Combination's that may not be legal yes or no ?
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Combination's that may not be legal yes or no ?
While at work this past hitch. (week long work rotation on the rigs lingo) I was thinking about a certain spell not being able to be used on any magical weapon or anything of that nature at all. I have to ask if this would then be possible.
Lenwen's Billy club of forget me..
a 2ft long MD Bolt. (1/3rd of which is threads to support Multiple Nuts) Able to hold 7 Nuts.
Each Nut is a magical construct in an of itself, with 3 spells (according to the Talismen spell)
The Top nut is a TW item. With multiple spells (3) and the ability to cast them 3 times a day and they are replenished every day.
So we have 5 nuts . 4 normal talismen nuts and 1 TW special nut, all on a MD 2ft long MD Bolt.
The nut closest to the handle (Nut 1) has the spell : Magical Adrenal Rush.
Nut 2 - Invulnerability.
Nut 3 - Carpet of Adhesion.
Nut 4 - Magic Net.
And the top TW created Nut has the following spells on it.
A - Energize Spell.
B - Speed weapon.
C - Sub-Partical Acceleration.
The item may sound crazy at first but if you think about it this way you could literally make 1 nut for any spell you would ever need (3x a day lvls 1-8). And interchange as your requirment's dictate to you. Also the item is a MD item, casting Speed weapon on the 2ft long Bolt shaft (its not a magical construct) now means you have 2x the total attacks with it. And then you can use the "magical adrenal rush) to add a couple more attacks on top of that .. Coupled with the spells I've listed would make this 1 very very nasty Billy club style weapon.
Is it legal by the books ?
Lenwen's Billy club of forget me..
a 2ft long MD Bolt. (1/3rd of which is threads to support Multiple Nuts) Able to hold 7 Nuts.
Each Nut is a magical construct in an of itself, with 3 spells (according to the Talismen spell)
The Top nut is a TW item. With multiple spells (3) and the ability to cast them 3 times a day and they are replenished every day.
So we have 5 nuts . 4 normal talismen nuts and 1 TW special nut, all on a MD 2ft long MD Bolt.
The nut closest to the handle (Nut 1) has the spell : Magical Adrenal Rush.
Nut 2 - Invulnerability.
Nut 3 - Carpet of Adhesion.
Nut 4 - Magic Net.
And the top TW created Nut has the following spells on it.
A - Energize Spell.
B - Speed weapon.
C - Sub-Partical Acceleration.
The item may sound crazy at first but if you think about it this way you could literally make 1 nut for any spell you would ever need (3x a day lvls 1-8). And interchange as your requirment's dictate to you. Also the item is a MD item, casting Speed weapon on the 2ft long Bolt shaft (its not a magical construct) now means you have 2x the total attacks with it. And then you can use the "magical adrenal rush) to add a couple more attacks on top of that .. Coupled with the spells I've listed would make this 1 very very nasty Billy club style weapon.
Is it legal by the books ?
Re: Combination's that may not be legal yes or no ?
There is no reason (that I can see) for it to be illegal.
I don't see much point to it though... Why not use a more powerful weapon than a bolt/club and have all your spells on beads in a bead necklace like everyone else?
I don't see much point to it though... Why not use a more powerful weapon than a bolt/club and have all your spells on beads in a bead necklace like everyone else?
Re: Combination's that may not be legal yes or no ?
Giant2005 wrote:There is no reason (that I can see) for it to be illegal.
I don't see much point to it though... Why not use a more powerful weapon than a bolt/club and have all your spells on beads in a bead necklace like everyone else?
Utility my dear watson. And when they see you carrying a 2ft long bolt with a couple nuts on it .. they have literally no clue how deadly it really is . hehe.
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Re: Combination's that may not be legal yes or no ?
Hrrmm... The more I read about Techno Wizardry the more strongly I believe in the ideals of the Coalition States...
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Re: Combination's that may not be legal yes or no ?
ok what about this combo ?
