Mmm, fair enough then. Could we at least do 30 on the IAT and Knee-Groin though? Those are the ones he does actually get a response on, hypothetically.
I'm considering the IAT since it's in response to an attack and thus might actually wind up opposed...the KGT should go against 0 as well since he's frozen in place when we do it. I think I'll drop the other two to 24d6 and up IAT to 30d6 just to be safe there.
I think he might still get a defense chance against KGT, just at a penalty, but as I said, I don't want to leave anything to chance
I kept KGT at 25d6, but upped IAT to 30d6. I really and sincerely feel like this is, if anything, overkill. Like, I'm not sure it will work, but if it doesn't it'll be for reasons that have nothing to do with the number of dice invested.
We're in close combat after all, do you have the feint in our tactics? To make him think we're going for another Halting Vortex?
I literally copied and pasted the tactics section you suggested, since it seemed fine. So yes.
If we manage to kill the Captain and the cave simultaneously starts collapsing we can rush people out by spamming Emberwing Cloak, maybe even 'Folding' Emberwing Cloak 'attacks' right? And I think we can stop the falling rocks with Standstill as well?
I mean we can just dig out the cave, right?IAT to block the cave-in for a bit, then EWC spam to evacuate everyone.
That being said, losing all the loot from this fight will be literal cancer.
IAT to block the cave-in for a bit, then EWC spam to evacuate everyone.
That being said, losing all the loot from this fight will be literal cancer.
So the Captain's Armor seems to have had a threshold of 6 instead of 5 for being pierced. Is that something that could happen for better armor in general? Have a higher damage threshold for being pierced? Could keep them relevant.By the way, Armor Health is a little bit different to normal Endurance and Shield Health. If your armor takes 5 damage in a single round, the next attacks will get through it. This only applies for a single round, of course. This rule also applies to Knightly Armor.
So the Captain's Armor seems to have had a threshold of 6 instead of 5 for being pierced. Is that something that could happen for better armor in general? Have a higher damage threshold for being pierced? Could keep them relevant.
Does improving our mastery of said trick improve their 'speed'?Your fastest offensive active trick is Palm Strike. The fasted period is Hone/Reinforce.
But Point-Blank Kindle Spinner is up there, definitely top 5.
Correct.Like if we have Perfected Reinforce Shield would we be able to get 4 Layers out in the same 'time' as a Mastered Reinforce Shield can get out 2 Layers?
Viking Monk build is actually viable with Odr too, it's hilarious.
would have no reason to favor armed over unarmed combat whatsoever.
It makes up low damage with really fast damage output. If you can then improve base damage output with shapeshifting.. and then see if you can get some movement tricks. Like a more refined version of Sidestep, you know like the fancy footwork that happens in Wuxias all the time where they say 'snow blossom steps' or 'falling petals dance' or 'windswept whatever'. Which you would need since IRL having a good stance and using your feet has a massive impact on the force of your punches. Remember that time when someone trained their force of their body into single punch so punch it killed on impact?If Palm-Crush and similar Tricks add damage (and I suspect Palm-Crush does exactly that) then it's viable even without Odr, it's just missing out on free damage from Hone and thus slightly suboptimal compared to using a weapon. Which is correct for the world, of course, since if fighting unarmed was optimal a lot more Norsemen would use it as a primary combat style.
A different cultivation system without Hone, or with a Hone equivalent that worked unarmed (I'm looking at you, China), would have no reason to favor armed over unarmed combat whatsoever.