Ask a Simple Question - Get a Simple Answer
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Inferno1114
Antiquated
Lifeforce
Colter Bolt
AProcrastinatingWriter
RavenscroftRaven
Doc pseudopolis
Grey Pen The Flawed
Hayatecooper
Z2
Caden2112
Pingcode
Kindulas
Quietkal
Nehiel Mori
Videocrazy
Zarhon
tygerburningbright
ZamuelNow
Azureink
Demonu
sunbeam
LoganAura
thematthew
Curunir
Philadelphus
Fury of the Tempest
A1C Bronymous
Paper Shadow
SilentBelle
Xel Unknown
Ramsus
Stairc -Dan Felder
37 posters
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Re: Ask a Simple Question - Get a Simple Answer
-X doesn't function, because X=0. You pay 0 pips for the skill, you get 0 worth of effects.
LoganAura- Administrator
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Re: Ask a Simple Question - Get a Simple Answer
But wouldn't that mean most of them default to X=1? I say this since many of them state specifically that X must be > 0. Plus, it seems like it'd be fine allowing a single activation than just outright saying no to it. Though I guess that mean people just need to be careful what they put in their build.
ZamuelNow- Freakin' Alicorn Princess
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Re: Ask a Simple Question - Get a Simple Answer
Loyalty specifically says "all allies in sight". Dunno about the rest.Zarhon wrote:Do any such limitations apply to the Elements of Harmony powers (e.g. Loyalty, if the party is separated)?
Philadelphus- Designer
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Re: Ask a Simple Question - Get a Simple Answer
Can you trigger Overloader off of Never Stay Down? Or would you already count as unconscious and be unable to react?
- Overloader:
- Overloader- 1500
Weapon
Once per battle, you may use the following combat talent.
[0] Overload - Reaction Attack [1/Battle]
Trigger - You spend 6 or more pips on a single combat talent.
Effect - Deal 5 damage to target creature and the creature suffers vulnerability 2 until the end of your next turn.
- Never Stay Down:
- [-6] Never Stay Down - Interrupt Utility
Trigger - You fall unconscious
Effect - At the beginning of your next turn, if you are still alive, you regain 2d8 hit points and may take an extra standard action.
Quietkal- Element of Harmony
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Re: Ask a Simple Question - Get a Simple Answer
You'd already be unconscious, as reactions take place after the trigger.
Stairc -Dan Felder- Lead Designer
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Re: Ask a Simple Question - Get a Simple Answer
If it's a Reaction that means the healing has resolved, as it was part of the previous action, and you're no longer unconscious though.
Ramsus- Freakin' Alicorn Princess
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Re: Ask a Simple Question - Get a Simple Answer
Usually yes, but since Never Stay Down has a delay between its use and its effect - you'll be unconscious for a while before you're actually healed. And it's during that timeframe that the reaction is supposed to occur.
Stairc -Dan Felder- Lead Designer
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Re: Ask a Simple Question - Get a Simple Answer
What about Zarhon's question on the last page? It's kind of important; one of the games I'm in needs the answer so we know the result of a roll.
AProcrastinatingWriter- Freakin' Alicorn Princess
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Re: Ask a Simple Question - Get a Simple Answer
Zarhon wrote: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).
All abilities require line of sight except for things that would make little sense with it - such as fracture the fourth wall, telepathy or loyalty. Magic points do indeed require being able to see the person you want to give the boost to. In short, if you're trying to affect some particular thing you need to be able to see what you're trying to affect. If you're doing a more ambient "all people or allies around me" thing - you don't.
But breaking the fourth wall doesn't have any in-game benefits other than providing knowledge to the character. You can't use it to wake up.
Stairc -Dan Felder- Lead Designer
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Re: Ask a Simple Question - Get a Simple Answer
Huh. That seems odd, since it's a purely add-ten-to-roll mechanics thing and not some sort of in-character thing...
But alright. If that's the ruling, that's the ruling.
But alright. If that's the ruling, that's the ruling.
