Natural AR in Rifts
Moderators: Immortals, Supreme Beings, Old Ones
-
- Newb
- Posts: 1
- Joined: Mon Jun 29, 2015 5:36 am
Natural AR in Rifts
So my dm allowed me to bring in a wizard from palladium. My wizard was given a ring of natural AR some time ago, and my dm is not sure on how to convert. I've been searching, couldn't find anything like that anywhere. Is there any precedent or guide for stuff like this? I know such items aren't normal palladium/rifts gear.
- ShadowLogan
- Palladin
- Posts: 7667
- Joined: Thu Mar 30, 2006 10:50 am
- Location: WI
Re: Natural AR in Rifts
AR doesn't convert to MDC. It isn't covered in MDC to SDC conversions found in Conversion Book 1(revised) or Dragons and Gods.
There are creatures with natural ARs in CB1r/D&G and stats in MDC universe. That would be a good place to start to get a feel. I've actually wondered about that myself to convert some MDC races to SDC level (when not provided).
The simplest ways to work with it is to:
-just treat it as AR for SDC attacks
-could also simply change the Rings effects to one of the armor spells, though it should be a spell that you think is used to enchant the ring so all the higher PPE levels do is alter the expression of that spell. May or may not want to have it as some number per day use.
-simply adapt the natural AR in to a bonus to defensive actions by the character, or attacks are put at a negative to strike
There are creatures with natural ARs in CB1r/D&G and stats in MDC universe. That would be a good place to start to get a feel. I've actually wondered about that myself to convert some MDC races to SDC level (when not provided).
The simplest ways to work with it is to:
-just treat it as AR for SDC attacks
-could also simply change the Rings effects to one of the armor spells, though it should be a spell that you think is used to enchant the ring so all the higher PPE levels do is alter the expression of that spell. May or may not want to have it as some number per day use.
-simply adapt the natural AR in to a bonus to defensive actions by the character, or attacks are put at a negative to strike
- Nekira Sudacne
- Monk
- Posts: 15606
- Joined: Sun Oct 19, 2003 7:22 pm
- Comment: The Munchkin Fairy
- Location: 2nd Degree Black Belt of Post Fu
- Contact:
Re: Natural AR in Rifts
mooseontheloose wrote:So my dm allowed me to bring in a wizard from palladium. My wizard was given a ring of natural AR some time ago, and my dm is not sure on how to convert. I've been searching, couldn't find anything like that anywhere. Is there any precedent or guide for stuff like this? I know such items aren't normal palladium/rifts gear.
Having an AR dosn't make you MDC in Rifts automatically. Nor does it apply to MDC attacks. your wizard keeps his AR unchanged, and it only applies to any SDC he attacks he might take.
Sorry, sounds disapointing, but that is the current rule.
Sometimes, you're like a beacon of light in the darkness, giving me some hope for humankind. ~ Killer Cyborg
You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
Re: Natural AR in Rifts
Your GM can convert the ring as he or she sees fit. While there is precedent for natural AR in Rifts, it is very uncommon and mostly useless. In the same position, I'd probably give the ring's wearer 50 M.D.C. that restores itself to full M.D.C. every 24 hours. Not good enough to replace actual armor, but better than a kick in the head.
- Library Ogre
- Palladium Books® Freelance Writer
- Posts: 10303
- Joined: Wed Aug 22, 2001 1:01 am
- Comment: My comments do not necessarily represent the views of Palladium Books.
- Location: Texas
- Contact:
Re: Natural AR in Rifts
I'd go similar to Bill, but probably make it 5-10 MDC per point of AR. I'd also be inclined to give it a gradual recharge rate that equals full MD every 24 hours, but not a "midnight reset".
So, if it's a natural AR 8, you might say it's 40 MDC, and it recharges 2 MD per hour. That's a bit more than full MDC every day, but slow enough that you have to be careful.
Part of why I'd make it MDC? Because in Rifts, magic gets supercharged.
