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Post by Krogoth on Aug 2, 2016 19:30:26 GMT -8
Hello! I have a few questions regarding Augments and how they scale with strength / Martial arts. Firstly, i have the Pincer augment. This grants the user a 3d10+12 damage attack. Is this affected by my martial arts and / or strength bonus? Secondly i have Hydraulic walker legs. This gives me a 2d20 damage attack. i figure strength doesnt apply to this but martial arts would allow me to kick twice. Thirdly: Martial arts allows me to attack twice per turn, can i move and do both attacks or do i have to remain standing to attack twice?
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Post by rexbannon on Aug 3, 2016 15:07:54 GMT -8
If it were up to me I would say both. But each GM is different, an allows certain things. You make a strong argument for it being both and most gm's will give it to you if your playing the martial arts mutant archetype.
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Post by Krogoth on Aug 3, 2016 16:25:30 GMT -8
The argument on the pincer augment was mostly one of balance because if martial arts and strength applies I'm doing (3d20+12+8+1+1d6)x2 which seems crazy, but useful.
Also any idea on the moving and punching question?
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Post by Krogoth on Aug 3, 2016 16:27:20 GMT -8
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toddk
Junior Member
Posts: 69
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Post by toddk on Aug 5, 2016 3:28:34 GMT -8
The argument on the pincer augment was mostly one of balance because if martial arts and strength applies I'm doing (3d10+12+8+1+1d6)x2 which seems crazy, but useful. Also any idea on the moving and punching question? To me it would be either the pincers or legs, you don't get two attacks with each. On the bright side it means you can adjust your attacks as necessary. If the target is shorter than you your punch attacks get a penalty, so you would kick twice (or just hold a gun and kick). If the opponent put tanglefoot fluid on the floor (or you won't/can't use your legs for some reason), you pinch twice.
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