of Darkness. I recommend it. SPOILERS: It starts with the characters working with the Museum of Natural History in Malifaux. They are hired to travel to the Three Kingdoms to exhume a mummy from its resting place on behalf on some Mysterious Benefactor. The mummy is more than it seems and the characters have to work to avoid it being reanimated by some insidious cult. Lots of fun, lots of flavor. I also tweaked it quite a bit. I fleshed out well the train station in Breachtown (Santa Fe, Nuevo Mexico) where the characters start, and also all the characters around them in the train wagon. Interesting people with different reasons to travel to Malifaux and that coudl be "fetched" sometime later if their paths cross with that of the characters. F.e. I had some mercenaries working for the guild, a father intent on freeing his son from the soulstone mines of the Guild, an enterprising man who is building up some saloons in the city, etc.
  9. Hey there Justin! In some ways this is kinda sad news. I think you guys did a terrific job with M2E. Its my favourite game, fun, balanced. And I think a lot of the responsibility for that is on your shoulders (no disregards for the rest of the team). Every time I had the chance to read your design notes or listen to you in podcasts I was really impressed with your reasoning for changes, design etc. So yeh. Sad to see you go. Im confident, though, that Wyrd will be able to continue with the very high standards youve left. Go, go Aaron! In any case, wish you the best in your future endevours. Good luck!
  10. You could easily convert a mindless zombie with some tubes, tech-stuff, etc. I did it with the big one. He is a suitable candidate.
  11. Can someone with the book tell me the background for Archie. I know he's connected to Molly but t looks like something McMourning would create... Dying to know more about it and the book will take some time to get to my country. Pretty please? ?
  12. Interested in Archie. Read the resser upgrades somewhere else and he has some cool ones like "Doc found a squig today". Wondering whats his fluff. Is he related to McMourning? Does he play well with the doc? Anyone knows? ?
  13. Ok about organ donor. I see your point. But I dont see why Hard to Wound would not apply. Even if it's Pandora dealing the damage, it's a normal damage flip even with accuracy modifiers, etc.
  14. Pandora hits McMourning with self-loathing and chooses McMourning's Surgical Implements action. Self-loathing reads "Apply the printed damage results (flip i understand) of the chosen Action to the target. No other triggers or effects from the chosen action are applied." Would McMourning's Hard to Wound and Organ Donor work? I'd say yes as they are kinda built-in and not effects of the Surgical Implements action, but is there already any known ruling about this?
  15. Been playing with the good Doc for a few months now (not that many games tbh). I've done well. Even if i didnt win it was always close, and I have to say just playing the Doc is really fun by itself. Today I faced a good friend in a short game (35 SS) and he played with his new Lynch crew. Strategy was Turf War. Schemes: Assassination, Murder Protege, Protect Territory, Deliver a Message, LitS. Anyway... I got a sound beating. The things Lynch does with his hand... its disgusting... His band hits like a truck on steroids ("oh... fleshy with 14 wounds... here... have some brilliance..." and its gone). "Oh... but Lynch is just a support master, he doesnt hit that hard". Then proceeds to activate Lynch (last thing in his turn) and one-shot a nurse with that "inflict damage equal to hand size shenanigan...". Makes expunge look bad (it does need a lot more setup). Well... I'm sure its just the initial shock and I have to play a few times against Lynch to get some better measure of his abilities. I also have to say that my buddie is really good at strategy games (better than me for sure) and has had many more games. But here I am, looking for some ideas/advice. Perhaps zFiend or any of you have some experience fighting Lynch and can give me some tips. They would be more than welcomed!
  16. Hi there. Planning to have my players visit this iconic place in Malifaux. Thing is... it's odd but I cant find any info on it in either the Fated or the Fatemaster's book. Maybe there is something and i've missed it. I know the general background from the M2E books. That Lynch won the casino and he had loats of debts so he ended up working for the Ten Thunders who are covering his debts. We all know what's in the basement and more or less what's going on (Huggy, the brilliance, etc). Does anyone have an idea of where is it located? I thought it would be somewhere in The Little Kingdom given the Ten Thunders have expressed interest in it, but I've only read about the Qi and the Gong in there. So... could it be somewhere in the slums? Downtown seems unlikely.