10th lvl juicer. (assassin H2H)
9 attacks threw class and hand to hand .
+2 - Magical Adrenal Rush. (Left wristband , Talisman.)
11 Total so far.
x2 - Fleet Feet. (Right hand wrist band Talisman.)
22 Attacks per melee now.
x4 ( Duel wielding Battle fury blades each doubles your attacks using that blade.)\
88 total attacks per melee by the 10th lvl juicer using hand to hand assassin combined with Magical adrenal rush as well as fleet feet and duel wielding Battlefury Blades.
Legal or no ?
10th lvl juicer. (assassin H2H)
9 attacks threw class and hand to hand .
+2 - Magical Adrenal Rush. (Left wristband , Talisman.)
11 Total so far.
x2 - Fleet Feet. (Right hand wrist band Talisman.)
22 Attacks per melee now.
x4 ( Duel wielding Battle fury blades each doubles your attacks using that blade.)\
88 total attacks per melee by the 10th lvl juicer using hand to hand assassin combined with Magical adrenal rush as well as fleet feet and duel wielding Battlefury Blades.
Legal or no ?
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Re: Combination's that may not be legal yes or no ?
It's certainly more legal than this:
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Re: Combination's that may not be legal yes or no ?
I think that I'd let someone play Zeus his bad-self if he wanted too and he wowed me with his story... to me thats just a juicer... assassin? With a bunch of deadly gear.
I mean like, if its a rules question it looks like it all works out... but I guess I just find this approach unflattering.
Clearly you have original and interesting ideas it is just a shame that it all seems to go into crunching and munchkining.
PS: It doesnt count if you want to play Juicer-Zeus and then make up a story afterwards. lol
I mean like, if its a rules question it looks like it all works out... but I guess I just find this approach unflattering.
Clearly you have original and interesting ideas it is just a shame that it all seems to go into crunching and munchkining.
PS: It doesnt count if you want to play Juicer-Zeus and then make up a story afterwards. lol
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I will not answer posts/questions/accusations by people on my foes list.
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Re: Combination's that may not be legal yes or no ?
Lenwen wrote:While at work this past hitch. (week long work rotation on the rigs lingo) I was thinking about a certain spell not being able to be used on any magical weapon or anything of that nature at all. I have to ask if this would then be possible.
Lenwen's Billy club of forget me..
a 2ft long MD Bolt. (1/3rd of which is threads to support Multiple Nuts) Able to hold 7 Nuts.
Each Nut is a magical construct in an of itself, with 3 spells (according to the Talismen spell)
The Top nut is a TW item. With multiple spells (3) and the ability to cast them 3 times a day and they are replenished every day.
So we have 5 nuts . 4 normal talismen nuts and 1 TW special nut, all on a MD 2ft long MD Bolt.
The nut closest to the handle (Nut 1) has the spell : Magical Adrenal Rush.
Nut 2 - Invulnerability.
Nut 3 - Carpet of Adhesion.
Nut 4 - Magic Net.
And the top TW created Nut has the following spells on it.
A - Energize Spell.
B - Speed weapon.
C - Sub-Partical Acceleration.
The item may sound crazy at first but if you think about it this way you could literally make 1 nut for any spell you would ever need (3x a day lvls 1-8). And interchange as your requirment's dictate to you. Also the item is a MD item, casting Speed weapon on the 2ft long Bolt shaft (its not a magical construct) now means you have 2x the total attacks with it. And then you can use the "magical adrenal rush) to add a couple more attacks on top of that .. Coupled with the spells I've listed would make this 1 very very nasty Billy club style weapon.
Is it legal by the books ?
I'd rule it illegal. See the first Creation Guideline on RUE p130.
(However, if it works for your gaming table and your GM, go right ahead.)
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Re: Combination's that may not be legal yes or no ?
Lenwen wrote:ok what about this combo ?
10th lvl juicer. (assassin H2H)
9 attacks threw class and hand to hand .