So, if it's a natural AR 8, you might say it's 40 MDC, and it recharges 2 MD per hour. That's a bit more than full MDC every day, but slow enough that you have to be careful.
Part of why I'd make it MDC? Because in Rifts, magic gets supercharged.
-overproduced by Martin Hannett
When I see someone "fisking" these days my first inclination is to think "That person doesn't have much to say, and says it in volume." -John Scalzi
Happiness is a long block list.
If you don't want to be vilified, don't act like a villain.
The Megaverse runs on vibes.
All Palladium Articles
Mutant Dawn for Savage Worlds!
When I see someone "fisking" these days my first inclination is to think "That person doesn't have much to say, and says it in volume." -John Scalzi
Happiness is a long block list.
If you don't want to be vilified, don't act like a villain.
The Megaverse runs on vibes.
All Palladium Articles
Mutant Dawn for Savage Worlds!
- drewkitty ~..~
- Monk
- Posts: 17782
- Joined: Sat Sep 30, 2000 1:01 am
- Location: Eastvale, calif
- Contact:
Re: Natural AR in Rifts
Dragons are in both Rifts and PF. In Rifts they are MDC and in PF they have a high NAR.
While NS is technically correct that NAR does not convert directly according to the Conversion text, there are other text that a GM could apply to this. Granting a bit of MDC to the mage while the ring is worn. However this is all up to the GM because there is no specific text covering an IronHide magic ring. 5 to 10 MDC per NAR point would be my suggestion. Though if it is an Ironhide ring (NAR 18) I would go more toward the 5 MDC per point.
While NS is technically correct that NAR does not convert directly according to the Conversion text, there are other text that a GM could apply to this. Granting a bit of MDC to the mage while the ring is worn. However this is all up to the GM because there is no specific text covering an IronHide magic ring. 5 to 10 MDC per NAR point would be my suggestion. Though if it is an Ironhide ring (NAR 18) I would go more toward the 5 MDC per point.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
- Killer Cyborg
- Priest
- Posts: 28181
- Joined: Thu Nov 08, 2001 2:01 am
- Comment: "Your Eloquence with a sledge hammer is a beautiful thing..." -Zer0 Kay
- Location: In the ocean, punching oncoming waves
- Contact:
Re: Natural AR in Rifts
I'd go with HP+SDC=MDC
Annual Best Poster of the Year Awards (2012)
"Your Eloquence with a sledge hammer is a beautiful thing..." -Zer0 Kay
"That rifle on the wall of the laborer's cottage or working class flat is the symbol of democracy. It is our job to see that it stays there." -George Orwell
Check out my Author Page on Amazon!
"Your Eloquence with a sledge hammer is a beautiful thing..." -Zer0 Kay
"That rifle on the wall of the laborer's cottage or working class flat is the symbol of democracy. It is our job to see that it stays there." -George Orwell
Check out my Author Page on Amazon!
Re: Natural AR in Rifts
Bill wrote:Your GM can convert the ring as he or she sees fit. While there is precedent for natural AR in Rifts, it is very uncommon and mostly useless. In the same position, I'd probably give the ring's wearer 50 M.D.C. that restores itself to full M.D.C. every 24 hours. Not good enough to replace actual armor, but better than a kick in the head.
That is better than armor worn by rifts mages so it is better than armor. Mages do not where heavy armor and many mages only have armor with around 35MDC. Giving that it that higher than light armor and regenerates it is way better than light armor mages normally where.
The Clones are coming you shall all be replaced, but who is to say you have not been replaced already.
Master of Type-O and the obvios.
Soon my army oc clones and winged-monkies will rule the world but first, must .......
I may debate canon and RAW, but the games I run are highly house ruled. So I am not debating for how I play but about how the system works as written.
Master of Type-O and the obvios.
Soon my army oc clones and winged-monkies will rule the world but first, must .......
I may debate canon and RAW, but the games I run are highly house ruled. So I am not debating for how I play but about how the system works as written.
