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Carriker wrote:One of the lovely little tricks I've found to be unexpectedly effective is Ser Garwyn Blackhorn's new Animal Cohort benefit for his courser, Marigold. Automatic +1D to his attacks while she is near him? Harder to get closer than being mounted.
He's an absolute monster at tourneys.

Lord Ben wrote:I might be biased but a good swordsman with the famous quality (for being a good swordsman!) that turns charm/seduce bonus dice into test dice is a pretty good combo. Your intrigue defense, composure, etc won't be as high as a purely intrigue character but you'll have some great options in intrigue that a purely combat character would not. I have a swordsman like that with 3 persuasion and +3B seduce, +2B charm. So with the famous quality that's 6d6 seduce and 5d6 charm when I use those techniques. Not good in all situations but it fits a famous fighter concept quite well. Gives me lots of options while still being a combat powerhouse.

Carriker wrote:One of the lovely little tricks I've found to be unexpectedly effective is Ser Garwyn Blackhorn's new Animal Cohort benefit for his courser, Marigold. Automatic +1D to his attacks while she is near him? Harder to get closer than being mounted.
He's an absolute monster at tourneys.



Zorbeltuss wrote: The two counters available against such a character is another such beast (but see comment about that), or to force a conflict to a place where that particular ability is useless.




Ser Richard wrote:No they still can buy the stat that they drop up in character creation at 10 points to 2 and still have 40 points



Ser Richard wrote:they drop a stat to 1 getting the 50 points, then they buy it up again to 2 for 10 points so then they still have 40 extra points and no stat at 1.



Cidius wrote:Hi,
im new at Sif RPG. I tried out a fight with the premade scout and the premade Clansmen charackters.
The only change i made is that the scout has got the same armor (hide) as the Clansmen.
6 Clansmen dont have even a chance win against the scout in combat.
They only make 1 point of damage only if they roll a 6 on the three dice!
I think its ok for an experienced Charackter to win against 6 of them, but not a brandnew.
Did i misunderstood the rules?
Are there other possibilities wich i have not recognized for the clansmen to overthrow the scout without changing the original rules?
Sorry in advance for perhaps placing this post on the wrong place, as im new at posting in forums.
Thanks.


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