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Pneumonica

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  1. There is the Impact Table for the results of throwing people around, but it was omitted from the core rules in both languages and appears in Dominus Exxet. You can see it referenced in a couple of powers in the core rules. It can also be found in the Cipher Studios forum. You roll comparitive STR. Subtract the throwee's result from the thrower's. A result of +0 or more indicates the target went no distance - you pretty much just dropped him. The result is then fed into the Impact Table on the column for the thrower's STR. This determines both how far the throwee goes and how much damage they take on impact. (houseruling) This could be modified for throwing large, non-struggling objects. Take half the Size of the object (approximated from the Size chart) as the object's effective STR, and roll that. You might also modify which column the roll is read from - for every Size Category larger than Medium, shift one step to the left (so throwing a Large creature or object is impossible for someone with STR less than 10, and someone with STR 10 reads from the STR 6-9 column). (/houseruling) Hope this helps.
  2. It is treated in every way as if you invested a number of "free" Magic Levels into the Path. Note that his also means that the levels gained through Natural Knowledge will cause a penalty to any opposed Path (so if you take Natural Knowledge of the Path in Necromancy, you're either only going to be a Necromancer or you should take the Advantage that removes the opposed Path restriction). One thing I don't know - if I have Natural Knowledge of the Path in, for instance, both Earth and Air, are they both at the same rank, or is one of them halved? It's an interesting question.
  3. There's a special rule in Aracna Exxet that allows you to buy Magic Regeneration Multiples. They cost half the price of Magic Accumulation Multiples, but only give you the regeneration factor, not the ability to channel. This is great for summoners. As for the issue of not requiring the Gift or any other advantage - absolutely. Summoning is the skill of a specialized academic, not a farmboy made lucky by fate. The DP costs for a Summoner to be able to Summon is daunting. Keep in mind the difficulty of any Summoning skill and the potential consequences of failure. A one-round use of a Summoning skill is virtually impossible for a first-level character unless that character is a summoner and invested most of his DP into that skill. Paying for them at 2 DP per +1, you won't be able to get it to a rank at which you can reliably use the skill on anything, even with an hour's concentration, without seriously cutting into your other abilities, and even then it'll probably take a couple extra levels to be able to manage even minor creatures. Honestly, non-Summoner types (including Warrior Summoners, as well as Paladins and Dark Paladins in their specialized areas) taking Summoning skills has never come up in any gaming group I know of except for once, and that was dropped when the player actually tried to make the character.
  4. If I hadn't just made purchases before noticing it, I'd have bought it too. Seems FFG is finally beginning to catch up in PDFs.
  5. There is some amount of in-character information in the minis game that isn't yet in the RPG. A lot of this information, however, pertains to individual persons who are mid to major players in the setting.
  6. Actually, many of the problems you point out are intentional, and not so problematic as you think. Chimera is a one-shot gain levels spell that makes you the victim of any Summoner who wants to Bind or Banish you (yes - you're a BBW, that means Summoners can do their magic to you). Additionally, it tends to make you stick out like a sore thumb (you're not nearly so human as you once were). And, indeed, I do not see your point. The game elements actually mesh very well. The problem is that every person sees the part of the system that "clicks" most easily in their mind, and they think it's the most powerful thing in the world (I was the same way with Mentalists for a while). In fact, it isn't. Even Secondary Abilities are phenomenally useful, but only see their real functionality in the classes designed to specialize in them. Of course, their functionality is mostly out of combat, and therefore is worthless to a large number of gamers. On the other hand, in games where out-of-combat scenerios are common (which Anima is designed around - if you look at the costs of getting into a fight, including LP, Zeon, Ki, etc., for a knock-down drag-out fight, you really can't support your standard D&D dungeon crawl nearly so easily), those focused in Secondary Abilities will find they enjoy some considerable advantages (and, when the numbers get really high, those advantages can be overwhelming).
