- Location
- The Star Kingdom of Manticore
One concern about bows that I have is that it will take more resources to get the arrows.
I'm personally growing fond of a naginata type weapon to capitalize on our height and arm span. Some type of polearm that can be used to keep people away.Probably something blunt and heavy, to compensate for the penetration-type traits bows usually have.
It would, but but I was under the impression that we were going to be picking up a full attack art in the near future, and if we get one for e.g. swords then I don't want to start learning and picking up weapons for those AND bows.
............................................We had the choice of the throwing knives or bow back then because they were both weapons that worked with Zephyr's Breath. It's a projectile weapon art not a throwing knife art.Most definitely not. No way we invest in a weapon before having an art for it.
It specifically says a one success Resolve test.
Tiny-ass low velocity darts that depend on our ability to breathe out really hard aren't going to match up to large arrows that have way more KE behind them just from the sheer weight. They're also going to suck at penetrating armor compared to the bow.Needles are cheaper than giant arrows, yet just as versatile. You can make them from silver, bronze, steel, bamboo, bone, iron, whatever you can sharpen to a point and put a cluster of feathers on the end of. And you can carry way more of them. AND you can fire them just as fast and far as a bow can fire arrows, because they're magic.
The same way diapason says 2 success on perception, but clash rules still apply.
Most definitely not. No way we invest in a weapon before having an art for it.
God Kicking Boot!I want one too.
Probably something blunt and heavy, to compensate for the penetration-type traits bows usually have. Those Rock Guardian type of opponents. While longbows are great at punching through armour, better than just about anything melee with a sharp edge, nothing beats blunt trauma for tough cookies.
Back-up, highly specialized weapons are an adventurer tradition for a good reason. The classic +1 Ghost-touch Cold Iron Morningstar. It's not the best weapon in the world, but damn doesn't it work against just about anything.
If the cost of arrows are measures in spirit stones, they will be reuseable or come in enormous amounts.One concern about bows that I have is that it will take more resources to get the arrows.
That too.I'm personally growing fond of a naginata type weapon to capitalize on our height and arm span. Some type of polearm that can be used to keep people away.
ZB is the very weakest art on the archive for its type, tho.The main reason we chose Knives and not Bows at first was because ZB's first level was 10m, which is riducously short, so we had to be in melee range to even use ZB with a bow. Well, the secondary reason was that we had no one to support reliably then, so it was better to use a weapon we could use in both melee and range.
Well, yes. If we are going to be picking up an Arm art, we should do that before picking a weapon. Why would we do anything else?...this is going to be the case for thread sentiment until we actually pick up arts that do attacking as more than a secondary rider.
For me one of the main draws of daggers over other weapons is the greater ability to re-equip. With a bow, it takes an entire action to stow our flute and draw it; what are your feelings on this?More importantly, a good bow comes with inherent damage enhancers, any decent one should be better than our best knive attacks without spending Qi. That's one of the greatest draws for me, when spending a modicum of Qi, we should be dealing damage enough to finish fights well before the mist dissolves.
Because we don't want to be stuck using knives forever instead of upgrading just because of sunk-cost? If we wind up witg mystical super knives fair enough but I'm not gonna stay with them if it means turning down a new strong useful weapon simply because it's not a perfect fit?Well, yes. If we are going to be picking up an Arm art, we should do that before picking a weapon. Why would we do anything else?![]()
It doesn't.For me one of the main draws of daggers over other weapons is the greater ability to re-equip. With a bow, it takes an entire action to stow our flute and draw it; what are your feelings on this?
If the cost of arrows are measures in spirit stones, they will be reuseable or come in enormous amounts.
If it follows the usual rule of "the bow enchants the arrows as it fires", then we have no problem.
Knives are the same and we only have five of them, well four now thanks to that Formation trap.I agree that if the arrows cost anything they will come in large amounts or be reuseable. However arrows will break. That is what arrows do. The main thing is that I have a terrible habit of worrying a massive amount about expenses and budgets. So right now an additional expense to me is really hurtful because we don't have a steady budget yet. That doesn't mean I won't support it I will just support in my corner while I cry.
hey it could work! I was actually curious if we could get some type of art with kicks in it so we could have something for melee while still playing the flute. Even better if it's something something like capoeira to go with expressionWhile I'm in favor of having a real weapon for a long time...
...this is going to be the case for thread sentiment until we actually pick up arts that do attacking as more than a secondary rider.
God Kicking Boot!
Being semiserious here. Word we got was:
-Weapons with one role are better weapons. All their bonuses go into one thing
-Weapons with multiple roles are crappy weapons. This is why the knives/battleflutes are crappy, because they fill two roles and thus suck at both.
So gauntlets and boots work just fine if you have arts to make them flourish and pick a dedicated asskicking boot.
I will be amused if it ends up not being a turtle that spawns from that egg, but rather whatever species Kohatu was.
Well, Ji Rong has a gauntlet that enhances his punching ability.Being semiserious here. Word we got was:
-Weapons with one role are better weapons. All their bonuses go into one thing
-Weapons with multiple roles are crappy weapons. This is why the knives/battleflutes are crappy, because they fill two roles and thus suck at both.
So gauntlets and boots work just fine if you have arts to make them flourish and pick a dedicated asskicking boot.
I suspect it will take some Wood aspects from Kohatu, given the green stripes and how it seemed like a bug-type when alive, besides insane regeneration taht works even after he is dead. Sounds like Wood things to me.I will be amused if it ends up not being a turtle that spawns from that egg, but rather whatever species Kohatu was.
A Xuanwu is kind of a Snake-Turtle, sometimes interpreted as a Dragon-Turtle.I will be amused if it ends up not being a turtle that spawns from that egg, but rather whatever species Kohatu was.
We need an instrument. The instrument does not NEED to use hands, as long as it can play a range of sounds wide enough to encompass the melody. Wearing different sized bells works just fine for instance, but requires more freedom of movement to keep playing unless you could, I dunno, control the wind?I imagine this has been asked already, but just to be on the safe side; was it ever clarified if it'd be possible to get the mist-technique to a level where it's no longer necessary to play the flute to use it?
Seems like that'd solve most of the issues with the current build.
We aren't looking at a situation where a great set of weapons fell into our lap, and we are turning them down because they aren't a perfect fit. We are dealing with a case where we can but an addition weapon, at full price, all without knowing what our attack art is likely to proc off of. I'm saying that is silly, in much the same way that buying expensive drugs to help e.g. Fire art cultivation right now would be silly; we can do it after picking up the art without risking the benefit we bought not working with the art we choose.Because we don't want to be stuck using knives forever instead of upgrading just because of sunk-cost? If we wind up witg mystical super knives fair enough but I'm not gonna stay with them if it means turning down a strong new useful weapon simply because it's not a perfect fit?
Mmmh. Actually I have a question about Diapason and Elegy for @yrsillar.
So, when we are fully set up without against the wind, enemies have -1 from low light (or -3 from darkness), -3 perception from Diapason, -2 Defence from diapason, -1 physical defence from dissonance, -2 multiple attacker defence from dissonance, and -2 to all clash from Elegy.
Now, when they try to leave the mist, what penalties apply? Is it only low light + Diapason perception + Elegy clash penalties, so -6? or is it considered a defensive roll to be able to leave the mist, so -2 multiple attacker and -2 defence from diapason also applies, for -10?
Likewise, what exactly apply for the resolve test for their first action turn for Elegy? Just -2 defence diapason? -2 defence diapason + -2 multiple attacker? Elegy itself counts?