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Le gob

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  1. Le gob

    New Focus

    A lot a the focus abuse I've seen is stacking it to insane amounts the first round, thanks to abilities that gives it to everybody, like Mah Tucket. The last changes to Focus don't adress this issue. Could you instead change it to being a non cumulative condition ?
  2. I tried to play two in a match at the begining of the beta, they got deleted both in one activation, never used again. I don't think there are any reason to bring them on the table. They would be worth if they had an ability to dig up corpses.
  3. I find the flavour wonderful, but why not simply replace the corpse by a scheme marker at the end of the action?
  4. In my opinion, this model isn't worth taking in a team, ever. Miserable attack action, nearly useless aura. Did anybody manage to do something with it?
  5. Le gob

    Fly with me

    I don't get the huge Fly with me nerf. The nephilims used to be mobile beaters. Now that Ride with me got replaced by fly with me, it's a (1) action and doesn't allow either model to disengage. That's a huge nerf, too much in my opinon as it leaves most Nephilims only with a very situational action and a lot of mobility loss. They should at least have gained a new action to compensate or have had a SS cost reduction as they have lost a "free" movement during the turn. In my opinion, this nerf puts the Nephilims back on my "not worth putting on the table" drawer.
  6. In our games, we were many to take some crafting skills so much that everything was accessible for a ridiculously low price. So it felt unbalanced and too easy, even after we houseruled it to half price insetead of 1/4.
  7. Don't you think you shouldn't be allowed to combine reduce & increase AP ?
  8. If you get the stats from 1 meta, it won't tell you much, but if you see it's always the same masters wining/loosing, you'll start to get some intel on where some balance is needed. Our meta isn't too competitive, most games are for fun, our 10T player refrains on playing Yasunori, our Gremelin player on playing Zipp as they'd rather have fun than crushing the opponent. I play Pandora, and I'm far away to be a good player, I'm average. Same goes for the Sandeep player, but he surely wins most his Sandeep games and not so much with his other masters. Our only players who try hard to win, only bringing competitive crews are the arcanist and one of the outcast player.
  9. Mostly Nelly, Lady J, Lucius and Perdita, sometimes Hoffman or Sonnia.
  10. Hello everyone, It's hard to tell, from the forum posts what the state of the local meta are. I'd like to get a glance of what they actually are, what factions wins or loses. I'd like you to respect the format, so it's clearer. I'll start with our local meta: Location: Annecy, France Size: about 10 players. Most wining: Sandeep, Shen Long, Pandora Struggeling: Parker Barrows, Dreamer, Marcus, Yan Lo, Guild Models/Items most complained about : Sandeep, Oxfordian mages, Steamfitter, Shadow emissary, Zipp Note: No real resser player
  11. Hi, In our local meta of about 10 players (no ressers), Sandeep, Shen long and Pandora are dominating and the Guild in general is getting trashed every time, getting draws on best matchs. For Pandora, she's got a lot of wins but most of them are against newish players or people who never faced her before, so I'm not sure her dominant position is relevent so far. We don't have any real resser player yet, so I can't tell about resser balance. What we feel is broken, just the point of view from a small meta: -The steamfitter is really too good for it's cost. Gives you a high card from the discard pile, armor 1 on your master and immunity to max damage in addition to be ok in melee, have a squeel and a lot of HP for his cost. We feel like it's abilities should have been split between two models. It has been an auto include in every arcanist team so far. -3 Oxfordian mages (1 alone is ok). 15 SS for the pack , 5+2 Wd, arcane shield, super Ca attacks with build in super triggers and they buff your henchmen/master with really nice abilities. The warding runes are what makes them over the top. The immunity to conditions from ennemies seems to be too much. -Sandeep. Go check the posts about Sandeep, I won't tell more here. Everybody always feel like they've been counterpicked when playing against Sandeep. -Miranda with her item, or mostly the item to get 4 cards. -Shadow emissary. Too good for it's cost, it just needs to be a bit more expensive. -Recall training. This item is always a game changer. -Zipp, with his attack against Ht. There's nothing you can do/bring to avoid it.
  12. We use a square map. The thing is that if you don't use miniatures, movement abilities and range become irrelevent, as is hard to keep track of how far apart characters are.
  13. Well... if someone is playing an archer, she will very likely take the Threading The Needle talent wich makes her not randomize anyway. So she will not care about Moving Target.
  14. Threading the needle already exists as a general talent.