  7. It should be pointed out that a summoner can't just make a Familiar between games. He has to actually have the familiar before binding, and therein lies the rub. It's a lot more to making a familiar than summoning and binding.
  8. Casting spells generally requires the Gift. Even Wizards have to take it. That being said, I will generally agree with the above. Warlock sounds more suited to your needs. I will disagree on the point about never wanting more than 2 points difference between CON and STR. I see no difficulty with that - neither of them are set low, so if you're going for Block combat you should be all set. If you're going Dodge, then AGI over CON makes considerable sense. If going Block, I suggest buying a buckler and a large shield. The combined Block bonuses are considerable, and you can ignore attacks (I forget the game term for it - it's when you don't lose your action just because you were attacked) while still remaining closer to your full Block (the half Block penalty applies before things like gear).
  9. Sorry if this as been asked and answered before (I tried looking, but didn't find), but are the Player's Guide and Creature Vault going to be published in PDF? The GM Guide is, along with the Liber Mutatis (which I understand is missing from those rules guides).
  10. My reccomendation to new GMs - know the rules, but don't break your back doing so. Remember: No plan survives the players. Not even the players' plans survive the players. Be ready to improvise. Plan your scenarios, but do so loosely. Try to signpost - if you want them to go from point A to point B, signpost the journey so that the characters will naturally go from point A to point B. Don't try to cut off alternatives - that's called "railroading". However, if the PCs walk in, and a bunch of angry yeth hounds attack the town trying to destroy a big tree, then the PCs might be motivated to investigate. If the town elder decides to lay down a modest reward (nothing big - see below), then so much the better. In this case, the tree and the hounds are all signposts - they tell the PCs what's in front of them. Don't overreward. XP should be given out in a vaguely miserly way, as should other rewards (money, favors, etc.). Remember that the PCs, when acting as adventurers, are basically hireling vagabonds. Pay them accordingly. This isn't to say that you should starve them, but don't Monty Haul them either. Classic dungeon crawls don't work well in Anima. They can be done, but they are really hard. LP don't come back easily, nor does Zeon. A single fight can take away a number of resources. The challenges have to include a lot of stuff that isn't fighting - fights, in Anima, aren't the filler.
  11. Honestly, I never had that problem. Anima certainly runs faster than D20 whenever I've played it. Indeed, the thing that really delays combat in Anima is the amount of thought people put into their actions, thanks to how dynamic combat can be. However, I also know that two gamers might look at two different and perfectly good games and each may like one and hate the other. It matters more that it works in tandem with the way you do. If the system doesn't work for you, being all slow and clunky as you play it, it's possible that it just isn't for you. Not much more need for discussion on that point. However, for a lot of people (at least 11, totaling the number of people I've played Anima with, and certainly most of the people on the Cipher Studios Anima forum, of those who play the RPG), it runs smoothly and efficiently.
  12. Well, some Secondary Abilities come in handy even for slaughterhouse dawgs. Take, for example, a lot of the Perception Abilities, not to mention Resist Pain, etc.
  13. You're not alone in this, and a number of the Gift Advantages are fairly picky. And looking back at it, no, the issue isn't that MA can't be taken by the non-Gifted. You are correct, they can. The issue is that they are freaking expensive for what they give you if you aren't Gifted. My bad for the misquote. Arcana Exxet will probably provide a lot of guidance on spellcasters. Some of the optional rules I already know about from Dominus Exxet are rather nice (a system for buying, in a limited sense, MK with DP, for instance).
  14. I would also point out that Dominus Exxet and Arcana Exxet (the second available in Spanish PDF) make the powers much more of an "as you like it" scenerio. Heck, dominion techniques are already "do-it-yourself".
  15. I think we're arguing the same point. If the attack fails to hit, the shield takes it. If the attack hits, the shield doesn't take it. Thus, attacking multiple times works really brilliantly, because you will either chew through the LP on the shield or you will pull the foe's defense rolls down so far that it doesn't matter how many LP it's got.
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