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Ark
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Post by Ark »

oh...thank you, also Reid..i win :P
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Post by CharlesK »

Yay, someone outsmarted Kiel on the rules! Congrats to Ark!
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Post by Malachi »

Wrong Reid, Chuck.

Eric, not Kiel.
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Post by CharlesK »

There I go again with my unknowingness...
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Post by General Maximus »

That means the dwarf can resist the entire call if it has posion in the call. Ok, I get behind tht crazyness :D It makes the dwarf boon the best in the game or a least on par of the immunity to fear for a guthrie.

The dwarf kinda negates the assasins 3rd level skill.

I can undestand the reasoning for the change, but it does not balance well and makes immunities a little to powerful. But that is my opinion and not the rule. So carry on and have fun! :D
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Post by CharlesK »

HOORAY FOR RESIST MAGIC!
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BWAHAHAHHA!!!!!

Post by Woden »

This made me remember something Fesko once said, and I laughed. So I went and dug it up for other peoples amusement as well. It was posted on the CARPs boards back in 03 and was originally about the CARPs skill 'Resist Pain', I changed it to Poison though just to fit the discussion.
Here we go...
Fesko (with a few edits) wrote:“12 Vorpal Poison! Ah, HA! You’re dead!”

“No I’m not.”

“Yes you ARE! Theres a giant hole were your heart should be!”

“No there isn’t.”

“I hit you, didn’t I? You didn’t dodge out of the way?”

“Oh, yes. You got me all right.”

“You didn’t parry it?”

“No no no. Barely know how to even swing this sword of mine.”

“And it was a mortal blow?”

“Good gracious! Would have cut me in two, it would!”

“But it didn’t.”

“Not even scratched.”

“Wait… Hold on… Did something stop the blade?”

“Not a thing. Your mighty blow was most complete.”

“So my hit was both complete and entirely lethal. You didn’t dodge or parry, are not magically protected, and nothing stopped my strike. You took the full brunt of the hit. THEN HOW COULD IT HAVE POSSIBLY FAILED TO KILL YOU DEAD?!?”

“Because Im immune to poison. Got any more such devastating strikes? I can take a few more before supper.”
Bwahahahahha!!!! /cry lol

As entertaining as it is, somethings are always sacrificed for game play. In this particular case the sacrifice was made for simplicity and ease of understanding.
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Post by GM-Phil »

And i believe that the way the Final Haven rules are, ease and simplicity are their selling points.

Todds post was very humorous, and very accurate in a real world setting. But this is a fantasy game, and we have had the debate on resist poison begin different than all other resists merely because it doesn't "seem right". I think the way it works now is the right call, and will help people better understand resists and knwo what they do.
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Post by Atrum Draconus »

Magic really was the one that used to work differently, if you got hit by 3 disease you still took 3, it never happens but if you were struck with a 3 fear you still would have taken 3, 3 crush, you still took 3 if it hits your body even if you have a boon that negated the crush. Magic didn't work like the rest of the resists because it was strictly a damage call (hence the reason for no immunity to magic), there is no effect from magic. So it did make sense before and had 1 caveat, now it's marginally simpler and doesn't make sense. Poison still works differently than magic which still works differently than fear which still works differently than disease. Which is fine, but I agree with Aaron and with all the factors don't agree with the change.

As an aside, I don't see the resist pain argument in the same way simply because it doesn't work against non-damaging effects. So I equate it to a guy on PCP taking 15 bullets (100 slay) in his legs arms and belly but when you shoot him in the head or heart he dies (deathstrike) or if you cut his arm off it's gone (delimb).
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Post by cole45 »

Poison still works differently than magic which still works differently than fear which still works differently than disease.

This is actually NOT TRUE. The effect of the call is different but how the damage is applied is now exactly the same.

IF your life points are affected, then the call affects you. Unless something says otherwise. (last statement most important for magic.)

The real problem is that no one knew what part of the call to take at any given time. By making them all the same, they will the damage the same way every time. (and yes, it was a real hassle.)
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Post by General Maximus »

How is the following diffcult?

If you can resist part of a call, you resist the entire call. (Note: a resist takes a LP or charge, etc.. to use)

Example: You have resist posion. You get hit with 12 vorpal magic posion taunt. You go resit posion, spend 1 LP and you take no effect from the call.

If you are immune to a call, you never take effect of that part of the call. But the rest of the call you are still effected by. But it takes nothing to use an imunity.

Example: You have immunity to posion. You get hit with 12 vorpal magic posion taunt. You go immunity to posion, and you take 12 vorpal magic taunt.

Resist cancel out the entire call, but cost life to use
Immuity only cancel the part of the call you are immune to, but does not cost anything to use.

So there would be times where resists would be useful and times where immunities would be useful. Neither are overpower and balanced.
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Post by Atrum Draconus »

OK, I can see where the confusion would be because I thought that a resist didn't resist the damage part only the effect part. So a vorpal disease taunt would be resisted but a 3 vorpal disease taunt would still do damage.

So now either a resist or immunity you have anywhere in the call resist the entire call? So a dwarf, man at arms, witch hunter, anything that can resist fear in kandium is basically god when it comes to special effects?
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Post by Malachi »

Yup, everything except disease, normal damage, and crush.

Or, you know, getting their face stabbed off in their sleep. :D
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Post by GM-Mike »

I agree with Temple that it's stupid and makes no sense.

I doubt it will change but wanted to throw a little affirmation your way.
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Post by cole45 »

So now either a resist or immunity you have anywhere in the call resist the entire call? So a dwarf, man at arms, witch hunter, anything that can resist fear in kandium is basically god when it comes to special effects?

if by god you mean thy have to spend a life point to negate them, then yes.

Ksndium turns vorpal into normal damage, so I'm not even sure how that applies.



Picking single effects out of a call and then apply them is more trouble than it's worth. It's much easier to be able to listen for a single key word and then resist that.

try

3 magic poison vorpal Knockout. ( a pc able call.)

taking one word out makes it WAY more difficult.



I think people are hung up on the NAMES of the calls. Does poison mean that you are using a blade dipped in poison? Not necessarily. You are concerned to much about the physics of delivering the attack. Take away that, and make it an abstract.

We don't have elemental calls because they not necessary. Does it make sence that water hurts fire? yes. DO we have it? no. Simplicity needs to rule. making all the effects the same.
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