New Expansions - New Content - Post your favorites here
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Stairc -Dan Felder
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Re: New Expansions - New Content - Post your favorites here
Hopefully, Kindulas will find time soon. He and I have been really busy with Spelltacular. If anyone wants to PM me their talents posted here for my feedback though, I'm happy to provide. Just might not have time for an in-depth discussion back and forth - but I can give my own impressions.
Stairc -Dan Felder- Lead Designer
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Fury of the Tempest- Freakin' Alicorn Princess
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https://ponytales.forumotion.com/t546-spelltacular-apples-to-apples-meets-dungeons-and-dragonsFury of the Tempest wrote:Spelltacular?
Paper Shadow- Smile Like You Mean It
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More things! They're silly!
- Oviparous - Racial:
- Oviparous (2) - Racial
Characters of your race are capable of laying/creating eggs*. Eggs are laid at the start of each day, or whenever a critical failure or critical success is triggered. You may carry a maximum of 5 eggs at any given time. Eggs laid in this manner may be:
-) Thrown at a creature you can see, blinding it for 5 seconds (they must roll DC25 acrobatics to avoid this).
-) Eaten, cooked, or used in some other manner an egg might be utilized. The egg is dragon-egg sized.
-) Hatched at will, causing a random creature to emerge from it (see table below). The hatchling creature accompanies you for 10 minutes, acting like a companion for that duration (racial is pre-picked and no upgrades are applied), after which they are returned to more proper parents.**- Hatchling table:
- 1 - Sentient Yolk Blob (Telekinesis)
2 - Bunny (Freaky Knowledge)
3 - Radioactive ewe (Bioluminescence)
4 - Baby giant spider (Spiderclimb)
5 - Owl chick (It’s Almost Like Flying)
6 - Parrot chick (Mimicry)
7 - Thunderbird chick (Weather-Crafter)
8 - Cockatrice chick (Call Out)
9 - Phoenix chick (Fireborn)
10 - Twin hatchlings (Roll two creatures instead of one. Ignore this result if you re-roll it.)
** Sorry, you can't keep them - there was a big parental mix-up. This is done by very work-conscious storks, or a blonde pegasus. Or magic.
- Indie Adventure-seeker - Destiny:
- Indie Adventure-seeker - Destiny
You are inspired by the fantastic experiences offered only by those who engage in Derring-do. As such, you have gained a unique, obstacle-solving mentality, and a particular array of skills.- Level 4:
- Level 4 - Pathfinder
Among the more trivial of the skills you earned is the ability to know where and when to be at the right place, at the right time, as well as a indispensable array of tools. You gain the following talents.
All-Purpose Tool - 1/day
You pull out a tool that would be perfect for the given task or situation at hand. For as long as you have it, it provides a +10 bonus to the specific activity it was summoned to aid, and a +5 bonus to any other activities that it would be useful for*. The tool lasts until replaced by another use of this ability, or for up to three skill checks total.
Situational Awareness - 1/Session
When given an option or dilemma between any two choices, paths or options you can take in a situation, you may ask the DM for advice on the matter. They truthfully explain/offer both a single "benefit" and "drawback" that the choosing/implementation of such would provide, at their own discretion. These can be details the individual has yet to encounter/experience/know about, or already knows of, and are generally relevant to the matter at hand.**
*For instance, when you need to break down a wall, you may summon a hammer and get a +10 bonus, but using the hammer to knock someone out, or to hammer in a nail, provides only a +5 bonus.
**For instance, you may be told that taking a left turn in a maze will lead to a faster exit, but is more dangerous, and that taking a right turn would take longer but is safe.
- Level 7:
- Level 7 - Daring Devil
You no longer fear the common mistakes or injuries brought forth by bad luck or lack of fitness and bodily ability, and have made yourself an expert in the art of terrain traversing. You gain the following abilities.
