Albert Posted June 5, 2014 Report Share Posted June 5, 2014 Also, I remember I did some Academagia duel half a year back, I used that Revision fist thing that does some damage and stuns the oponent. Shouldn't the oponent loose one or two action points if he/she gets stunned. It should slow them down a little bit even if it wears off before their their whole turn has passed. Also, spells and attacks that causes stuns and puts an oponent off balance should probably have a separate save for the stun/control effect even if the damage is dealt. Maybe Fitness/willpower for spell effects and fitness/Endurance for physical effects. Possibly a few other options for more special spells. Some mastery effects could be insight/willpower, the lore for willpower sugests it might help you both fight it and resist the urge to use it. Anyway, learning fencing for a wizard seems like a good idea it would help you anticipate the oponents attacks from attack stances and styles used by the oponent. For dodging and parrying. Fencing/flawlesstiming would be a great counter to someones sword attack. Boxing/flawlesstiming would be a great counter to someone throwing a punch at you. Wrestling/flawlesstiming -"- trying to lock you in a wrestling grip. If it would be possible to add a third stat into the formula "finesse" then that would make sense aswell. It would probably be best if the value of finesse could be cut in half since it isn't as specialised, even if it would likely matter. Vincent Eins massive Fitness at the end of my year 1 game looks crazy. But I guess he really invested in that thing. Probably got lucky aswell... Think he had around 35 Fotness or something.. maybe it was more. Quote Link to comment Share on other sites More sharing options...
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