+2 - Magical Adrenal Rush. (Left wristband , Talisman.)
11 Total so far.
x2 - Fleet Feet. (Right hand wrist band Talisman.)
22 Attacks per melee now.
x4 ( Duel wielding Battle fury blades each doubles your attacks using that blade.)\
88 total attacks per melee by the 10th lvl juicer using hand to hand assassin combined with Magical adrenal rush as well as fleet feet and duel wielding Battlefury Blades.
Legal or no ?
I can't comment on the use of Fleet Feet because I can't seem to find anywhere it is printed. Checked Federation of Magic, RUE and Book of Magic and can't seem to find it...
The rest of it is perfectly legal.
If Fleet Feet exists and doubles attacks, you still won't have 88 attacks. Multiplicative effects are limited to your base skill, not modified. The +2 from Magic Adrenal Rush won't be multiplied.
The math would be: 4(9x2+2) resulting in 80 attacks.
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Re: Combination's that may not be legal yes or no ?
Giant2005 wrote:Lenwen wrote:ok what about this combo ?
10th lvl juicer. (assassin H2H)
9 attacks threw class and hand to hand .
+2 - Magical Adrenal Rush. (Left wristband , Talisman.)
11 Total so far.
x2 - Fleet Feet. (Right hand wrist band Talisman.)
22 Attacks per melee now.
x4 ( Duel wielding Battle fury blades each doubles your attacks using that blade.)\
88 total attacks per melee by the 10th lvl juicer using hand to hand assassin combined with Magical adrenal rush as well as fleet feet and duel wielding Battlefury Blades.
Legal or no ?
I can't comment on the use of Fleet Feet because I can't seem to find anywhere it is printed. Checked Federation of Magic, RUE and Book of Magic and can't seem to find it...
The rest of it is perfectly legal.
If Fleet Feet exists and doubles attacks, you still won't have 88 attacks. Multiplicative effects are limited to your base skill, not modified. The +2 from Magic Adrenal Rush won't be multiplied.
The math would be: 4(9x2+2) resulting in 80 attacks.
Fleet Feet is from the High Seas book for PFRPG, on page 9.
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Re: Combination's that may not be legal yes or no ?
.... can I have a cookie too?
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Mumpsimus can be defined as someone who obstinately clings to an error, bad habit or prejudice, even after the foible has been exposed.
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I will not answer posts/questions/accusations by people on my foes list.
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Re: Combination's that may not be legal yes or no ?
*nom nom nom*
Sleep time. Zzz Zzz Zzz.
Sleep time. Zzz Zzz Zzz.
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Mumpsimus can be defined as someone who obstinately clings to an error, bad habit or prejudice, even after the foible has been exposed.
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Re: Combination's that may not be legal yes or no ?
Mack wrote:Lenwen wrote:Is it legal by the books ?
I'd rule it illegal. See the first Creation Guideline on RUE p130.
After just reading that very passage Mack it does go on to say you can make a TW energy canon out of a washing machine but it would be very difficult, under that very precedent how is it opposable to do that to some nuts ?
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Re: Combination's that may not be legal yes or no ?
How would you relate the form of a nut to Invulnerability (or any of the other spells)? I can kind of imagine a TW cannon built from a washing machine, but there's nothing to work with in a nut.
You might as well create custom Talismans and bypass TW altogether.
You might as well create custom Talismans and bypass TW altogether.
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Re: Combination's that may not be legal yes or no ?
I thought TW was based off of a functional item... Like:
- a conventional laser pistol empowered with the firebolt spell to shoot said spell out of the barrel.
- See the Invisible in a pair of goggles.
- a jet pack that casts Fly like the Eagle.
- a hard hat that casts Armor of Ithan.
- an old atari joystick that casts Animate and Control Dead
This idea just looks like somebody is empowering hunks of metal with random spells...in that case, you just use the Talisman spell since that's what it does. Then cast Iron Wood (or what ever the spell is that turns metal to MDC) on the bar to make it MDC and finally cast Empower Weapon to make it deal MD with physical strikes.
