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Problem with Fantasy Companion and Magic Items

Gumbytie

Well-known member
So I equipped a character (say Stealth d8) with "Thief's Jerkin" and then pop over to the In-Play tab and check the box for the armor (Stealth Skill Modifier). Here is where you see the mistake.

What should now read Stealth d8+2 is instead Stealth d12. That is incorrect.

According to the Fantasy Companion:
<quote>
"Bonuses can be applied to a single skill (to a maximum of +3) or spread across multiple skills. You can either pick skills or roll randomly on Table 1G, applying a +1 bonus to each skill rolled."

The problem lies in the MI Skills - Stealth Skill Modifier. You Link the skill and it calculates the bonus. So it looks like somehow instead of something like:

~professional bonuses do not stack
perform #traitprof[skStealth,+,2,"Stealth Skill Modifier"]

Which is how I would have to do it to get around problem. it is doing something like:

#traitcreation[skStealth] += 2

Normal users cannot edit and fix something like this so I wanted to just pint it out, cheers :)
 
It's set up to act like Boost Trait. There was a reason I set it up this way, but I can't find the notation I used as a basis. (Been looking for a while, driving me a little bit crazy)

Let me see what I can find out.
 
Okay, wanted to read the book again before responding :)

I wonder if you went with Boost Trait simply because it is a spell effect mentioned in the book? Good to know that is what you did anyways. In your defense as well, pp.53 Table 2F: Powers, 4-7 is Boost Trait (usually Strength or Vigor). I just don't think it applies to Skills, however.

I really think that is a mistake regarding behaviour of magic items, weapons, etc. If you read through the descriptions of the items, say Duelist's Blade (pp.53): It grants +2 to Fighting, +1 damage, and increases the wielder's Parry by +2.

This is supported by pp.52 Table 2C: Fighting Bonus, a separate table just for Fighting skill. If I select that item, instead of seeing Fighting d8 > Fighting d8 +2, I get Fighting d8 > Fighting d12. Which seems way over-powered in any case, with the latter result.

And finally, for armour, pp.50 Table 1G: Skill Bonuses, Bonuses can be applied to a single skill (to a maximum of +3) or spread across multiple skills. You can either pick skills or roll randomly on Table 1G, applying a +1 bonus to each skill rolled.

Again, I appreciate all the work everyone puts in to create these books. Having nearly completed Ragnarok for myself, it is a heck of a feat. And I have a ways to go to get to your skill level :)

And honestly, that is how I interpret the reading in the rules. But I could be wrong. I just wanted to point it out just in case.
 
I've got this all sorted, so when the next Savage Worlds update rolls out, this will be fixed. I contacted Pinnacle and got the details. You're right, BTW...

The normal Skill bonuses are linear (+1, +2, +3). If you want to alter die types, you need to use the Boost/Lower Trait Power, making it at least a minor artifact. Boost Trait (and Lower Trait) have been expanded to include Skills.
 
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I saw there was an update today, but after downloading it looks like this behavior is still happening, unfortunately.
 
Just so I know which way is the right way, what is the Eval Script code you would use to perform each operation?

I'm guessing that for adding a die type to an Attribute it might be something like:

#traitcreation[attrAgi] += 1
or
perform #traitadj[attrAgi,+,1,"Agility Mutation"]

But if I wanted to add a simple Modifier instead, what that be this one?

perform #traitroll[attrAgi,+,1,"Agility Mutation"]
 
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