Multi Opponent skill: Difference between revisions
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'''Multiple Opponent [[page type is::skill]]''' no longer exists, because in its old incarnation it was difficult to train and harder to write fun abilities for. The skill checks that used to depend on MO will mostly now use [[Defending_skill|Defending]]. |
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The multi penalty is assigned based on the number of creatures you are engaged with and their '''distance''' from you, as well as their position around you (facing, flanking, etc). Effectively only creatures at melee teach well. |
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In addition, the skill factors in both the defender's and the attacker's circle into the check, for reasons that even current GMs do not know.<ref>[[Post:Area spawn cap- game wide problem when PCs dance with 4. - 6/21/2009 - 2:34:53]]</ref> |
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Training Multiple Opponent can be tricky and dangerous for many characters. The trick is to find the maximum number of creatures you can hunt safely without taking any direct hits. In a high multi situation, parry is penalized the least followed by shield and then evasion. The penalty to evasion in multi-situations can be up to 4x greater than the penalty to other defenses. Evasion is very effective, but if you're in a situation where you're going to get hit or find yourself in a negative position [prone, stunned, etc] that's when parry and shield shine. |
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Also referred to as '''multi''' or '''multi ops'''. |
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Revision as of 22:35, 20 November 2012
Multiple Opponent skill no longer exists, because in its old incarnation it was difficult to train and harder to write fun abilities for. The skill checks that used to depend on MO will mostly now use Defending.