- nilgravity
- Dungeon Crawler
- Posts: 343
- Joined: Mon Mar 26, 2012 4:59 pm
- Location: Springfield MO
- Contact:
Re: Natural AR in Rifts
Another option could be that you keep the AR but have the character take only half damage if the attack is below AR.
- Kagashi
- Champion
- Posts: 2685
- Joined: Sat Sep 30, 2000 1:01 am
- Location: Dino Swamp (well...should be "underseas")
- Contact:
Re: Natural AR in Rifts
Killer Cyborg wrote:I'd go with HP+SDC=MDC
Seconded. And the AR drops off completely (till he goes back to Palladium, HU2, or any other SDC realm...then it converts back).
I want to see from Palladium:
Updated Aug 2015
-Rifts: Dark Woods/Deep South, Space 110 PA, Scandinavia
-Mechanoids: Space (MDC)
-Robotech: Errata for Marines timeline, Masters Deluxe with SC and UEEF gear, Spaceships
-Updated Errata for post-2006 printings of Rifts books
-Searchable, quality PDFs/E-pubs of current Rifts titles
Updated Aug 2015
-Rifts: Dark Woods/Deep South, Space 110 PA, Scandinavia
-Mechanoids: Space (MDC)
-Robotech: Errata for Marines timeline, Masters Deluxe with SC and UEEF gear, Spaceships
-Updated Errata for post-2006 printings of Rifts books
-Searchable, quality PDFs/E-pubs of current Rifts titles
- nilgravity
- Dungeon Crawler
- Posts: 343
- Joined: Mon Mar 26, 2012 4:59 pm
- Location: Springfield MO
- Contact:
Re: Natural AR in Rifts
Kagashi wrote:Killer Cyborg wrote:I'd go with HP+SDC=MDC
Seconded. And the AR drops off completely (till he goes back to Palladium, HU2, or any other SDC realm...then it converts back).
I was confused by this at first but what you're saying is that the ring would convert the mage into an MDC being instead of having an AR. This is a really good idea.
Re: Natural AR in Rifts
Blue_Lion wrote:Bill wrote:Your GM can convert the ring as he or she sees fit. While there is precedent for natural AR in Rifts, it is very uncommon and mostly useless. In the same position, I'd probably give the ring's wearer 50 M.D.C. that restores itself to full M.D.C. every 24 hours. Not good enough to replace actual armor, but better than a kick in the head.
That is better than armor worn by rifts mages so it is better than armor. Mages do not where heavy armor and many mages only have armor with around 35MDC. Giving that it that higher than light armor and regenerates it is way better than light armor mages normally where.
The ring isn't restricted to mages and there are better spell options. I stand by my recommendation.
- drewkitty ~..~
- Monk
- Posts: 17782
- Joined: Sat Sep 30, 2000 1:01 am
- Location: Eastvale, calif
- Contact:
Re: Natural AR in Rifts
nilgravity wrote:Kagashi wrote:Killer Cyborg wrote:I'd go with HP+SDC=MDC
Seconded. And the AR drops off completely (till he goes back to Palladium, HU2, or any other SDC realm...then it converts back).
I was confused by this at first but what you're saying is that the ring would convert the mage into an MDC being instead of having an AR. This is a really good idea.
"can "might" "maybe" are the type of words that were used. There was also a mentioning of GM's and it being their choice if or not.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
- Tor
- Palladin
- Posts: 6975
- Joined: Thu Aug 09, 2012 2:37 pm
- Comment: If you have something to say, back it up with thoughts and reasons. Simply posting to agree or disagree tends to be a waste.
- Location: Pyramid
Re: Natural AR in Rifts
AR would help against SDC attacks, several non-MDC races have had natural ARs in Rifts. The Amaki being the strongest example I know of.
"1st edition? 2nd edition? It doesnt matter! Let's just talk" -Forums of the Megaverse
-
- Explorer
- Posts: 194
- Joined: Wed Jan 01, 2014 2:19 pm
Re: Natural AR in Rifts
It would work the same in Rifts as in Palladium. You would probably be able to win a fist fight with any human-like creature on the planet while wearing it. You may even be able to "punch above your weight" against other SDC opponents.