- a conventional laser pistol empowered with the firebolt spell to shoot said spell out of the barrel.
- See the Invisible in a pair of goggles.
- a jet pack that casts Fly like the Eagle.
- a hard hat that casts Armor of Ithan.
- an old atari joystick that casts Animate and Control Dead
This idea just looks like somebody is empowering hunks of metal with random spells...in that case, you just use the Talisman spell since that's what it does. Then cast Iron Wood (or what ever the spell is that turns metal to MDC) on the bar to make it MDC and finally cast Empower Weapon to make it deal MD with physical strikes.
Last edited by Kagashi on Thu Dec 22, 2011 5:10 pm, edited 1 time in total.
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Re: Combination's that may not be legal yes or no ?
The Beast wrote:Giant2005 wrote:Lenwen wrote:ok what about this combo ?
10th lvl juicer. (assassin H2H)
9 attacks threw class and hand to hand .
+2 - Magical Adrenal Rush. (Left wristband , Talisman.)
11 Total so far.
x2 - Fleet Feet. (Right hand wrist band Talisman.)
22 Attacks per melee now.
x4 ( Duel wielding Battle fury blades each doubles your attacks using that blade.)\
88 total attacks per melee by the 10th lvl juicer using hand to hand assassin combined with Magical adrenal rush as well as fleet feet and duel wielding Battlefury Blades.
Legal or no ?
I can't comment on the use of Fleet Feet because I can't seem to find anywhere it is printed. Checked Federation of Magic, RUE and Book of Magic and can't seem to find it...
The rest of it is perfectly legal.
If Fleet Feet exists and doubles attacks, you still won't have 88 attacks. Multiplicative effects are limited to your base skill, not modified. The +2 from Magic Adrenal Rush won't be multiplied.
The math would be: 4(9x2+2) resulting in 80 attacks.
Fleet Feet is from the High Seas book for PFRPG, on page 9.
Also page 186 in Palladium Fantasy 2nd Ed.
Yes, the combo would be legal; and no, I do not think it would produce that many number of attacks. I still believe you are still stacking bonuses wrong. I come up with only 38 attacks because I double only the base number attacks, not temporary boosts. 9+2+9+9+9=38. But that's a topic for a different thread that always goes around in circles because Palladium still has not commented on the rule officially and both ways can be interpreted to be correct. Either way, a dude with 38 or 88 attacks against somebody with...five...is going to have a tremendous advantage.
I want to see from Palladium:
Updated Aug 2015
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-Searchable, quality PDFs/E-pubs of current Rifts titles
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-Rifts: Dark Woods/Deep South, Space 110 PA, Scandinavia
-Mechanoids: Space (MDC)
-Robotech: Errata for Marines timeline, Masters Deluxe with SC and UEEF gear, Spaceships
-Updated Errata for post-2006 printings of Rifts books
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Re: Combination's that may not be legal yes or no ?
Lenwen wrote:While at work this past hitch. (week long work rotation on the rigs lingo) I was thinking about a certain spell not being able to be used on any magical weapon or anything of that nature at all. I have to ask if this would then be possible.
Lenwen's Billy club of forget me..
a 2ft long MD Bolt. (1/3rd of which is threads to support Multiple Nuts) Able to hold 7 Nuts.
Each Nut is a magical construct in an of itself, with 3 spells (according to the Talismen spell)
The Top nut is a TW item. With multiple spells (3) and the ability to cast them 3 times a day and they are replenished every day.
So we have 5 nuts . 4 normal talismen nuts and 1 TW special nut, all on a MD 2ft long MD Bolt.
The nut closest to the handle (Nut 1) has the spell : Magical Adrenal Rush.
Nut 2 - Invulnerability.
Nut 3 - Carpet of Adhesion.
Nut 4 - Magic Net.
And the top TW created Nut has the following spells on it.
A - Energize Spell.
