How does one differentiate one hinderance you can cancel from the others you can't?Deadmanwalking wrote:Not if an enemy had a spell that made you hindered or something, but most of them, yeah.
What, do you mean as powerful as the opening volley of Woodland Bow with a +1 damage from Dour-handed using the Rain of Arrows called shot?Deadmanwalking wrote:That's actually a pretty powerful ability. Look at the Woodmen's Bearded Axe, for an example of a similar ability costing a whole Reward. This version isn't quite as good, but still seems worth an xp. Especially as it's combined with a situational damage boost.
So only magical hindrances are unaffected? Are all natural hindrances cancelled? How do people know how to separate them?Deadmanwalking wrote: Not if an enemy had a spell that made you hindered or something, but most of them, yeah.
So it's spend 1 Hope and get Body + Heart to hit (I think that's +8 to attack rolls for my elf's basic Body and Heart attributes) and a +2 to damage (for my elf's 2 Heart). That's a big buff but I think it's reasonable.Deadmanwalking wrote:No. I was aiming to be inclusive of the previous version. You add Body + Heart to hit, then Heart to damage, that's all.
Basically you want to ignore shields or parrying two-weapon styles? Why not say: After your opponent rolls a Rune (a critical fail), and you use your bow against your opponent, your opponent only defends with a basic parry rating.Deadmanwalking wrote:Only when using a bow. And only against melee attacks, not against being shot at. And yeah, you get to attack their normal Parry rating, that's what's cool about it.
I believe unprotected characters have to drop out of rearward stance into defensive or one other when attacked. I'm not sure though.Deadmanwalking wrote:Creatures with Fell Speed can attack archers with their melee attacks (something most foes can't do), they were an example of a situation where the conditional Parry bonus would actually be useful.
Cheers,
Chris.