A lot of folks on these boards play MD heavy games where this ring would probably be overshadowed easily. The ring would come into its own in places where you can't stroll down the street in PA with a railgun in hand.
A lot of folks on these boards play MD heavy games where this ring would probably be overshadowed easily. The ring would come into its own in places where you can't stroll down the street in PA with a railgun in hand.
- Tor
- Palladin
- Posts: 6975
- Joined: Thu Aug 09, 2012 2:37 pm
- Comment: If you have something to say, back it up with thoughts and reasons. Simply posting to agree or disagree tends to be a waste.
- Location: Pyramid
Re: Natural AR in Rifts
*wonders how armor rating works in an automatic body flip* you think the flip roll has to surpass it?
"1st edition? 2nd edition? It doesnt matter! Let's just talk" -Forums of the Megaverse
- eliakon
- Palladin
- Posts: 9093
- Joined: Sat Jul 14, 2007 9:40 pm
- Comment: Palladium Books Canon is set solely by Kevin Siembieda, either in person, or by his approval of published material.
- Contact:
Re: Natural AR in Rifts
Tor wrote:*wonders how armor rating works in an automatic body flip* you think the flip roll has to surpass it?
The exact same way body armor does.....it doesn't do anything to stop you from being flipped, though it would protect from damage.
The rules are not a bludgeon with which to hammer a character into a game. They are a guide to how a group of friends can get together to weave a collective story that entertains everyone involved. We forget that at our peril.
Edmund Burke wrote:The only thing necessary for the triumph of evil is for good men to do nothing."
- Tor
- Palladin
- Posts: 6975
- Joined: Thu Aug 09, 2012 2:37 pm
- Comment: If you have something to say, back it up with thoughts and reasons. Simply posting to agree or disagree tends to be a waste.
- Location: Pyramid
Re: Natural AR in Rifts
Right but, is it an automatic protection from damage because there's no strike roll?
I recall something about while body flips could have critical strikes, automatic ones couldn't since they were a defensive move. IE you roll a natural 20 you are guaranteed to defend but don't double the damage. Least in N*SS. Not sure if Rifts/HU commented on this.
I recall something about while body flips could have critical strikes, automatic ones couldn't since they were a defensive move. IE you roll a natural 20 you are guaranteed to defend but don't double the damage. Least in N*SS. Not sure if Rifts/HU commented on this.
"1st edition? 2nd edition? It doesnt matter! Let's just talk" -Forums of the Megaverse
- eliakon
- Palladin
- Posts: 9093
- Joined: Sat Jul 14, 2007 9:40 pm
- Comment: Palladium Books Canon is set solely by Kevin Siembieda, either in person, or by his approval of published material.
- Contact:
Re: Natural AR in Rifts
Tor wrote:Right but, is it an automatic protection from damage because there's no strike roll?
I recall something about while body flips could have critical strikes, automatic ones couldn't since they were a defensive move. IE you roll a natural 20 you are guaranteed to defend but don't double the damage. Least in N*SS. Not sure if Rifts/HU commented on this.
Where is there a statement that you don't have to roll to flip something? Your 'flip' roll is your 'strike' roll for purposes of this.
The rules are not a bludgeon with which to hammer a character into a game. They are a guide to how a group of friends can get together to weave a collective story that entertains everyone involved. We forget that at our peril.
Edmund Burke wrote:The only thing necessary for the triumph of evil is for good men to do nothing."
- Tor
- Palladin
- Posts: 6975
- Joined: Thu Aug 09, 2012 2:37 pm
- Comment: If you have something to say, back it up with thoughts and reasons. Simply posting to agree or disagree tends to be a waste.
- Location: Pyramid
Re: Natural AR in Rifts
A GM could house-rule that but I'm wondering the RAW of the situation since it's definitely not actually a strike roll. If it were, I'd expect there to be some kind of chance to dodge/parry it, or for there to be some kind of penalty to do it if you were blind.
