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Re: [ORE] [Godlike] Mulitple actions with Multiple Actions?

I wouldn't say that.

The core rule for Multiple Actions on p12 of Godlike is essentially the same as the core rule in WT and WT2:
Call your multiple action, take a penalty (one die per extra action) and then roll, trying to make multiple sets. If you don't make multiple sets, you get to pick what succeeds and what doesn't.

In WT2, the power example (and remember they're only examples) for Multiple Actions gives you extra dice you can put into your pool to offset the penalty when you activate the pool, or to make non-combat actions go faster. It's cost is only 2/die, and needs one activation to last for the entire scene. For 3/die you can change "Duration" to "Endless", and one activation will keep active until you lose consciousness or sleep. For 4/die and make it permanent.

Even better, make them wiggle dice for 8/die. (or 12, or 16, for Endless or Permanent). Then you have very powerful extra dice to use on multiple actions, AND they're always the last dice eaten by penalties. Take 10 of them. Activate, then always declare four extra actions.

Bam. For 80 points you always roll any 5 sets you want (assuming your base skill has at least 4 dice you can burn for the penalties).

AND per the multiple action rules, even after you've declared multiples, when making sets you can arrange as needed. So if one of those actions was a dodge and you're worried about a fast attack, just assign the dice you think you need to avoid harm and use the rest for your attacks.

All that said, Godlike is Godlike and Wild Talents is Wild Talents and Wild Talents 2 is Wild Talents 2. Not all the rules are compatible. But Multiple Actions in WT2 can be pretty scary.

Remember, this is the game that lets you turn off the sun (forever!) or turn everyone in the world into a catgirl (forever!) for a surprisingly low number of points.

John



On Thu, Sep 7, 2017 at 6:15 AM, John Doe <erikstutzman@hotmail.com> wrote:
So Arc Dream decided that Multiple Actions shouldn't actually allow multiple actions- thank you but I'll stick with my book and apparently decide myself since it seems that none of the staff actually check this group.

On Tuesday, September 5, 2017 at 3:35:28 PM UTC-4, Wade wrote:

On Tue, Sep 5, 2017 at 1:29 PM, Gustav Jernberg <gustav....@gmail.com> wrote:
I do think multiple actions had an overhaul in the official errata for Godlike v.1. I do have It somewhere but I cant find it right now. You can probably find the errata on Arcdream website for free.

/Gustav

tis 5 sep. 2017 kl. 20:48 skrev John Doe <erikst...@hotmail.com>:
So multiple actions in Wild Talents doesn't actually give the character multiple actions, it just reduces the penalties if said character decides to attempt multiple actions by using the same method as a character without the 'Multiple Actions' Miracle would use- removing dice and hoping for multiple sets.

Why does Arc Dream call it Multiple Actions then? Why not call it 'Dice to Offset Penalties' or something else that better describes what it actually does?

I suppose it is first edition (Hobgoblynn Press). I have no reason to upgrade and was wondering how the game was supposed to handle certain aspects of the Multiple Actions Miracle. Apparently it did so by creating a completely new Miracle and slapping the old name onto it.


On Tuesday, September 5, 2017 at 3:36:32 AM UTC-4, Wade wrote:
Is that first edition maybe? Here's the text of the current version of Multiple Actions:

Multiple Actions (2)
Qualities: U.
Useful (more actions) Extras and Flaws: Duration +2, Self Only –3. Capacities: Self.
Useful (noncombat) Extras and Flaws: Duration +2, Self Only –3. Capacities: Self.
Effect: You can move so fast that all actions, even multiple actions, are easy. When you activate your Multiple Actions power, it gives you its width in bonus dice which you can use on any action. The bonus dice are available for the power's duration, but once you use them you must activate the power again to gain more.
If you don't actually declare multiple actions in a roll, you still get the bonus dice; being so fast makes it that much easier when you concentrate on a single task.
Outside combat, your power reduces any action's time increment (see page 18) by its width in steps. If an action normally takes hours, with Multiple Actions width 2 it takes minutes; if it normally

On Mon, Sep 4, 2017 at 10:06 PM, John Doe <erikst...@hotmail.com> wrote:
According to my book it does. Pages 78-79. "You get to take two actions per round at level 2, three per round at level 4, for per round at level 6, and so on up to a whopping six per round at level 10."

On Saturday, August 12, 2017 at 8:41:56 PM UTC-4, Wade wrote:
Multiple actions doesn't give you multiple actions, it gives you bonus dice to your one normal roll - which you can then, of course, use to hopefully get multiple sets and thus enabling you to do more than one thing in the round.

Virus-free. www.avast.com

On Sat, Aug 12, 2017 at 2:59 PM, John Doe <erikst...@hotmail.com> wrote:
If I have hard dice in Multiple Actions giving me several actions that combat round can I split each of them if desired?

Would Multiple Actions trigger a Contest of Wills? It's only affecting my character since he doesn't have HyperBody or Coordination. For that matter would Zed apply since it's self-affecting only?

Finally, if I link gaining Will to my Coordination (since my Multiple Actions are all hard dice) and have four actions per round, do I get 4x as many chances to gain Will as someone with only one action?

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