Well, most of the stuff that confused people like terror has gone away, most of the stuff people cheated and did anyway like not running away properly for fear has been changed so thats what it does.
The weapon damage calls have been put in a straightforwards table, not bad idea. the descriptions for some damage effects is a bit woolly with change
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I think that makes sense. It's so if I hit you for crush, and you're immune to crush, you're just immune to the bit that converts a 'normal' to a 'crush' and you still take a normal. Makes more sense than if you can be taken down by small hits but not by big ones.
I found it amusing that with sharp and blunt going away, we were being reassured that immunity to normal wasn't going to come back into play and then immunity to normal is used as an example in the explanations
But aren't immunities now all going to be chant-based? Which makes them a lot easier to get around, and Mute a lot nastier.
The forbidding changes are a little odd, see how they do in play, couldn't the same effect been acheived by just saying you can't cast spells while one is up? as it is it reads that anyone can stop your forbidding by casting anything at you as its a chant andyou can't counter.
I suspect Forbidding was seen as massively overpowered and this is a big nerf. I've certainly seen it abused a lot. Don't forget iron will - IIRC that doesn't require concentration to use.
Sigils - don't Mage 3's get to carry around a little pack of sigils to give people when they cast things?
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That was what I thought
I could be wrong
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All it does is make you think a little about what long duration effects you might want to cast today.
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Interesting twist. Presumably the issue was people being able to write endurance on any old card as they are all the same. Hmmm tricky issue.
I appreciate the reasoning, the practicalities seem a little clunky. One of the downsides with simplifying th ecard system I guess.
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