B - Speed weapon.
C - Sub-Partical Acceleration.
The item may sound crazy at first but if you think about it this way you could literally make 1 nut for any spell you would ever need (3x a day lvls 1-8). And interchange as your requirment's dictate to you. Also the item is a MD item, casting Speed weapon on the 2ft long Bolt shaft (its not a magical construct) now means you have 2x the total attacks with it. And then you can use the "magical adrenal rush) to add a couple more attacks on top of that .. Coupled with the spells I've listed would make this 1 very very nasty Billy club style weapon.
Is it legal by the books ?
It sounds too nutty to me. but appears to be legal.
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Re: Combination's that may not be legal yes or no ?
Lenwen wrote:ok what about this combo ?
10th lvl juicer. (assassin H2H)
9 attacks threw class and hand to hand .
+2 - Magical Adrenal Rush. (Left wristband , Talisman.)
11 Total so far.
x2 - Fleet Feet. (Right hand wrist band Talisman.)
22 Attacks per melee now.
x4 ( Duel wielding Battle fury blades each doubles your attacks using that blade.)\
88 total attacks per melee by the 10th lvl juicer using hand to hand assassin combined with Magical adrenal rush as well as fleet feet and duel wielding Battlefury Blades.
Legal or no ?
Legal, but I believe that the math should be different, with the doubling affecting only base speed, not enhanced speed.
So it should be:
9 attacks
x2 from Fleet Feet (18 total)
+2 from Magical Adrenaline Rush (20 total)
x2 from each Battle Fury Blade (this comes last, because of the odd way in which the spell works)
For a total of 80 attacks per melee.
I'm not sure if the Battle Fury Blade's doubling would stack with itself, though, so it might "only" be 40 attacks per melee.
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Re: Combination's that may not be legal yes or no ?
There in is where I was also troubled.. if the juicer has paired weapons as a skill and duel wields them would they not double his attacks using just his swords?
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Re: Combination's that may not be legal yes or no ?
Lenwen wrote:There in is where I was also troubled.. if the juicer has paired weapons as a skill and duel wields them would they not double his attacks using just his swords?
I've been thinking it over, and I think it would indeed work.
My concern was that generally it's assumed that the same spell or effect cannot affect the same target: otherwise, you could just have somebody cast Fleet Feet on themselves 100 times, and have 200x speed.
But in this case, each sword has a different effect- each sword makes it so the wearer gets x2 attacks (in the funky way that this effect works) for that particular sword.
So I'd say that there's no overlap.
Sword A's effect is to double the attacks with Sword A.
Sword B's effect is to double the attacks with Sword B.
No overlap, so the effects should work in conjunction.
80 attacks (with those swords) is my official answer.
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Re: Combination's that may not be legal yes or no ?
Killer Cyborg wrote:Lenwen wrote:There in is where I was also troubled.. if the juicer has paired weapons as a skill and duel wields them would they not double his attacks using just his swords?
I've been thinking it over, and I think it would indeed work.
My concern was that generally it's assumed that the same spell or effect cannot affect the same target: otherwise, you could just have somebody cast Fleet Feet on themselves 100 times, and have 200x speed.
But in this case, each sword has a different effect- each sword makes it so the wearer gets x2 attacks (in the funky way that this effect works) for that particular sword.
So I'd say that there's no overlap.
Sword A's effect is to double the attacks with Sword A.
Sword B's effect is to double the attacks with Sword B.
No overlap, so the effects should work in conjunction.
80 attacks (with those swords) is my official answer.
I concur. I always just assumed it was another "double attacks" stack, but the wording is different upon reading further. This combo would provide 80 in my book as well.
