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Gronin

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  1. Forgive me for the longish post but skill triggers are driving me nuts -- in particular triggers associated with spell casting skills. Please feel free to correct me anywhere I am in error. To start with triggers are made available for learning/knowing at skill ranks 3 and 5 so I am assuming that the most any character can have in any skill is 2 triggers For a regular non-spell casting skill a trigger is activated if three conditions are met. First, the correct suit is flipped on the duel, second the character knows the particular trigger in question and finally, the conditions (after succeeding, after damaging, after failing, etc.) are met. You can pick any triggers to learn as there is no specific suite needed for success with non-spellcasting skills. For spell casting skills success is determined by beating a spell target number (in a particular suit associated with each type of spell casting) and beating any target number (defense value) that the target may have. It is therefore possible for a spell to be successfully cast without having the desired effect on the target. My first question then is if you beat a target number, let's use the Sorcery Spell Elemental Engulf as an example, so you cast and pull an 8 tomes beating the 7 tomes required but don't beat the defence value of the target which is 10 -- have you succeeded in casting the spell and are then eligible to use Sorcery tomes trigger of Telekinetic Shove which has the "after succeeding" requirement. My second question is what is the intent of having spell triggers for the spell casting skills? Obviously you would take the trigger that is associated with the skill, in the case of Sorcery it would be Tomes. It would only be if you took the Immuto "Additional Suit" that any other trigger would make sense. Am I missing something?
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