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yeah I tought the same, maybe add a life steal mechanic which does not ask you to be near dying creature to heal, maybe life steal and life transfers so that the death marshall can heal himself and damage himself to heal allies.
well one thing is sure it that the DM could adjust the HP proportionnaly with the average group XP.
Like 20HP + 1/10th of average xp. So 31HP at start 40HP at 200xp 60HP at 500xp and so on.
(Not sure about high level balance or the 1/10th thing)
Since each build is different, even if...
In my other post I'm talking about a newly created caster that couldn't make real damage at an ennemy... Of course that was considering 1ap per sp spent... That doesn't really change in my case because I was using a lvl 2 primal spellcaster so 2sp meant 2ap for me.
But it still is...
this post is mostly to send you information about errors or bugs we could find in the playtest book.
I'm starting with:
The skill unstoppable is in the general feats section and melee section. The two are not the same.
The one in the melee section should be renamed "Die Hard" Or "Hard...
Well I guess it's clear now^^
I'm sure you will do the adjustments on the rule book.
One last question:
If I can only spark out of combat, it's not possible to raise a friend who just died or an ennemy who just died in battle to continue fighting?
It's more of a Magic-Bio-Mechanical process...
in the 3v3 we were up against one grunt, one hardened and one cultist. Our group was, gunner (with revolver), samurai (with katana), and caster (lvl 2 primal).
The caster was doing an average of 7 damage per level 2 spell (because level one does sweet nothing) and they have minimum 3 DR (6...
I've passed hours making my character for our test run, background and everything and tested somme battles with my friends. 1v1 1v1v1, 3v1, 3v3 at starting xp strength.
I have some comments:
We tried player vs player and player vs monsters.
First of all, I know the problem is corrected...
Question: If I start with a necromancer and that in my background I already have a stich or many stiches in my barn. I know I can only have one at a time, but what of the strength/upgrades I can put on one stich?
Lets say I start with 41 HP (which is good) and want to start with a stitch...