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Post  sunbeam Wed May 22, 2013 1:10 am

If you have motion blur (2 minor actions), and you use Caltrops, will the effects stack, so enemies now take 2d4 damage for attacking you?


I know you can't deny yourself saving throws, but can you deny yourself bonuses to saving throws? either to keep regen 2 (save ends), or to keep powering Blind-Fighting?


Does Lash Out count as an extra attack for the purpose of damage bonuses (expert Duelist, etc.)?
[-2] Lash Out - Reaction Utility
Trigger - You damage a creature with an attack that targets only one creature.
Effect - Pay 4 life. If you do, deal 6 additional damage to that creature.
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Post  Philadelphus Wed May 22, 2013 4:44 am

sunbeam wrote:If you have motion blur (2 minor actions), and you use Caltrops, will the effects stack, so enemies now take 2d4 damage for attacking you?
If I remember right, I asked this before and the answer was 'no.' I believe the general rule is that it only stacks with itself if it explicitly says it does.

Also I'm rather excited by the talk about potentially adding skill improvement to the level up process, but I don't want to gum up this thread with my comments. So a simple question: would one of the developers perhaps like to start an official thread to discuss the idea?
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Post  Stairc -Dan Felder Wed May 22, 2013 5:15 am

Thread created! It's in the general game development forum.
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Post  Ramsus Thu May 23, 2013 2:49 pm

Meta-Question: Dan, there's a backlog of unanswered question you know?
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Post  Stairc -Dan Felder Thu May 23, 2013 2:50 pm

Yep. Busy as Celestia on the Summer Solstice.
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Post  Zarhon Fri May 24, 2013 9:04 pm

A question about Barter in Blood...

[-1] Barter in Blood - Minor Utility
Target creature is subjected to your “Bloody Contract” (save ends). While the creature is subjected to your “Bloody Contract”, it suffers 1d6 damage whenever you are dealt damage.

What does "you are dealt damage" part entail? Does it include:
1) Ongoing damage (from an enemy, or self-inflicted, like with blood slash)
2) Damage caused to you by an ability you used (e.g. Supercharge, Blood Pact, Blood Slash, Into The Fray, any of the "pay X" talents)...
3) Any damage effects that are negated by resist (e.g. 3 dmg against 5 resist) or temporary hp.
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Post  Ramsus Fri May 24, 2013 9:18 pm

I'm pretty sure damage negated by resist doesn't count as "taking damage" but, Dan has said that losing temp HP does count for that. I'd think both 1 & 2 would count.
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Post  sunbeam Fri May 24, 2013 10:09 pm

Can Knight's Presence's d12 stack with repeated activations on a single ally? So if I had one ally, and I activated this crit twice, could I make them take 1/4 damage for the rest of the battle?

Knight’s Presence
12: Halve all damage target ally takes for the rest of the battle.
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Post  Zarhon Fri May 24, 2013 10:41 pm

sunbeam wrote:Can Knight's Presence's d12 stack with repeated activations on a single ally? So if I had one ally, and I activated this crit twice, could I make them take 1/4 damage for the rest of the battle?

Knight’s Presence
12: Halve all damage target ally takes for the rest of the battle.

Dan answered that one for me: If I recall correctly, they don't stack, and you can't use it on yourself, meaning it can't/doesn't do anything after you use it on all your allies.
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Post  sunbeam Sat May 25, 2013 1:18 am

Do you get pips from [+] moves before or after their effect resolves.
Example:
I have 4 pips and open the fight with a [+5] DDRush. I roll really "well" and deal 30+ damage to myself, knocking myself out. Do I have the 6 pips to activate Never Stay Down, or do I not get them until I survive the DDRush?
EDIT: Followup. Does armor that grants resist against single-target attacks grant resist against self damage?
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Post  thematthew Sat May 25, 2013 1:25 am

Pip gain or payment happens first, then the effect of the talent.
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Post  Paper Shadow Sun May 26, 2013 6:56 pm

Question: How does stuff that last "until the end of your next turn" work with indefinitely delaying your turn?
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Post  Fury of the Tempest Sun May 26, 2013 7:03 pm

... It wouldn't run out, but indefinitely delaying your turn?
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Post  Stairc -Dan Felder Sun May 26, 2013 7:04 pm

You can't delay your turn precisely, you can merely delay your actions. So you still get whacked by save-ends effects, ongoing damage and similar - you just don't get to act until later.

