Pony Tales: Aspirations of Harmony
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Pingcode
Lyntermas
Lifeforce
Fury of the Tempest
Yawnmon
Z2
Azureink
sunbeam
Doc pseudopolis
A1C Bronymous
Kindulas
Nehiel Mori
Dr Blight
Grey Pen The Flawed
Videocrazy
Hayatecooper
The Warrior of Many Faces
Cardbo
Caden2112
Philadelphus
Whiteeyes
RavenscroftRaven
elfowlgirl
LoganAura
Paper Shadow
Appkes
SilentBelle
tygerburningbright
thematthew
Xel Unknown
Jason Shadow
Zarhon
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Ramsus
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Post  Grey Pen The Flawed Wed Jan 23, 2013 6:42 pm

Is it weird that I imagine Dan speaking like Princess Celestia, JUST because of the avatar he uses?
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Post  LoganAura Wed Jan 23, 2013 6:43 pm

Yes. you should be hearing Trollestia.
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Post  Xel Unknown Thu Jan 24, 2013 4:16 pm

What happens when you are in first place in the initiative order and use Quicken? Do you wrap around to the end of the order then go one before the end or what? Would this mean in an in theory one on one fight with soembody who owns quicken... THEY WIN by being able to get inifity pips to do anything they wish?
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Post  Grey Pen The Flawed Thu Jan 24, 2013 4:22 pm

My interpretation would be that once you hit the top of the initiative order, Quicken becomes a fizzler move: You can use it to gain PiPs, but it otherwise does nothing.
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Post  Xel Unknown Thu Jan 24, 2013 4:24 pm

If that's true... I gotta ask WHY doesn't it wrap around? It strikes me as totally fair and quite powerful that way. At least useful... If not, it's little use becomes quickly pointless.
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Post  Stairc -Dan Felder Thu Jan 24, 2013 4:30 pm

Moving ahead one place in the initiative order is best expressed like this (multiple rounds shown for convenience).

Initial Position
Creature 1
Creature 2
You
Creature 3
Creature 1
Creature 2
You
Creature 3
Creature 1
Creature 2
You
Creature 3


After Using Quicken
Creature 1
You
Creature 2
Creature 3
Creature 1
You
Creature 2
Creature 3
Creature 1
You
Creature 2
Creature 3


This means your next turn will come after creature 1 instead of creature 2.

In a one on one fight... It's confusing but it doesn't actually do anything. Here, it becomes clear when you show the multiple rounds.


Initial Position
You
Creature 1
You
Creature 1
You
Creature 1

Using Quicken should move all your positions up one slot... which doesn't actually *do* anything, because the pattern will still be....

After Using Quicken
You
Creature 1
You
Creature 1
You
Creature 1

Stretching onward for infinity.
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Post  Xel Unknown Thu Jan 24, 2013 4:40 pm

And again, WHY DOESN'T it wrap around? In my mind that's the only good thing the talent had going for it.
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Post  Stairc -Dan Felder Thu Jan 24, 2013 4:45 pm

1) It doesn't wrap around because of the rules of the system and how initiative order works.

2) An ability to gain an arbitrarily large number of pips, even in one-on-one fights would be pretty darn broken.

3) What it already has going for it is that it's a +3 pip power with a tiny benefit tacked on. +3 powers are a lot like skipping your turn with a small benefit. Gaining a little damage, a little health or your next turn coming a little faster in a large battle can make a noticeable difference. Being able to go before enemies is what makes initiative boosts valuable in the first place. If taking a +Initiative item or trait is attractive, this talent's benefit is minor (as +3 talents should be) but not insignificant.
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Post  Xel Unknown Thu Jan 24, 2013 4:54 pm

And great... It's now a compleatly pointless talent... I'll agree it IS broken for one-on-one fights, but as you've said before, this game isn't built for one-on-ones so just because of it doing that there doesn't mean it's a bad idea to use in combat.
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Post  LoganAura Thu Jan 24, 2013 5:03 pm

ACtually it's not pointless. Say you're like...

Ally
Enemy 1
Enemy 2
Enemy 3
You
Ally
enemy 4
Ally
There's a group of 3 enemies that could very easily defeat one of your allies if the enemies are smart enough to target just them. Or, say you come last in the initiative.
Enemy 4
Ally
Enemy 1
ally
Enemy 2
Ally
Enemy 3
You
However your build is better to set things up for your allies, like weakening or hindering. Then you use quicken to get ahead of at least one of them.
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Post  Stairc -Dan Felder Thu Jan 24, 2013 9:07 pm

It's also just better usually to go earlier in the initiative order. That's why initiative bonuses are powerful. If you're just planning on gaining pips, going a bit before another enemy gets to move is an advantage, it gives you more time to disable that enemy before they can hurt you - or gives you more pips to use for reactions/interrupts to react to what that enemy does.

