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> Best 2 spells for an infil mystic adept
kzt
post Jul 31 2008, 09:47 PM
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QUOTE (Muspellsheimr @ Jul 31 2008, 02:48 AM) *
The example is not contradictory. In the case of Opposed Tests (ie. living/magic target), you need 1+ Net Hits for the spell to take effect. In the case of Success Tests (ie. non-living target), you must beat the Object Resistance threshold - which per the rules for thresholds, you must equal or exceed the threshold. If you beat the threshold with 0 Net Hits, any variables of the spell based on Net Hits are 0, but the spell still takes effect - in the case of Direct spells, you deal Force damage. In the case of, say, Bind, if you beat the threshold with no Net Hits, the spell is succeeds, but has no actual effect.


That isn't at all what the rule on magic success tests says. Page 173.

"Step 5: Determine Effect
Some spells simply require a Success Test, with hits determining the level of success (as noted in the spell description). The Magic + Spellcasting test must generate at least one net hit to succeed and may need more if the effect has a threshold for success. "

Notice the phrase "net hit". That means you need at least one more hit than the threshold per the definition of "net hit" on page 56.

"The more net hits a character scores (the more hits exceed the threshold), the more the task was pulled off with finesse and flair. So a character who rolls 4 hits on a threshold 2 test has scored 2 net hits."

It's possible that the entire "game concepts" part of the rules is wrong, but I'd tend to assume that rules and examples in the magic section that flatly contradict the actual explanation of the how the game works and what certain terms mean are what wrong.
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Muspellsheimr
post Jul 31 2008, 10:56 PM
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That is simply a poorly phrased section - notice how "may need more if the effect has a threshold for success" comes after "one net hit". It is basically saying "you need one net hit, or possibly more [u]hits[/i] if it is a Success Test".
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reepneep
post Aug 1 2008, 07:24 AM
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QUOTE (De Badd Ass @ Jul 31 2008, 09:41 AM) *

It works and its awesome.
I remember playing Fallout Tactics years ago and the most effective guy in my squad was sneaking around in plain old leather armor with a Browning M2 .50 cal HMG.

sneaka sneaka sneaka...
Dakka Dakka Dakka!
Super mutant was critically hit for 736 damage.
Super mutant dances to the rhythm of lead.

(IMG:style_emoticons/default/grinbig.gif)

What better weapon to sneak around with than one that can take out multiple people during the surprise round?
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BullZeye
post Aug 1 2008, 07:42 AM
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QUOTE (reepneep @ Aug 1 2008, 10:24 AM) *
It works and its awesome.
I remember playing Fallout Tactics years ago and the most effective guy in my squad was sneaking around in plain old leather armor with a Browning M2 .50 cal HMG.


In fallout you can steal a Bozar (or whatever the name of the HMG was) from a guard and sneak away unnoticed. I wouldn't quite use fallout for such example (IMG:style_emoticons/default/biggrin.gif) But as I said earlier, if it's a not realistic campaign, it's one effective idea... but if realism is at all an issue, packing a HMG while sneaking is about the worst idea I'v heard. Ok, a cybertroll in chainmail, HMG and a troll-sized sword along is worse (IMG:style_emoticons/default/wink.gif)
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Ryu
post Aug 1 2008, 09:41 AM
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Gecko Crawl for ninja climbing, Mist for ninja smoke grenades.
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sunnyside
post Aug 1 2008, 12:08 PM
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I'm tempted to say extended range clairvoyance. Your max range is 80 meters. So that's not as hot as it could be. However.

1. It's just a generally useful spell to have at any point of the game. Even in legwork.

2. It helps with infiltration by being able to see what's going on where you're planning to sneak.

3. You could use it to shoot people though walls. And that's awsome.

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