I want to see from Palladium:
Updated Aug 2015
-Rifts: Dark Woods/Deep South, Space 110 PA, Scandinavia
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-Robotech: Errata for Marines timeline, Masters Deluxe with SC and UEEF gear, Spaceships
-Updated Errata for post-2006 printings of Rifts books
-Searchable, quality PDFs/E-pubs of current Rifts titles
Updated Aug 2015
-Rifts: Dark Woods/Deep South, Space 110 PA, Scandinavia
-Mechanoids: Space (MDC)
-Robotech: Errata for Marines timeline, Masters Deluxe with SC and UEEF gear, Spaceships
-Updated Errata for post-2006 printings of Rifts books
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Re: Combination's that may not be legal yes or no ?
Kagashi wrote:The Beast wrote:Giant2005 wrote:Lenwen wrote:ok what about this combo ?
10th lvl juicer. (assassin H2H)
9 attacks threw class and hand to hand .
+2 - Magical Adrenal Rush. (Left wristband , Talisman.)
11 Total so far.
x2 - Fleet Feet. (Right hand wrist band Talisman.)
22 Attacks per melee now.
x4 ( Duel wielding Battle fury blades each doubles your attacks using that blade.)\
88 total attacks per melee by the 10th lvl juicer using hand to hand assassin combined with Magical adrenal rush as well as fleet feet and duel wielding Battlefury Blades.
Legal or no ?
I can't comment on the use of Fleet Feet because I can't seem to find anywhere it is printed. Checked Federation of Magic, RUE and Book of Magic and can't seem to find it...
The rest of it is perfectly legal.
If Fleet Feet exists and doubles attacks, you still won't have 88 attacks. Multiplicative effects are limited to your base skill, not modified. The +2 from Magic Adrenal Rush won't be multiplied.
The math would be: 4(9x2+2) resulting in 80 attacks.
Fleet Feet is from the High Seas book for PFRPG, on page 9.
Also page 186 in Palladium Fantasy 2nd Ed.
Yes, the combo would be legal; and no, I do not think it would produce that many number of attacks. I still believe you are still stacking bonuses wrong. I come up with only 38 attacks because I double only the base number attacks, not temporary boosts. 9+2+9+9+9=38. But that's a topic for a different thread that always goes around in circles because Palladium still has not commented on the rule officially and both ways can be interpreted to be correct. Either way, a dude with 38 or 88 attacks against somebody with...five...is going to have a tremendous advantage.
There is a question in the Book of Magic related to stacking strength enhancing spells. Strength boosting spells stack exactly as you described and I see no reason as to why those same mechanics wouldn't apply to other buff spells.
The Battle Fury Blades are different though and work differently.
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Re: Combination's that may not be legal yes or no ?
Giant2005 wrote:Kagashi wrote:The Beast wrote:Giant2005 wrote:Lenwen wrote:ok what about this combo ?
10th lvl juicer. (assassin H2H)
9 attacks threw class and hand to hand .
+2 - Magical Adrenal Rush. (Left wristband , Talisman.)
11 Total so far.
x2 - Fleet Feet. (Right hand wrist band Talisman.)
22 Attacks per melee now.
x4 ( Duel wielding Battle fury blades each doubles your attacks using that blade.)\
88 total attacks per melee by the 10th lvl juicer using hand to hand assassin combined with Magical adrenal rush as well as fleet feet and duel wielding Battlefury Blades.
Legal or no ?
I can't comment on the use of Fleet Feet because I can't seem to find anywhere it is printed. Checked Federation of Magic, RUE and Book of Magic and can't seem to find it...
The rest of it is perfectly legal.
If Fleet Feet exists and doubles attacks, you still won't have 88 attacks. Multiplicative effects are limited to your base skill, not modified. The +2 from Magic Adrenal Rush won't be multiplied.
The math would be: 4(9x2+2) resulting in 80 attacks.
Fleet Feet is from the High Seas book for PFRPG, on page 9.
Also page 186 in Palladium Fantasy 2nd Ed.
Yes, the combo would be legal; and no, I do not think it would produce that many number of attacks. I still believe you are still stacking bonuses wrong. I come up with only 38 attacks because I double only the base number attacks, not temporary boosts. 9+2+9+9+9=38. But that's a topic for a different thread that always goes around in circles because Palladium still has not commented on the rule officially and both ways can be interpreted to be correct. Either way, a dude with 38 or 88 attacks against somebody with...five...is going to have a tremendous advantage.