We just say "delaying my turn" because you have to delay all your actions at once - which will later move you in the initiative order. However, neglecting to act doesn't stop lava from burning you while you're swimming in it.
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Post  Paper Shadow Sun May 26, 2013 7:07 pm

Stairc -Dan Felder wrote:You can't delay your turn precisely, you can merely delay your actions. So you still get whacked by save-ends effects, ongoing damage and similar - you just don't get to act until later.
Oh, okay. So if you do delay your actions, and actually use them before your turn comes up again, does your turn stay where it is, or does it move to where you do these new actions once you do them?
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Post  Stairc -Dan Felder Sun May 26, 2013 7:18 pm

You can ready actions for specific events, which doesn't delay your turn - because you're basically bracing for some specific thing. Like, "If he attacks me, I'll use this move on him". It has to be very specific and it happens like a pre-set reaction. However if you're effectively just waiting and seeing before you next act, then you will move down in the initiative order when you next act - because this is your new reaction time.

It's the difference between being in a batting stance waiting to swing at a baseball the pitcher is about to throw (readied action) and hanging out for a while, then noticing there's a baseball whistling at your head.

Of course, with a readied action, if the trigger you set doesn't happen (no baseball is thrown at you) then you'll have wasted your action.
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Post  Ramsus Sun May 26, 2013 7:33 pm

There's also not a whole lot of reason to do a readied action in the Skype version.
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Post  Stairc -Dan Felder Sun May 26, 2013 7:36 pm

Readied actions aren't meant to be used often in either version, they're just there so no one is ever in a completely useless position in combat (without some sort of effect making them so). However, they do have some great tactical value in certain situations - for example readying to drop a heal on an ally if they get hurt (if you want to use a healing power and everyone's already at full health).
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Post  Paper Shadow Sun May 26, 2013 7:40 pm

Stairc -Dan Felder wrote:Readied actions aren't meant to be used often in either version, they're just there so no one is ever in a completely useless position in combat (without some sort of effect making them so). However, they do have some great tactical value in certain situations - for example readying to drop a heal on an ally if they get hurt (if you want to use a healing power and everyone's already at full health).
Or readying Despair until someone uses something like Hellfire Rain and whatnot...
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Post  Fury of the Tempest Sun May 26, 2013 7:45 pm

Am I the only one that thinks of the Order of the Stick when someone says 'readied action'?
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Post  Ramsus Sun May 26, 2013 7:55 pm

Probably not? I know myself I was playing RPGs way before I even heard of that comic though, so the term was already one I was familiar with.
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Post  Z2 Mon May 27, 2013 12:30 am

Fury of the Tempest wrote:Am I the only one that thinks of the Order of the Stick when someone says 'readied action'?

I actually think of the fanfiction 'Harry Potter and the Natural 20' because many simultaneously hilarious and dramatic moments occur when the character 'Milo' readies a particularly stupid action... But the term itself is an actual mechanic in some tabletop games.
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Post  Xel Unknown Mon May 27, 2013 11:52 am

combat talents wrote:[-1] Haunting Melody - Standard Attack
Roll a d10. Based on the roll, target creature suffers the following.
1-4 The target suffers 4 ongoing damage (save ends).
5-7 The target is dazed (save ends).
8-9 the target suffers vulnerability 2 (save ends).
10 the target is stunned (save ends).
I just noticed, that because of the fact that in the skype system, dazing deals 2 vul, does using this talent on an enemy with dazing do anything? And if not, shouldn't it then the vul save ends effect be upgraded to vul 3 or something?
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Post  ZamuelNow Mon May 27, 2013 11:29 pm

A weird thought came to me. Can the Element of Honesty be used in tandem with Unreliable Narrator? In other words, burning a Magic Point to remove the unreliability for a few questions. Probably a waste but seems like an interesting use of it.
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Post  sunbeam Tue May 28, 2013 5:35 pm

Here's a weird question. If I'm dominating someone, do I still get my damage bonuses from traits and the like? So if I blinded myself and have blind-fight, then I dominate an enemy, can I attack at +6 damage without my blinded condition?
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