datainadequate wrote:
- a) just the MRV of the Shield specialisation,
- b) the MRV of Shield > {mastery of the shield being used}
- c) the MRV of Shield > {highest ranked mastery}
- d) the MRV of Shield and all masteries
The Deflect DP is MRV of basic Melee, plus the MRV of the Shield specialization, plus the MRV of any Shield masteries. Then, you modify the Deflect DP based on the type of shield used.
A small shield offers zero damage reduction, but grants a + 50% to Deflect DP.
A medium shield grants a +1 to the armor check, and Deflect is calculated normally.
A large shield grants a +2 to armor check, but incurs a penalty of - 50% to Deflect DP.
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Let's consider a character with two shield masteries, and no Magic ability, who happens to be using a small shield:
Code:
Melee D8 > Shield D6 > Small Shield D4
> Medium Shield D6
This character would have a 24 base Deflect. If using a small shield, that score would raise to a 48. If a medium shield, +1 to armor rolls (otherwise, Deflect score remains the same). If a large shield, the score would be 24, but grants +2 to every armor check. Once you purchase ranks in masteries with the shield, the rules allow the base deflect score to remain the same, (before applying percent changes due to shield type), regardless of which kind of shield used. You *could* add or subtract the mastery MRV based on the type of shield wielded, but that's a bit of bookkeeping I wouldn't bother with.
Using the above possibilities, her Deflect ADP could be:
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There is quite a difference there, so I would like to know which one is correct. Also, if the character loses her shield during combat, would the Deflect ADP change?
If she looses her shield during combat she could still use the base Deflect score. The GM may rule that you must take away the specialization and mastery die-ranks MRV values if using something other than a shield, but again, I wouldn't worry about that myself. You "paid" for that skill, so I'd allow the same 24 points in Deflect even if you were using a makeshift shield. That's a judgement call there.
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Similarly, I'm not sure how "Magic Protect" should be calculated. Is it just the MRV of the base Magic ability, or would specialisations and masteries come into play here?
The magic protection part is based on the Fortify Effect. That means you'd be adding a seperate, temporary number of hitpoints depending on the spell. So, if the arcanist points at your shield and uses an incantation to increase it's protective value, you'd add between 3 to 36 points (Depending on the ADC ability check result for the caster). The caster would have to maintain such a spell. Magic items and armor is another issue. If the caster uses a Protect Effect, that can only increase passive protection types and is usually a random die-roll (just like armor).
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Evade ADP
I started off assuming that this used the MRV of the base Agility and Reflexes abilities (which would be consistent with the other ADP calculations). However, the discussion of the Agility ability on p19 and the Reflexes ability on p21 says the Evade ADP should use the trees.
Option b is correct. The MRV of the base ability and all specialisations and masteries?
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Let's consider a character who has no Pugilism, but a number of Agility and Reflexes specialisation and masteries:
Code:
Agility D10 > Acrobatics D6 > Evasion D4
> Balance D8 > Combat D4
Reflexes D6 > Catching D6
> Dodging D4
This would be 48 points total. That's a character very, very good at getting out of the way in close combat!
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Weaponry ADP
Actually I think I've got this one. However, on p13 & p23 it says "[includes Parry, Entangle, and Keep At Bay]". The discussion on p33 makes it clear that the Weaponry ADP is an abstraction of things like parrying with a sword, entanglement with a flail and keeping foes at bay with a spear. However, the fact they are capitalised made me wonder whether these were actually specialisations of Melee at some point during the rules development? If so, I'd be interested to know why you removed them, and what the effect of adding a Melee > Parry specialisation would be.
In an early draft of the rules "weaponry" was called "parry". This was very limiting, in a narrative sense. If you used a pole-arm for instance, the length of the pole-arm could keep your opponent at bay, thus mitigating potential-harm. Or you could avoid harm by entangling the opponent's weapon (extra rules can cover *keeping* your opponents weapon entangled)...anyway, these are not specializations because all die-ranks in the tree add to the Weaponry DP anyway. However, if you DID specialize in something like that, you could work with the GM allowing for special moves during combat, using opposed rolls (ADC vs. opponent's ADC or primary threat rank.