  15. Balancing the rules These house rules make the game harder and in my opinion more balanced. It prevents a lot of possible abuses and we feel makes the game more enjoyable overall, removing most of the batshit broken stuff. In our gaming circle, we prefer an approch closer the the wargame rules, in terms of what a player can do, and like to give clear limitations to stop the overpowered characters, so the experience is more relaistic. I know I don't always share @Mason's approch on this, so depending on what kind of playstyle you want, there's a few rules modification you can use. Pick up what you like and ignore the rest. There might be a lot more that needs to be adressed, but I list here what we encountered so far. FMCs are Fatemaster's characters. FM's approval Whatever you choose as a Talent/Carrere/Manifested power/Skill, you need your FM's approval and if it's too strong compared to what the other players do, and the game setting is, he needs to forbid it to keep the game interesting, even if it can be frustrating for the player. Mecanical limbs - Lifelike's +1Wd, replaced by "protected" on the location and it takes 1 upgrade slot. - From the 3rd mecanical limb,unless you're an invested, you're considered a living/construct, gain a on all social duels except Intimidate wich gains a , and are hunted down by the guild as an aberration. Healing - If you are healed/stitched/repaired or magically healed, in addition to other healing rules, any following healing attemps during the next hour gains a cumulative +3 TN, no matter the source of the healing. - Heals don't works on a character on negative wounds until surgery (or equivalent) has been sucessful. - Stopping a bleeding is TN10 or TN15 on yourself. Magic - You can only add up to 3 immutos or instances of an immuto on a spell, plus the free ones if you have any from Talents or Magical Theory. - Elemental weapon. You can only be affected by one instance of this spell. - Mental Enhancement. You only apply the boost to one mental attribute. You can only be affected by one instance of this spell. If this spell is already active, you can cast it on another character with a cumulative +5TN. - Physical Enhancement. You only apply the boost to one physical attribute. You can only be affected by one instance of this spell. If this spell is already active, you can cast it on another character with a cumulative +5TN. - Invisibility. Any attack or obvious interaction cancels the flip until the character's next activation. - Swirling illusion. Only the attacks with the named suit automaticaly fail if the suit is flipped or cheated. Magical theories - Oxford Method's AP increase affects spell like Manifested powers as well. - Darlin theories. The Focus is maximum a +2 bonus. - The Wisper. The Crazy condition is lowered by 1 at the end of each scene. - Court procedure. The cost of all immutos is increased by +1. - Phenomenological reflection. The character benefits from one instance of the duration immuto for free with illusions instead of +1 minute. Manifested powers - The TN of a spell like manifested power can't exceed 7+the number of steps in the players's carrers. Damages - You can't have a attack action with 4 minimum damage or more, unless it's a Heavy weapon, or the damage is a bonus damage from a trigger, like critical strike. Heavy weapons are prohibited from the civilized parts of Malifaux city. General rules - Any free action generated by a trigger or otherwise, can't trigger. - You can only cheat if you have 1 rank in the skill. You can cheat chalenges not targeting a skill. - FMCs against FMCs interactions are managed by the FM, in order to go in the direction it's supposed to. Some might succeed or fail even if they shouldn't. - When all players draw a card, a player can insted discard all his hand and reshuffle his discarded cards into his deck to draw the same amount of cards. - Concerning fated characters a size 1 is less than 1,50 meters tall, 3 character is between 2 and 2.50 meters tall. Crafting - The price of crafting stuff is divided by 2 and not 4. Combat - You can target an empty space with a weapon to try to get damages with a TN 10 attack challenge. - Players and FMCs can avoid damage from an attack with an Evade challenge opposed to the attacker's result. - You can discard a card to take a friend's initiative, if lower. - Pugilisme only gives out Slow on moderate or severe damages. Fixed TN tests vs FMCs - All static TN tests against FMCs generated by player's actions are treated as described in the horror duel against FMCs rules, the effect of the action replacing the paralyzed condition, and the approptiated stat the Wp. "The Fated character uses half the TN of the Horror Duel (rounded up) as her Acting Value for this duel, and the target makes a Willpower duel to resist. If the Fated character succeeds, the target becomes Paralyzed. If not, the target is considered to have succeeded at the Horror Duel." Weapon modifications & attributes - Brutal don't give + flip to damages, instead it adds + flip to the critical fips made when it inflics a critical. Note that for the weapons wich are already Brutal from their base stats, I stick with the +flip on damage. - Custom grip don't give Accurate. Instead it can be readied with a (0) action. - Enlarged weapon become two handed weapons and Heavy. If it was a two handed weapon already, it requires at least a score of 3 might to be used. You can use a (2) action to attack with it when you charge. - Extended 1 handed weapons become two handed. Extended weapons can't be Precise. - Folded steel weapons are 20$. - Barbed arrows can also be removed with the (1) Use action that inflicts the damage of the arrow. On a failed Doctor test, the arrows is removed and inflicts it's damages in the same way. The challenge to remove the arrow is TN12 or TN15 if it is on yourself. - Crushers are +1 damage instead of +2, but gain Brutal. An arm with a Crusher imposes a for any task wich requires to be precise. Talents - Armor training can only be taken once. - Specialized skill. You can't take it on a skill to auto trigger a free attack or a damage reduction. I hope you found some interresting rules.
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