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  1. The thing about warforged is that they're... weird. They're not robots made to specs - the artificers of house Cannith could guide their development, but they couldn't custom-design them. They were made using magic techniques from the Age of Giants, adapted to work with Cannith's creation forges, and the result was unpredictable. That's why you had warforged demanding their freedom after the War for which they were made - would Cannith have built such a thing into their creations if they could have avoided it?
  2. Your hand in Magic is supposed to represent your mind. Card draw is usually portrayed as expanding your knowledge (e.g. divination, investigation) and discard as psychic attacks. That said, turning Magic into an RPG depends on what focus you want. The spells you see on cards are the kind of stuff planeswalkers use - they're the ones with large groups of creatures at their disposal, and with a large range of magical effects they can use. If you look at cards representing the actual people in the different worlds, they usually only have like one or two magic tricks up their sleeve (but more reliable access to it). Or at least that's what the cards representing them have, though it's implied that they usually have a wider range of abilities that aren't represented on their cards.
  3. Some points: Warforged: A net -1 to stats and yet only 80 XP to start with? Sure, immunity to poison is nice as well as crit-resistance, but I'm not sure it's worth that much. Shifter: I'm not sure giving temporary skill ranks is a good idea - it feels odd. I haven't read all the Star Wars sourcebooks, but I think that's a very uncommon, perhaps non-existent effect. Perhaps a boost die or two instead? Or perhaps increase the stat instead (Brawn for Longtooth and Agility for Razorclaw)? You could probably also work out some of the other shifter types - I think the ECS had like five of them? Elf: I think "Khoravar" is a term that specifically refers to half-elves - so named because they're the result of interbreeding between elves from Aerenal (and before that, Xen'drik) and humans from Sarlona, which only took place once both races had arrived on Khorvaire. Elves who have assimilated into Five Nations culture are usually referred to "Khorvaire" elves.
  4. Dacke

    X-Men setting

    There are apparently two X-Men '92s: one four-issue series from Secret Wars, and one ten-issue series because the first one was highly successful. The way they explained it on the XPlain the X-Men podcast (only about the first one), it's not officially a sequel to the TV show because of rights stuff, but it heavily references it and has things like all the X-Men's major foes having been defeated in the last four years (because that's how many seasons the show lasted). But since I have neither seen the TV show nor read the comic, I can't really say anything beyond that. Except that X-Plain the X-Men is an awesome podcast, and if you're into X-Men you should listen to it.
  5. Dacke

    X-Men setting

    I think it's only like 5 issues or so, if that helps. And I'm also told that Jay and Miles (of Xplain the X-Men fame) have a cameo in it, which is neat.
  6. Quite often, you are literally rolling advantages instead of successes. They do come from the same dice, after all, and a die that rolls an advantage could have rolled a success instead. Or for that matter, a die that rolls a success-cancelling failure could have rolled an advantage-cancelling threat instead. If you roll a bunch of times with a reasonably balanced dice pool (about as many good as bad dice), you'll find that a majority of the rolls either result in a failure with advantages, or a success with threats. By no means all rolls, but certainly more often than all-upside or all-downside.
  7. Dacke

    X-Men setting

    As I understand it, the "X-Men '92" book that was part of the recent Secret Wars crossover event was an unofficial sequel to the X-Men Animated Series. I haven't read it myself, not having kept up with Marvel in a while, but that might have some sources for inspiration?
  8. My guess is that things will be very similar when it comes to "run-time" rules, but quite possibly different in character generation and such. That is, a Genesys and a Star Wars character might both have Intellect 4 and Mechanics 2, so they roll 2 yellow + 2 green dice to repair something, but the process by which they come to have Intellect 4 and Mechanics 2 might differ.
  9. Dacke

    Genesys melee

    The issue with that is that the positive and negative dice aren't equal. For example, the Ability dice have a total of 5 successes and 5 advantages, while the Difficulty dice have 4 failures and 6 threats. You'd have to do it as a Competitive check instead, where both parties roll a regular check and see who gets the most successes.
  10. Well, using recent examples, Path to Carcosa (for Arkham Horror card game) was put on the boat in late June and changed status to "shipping" recently, with a release date of 14th of September. Given that, I probably wouldn't expect HOTE until mid-October - and if it does appear earlier, see it as a nice surprise.
  11. I hear clerics are good with the pews.
  12. I would recommend against mixing SW and Genesys dice for a single roll though, that'd just be confusing. But it's totally OK if Bob rolls Genesys dice and Hector rolls Star Wars dice.
  13. I'm not sure how flimsy kobolds are in Descent, but regular Stormtroopers are fairly flimsy. In the later parts of the campaign, you'll likely kill them on one attack, and with a bit of luck you can do that early on as well (though it's not near-automatic as in the later parts). However, the main deal is that each Stormtrooper squad consists of three troopers, and you can have three squads out at once. One big difference from Descent, or at least from what I recall of Descent, is that the game uses different things to balance itself. In Descent, each group of monsters is supposedly balanced with each other group, with higher-power monsters coming in lower numbers. In IA, Imperial forces are instead balanced by their Threat cost - nastier units cost more points. In addition, groups are not mixed regular and elites - either the whole group is regular, or the whole group is elite.
  14. No. The rule only works one way. If it worked both ways, the section on Recover would say so.
  15. My recommendation for buying figures to replace the cardboard tokens for allies/villains is: see if either side acquires them in the course of game play. If they do, consider buying them, but otherwise don't bother. Oh, and if you're into that sort of thing, painting the figures makes the whole thing look WAY better. Even if you're not very good at painting, an OK paintjob is a lot better than none. Remember that most of the time, you're going to be looking at the figure from about a meter away when they're on the board, and at that scale you don't see fine detail much.
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