Basically, if you think that going before the enemy in the initiative order isn't a good thing... Then initiative bonuses have no value. But initiative bonuses definitely have value. Try a combat when all the enemies go before your team, then try the same combat where your team goes before all the enemies. You'll probably notice a substantial difference, especially if your team focuses on certain areas (like fast damage dealing to quickly eliminate enemies or setting up defenses - conjuring a warden before your vulnerable team member can get hit is a very different fight than conjuring the warden when the player you want to protect has already been heavily hit).
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Post  Paper Shadow Fri Jan 25, 2013 3:49 pm

Question; Does Defender (the combat talent which allows you to take an attack targeted at an ally instead of the ally) chain into Redirection (a random enemy takes damage instead of you)?
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Post  Stairc -Dan Felder Fri Jan 25, 2013 3:51 pm

Paper Shadow wrote:Question; Does Defender (the combat talent which allows you to take an attack instead of an ally) chain into Redirection (a random enemy takes damage instead of you)?

I might be misremembering the talents in question (feel free to post them for a definitive answer) but mostly we did design talents to work that way if you have the pips.
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Post  Paper Shadow Fri Jan 25, 2013 3:55 pm

Stairc -Dan Felder wrote:
Paper Shadow wrote:Question; Does Defender (the combat talent which allows you to take an attack instead of an ally) chain into Redirection (a random enemy takes damage instead of you)?

I might be misremembering the talents in question (feel free to post them for a definitive answer) but mostly we did design talents to work that way if you have the pips.
I can do that...

[-2] Defender - Interrupt Utility
Trigger – An ally is targeted by an attack.
Effect - The triggering attack hits you instead.

[-3] Misdirection – Interrupt Attack
Trigger – An enemy damages you with a combat talent.
Effect - A random enemy takes the damage instead.

Also, am I correct in thinking that Misdirection doesn't protect you from any status effects that the combat talent causes?
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Post  Stairc -Dan Felder Fri Jan 25, 2013 3:59 pm

1) Yep, Defender causes an enemy to damage you and Misdirection responds to the damage. They chain really well.

2) Yes, that's misdirection's weakness. It can reflect damage, which is amazing, but not status effects.
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Post  sunbeam Fri Jan 25, 2013 7:23 pm

So when Turris tries to smash Bolero to pieces with brute force, he gets beaten within an inch of his life. But the moment his special stuns Bolero...
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Post  Hayatecooper Fri Jan 25, 2013 10:28 pm

Quick question if I may.

Has there been any thought given to giving non-pony characters an expert-skill/some form of Cutie Mark type thing?
just out of curiosity. Mainly cause the +5 and CMC bonus is almost good to lose(Says the guy playing the Changeling).

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Post  LoganAura Fri Jan 25, 2013 10:31 pm

Yup. That's why Cutie Marks, in the GE doc, are a full racial.
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Post  Ramsus Fri Jan 25, 2013 10:38 pm

I'm pretty sure most GMs will let any race take CM's, though it may not literally show up on that character's body.
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Post  thematthew Sat Jan 26, 2013 1:27 am

Is flaming arrow's ongoing damage 1d6/turn or roll 1d6 and it takes that much ongoing damage.
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Post  Videocrazy Sat Jan 26, 2013 1:48 am

Something keeps bugging me about initiative swapping. Say you have the following initiative order:

Monster 1
Ally 1
Monster 2
Monster 3
Ally 2
Ally 3
Monster 4


If Monster 4 swaps positions with Ally 1, making the initiative as follows:

Monster 1
Monster 4
Monster 2
Monster 3
Ally 2
Ally 3
Ally 1

Who's turn is it next? Is it Monster 1's, who would have been next if there hadn't been a swap, or Monster 2, who's after Monster 4 after the swap?
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Post  Stairc -Dan Felder Sat Jan 26, 2013 1:49 am

It's the person who would have gone next before the swap. After that, initiative proceeds as normally.
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Post  Videocrazy Sat Jan 26, 2013 2:04 am

Stairc -Dan Felder wrote:It's the person who would have gone next before the swap. After that, initiative proceeds as normally.

Using the same setup then:

Monster 1
Ally 1
Monster 2
Monster 3
Ally 2
Ally 3
Monster 4

If Monster 2 swaps with Monster 3, who goes next? From the wording of the previous answer, it sounds like Monster 3 goes next. More importantly, if the ability these monsters have is a +pip move, could they shuffle themselves around indefinitely as a way to build up PiPs? ((The players aren't likely to appreciate this at any rate, but I still feel it's worth asking.))
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Post  SilentBelle Sat Jan 26, 2013 2:24 am

Videocrazy wrote:
Stairc -Dan Felder wrote:It's the person who would have gone next before the swap. After that, initiative proceeds as normally.

Using the same setup then:

Monster 1
Ally 1
Monster 2
Monster 3
Ally 2
Ally 3
Monster 4

If Monster 2 swaps with Monster 3, who goes next? From the wording of the previous answer, it sounds like Monster 3 goes next. More importantly, if the ability these monsters have is a +pip move, could they shuffle themselves around indefinitely as a way to build up PiPs? ((The players aren't likely to appreciate this at any rate, but I still feel it's worth asking.))

Actually, to me it looks like monster 2 would get to go again. Essentially monster 3 would lose out on a turn.
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Post  Stairc -Dan Felder Sat Jan 26, 2013 2:30 am

thematthew wrote:Is flaming arrow's ongoing damage 1d6/turn or roll 1d6 and it takes that much ongoing damage.

They roll 1d6 every turn.
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