AProcrastinatingWriter- Freakin' Alicorn Princess
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Re: Ask a Simple Question - Get a Simple Answer
Yee-Haw! – Magic Interrupt
Trigger – You or an ally you can see makes a Brawn check.
Effect – After seeing the result of the roll, you can choose to add a +20 bonus to the check.
The Stare – Magic Interrupt
Trigger – You or an ally you can see makes a Persuasion check.
Effect – After seeing the result of the roll, you can choose to add a +20 bonus to the check.
Can you use either of these two talents more than once on the same skill check? (by way of Derp, Spellchild, and/or the lvl 10 Archmage feature.)
Re: Ask a Simple Question - Get a Simple Answer
AProcrastinatingWriter wrote:Huh. That seems odd, since it's a purely add-ten-to-roll mechanics thing and not some sort of in-character thing...
But alright. If that's the ruling, that's the ruling.
If you want to run it the other way, you absolutely can. However, spending a magic point to help an ally is something your character does - and thus it is an in-character thing. Good comparisons are as Xel provides (which are purely add 20 mechanics but do indeed require you to see them).
Xel Unknown wrote:Yee-Haw! – Magic Interrupt
Trigger – You or an ally you can see makes a Brawn check.
Effect – After seeing the result of the roll, you can choose to add a +20 bonus to the check.The Stare – Magic Interrupt
Trigger – You or an ally you can see makes a Persuasion check.
Effect – After seeing the result of the roll, you can choose to add a +20 bonus to the check.
Can you use either of these two talents more than once on the same skill check? (by way of Derp, Spellchild, and/or the lvl 10 Archmage feature.)
Yes you can unless your DM has stipulated that this particular check has a limit to how many Magic effects can be used on it.
Stairc -Dan Felder- Lead Designer
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Re: Ask a Simple Question - Get a Simple Answer
If you would gain a utility talent from a level of a destiny but you already had that utility what would happen?
Doc pseudopolis- Best Pony
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Re: Ask a Simple Question - Get a Simple Answer
Doc pseudopolis wrote:If you would gain a utility talent from a level of a destiny but you already had that utility what would happen?
You can redo pretty much your whole character between sessions, so long as you aren't just optimizing yourself for the challenges ahead and are doing it in good faith (trading out Awesomeness for Magical Tricks because you want to check out a new utility talent is fine, but if you're just grabbing fire immunity because you ended last session near an active volcano is a no no). Thus, you should be able to trade out a utility talent if it's no longer useful to your build.
If a destiny gives you a unique utility talent that just happens to mimic an existing utility talent (the level 4 archlich talent is similar but not identical to twitch tail/eureka) you get both. If it's precisely identical though, just saying "you learn the twitch tail utility talent" you can't have both.
Stairc -Dan Felder- Lead Designer
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Re: Ask a Simple Question - Get a Simple Answer
How far can you take racials/utility talents? Let's take for example Echolocation:
- determining when someone is lying by listening to their heartbeat?
- shatter glass by emitting a sonic scream?
- get (situational) bonuses/penalties to skill checks involving listening?
- etc
I'd assume it just allows you to see using supersonic but if it can make your character into a Daredevil/Black Canary hybrid, then it's quite overpowered for a 2 point racial.
Same goes for Scent Tracker, Mimicry and the like.
Should we take it as it is (written) or could we strech it further and allow things like:Echolocation (2)
Characters of your race can “see” in areas wherever sound can travel, including magical darkness, as easily as a normal human could in broad daylight. They cannot, however, distinguish colors this way.
- determining when someone is lying by listening to their heartbeat?
- shatter glass by emitting a sonic scream?
- get (situational) bonuses/penalties to skill checks involving listening?
- etc
I'd assume it just allows you to see using supersonic but if it can make your character into a Daredevil/Black Canary hybrid, then it's quite overpowered for a 2 point racial.
Same goes for Scent Tracker, Mimicry and the like.
Demonu- Equestrian Honor Guard
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Re: Ask a Simple Question - Get a Simple Answer
Taking it as written is a good idea, especially when it's overpowered if you don't.