I'm actually not even sure if a non-automatic body flip/throw is a "strike", since it's non-impactful. I guess in the same sense that a 'grab' is a strike, like a roll to aim/contact/reach even if terms like hit/strike sound too hard for such a (to begin with) soft maneuver.
Rifts Japan 191 inherits N&SS text to support the idea that a critical hit only occurs on normal body flip but not automatic since automatic is "a defensive move" while the normal is "an attack"
For that reason... if automatic body flip is not actually an attack and rolling with impact must roller higher than "the attacker's roll", a GM might rule that you have to roll the generic 14+ instead of the body flip? That could be a nice benefit to make up for the not being able to add strike bonuses (if you consider the normal move to be a strike)
I'm actually not even sure if a non-automatic body flip/throw is a "strike", since it's non-impactful. I guess in the same sense that a 'grab' is a strike, like a roll to aim/contact/reach even if terms like hit/strike sound too hard for such a (to begin with) soft maneuver.
Rifts Japan 191 inherits N&SS text to support the idea that a critical hit only occurs on normal body flip but not automatic since automatic is "a defensive move" while the normal is "an attack"
For that reason... if automatic body flip is not actually an attack and rolling with impact must roller higher than "the attacker's roll", a GM might rule that you have to roll the generic 14+ instead of the body flip? That could be a nice benefit to make up for the not being able to add strike bonuses (if you consider the normal move to be a strike)
"1st edition? 2nd edition? It doesnt matter! Let's just talk" -Forums of the Megaverse
Re: Natural AR in Rifts
Tor wrote:A GM could house-rule that but I'm wondering the RAW of the situation since it's definitely not actually a strike roll. If it were, I'd expect there to be some kind of chance to dodge/parry it, or for there to be some kind of penalty to do it if you were blind.
I'm actually not even sure if a non-automatic body flip/throw is a "strike", since it's non-impactful. I guess in the same sense that a 'grab' is a strike, like a roll to aim/contact/reach even if terms like hit/strike sound too hard for such a (to begin with) soft maneuver.
Rifts Japan 191 inherits N&SS text to support the idea that a critical hit only occurs on normal body flip but not automatic since automatic is "a defensive move" while the normal is "an attack"
For that reason... if automatic body flip is not actually an attack and rolling with impact must roller higher than "the attacker's roll", a GM might rule that you have to roll the generic 14+ instead of the body flip? That could be a nice benefit to make up for the not being able to add strike bonuses (if you consider the normal move to be a strike)
You referring to automatic flip as a replacement for a parry. It still requires a roll to beat the strike roll of the attacker it works like a parry that makes them fall down.
The Clones are coming you shall all be replaced, but who is to say you have not been replaced already.
Master of Type-O and the obvios.
Soon my army oc clones and winged-monkies will rule the world but first, must .......
I may debate canon and RAW, but the games I run are highly house ruled. So I am not debating for how I play but about how the system works as written.
Master of Type-O and the obvios.
Soon my army oc clones and winged-monkies will rule the world but first, must .......
I may debate canon and RAW, but the games I run are highly house ruled. So I am not debating for how I play but about how the system works as written.
- Tor
- Palladin
- Posts: 6975
- Joined: Thu Aug 09, 2012 2:37 pm
- Comment: If you have something to say, back it up with thoughts and reasons. Simply posting to agree or disagree tends to be a waste.
- Location: Pyramid
Re: Natural AR in Rifts
Yeah. I guess Rifts Japan doesn't explicitly mention it doing damage though I kinda figured it was like a "see body flip for effects" type of thing. Inability to damage with it would certainly avoid the 'do we double on a natural 20' and 'do we surpass AR' dilemmas. To give any kind of incentive to use it I'd at least give the 'lose initiative and your attack' benefit though.
"1st edition? 2nd edition? It doesnt matter! Let's just talk" -Forums of the Megaverse