  17. Thanks guys! Budget cuts and propaganda! The perfect explanation.
  18. Hi guys. Just a quick question. Im at home, writing some stuff for my TTB campaign and I was planning some scene that involves players fighting some guild agents. I couldnt help but notice that the profile for the Guild Riflemen's rifle is pretty... bad? While writing I suddenly thought "Man... if my characters loot these weapons I may have some serious trouble in the future; let me check how they compare to the normal rifles from the Fated Almanac". And it turns out they have a shorter range, and worse damage spread. Mmm... Isn't that odd? If I recall correctly from Malifaux (I love playing riflemen with Lucius) the rifle was based on some of the best designs earthside. So... did the Ten Thunders replace last rifle shipments to Malifaux? Does it have to do with balance? I was thinking on, perhaps, swapping the stats with those of a Howless Pattern (longest range rifle in the book).
  19. I've heard coroners can also take "good care" of the wounded...
  20. I think crush's numbers are about right. 1-2 scrip, for a routine visit, perhaps 10 scrip for tending someone with serious wounds, and perhaps more if the characters want discretion...
  21. In every RPG there's the problem of dealing with powerful PCs. There are a few things to consider I think. 1- First thing... Is this bothering someone? Are some players doing all the stuff and thus "stealing" all the fun from the others? Some characters will be more combat oriented while others can excel at social occasions. As long as every character has their moments to shine through the game session, I Imagine everyone should be happy. You cant always tailor your adventures around your player's characters aptitudes but you can always think of stuff that may result interesting to everyone of them. If everyone is happy and the "efficient character" isnt breaking your adventures, then, more power to them. 2 - If its a problem indeed... Sometimes narrative can control the troublesome character. As it's been said the practice of magic (by non sanctioned mages) is forbidden by the Guild. You can prolly get away with performing very vulgar magic in the wastelands or maybe in some slum areas, but casting spells in certain areas like Downtown can bring a lot of trouble (I wish my players tried... ). Witch hunters would be upon them in no time. They could be killed or (if you feel merciful) they could be forced to work for the Guild as payment for their crimes. If not narrative, them you could "exploit" their weaknesses. If the problematic character is strong in melee, harass them from affar with sharpshooters. If he is strong at range, throw in some fast moving creatures that excel at melee. Some people dont like doing this (some people around here call it "Gm's metaplaying") but I think sometimes its necessary to keep things interesting. Curiously enough I'm having the opposite problem, with a non combat oriented troupe of characters in my game that have trouble surviving most fights. I have to be very careful of what I throw at them.
  22. I read the first number a while ago. Borrowed from a friend. The scene with the gunslinger and the spirit tree was pretty hilarious. ?
  23. Love it. Really nice work. Just read it and I'm in the middle of a brainstorm, having all kind of cool ideas. What if...? - They did arrive in Malifaux but they were somehow changed (undead, spirits). You can imagine the rumors of a spectral train raiding the railway lines, assaulting the stations and reaping the souls of the bystanders to recharge the soulstones that power their machine's engine... - They did arrive in Malifaux and remained trapped there with no support. Hunted one by one by the neverborn, the mad general hid the machine and killed all his crew. There he has rested all this time, using his hoard of soulstones to prolong his life, awaiting for the return of humankind. Could make for a cool Goonies-like treasure hunt. Perhap someone unearths some part of Trask's locomotive and the part somehow ends up in the hands of the Fated. Some research earthside could reveal the story and start the hunt for the hoard of soulstones. You can imagine the Guild, Arcanists and most of the factions (outcasts, mercenaries) would be thrilled to get their hands on it.
  24. Thanks Mason. I totally overlooked that. Ufff... According to Errata you keep your Mental Aspects so I would say that even when shifted you can stil read. Now... talking is another thing.
×
×
  • Create New...

Important Information