Jump to content

Picasso

Vote Enabled
  • Posts

    65
  • Joined

  • Last visited

Posts posted by Picasso

  1. 19 hours ago, Ebb said:

    Yeah you got it, but I think it's worth mentioning that depending on the Talent in question (you'd have to consult your FM) you could maybe take a missed Pursuit Talent option as a Destiny Step Manifested Talent.

    I’m looking at some of the pursuits and thinking why can’t you go back through? Gunfighter is a good example of this. Wastrel wouldn’t be because of double down. 

    I’d like to see some pursuit talents start to reappear in other pursuits like “Bulletproof.” Then cap it at three. Performer and Mercenary are others that could use this.

  2. The one exception to this occurs if the character already has ten ranks in a Basic Pursuit; if this happens, the character cannot choose to advance in that Pursuit any further and must choose a new Pursuit at the end of the Prologue.
     

    never mind. Found it. 

    • Like 1
  3. I would like to enter exhibit B into evidence if the court will allow. The original poster is in one of the sessions that I run as a fated character, that can’t stop jumping out of windows. That group is about 3 or 4 steps behind the defendant group in question. As I’m starting to run into similar problems I went back to the Core book and realized neither he nor I have been using Fate Points to the fullest! I ask the court IF these Fated are so min/maxed then WHY haven’t the NPCs been ending conditions using Fate Points? (I totally forgot this was a thing and was stuck using them only to activate abilities or grant extra AP.) There are a few master and henchman level NPCs that would be alive today if they used a fate point to cancel useless limb or the slow condition! I ask this court to dismiss all accusations against these Fated as they are neither Min nor maxed and are just leveling up like monsters.

     

    In all seriousness I think this is the component we’ve been struggling with and should fix somethings going forward. I also feel like a total hack for forgetting how to use these points to their fullest. 

    B822A66E-89DC-40C0-A0E5-34F691073AB2.jpeg

  4. 1 hour ago, Pikciwok said:

    Tyrant-level characters, anyone?

    Seriously, Fatemaster has to design combat encounters to give advantages to his characters and disadvantages to the Fated. I see no other way to make a challenging combat encounter in this situation.

    He did this last night in our second encounter. Swarmed by Freikorps of all kinds hitting week NPCs and splashing damage onto us while we were trapped in a derailed train car. Many pigs died because of this. We lost Cookie Monster last night. I don’t think we are over it. That pig earned its keep week after week. 

  5. 8 hours ago, Regelridderen said:

    Re-boot your campaign and let your characters start out with some different characters, let the old group live on as the boogeymen of Malifaux.

    There really is nothing more terrifying to meet, than the monster you've min-maxed yourself.

    This would disband our group. No question. We are all really invested in our characters. REALLY INVESTED. Unhealthy like. 

  6. 11 hours ago, fire5tone said:

    how did you do it

     

    @Fire5tone I am playing a maxed Gunfighter that has 3 ranks in Wastrel, James O’Mally Because of talents his initiative bonus is an 8. I always cheat in so that I can use finger on the trigger to its most effective. I havea free 1AP range attack from maxing gunfighter as well. The first thing I did was discard a card to look at the top three cards of the Fate deck. The red J was in there. I set the red J up so it would be the damage flip. The character also has crit strike and there were two rams in the duel. Oh my pistol is an Edict that I won gambling. I call it “Ace of Crows”

    the master level character took an explosion before dramatic time started. Our dabbler/spy reverse pickpocketed a dynamite stick into his pocket when he caught two of our group setting up warding glyphs in the area. 
     

    last night was a great session that was really combat heavy but it was fun. The group has two combat heavy characters both also do minor support with take the hit and card up the sleeve. OH and finger on the trigger. Then we have two characters that really do all the social stuff. The group is really balanced. We struggle when the rolls get reversed. 

  7. 2 hours ago, Pikciwok said:

    That's great and noble endeavour, I wish you a hard-earned success. 

    One of the worst of my experiences as a Fatemaster/MG was being unable to provide my players with a worthy challenge. I think your Fatemaster suffers because of that, too.

    As a Fatemaster I think it is the one flaw in this game that comes from it NOT being a combat driven game. Combat tends to be easy or hard but no in between. Our group isn’t as good at ongoing challenges. Without giving our Fatemaster any ideas a dramatic time where one of the group was picking a lock, one was trying to protect the lock picker, one was returning fire, and another was Fighting off the close combat dogs. We wouldn’t be able to play off of each other and would have to carry our own part of the encounter.  This is also the problem with large groups (4+) in RPGs, each character is good at something and it makes it hard to figure out how to challenge them. 

    We’ve had close calls. Real close.   

    • Like 1
  8. This is my thoughts as well. I am hung up on the words “failed attack.”

    what through me off is that A, finger on the trigger makes fastest gun almost useless and B, the words DF trigger are separated from the paragraph about mechanics. 
     

    I don’t think they chain that would be broken. 

×
×
  • Create New...

Important Information