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Rules FAQ
Apr 18, 2017 22:16:40 GMT -5
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Post by Marten Eltoren on Apr 18, 2017 22:16:40 GMT -5
Great, thanks! With regard to the latter, specifically the crafting-benefit abilities in Artisan/Alchemist/Runesmith, e.g. Fastidious. How do skills such as Repair/Break which can be activated with stamina or focus count towards prerequisites? What of skills without a cost associated? Abilities that use either focus or stamina can count as a prerequisite for higher tiers of either branch (declare upon purchase) Generally Core Header abilities that do not have a an activation cost do not count for prerequisites, do you have a specific ability you are inquiring about? (In case there was a typo or I'm forgetting something)
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Post by Sheppard on Apr 19, 2017 15:45:31 GMT -5
The crafting benefit abilities do not count for prerequisites for going up the tiers in their respective headers
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Post by Marten Eltoren on Apr 19, 2017 21:21:54 GMT -5
The crafting benefit abilities do not count for prerequisites for going up the tiers in their respective headers That's what I thought, thanks
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Post by Marten Eltoren on May 15, 2017 21:01:05 GMT -5
How does the Tier 4 Artisan ability "Master Artisan" affect Mechanika items? That is, does it apply to the Mechanika item permanent or to the runic plates themselves (thus requiring the Runesmith header, etc.)?
Secondly, how do abilities which grant bonus uses of abilities play into crafting. For example, if a Soldier/Artisan wanted to make a gun which shoots a 5 for 1 SP (Tier 1 effect with Permanent item) but also has Red Hot Iron, can they make it a Tier 2 effect in cost (that is, Tier 1 + Tier 1) in order to shoot two 5s for every Stamina expended? Is there a method similar to that in which the hypothetical Soldier/Artisan could apply their Upkeep or synergy (e.g. Power Strike and Maintenance) to their Crafting?
Also, the "Bulky" Efficiency is mentioned in an example in the Crafting Document but is not described mechanically in the list of efficiencies.
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Jhaz
Khadan
Posts: 20
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Post by Jhaz on May 29, 2017 18:04:21 GMT -5
Is there a set deadline after events for submitting an in-game Journal?
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Post by Andrea on May 29, 2017 18:34:21 GMT -5
Journals are considered to be part of the Eval process, and are due at the same time as Evals (one week from the end of the event). If you've written one we'll still accept it, but at this point you will not earn CP from it.
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Post by Director Matt on May 29, 2017 18:54:27 GMT -5
How does the Tier 4 Artisan ability "Master Artisan" affect Mechanika items? That is, does it apply to the Mechanika item permanent or to the runic plates themselves (thus requiring the Runesmith header, etc.)? Secondly, how do abilities which grant bonus uses of abilities play into crafting. For example, if a Soldier/Artisan wanted to make a gun which shoots a 5 for 1 SP (Tier 1 effect with Permanent item) but also has Red Hot Iron, can they make it a Tier 2 effect in cost (that is, Tier 1 + Tier 1) in order to shoot two 5s for every Stamina expended? Is there a method similar to that in which the hypothetical Soldier/Artisan could apply their Upkeep or synergy (e.g. Power Strike and Maintenance) to their Crafting? Also, the "Bulky" Efficiency is mentioned in an example in the Crafting Document but is not described mechanically in the list of efficiencies. If you have Master Artisan, you may apply those bonuses to any item you craft with an attribute cost, including those with a Power attribute cost; in this case, Master Artisan reduces the Power Point cost by 1. This can be used for Alchemist or Runesmith crafting as well. At current, Crafted items do not benefit from bonus uses. While there is not currently any available method for creating items with upkeep, there will be in the future, and that will most likely how you achieve what you're talking about. The mention of the Bulky Efficiency was a holdover from development that I missed in editing; it has been removed. Thanks for pointing that out!
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Post by redsam on Jun 6, 2017 19:56:24 GMT -5
Hello. I am thinking of joining your wonderful game. Under the Archer header, you require the a 20 lb bow. Does the B3 Bow from B3 Studios meet this requirements? Here is a like to it - www.b3is.com/shop/B3-Bows-c22964561. Thank you and hope to hear from you soon.
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Post by Director Matt on Jun 8, 2017 2:21:27 GMT -5
Hey, thanks for considering us! Yes, that seems perfectly fine, though obviously it would be subject to a safety check and whatnot. That being said, I can't imagine one of those being dangerous, or having an unfair advantage over regular 20lb bow archery, so that should be fine.
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Rules FAQ
Jun 14, 2017 14:05:42 GMT -5
via mobile
Post by omnid on Jun 14, 2017 14:05:42 GMT -5
Crafting question, the tier zero recipes in particular. Can we add qualities to them? For example can i add the drain property to a mega shot artisan tier zero recipe to make it a tier 2 or do i have to make an entirely new recipe and put both the crushing (tier 1), and drain (tier 2) making the bullet a tier 3 recipe.
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Post by Director Matt on Jun 15, 2017 7:26:20 GMT -5
Tier 0 Recipes can't be altered; they're designed to give easy, cheap access to some really basic calls that might be helpful for the crafter, sort of the equivalent of cantrips for thaumaturges in concept. There's also a couple of places where allowing them to be altered would break down, unfortunately.
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Rules FAQ
Jun 15, 2017 7:40:32 GMT -5
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Post by omnid on Jun 15, 2017 7:40:32 GMT -5
Would it then be reasonable, using the same example to make a bullet with the effects Crushing (tier 1) and Drain (tier 2). Then using the efficiency training required if the bullet was to be used only with High Caliber weapons (the mega series nerf guns)?
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Post by Director Matt on Jun 15, 2017 16:26:08 GMT -5
Are you just trying to make bullets that can be used with a mega gun, but have effects other than the basic crushing you get from mega darts? I'm trying to figure out what your end goal is here to help me answer the question.
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Rules FAQ
Jun 15, 2017 17:25:20 GMT -5
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Post by omnid on Jun 15, 2017 17:25:20 GMT -5
I would like to create cheap ammo that have different effects. Going from 2 shares for a crushing bullet to 50 shares for a crushing drain bullet seems odd. I was wondering if the requires training efficiency can be expanded to both the voltaic and high calibre rounds. They seem to meet the requirements for it as bullets are consumable and a character needs training to use either weapon system. I do apologize for any confusion.
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Post by Director Matt on Jun 16, 2017 14:48:59 GMT -5
Alright, after a quick review, we've decided you can craft effects right into high-caliber bullets after all, meaning adding drain would make it a Tier 2. We were concerned about what this would mean for Voltaic Shot crafting, but this just means if you add effects to the Voltaic Shot recipe, it produces one shot instead of two. Sorry for the confusion.
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