There is a question in the Book of Magic related to stacking strength enhancing spells. Strength boosting spells stack exactly as you described and I see no reason as to why those same mechanics wouldn't apply to other buff spells.
The Battle Fury Blades are different though and work differently.
Smashed said it best above. KC's example would be assuming every attack was directed with a strike with the blade. So yes, you get 20 APM by the stacking rules in BoM, which is what KC did as well. Then, should you take into consideration dual strike with paired weapons, you get 40 "sword strikes", 20 with each hand. (not really APM, because you cant dodge or even parry if you do this). Then each sword allows you to do your extra hit, thus 40 per hand. That equals 80 "sword strikes". I hastily used the term "APM" when I concurred with KC, but bottom line, the character still has the option to be striking 80 times in 15 seconds. Which is pretty much all for nothing if you are faced with a sniper 2000 yards away.
Had the swords ability simply stated "doubles the attacks per melee" as I originally assumed without rereading the description, my quoted example would stand, but it doesn't.
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Re: Combination's that may not be legal yes or no ?
Akashic Soldier wrote:.... can I have a cookie too?
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Re: Combination's that may not be legal yes or no ?
Tech Ninja wrote:Anyone that came to my table of gaming buds with that sort of character would no longer be welcome to game with us. But clearly, everyone plays their games for different types of fun. (role-playing vs. roll-playing). Pretty much any gaming system can be broken. Okay, cool. Have a cookie. Then what happens?
Personally, I'm the guy that'll have the most fun with a class like the Cowboy, Saloon Bum, or a Vagabond. Classes that other people write off as "not powerful enough lol". Guess I'll have a cookie, too.
Uh... yeah, cuz a GM couldn't possibly make a power game where the players still have to role-play right? My campaign is stuffed with things many would consider munchkin yet over 90 percent of our game is role-playing. I had one "child" quit because he wasn't able to get his munchkin ego stroked. All he tried to do was destroy and lord over NPCs... but my NPCs aren't panzies, cannon fodder or stupid so in his inability to figure out a "roll-playing" method to get around the situation and be the victor he ran off crying.
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Re: Combination's that may not be legal yes or no ?
Mack wrote:How would you relate the form of a nut to Invulnerability (or any of the other spells)? I can kind of imagine a TW cannon built from a washing machine, but there's nothing to work with in a nut.
You might as well create custom Talismans and bypass TW altogether.
They aren't really nuts they're masses of nanites that just look like nuts. Hundreds of thousands of items to "work." Yeah... that's the ticket.
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Re: Combination's that may not be legal yes or no ?
Mack wrote:How would you relate the form of a nut to Invulnerability (or any of the other spells)? I can kind of imagine a TW cannon built from a washing machine, but there's nothing to work with in a nut.
You might as well create custom Talismans and bypass TW altogether.
Ok so then perhaps certain spells. Like perhaps those which could be used on blunt style attacks could be used on the nut .
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Re: Combination's that may not be legal yes or no ?
Geez it is so difficult not to make a joke with so much talk about it. ARGHHH must resist... so many puns, so many crass jokes.
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Re: Combination's that may not be legal yes or no ?
Lenwen wrote:Mack wrote:How would you relate the form of a nut to Invulnerability (or any of the other spells)? I can kind of imagine a TW cannon built from a washing machine, but there's nothing to work with in a nut.
You might as well create custom Talismans and bypass TW altogether.
Ok so then perhaps certain spells. Like perhaps those which could be used on blunt style attacks could be used on the nut .
That's a better idea, but still not quite right. A blunt attack would apply to the rod holding the nut, not the nut itself.
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Re: Combination's that may not be legal yes or no ?
Arcanus wrote:I wouldn't allow it unless you replaced the nuts with small devices of some kinds.
