Pony Tales: Aspirations of Harmony
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Inferno1114
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Post  sunbeam Tue Apr 23, 2013 8:46 pm

Nehiel Mori wrote:
Demonu wrote:Don't know if this has been asked before but:

If you roll a nat1 on a skill check, can you use your magic point, activate your Element of Magic and use Awesomeness to reroll that skill check? Or did you miss the timing by then?

You can as far as I am aware.

Can this be used for Adaptable, since that's basically the racial version of magic?
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Post  Stairc -Dan Felder Tue Apr 23, 2013 8:47 pm

As long as there are no preparation times, you can do as many such things as you like.
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Post  sunbeam Tue Apr 23, 2013 9:45 pm

Since the developers appear to be in a state to answer questions again, I'm going to repost my old one.

Does Adrenaline Rush's trigger count as a different trigger from more normal interrupts like vengeance is mine?

[0] Adrenaline Rush - Immediate Reaction
Trigger - An enemy deals X or more damage to you with an attack, where X equals 1/5th of your starting health.
Effect - Flip a coin. If heads, you gain a PiP.

[-2] Vengeance is Mine – Reaction Attack
Trigger – An enemy deals damage to you
Effect - Deal an equal amount of damage to the triggering enemy

Other question: If Fireborn makes you immune to heat lower than an adult red Dragon's breath, then what happens if you run into heat higher than that? Does the scale of sensing the fire start at "nice and warm" or "OH GOD MY FACE IS MELTING." Basically, do you still have resistance to even hotter fires, or would you be directly subjected to the full brunt of vaporizing heat?
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Post  Stairc -Dan Felder Tue Apr 23, 2013 9:47 pm

The first triggers are indeed the same, as both respond to damage being dealt.

Fireborn has changed since then, so the question doesn't apply anymore.
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Post  ZamuelNow Tue Apr 23, 2013 10:05 pm

[-3] Inspiring Tune - Standard Utility [Inspired by The Warrior of Many Faces]
Until the end of the encounter, target ally may use the following talent once per turn.

Inspiration - Immediate Interrupt
Trigger - You roll a d8, d10 or d12 and dislike the result
Effect - You may reroll the die and take either result.

How does Inspiring Tune work with attacks done outside of the players turn such as many of the Warlord talents?
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Post  Stairc -Dan Felder Tue Apr 23, 2013 10:06 pm

It's once per turn, not once per round, so it's just fine.
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Post  Xel Unknown Tue Apr 23, 2013 10:30 pm

WHY ARE THERE ONLY TWO 500 GOLD ITEMS! It's so limiting... I want more cheap stuff to muse with.
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Post  Stairc -Dan Felder Tue Apr 23, 2013 10:33 pm

Because people haven't designed more yet.

Feel free to correct that. sunny
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Post  ZamuelNow Tue Apr 23, 2013 10:38 pm

What is the general breakdown for what items cost? Might help with designing if that info can be given out.
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Post  Stairc -Dan Felder Tue Apr 23, 2013 10:43 pm

I did give out a lengthy post that kind of freaked people out.

But the basics are this.

1000 gold is worth one 0 pip standard action.

Combat is balanced around 5 rounds on average.

So if you have a passive benefit priced at 1000 gold, it should add up to one standard action over the course of 5 rounds. For example, a 0 pip pure damage power is worth about 7 damage (compare to the +1 power that deals 1d10 damage and nothing else - which also has a chance to crit). So if you wanted to give a damage bonus for 1000 gold, you'd let it be a once per battle thing that should add 7 damage or a thing that added on average 1.4 damage once per round (for five rounds).

Obviously 1.4 is not a nice number, so we'd price it at a multiple of 500 that worked better for the numbers.

For a 500 gold item, you take the benefits of half a 0 pip standard action.

Another easy way to do it is that all traits are priced at 2000 gold (worth about 2 standard actions). Divide the benefits by 4 and you have a 500 gold item.
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Post  Paper Shadow Wed Apr 24, 2013 4:50 pm

Stairc -Dan Felder wrote:Another easy way to do it is that all traits are priced at 2000 gold (worth about 2 standard actions). Divide the benefits by 4 and you have a 500 gold item.
So, by that logic, when can we expect a trait that gives a +12 bonus to saving throws?
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Post  Stairc -Dan Felder Wed Apr 24, 2013 4:54 pm

Not exactly the best logic. While you can divide a benefit of a trait by 4 to make a 500 gold item, some mechanical elements become parabolically stronger the more they stack up - or weaker depending. After all, there's not much difference between a hypothetical +100 initiative bonus and a +999 initiative bonus - no one is going to beat either of those. However there is a huge difference between a +1 initiative bonus and a +9 initiative bonus.

