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Post by dreamingHermit on Oct 1, 2012 18:58:48 GMT -5
so hi i guess, i'm new here. ummm i don't really understand what's going on anymore. i just wanted to play a game with my friends and then everything started exploding and weird arrows started showing up all over me and my cards and then i got attacked by these monsters and i killed things and then i got this feeling to check the internet and now i'm here freaking out and would really really like some answers... please?
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cutthroatcanadian
New Member
In this cold, unforgiving world, I shall thrive%\0\%
Posts: 43
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Post by cutthroatcanadian on Oct 1, 2012 20:49:09 GMT -5
well, welcome to the cozy little community. Somebody will reply shortly to help you.
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Post by overwroughtStenographer on Oct 1, 2012 23:17:31 GMT -5
Judging 13y the arrows I'd say you rolled fate, in which case you lucked out. Except for the part where you're playing this game, that's not lucky at all, at 13est it's a passable alternative to dying. Just do what comes natural and don't touch the arrows and you should 13e fine, or at least live long enough to 12each the first gate.
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Post by dreamingHermit on Oct 2, 2012 0:37:31 GMT -5
uhhh thanks, but what if i'm going to make a mistake... you do sound like you know what you're talking about though, so i guess i'll try
OH and i guess i should actually introduce myself. ummm my name is Finn but i usually go by dreamingHermit. it's nice to meet you, i guess...
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Post by spacetimeCounselor on Oct 2, 2012 9:44:49 GMT -5
Oh yeah, Fate is pretty cool, I've been watching our Thief of Fate pull some really cool stuff in between her on-again off-again attempts to maybe kill me. [Ride of the Valkyrie] is one of the cooler abilities, which you should get a lot of use out of as a Scout. Like, you know that thing where you pick a direction and an arrow appears on the ground, boosting your speed in that direction? Great for strifing against single targets, and a quick way to get from point A to point B. There's a really high-level version called [Valhalla], which is technically a Berserk Trigger but casting the [Ride] version a whole bunch can simulate the effect. I've been having EN submit reports on her ability progression and it seems like simultaneous [Ride] vector capacity increases with echeladder level, and speed increases with Flummoxie. IDK what your specibus is, but you may want to pick up something suitable for charging like a lance or other polearm. As an active-spectrum Explorator class, you'll get a minor ARC penalty for using ranged weaponry, and Fate lends itself well to a highly mobile combat style anyway.
I'd voice my suspicions wrt/ the Faith and Fate's general obedience thing, but yeah try to survive first.
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Post by dreamingHermit on Oct 2, 2012 13:06:41 GMT -5
ok so i did what you suggested and just did what felt right, which so far hasn't screwed me over. so i guess that's what i have to do? it did get me to this safe place... where ever this safe place is. and to answer SC i use cardkind. most of the time i throw them but i have used them to make small shields and cut things before, so maybe i have to do that? i like the sound of that [Ride] ability, seems pretty helpful... i guess
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Post by spacetimeCounselor on Oct 2, 2012 16:42:21 GMT -5
If you're decent with those cards, it might not be worth ditching them for a more appropriate specibus, since you're not really a strifing-focused class- and as such, your ARC penalty for ranged weaponry shouldn't be particularly troublesome. Scouts do get great short-term bonuses from a highly mobile combat style (second-hand evidence, haven't directly observed explorator class combat), so if you are going to be using those things for ranged combat, you'll want to learn to aim on the move- sticking to a single vantage point will net you a higher penalty, while keeping on the run will score bonuses. I think Fate's got some aim-enhancing buffs, too, but our Thief hasn't discovered any yet and my other sources are unreliable.
Also, it's great that you found a safe place, but as a Scout you'll want to keep moving- like a Stars-aspect player, Scouts (and to a lesser extent, Guides) lose ARC from staying in once place- more as a factor of "not exploring places" than any particular attachment, but in any case it's a good idea to stay moving. Presumably you'll want to go wherever the Faith tells you to (or... fate in general? not sure if there's a distinction with you guys), but just going wherever should be good. I'd recommend looking for a consort village, picking up some quests so you have some good leads for further exploration.
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Post by ExtropianDreamer on Oct 2, 2012 17:24:13 GMT -5
Don't worry about mistakes.
Fate is the aspect of motion and instinct. So long as you keep doing what your gut tells you, you'll be fine. It's when you try and think about things that you'll mess up.
This probably sounds exactly like the sort of thing you don't want to be doing. This is intentional. Sburb assigns your Role based on what you 'need', not what you would prefer (it is also a colossal dick about it too).
As an active-spectrum Explorator class, you'll get a minor ARC penalty for using ranged weaponry, and Fate lends itself well to a highly mobile combat style anyway.
I'd also like to add that this is bullshit, as far as I know. You do not get an ARC penalty for fighting at a distance whatsoever, though both your Title and Aspect do lend themselves towards mobile combat styles.
A title like Knight might get a very minor ding if they fight indirectly, such as with a Trapkind or Mortarkind specibus, and Seers and Law aspects tend to run into practical problems with using ranged specibi, but neither the active/passive spectrum nor the Explorator class lends themselves to any particular specibus to my knowledge.
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Post by spacetimeCounselor on Oct 2, 2012 20:40:34 GMT -5
Yeah I'll double check the data UN pulled in- there's no measured immediate penalty, but we've noticed there's a cumulative decrease in performance over time when using weapons with bad aspect synergy. At least, measured by fixed-output spellcasting, which admittedly isn't a reliable measure since there's still the emotional variable which gets all over everything in Sburb. I can (and should, and maybe will?) write an essay on "background ARC", but yeah I'll nail this stuff down before giving people advice based on tentative findings. Thanks for calling it bullshit, though, that's encouraging!
Discounting background ARC, though- DH, it'd be good for your role to adopt a combat style that [puts you out there], instead of hiding from foes. I might be typecasting here but it looks to me like Sburb's challenge for you is to "move forward" instead of hanging back and keeping yourself safe and comfortable, and while fighting with a ranged specibus doesn't appear (?) to have a direct effect on ARC, being too cautious in combat is going to have a negative impact- not as much as it would for a more combat-oriented class, but it's a good first step considering we don't know much about your Land mythology and secondary goals in the session.
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Post by dreamingHermit on Oct 2, 2012 23:22:53 GMT -5
follow my gut? i guess i could try that... and speaking of following my gut, does throwing myself into a group of monster and spinning around randomly throwing cards count as putting myself out there? cause as much of a mistake i think that is my gut says do it...
also, thanks for all the help. it's nice to hear that i'm not alone... like before this whole terrifying thing... so that's one good thing i guess?
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