tigermuppetcut
08-16-2010, 04:20 AM
Hi guys had a really fun second session ( I will write it up when I have time) introduced the Duel of Wits which people took to VERY quickly an started asking for right away (it didn't hurt that they won them all, albeit each time with a major compromise).
I was left with some questions:
1) When a sorcerer casts something using Will+Sorcery how does advancement work, dies it count as a test against one or the other? Could someone step me through it. OR is the only way to advance sorcery by learning new spells and the only way to advance wil (through sorcery) to make Will test to keep spells up etc. (not at the initial casting)?
2) When learning a new skill with two roots how does it work? i.e. if you have a test which would be difficult or challenging (and so should count towards stat advancement not learning the skill) which does it go on. I'm guessing the hardest test should first go on the highest currently rated stat first. So if a skill used Agi/Forte and Forte was 6 while Agi was 5 (and the test would be diff or challenging for both) then it goes on Forte. Or should it just be player's choice (simpler!)
3) I know this is covered somewhere (I just can't find it) in opposed versus test, does the amount of successes scored by your opponent count as the Ob of the test for advancement or is it routine since it is an open test initially with no fixed Ob up front?
4) In a duel of wits I had a situation where the PC was usnkilled in the main skill (he had no persuade or oratory etc.) but was skilled in a FoRK (he did have Intimidate), and did have an advantage dice. So I'm sure I handled it wrong but I ended up doing this:
- The FoRK and advantage die were rolled seperately and successes counted as normal.
- The unskilled dice were rolled and then any successes were halved (rounded down).
- Add the above together to get his result.
In a DoW does it simply count as a routine test for advancement (a series of rolls and the rolls have no fixed Ob)?
5) A player is trying to advance Persuade but because the target is going to be the opponents Will is finding it impossible to get routine checks (he has few dice and Will is going to be 3 or more). So short of finding excuses to persuade the village idiot or trying to work in as many FoRKs and helping dice as possible he seems to be stuck. Any advice?
6) In the Monster Burner (someone can turn into an Eagle) I can't find the speed multiplier for creatures, instead it shows their paces per volley. Am I missing something? Also characters don't seem to have speed ratings per volley for walking, sprinting etc. instead there is only a section in the main rulebook about working out their paces per exchange (if it comes to counting exact distances).
It's annoying that the main book talks about a speed multiplier and gives paces per exchange but the Monster Burner gives paces per volley and introduces new types of movement like walking, running, sprinting etc. Where's the best place to look to reconcile these differences (I'm guessing I missed a section in the Monster Burner on this).
EDITED to add: 7) When you help someone (and thus earn a test toward advancement yourself) how does that work, is it as if you'd tested your own skill ON ITS OWN against the target Ob (making it likely to be a difficult or challenging test for your advancement)? Or is is as if you'd used your own skill PLUS all the extra dice that the guy you were helping had (from his FoRKs, advantages and your own helping die) i.e. simply substituting his skill for yours for the sake of working out advancement but keeping all other factors as they were for the "helpee"?
Thanks.
I was left with some questions:
1) When a sorcerer casts something using Will+Sorcery how does advancement work, dies it count as a test against one or the other? Could someone step me through it. OR is the only way to advance sorcery by learning new spells and the only way to advance wil (through sorcery) to make Will test to keep spells up etc. (not at the initial casting)?
2) When learning a new skill with two roots how does it work? i.e. if you have a test which would be difficult or challenging (and so should count towards stat advancement not learning the skill) which does it go on. I'm guessing the hardest test should first go on the highest currently rated stat first. So if a skill used Agi/Forte and Forte was 6 while Agi was 5 (and the test would be diff or challenging for both) then it goes on Forte. Or should it just be player's choice (simpler!)
3) I know this is covered somewhere (I just can't find it) in opposed versus test, does the amount of successes scored by your opponent count as the Ob of the test for advancement or is it routine since it is an open test initially with no fixed Ob up front?
4) In a duel of wits I had a situation where the PC was usnkilled in the main skill (he had no persuade or oratory etc.) but was skilled in a FoRK (he did have Intimidate), and did have an advantage dice. So I'm sure I handled it wrong but I ended up doing this:
- The FoRK and advantage die were rolled seperately and successes counted as normal.
- The unskilled dice were rolled and then any successes were halved (rounded down).
- Add the above together to get his result.
In a DoW does it simply count as a routine test for advancement (a series of rolls and the rolls have no fixed Ob)?
5) A player is trying to advance Persuade but because the target is going to be the opponents Will is finding it impossible to get routine checks (he has few dice and Will is going to be 3 or more). So short of finding excuses to persuade the village idiot or trying to work in as many FoRKs and helping dice as possible he seems to be stuck. Any advice?
6) In the Monster Burner (someone can turn into an Eagle) I can't find the speed multiplier for creatures, instead it shows their paces per volley. Am I missing something? Also characters don't seem to have speed ratings per volley for walking, sprinting etc. instead there is only a section in the main rulebook about working out their paces per exchange (if it comes to counting exact distances).
It's annoying that the main book talks about a speed multiplier and gives paces per exchange but the Monster Burner gives paces per volley and introduces new types of movement like walking, running, sprinting etc. Where's the best place to look to reconcile these differences (I'm guessing I missed a section in the Monster Burner on this).
EDITED to add: 7) When you help someone (and thus earn a test toward advancement yourself) how does that work, is it as if you'd tested your own skill ON ITS OWN against the target Ob (making it likely to be a difficult or challenging test for your advancement)? Or is is as if you'd used your own skill PLUS all the extra dice that the guy you were helping had (from his FoRKs, advantages and your own helping die) i.e. simply substituting his skill for yours for the sake of working out advancement but keeping all other factors as they were for the "helpee"?
Thanks.