Is it me or does Hinder/Hurry stack? It says it reduces pace -2 or adds +2 pace untill the spell ends. So could you have +10 or more pace with multiple spells on? It doesn’t say it can’t.
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Hinder/Hurry spell modifier
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You can only apply it once. Each modifier is a flat one-off unless it indicates otherwise (see Armor Piercing).
As for stacking with multiple castings ... yeah, that seems viable currently. Off to the Feedback thread!I hope you find the above post useful. And not insulting, because I was trying to be helpful, not insulting; being a pedantic jerk, that isn't always clear.
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I agree that under RAW you could stack it with multiple power activations. I personally don't have a problem with it stacking, now that power disruption has been clearly spelled out in the rules; i.e. go ahead and stack on to the modifier, but don't be surprised when your caster gets lots of attention as a target next turn or the following round. My problem with it is the power costs - IMO Hinder/Hurry should have a +2 power cost. I have similar cost concerns for a few of the other modifiers too. Admittedly though, I ran very little with the SPC or SPC2 or any SW settings that featured them, so modifiers are still a bit out of my comfort zone.Last edited by kronovan; 01-05-2019, 11:32 PM.
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Ok quick math with the mod and power points per spell to get +10 pace was 10 power points with all novice spells (Arcane Protection, Dark Sight, Elemental Manipulation, Empathy, and Mind Link) with 3 powers at 5 rounds of duration, 1 at an hour, and 1 for 30 minutes with a base cost of 1 power point per spell. This would drain everthing for a 30 second boost to +10 pace, a 30 minute +4 pace, and a 30 minute +2 pace. The Sloth/Speed power is still more cost effective at 2 power points for double pace which would be +6 on a normal character. +8 with hurry at 3 PP. with 1 more spell with Hurry for +10 pace for 5 PP.
Now that I looked at the Speed power does your running die double after you roll?
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Originally posted by wulfharth View PostNow that I looked at the Speed power does your running die double after you roll?
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