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 Post subject: Re: Spells into Melee
PostPosted: Tue Mar 18, 2014 7:54 pm 
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Divine spells operate using different physics? Not going to buy into that one Cody :)

You even said above you have to Aim Castigate which is a divine spell. And if you think it was included to represent the very similar skills needed to aim a gun or crossbow then it should apply to the divine talent as well.

I think that the olive-branch was that Blessed devotions is a much better talent... 1 talent removes the entire penalty with no Adaption costs.

The other Tiers of Arcane Accuracy are nice though but those adaption costs add up and so do taking it three times as a talent.

Personally I would like to see the ranged marksman req removed from Arcane Accuracy and if the -4 penalty effects all spell types then i would like to see the two talents Arcane Accuracy and Blessed devotions cover all three types of spells.

Just to clarify this is coming from a Sarishan who can take either talent and apply it to her spells...

~Tony

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 Post subject: Re: Spells into Melee
PostPosted: Wed Mar 19, 2014 12:46 am 

Joined: Sun Nov 24, 2013 9:12 pm
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Alessia Val'Mehan wrote:
Personally I would like to see the ranged marksman req removed from Arcane Accuracy and if the -4 penalty effects all spell types then i would like to see the two talents Arcane Accuracy and Blessed devotions cover all three types of spells.
The Marksman req bothered me too. How about ranged any? Why would an elorii or Yhing Hir have ranged Marksman? This pretty much bars any Shaman or Elder caster from this talent.


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 Post subject: Re: Spells into Melee
PostPosted: Wed Mar 19, 2014 4:47 am 
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Nierite wrote:
Arcane =/= Divine?

In universe, Divine spells operate using slightly different physics than Arcane, so that might be the source. Also, please remember that Divine cannot be combined so maybe this was their olive-branch?


Yeah. Though my understanding is that once the Arcanum has been manipulated its all the same "energy" flying around I do remember it as kinda that. Here is what I remember from the old forum:

When the fast play and then the original core book came out everyone created advanced spells. Then someone said ... "wait a minute. If the Cants are by rote how the heck do we change them on the fly to create our "new" advanced spells? That's not by rote." A huge debate followed and much electronic ink was expended.

One position (now rejected) said, "Screw it, the rules don't say I can't make advanced divine spells so I am ..." Another position (now rejected) chimed in and said, "hey you know what, given that divine spells are rote I don't think you should be able to use adaptation talents with them either..." Insert the South Parks sounds of "RobbleRobbleRobble." Eventually we got to the point where we are now. You can't make advanced spells out of the divine stuff, but you can use adaptation talents.

*BUT MEAN WHILE* Codex of Heroes was being finalized ... and lo, it looks like someone wrote up Blessed Devotions so it wasn't an adaptation talent (so even if the old forum reached a consensus or Henry decreed that adaptations wouldn't be allowed with divine spells, then there would still be a way to fire them (divine spells) into combat without a -4 penalty).

I don't always like the wonky parts of the game, but I do like this. Possibly there once was a cants version of Arcane Accuracy ... I like to think its been lost over the ages. Blessed Devotions is either a similar means to the same end or a software patch of some sort to cover for the deficiency.

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 Post subject: Re: Spells into Melee
PostPosted: Wed Mar 19, 2014 9:33 am 
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val Holryn wrote:
*BUT MEAN WHILE* Codex of Heroes was being finalized ... and lo, it looks like someone wrote up Blessed Devotions so it wasn't an adaptation talent (so even if the old forum reached a consensus or Henry decreed that adaptations wouldn't be allowed with divine spells, then there would still be a way to fire them (divine spells) into combat without a -4 penalty).
.


ya that person was me...

Blessed Devotions represent small benedictions which are said before or after the Cant

you can expect to see more talents like it in the future..

now you have me curious about the "wonky parts of the game"... start a topic under the Rules and Rulings, I would like to hear what you have to say

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 Post subject: Re: Spells into Melee
PostPosted: Wed Mar 19, 2014 9:33 am 
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Deviknyte wrote:
Alessia Val'Mehan wrote:
Personally I would like to see the ranged marksman req removed from Arcane Accuracy and if the -4 penalty effects all spell types then i would like to see the two talents Arcane Accuracy and Blessed devotions cover all three types of spells.
The Marksman req bothered me too. How about ranged any? Why would an elorii or Yhing Hir have ranged Marksman? This pretty much bars any Shaman or Elder caster from this talent.


has been errata'd to Range (any)

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 Post subject: Re: Spells into Melee
PostPosted: Wed Mar 19, 2014 9:47 am 

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Ranged(any) sahib

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 Post subject: Re: Spells into Melee
PostPosted: Wed Mar 19, 2014 9:51 am 
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That's a good start! Is the talent only helping with avoidance or will it remove the penalty from discipline and fortitude spells cast into melee or do those two spell types not suffer the penalty?

~Tony

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 Post subject: Re: Spells into Melee
PostPosted: Wed Mar 19, 2014 10:17 am 

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As of right now, Arcane Accuracy does not help with Fort/Disc spells (and, yes, they suffer -4). We definitely need either Arcane Accuracy changed to include Fort/Disc or new talents added for them.

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 Post subject: Re: Spells into Melee
PostPosted: Wed Mar 19, 2014 10:38 am 
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wilcoxon wrote:
As of right now, Arcane Accuracy does not help with Fort/Disc spells (and, yes, they suffer -4). We definitely need either Arcane Accuracy changed to include Fort/Disc or new talents added for them.


Previous consensus was that Fortitude and Discipline spells tends to be more debilitating and therefore they did not need the 'boost'. Whether this is still the feeling or not I can't say.

The Talent for Weapon Attacks affects all defenses, but it's a maneuver so you're limited in combining it with a single other base maneuver and it cannot be used with advanced maneuvers.

Allowing the spell attacks to work against all defenses with a single adaptation would take it up a few notches over the combat version with weapons.

John

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 Post subject: Re: Spells into Melee
PostPosted: Wed Mar 19, 2014 10:46 am 

Joined: Mon Oct 07, 2013 11:30 pm
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Harliquinn wrote:
wilcoxon wrote:
As of right now, Arcane Accuracy does not help with Fort/Disc spells (and, yes, they suffer -4). We definitely need either Arcane Accuracy changed to include Fort/Disc or new talents added for them.


Previous consensus was that Fortitude and Discipline spells tends to be more debilitating and therefore they did not need the 'boost'. Whether this is still the feeling or not I can't say.

The Talent for Weapon Attacks affects all defenses, but it's a maneuver so you're limited in combining it with a single other base maneuver and it cannot be used with advanced maneuvers.

Allowing the spell attacks to work against all defenses with a single adaptation would take it up a few notches over the combat version with weapons.

John

Wait, wait, wait... When in one of the discussions about advanced spells, I was constantly told you couldn't compare spells to melee abilities - "apples to oranges" they said.


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