Stairc -Dan Felder- Lead Designer
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Re: Ask a Simple Question - Get a Simple Answer
If you use Never Stay Down, and you're knocked comatose, what happens? The Talent specifies that if you're still alive you get the health and bonus action, and if you're comatose you're still alive. Do you come back to consciousness, but have to leave the fight immediately? Does the healing just not happen, even though it's a delayed effect and you used it properly?
- Never Stay Down:
- [-6] Never Stay Down - Interrupt Utility
Trigger - You fall unconscious
Effect - At the beginning of your next turn, if you are still alive, you regain 2d8 hit points and may take an extra standard action.
Quietkal- Element of Harmony
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Re: Ask a Simple Question - Get a Simple Answer
Comatose doesn't remove you from the battle, it just means you can't become conscious in it again and can't do anything. You can still be healed or attacked though. So this would restore you to full health - but you would still be comatose (even while at full health). It would just make it much harder to actually kill you that fight.
Stairc -Dan Felder- Lead Designer
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Re: Ask a Simple Question - Get a Simple Answer
Dan, you mentioned somewhere that 4 hours is long enough to take an extended rest. Since art of the dress lasts for 4 hours, could I make my party look like a pack of medium-sized timber wolves with my spare magic point so nobody will attack us, and would that disguise last long enough for an extended rest?
sunbeam- Epic Pwny
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Re: Ask a Simple Question - Get a Simple Answer
sunbeam wrote:Dan, you mentioned somewhere that 4 hours is long enough to take an extended rest. Since art of the dress lasts for 4 hours, could I make my party look like a pack of medium-sized timber wolves with my spare magic point so nobody will attack us, and would that disguise last long enough for an extended rest?
No, 4 hours isn't long enough.
Stairc -Dan Felder- Lead Designer
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Re: Ask a Simple Question - Get a Simple Answer
It takes eight hours for an extended rest. What Dan was saying was that, with a four hour long Howling Chains, you can keep someone shackled while the rest of the party takes an extended rest with only two uses. Otherwise, with its two hour duration, it takes four uses, which means you have to have someone else stay with Howling Chains as well (although if they are the first person to use it they can rest for the full eight hours)...sunbeam wrote:Dan, you mentioned somewhere that 4 hours is long enough to take an extended rest. Since art of the dress lasts for 4 hours, could I make my party look like a pack of medium-sized timber wolves with my spare magic point so nobody will attack us, and would that disguise last long enough for an extended rest?
I was a bit confused at what he was saying as well at first...
Paper Shadow- Smile Like You Mean It
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Re: Ask a Simple Question - Get a Simple Answer
If you get extra Standard Actions, does Caltrops stack if you use it on those actions?
Are Caltrops subject to damage buffs on your character?
Are Caltrops subject to damage buffs on your character?
- CALTROPS:
- [-1] Caltrops [Minor Utility]
Until the end of your next turn, any creature that attacks you suffers 1d4 damage.
ZamuelNow- Freakin' Alicorn Princess
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Re: Ask a Simple Question - Get a Simple Answer
I think I asked basically that same question a while back, and the general answer "unless it says it stacks, it doesn't." So basically you can't use it three times a turn to deal 3d4 damage to enemies, sadly (unless someone with more knowledge corrects me). Don't know about your second question, it might depend on the specific buff and how it's worded. Did you have one in mind?
Philadelphus- Designer
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Re: Ask a Simple Question - Get a Simple Answer
The one in specific was Acidic Addendum though I'm curious about all damage buff possibilities.
- Craft Acidic Addendum:
- [+1] Craft Acidic Addendum - Standard Utility
You craft one vial of, “Acidic Addendum”. You may expend a vial of, “Acidic Addendum” to
use the combat talent below.
[0] Acidic Addendum - Free Utility
Trigger - You make an attack that has only one target.
Effect - The attack causes the target to suffer 5 ongoing damage (save ends), in addition to its other effects.
ZamuelNow- Freakin' Alicorn Princess
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Re: Ask a Simple Question - Get a Simple Answer
I'd say no, because Caltrops is a utility and it's effect is just damage, while Acidic Addendum effects an attack.
Colter Bolt- Equestrian Honor Guard
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