Likewise, saving throws become parabolically stronger up until they become impossible to fail (or succeed in if we're talking about penalties).

However, dividing a trait by 4 shouldn't produce unbalanced results. Multiplying a 500 gold item by 4 could, because of this factor.
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Post  Paper Shadow Wed Apr 24, 2013 4:57 pm

I figured that, I was just joking around...
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Post  Stairc -Dan Felder Wed Apr 24, 2013 5:07 pm

Well you got an explanation in any case. jocolor
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Post  Doc pseudopolis Wed Apr 24, 2013 9:04 pm

If you take both Stalwart and Pacifist do the damage penalties stack?
Does friendly fire work in the case of Daredevil's rush and Supercharge?
Also Dazed seems to be missing from the keyword list in the combat talent document.

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Post  Stairc -Dan Felder Wed Apr 24, 2013 10:26 pm

Yes, damage penalties do indeed stack.

Can you post Friendly Fire, Daredevil's Rush and Supercharge for your question?
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Post  RavenscroftRaven Wed Apr 24, 2013 10:52 pm

Posting Echo ability for ref to question:
Echo rulestext:

Now, question: Is Echo meant to be a simple variable burst of sound like a siren or a beep, and being able to make it anything useful require an Its Witchcraft alteration to the ability, or is it meant to be like Ghost Sound, where you could make any soundwave (within stylistic limits, for example not able to impersonate someone's voice without a Persuasion, but being able to make a generically male or female sounding voice speak from 40 feet away is within the Utility alone's limits without additional aid or rolls)?
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Post  Stairc -Dan Felder Wed Apr 24, 2013 10:54 pm

Much more like ghost sound.
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Post  Doc pseudopolis Thu Apr 25, 2013 3:18 pm

ReQuoting question so reference is not confusing.
Doc pseudopolis wrote:Does friendly fire work in the case of Daredevil's rush and Supercharge?
For Question reference
Friendly Fire:
Daredevil's Rush:
Supercharge:

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Post  Ramsus Thu Apr 25, 2013 3:20 pm

I would guess that for DR no and Supercharge yes because the second is an attack but, the first is not.
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Post  Stairc -Dan Felder Thu Apr 25, 2013 3:25 pm

Actually both work. When we do the system-wide polishing for the first full edition (still need the boon revamp to happen first and possibly the monster manual) then we're going to go through everything and standardize the phrasing.
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Post  ZamuelNow Fri Apr 26, 2013 2:51 am

Do you declare what you can find with Found It! upon taking the move or each time you use it?

Found It!:
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Post  Stairc -Dan Felder Fri Apr 26, 2013 2:52 am

Each time you use it.
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Post  Zarhon Fri Apr 26, 2013 1:55 pm

Do Magic Points have an effective range, line of sight, awareness, consciousness, or other limitation of use, in regards to boosting skill checks of others (for instance, boosting a persuasion check of an ally a mile away, without in-character knowledge of said check being made, or perhaps boosting someone you are in telepathic contact with)?

Do any such limitations apply to the Elements of Harmony powers (e.g. Loyalty, if the party is separated)?

Would "Breaking the fourth wall" powers allow one to bypass such limitations (by providing them a full scope of the situation, in character)?

Does "Breaking the fourth wall" powers allow an unconscious/KO'd character to have a degree of awareness? In theory, they would be blind, but able to hear (and possibly sleepwalk), or even wake up instantly if it's non-injury related, or activate certain utilities, like Loyalty).
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Post  SilentBelle Fri Apr 26, 2013 4:15 pm

Here's a question I've had. With Derpy's lightning with it's 12 special. You choose a random combat talent and don't pay the pip cost. How does this work with [-X] moves. At the time when it happened, the player jokingly asked: 'Can I just make X=100 for the thunderstorm, since it says I don't pay the pips?' As DM, I told the player that the max they can choose would be based on what they could currently pay for with their pips that they had (which was unfortunately 0 for the player) but they won't expend them doing so. We agreed that it was a fair ruling, but I'm curious if that's how it should have been done. Maybe there was an alternative way of handling it, and maybe a clause should be added explicitly for that situation. Or maybe, -X moves just don't function with the special?
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