That's what SHE said!
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Re: Combination's that may not be legal yes or no ?
Killer Cyborg wrote:Arcanus wrote:I wouldn't allow it unless you replaced the nuts with small devices of some kinds.
That's what SHE said!
Bahahaha
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Re: Combination's that may not be legal yes or no ?
Bravo. I was trying to think of something that would be funny and wouldnt result in me getting banned. That was perfect.
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Re: Combination's that may not be legal yes or no ?
As for concerns that a bolt with some nuts on is isn't "techno" enough, I personally agree... BUT there's nothing techno about swords either, and there are plenty of TW swords.
So there's plenty of precedence.
Really, nuts and bolts are at least machine components, so I'd rank them as slightly more techno than a sword anyway.
So there's plenty of precedence.
Really, nuts and bolts are at least machine components, so I'd rank them as slightly more techno than a sword anyway.
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Re: Combination's that may not be legal yes or no ?
Tech Ninja wrote:Zer0 Kay wrote:Uh... yeah, cuz a GM couldn't possibly make a power game where the players still have to role-play right? My campaign is stuffed with things many would consider munchkin yet over 90 percent of our game is role-playing. I had one "child" quit because he wasn't able to get his munchkin ego stroked. All he tried to do was destroy and lord over NPCs... but my NPCs aren't panzies, cannon fodder or stupid so in his inability to figure out a "roll-playing" method to get around the situation and be the victor he ran off crying.
Power games are one thing, EIGHTY attacks is just something else.
Yeah... that does seem silly and somehow miscalculated, but if ones enemies also have 80 attacks then it isn't very munchkin is it. Plus unless they have Mhui Thai (sp?) from N&S they still have to take actions in turn and if the enemy still only has 1 attack but that one attack cripples and almost destroys you making those other 79 attacks impossible then they don't matter much. It could definately be turned into an issue of quality over quantity.
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Re: Combination's that may not be legal yes or no ?
Killer Cyborg wrote:Arcanus wrote:I wouldn't allow it unless you replaced the nuts with small devices of some kinds.
That's what SHE said!
What did she say? So I have an important question (not really) do you grab this thing by the nuts or rod when your waving it around? Oh geez that was just wrong. (self )
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Re: Combination's that may not be legal yes or no ?
Len... you started this all to see how many bad puns people couldn't resist posting didn't you.
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Re: Combination's that may not be legal yes or no ?
Zer0 Kay wrote:Len... you started this all to see how many bad puns people couldn't resist posting didn't you.
Bahahaha.
Only if it makes me look smurter haha
Re: Combination's that may not be legal yes or no ?
Zer0 Kay wrote:Killer Cyborg wrote:Arcanus wrote:I wouldn't allow it unless you replaced the nuts with small devices of some kinds.
That's what SHE said!
What did she say? So I have an important question (not really) do you grab this thing by the nuts or rod when your waving it around? Oh geez that was just wrong. (self )
Haha love eet!!!
but all honesty if there was a way to post pictures from my cell I could show you all exactly what I am attempting. Here lol
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Re: Combination's that may not be legal yes or no ?
Lenwen wrote:Zer0 Kay wrote:Killer Cyborg wrote:Arcanus wrote:I wouldn't allow it unless you replaced the nuts with small devices of some kinds.
That's what SHE said!
What did she say? So I have an important question (not really) do you grab this thing by the nuts or rod when your waving it around? Oh geez that was just wrong. (self )
Haha love eet!!!
but all honesty if there was a way to post pictures from my cell I could show you all exactly what I am attempting. Here lol
You can't post those, you'd be banned and possibly brought up on some charges. ... wait at least I hope that is a joke
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Re: Combination's that may not be legal yes or no ?
Lenwen wrote:Zer0 Kay wrote:Len... you started this all to see how many bad puns people couldn't resist posting didn't you.
Bahahaha.
Only if it makes me look smurter haha
:lol
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