Ponykour / Parkour
You never suffer any situational penalties to stunt-like, bodily, or acrobatic feats involving climbing, jumping, leaping, swimming, running, balancing, hanging by objects and supporting one's weight. In addition, you automatically provide assistance bonuses related to such tasks, and may re-roll a critical failure in such activities, once a day.
Unlikely Implement - 2/day
Pick any object, creature, tool, or other tangible element you can see, that is not harmful to touch, and similar size as you or smaller. For a chosen skill check, you may utilize that element to your advantage without harm to yourself or allies, providing you a skill check bonus of a value of 5, 10, 15, or 20, depending on the effectiveness and "severity" of the effect.*
*For instance, you may utilize a pit full of deadly, toxic scorpions as risk-free projectiles for a +10 bonus, use a hostile creature's body as a bludgeon for a +5, manipulate the water contained within a dam for a +20 surfing bonus...
- Level 10:
- Level 10 - Uncaged Explorer
If it's there, you've been there. If it's hidden, you know where to find it, and how to get to it. It may be dangerous and mad, but to you, it's merely another thrill and challenge to overcome. Your Ponykour/Parkour ability may now reroll critical failures at will, your Unlikely Implement ability is now 4/day and no longer restricted by size or harmfulness**, and you gain the following ability.
Winging it - 1/Day
Activate a utility talent that neither you nor the rest of the party own, free of cost, and ignoring prerequisite requirements.
**For instance, you may now apply it to utilize a gargantuan sand-worm as a battering ram, safely utilizes globules of magma without tools...
Zarhon- Smile Smile Smile
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A random idea for a weapon that occurred to me this week. I have no idea what a good price for this would be, so it's just my best guess.
Tactician's Targe – Weapon – 2000 gold
When starting a battle with this weapon equipped, you roll a d12 for initiative rather than a d20. At the beginning of your first turn, you may use the following combat talent:
Tactician's Targe – Weapon – 2000 gold
When starting a battle with this weapon equipped, you roll a d12 for initiative rather than a d20. At the beginning of your first turn, you may use the following combat talent:
Basically, it's intended to be the opposite of the Seize The Initiative trait; rather than damaging opponents who come after you, you damage ones who went before you.Charge! – Free Attack
Deal 1d12 damage to every enemy that rolled equal to or higher than you in initiative.
Philadelphus- Designer
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Re: New Expansions - New Content - Post your favorites here
Interesting. -4.5 to initiative in exchange for a crit chance and possibly slaughtering every minion in the fight.
Stairc -Dan Felder- Lead Designer
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And it's power would stack with the pentialy armors...
Re: New Expansions - New Content - Post your favorites here
The Targe IS interesting.
I wouldn't mind pakour becoming a proper utility talent. Free running FTW!
I wouldn't mind pakour becoming a proper utility talent. Free running FTW!
Fury of the Tempest- Freakin' Alicorn Princess
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Another odd idea playing around with initiative:
Lightning Lance – Weapon – 1000 gold
When starting a battle with this weapon equipped, you roll 3d10 for initiative rather than a d20.
This one almost certainly needs balancing by someone competent in such matters.
Lightning Lance – Weapon – 1000 gold
When starting a battle with this weapon equipped, you roll 3d10 for initiative rather than a d20.
This one almost certainly needs balancing by someone competent in such matters.
Philadelphus- Designer
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Re: New Expansions - New Content - Post your favorites here
Targe is interesting, but difficult to determine balance.
3d10 for initiative is bastically a +6 bonus to initiative, since
1d20 = 10.5
1d10 = 5.5
3d10 = 16.5
16.5-10.5 = 6
So, looking at the trait that gives +8
2000 / 8 = 250,
250 8 6 = 1500
so it's 1500 gold.
Zarhon, the egg this is in fact probably too silly. You destiny, on the other hand, is a conundrum. It seems to be filled with things I can't confidently say are do-able, but also can't confidently say are unworkable... it's the kind of abstract stuff I'm not comfortable making judgements about.
I like "If you want something done right"
Innocuous Intimidation is an interesting thought, though it also seems like the kind of thing that's up to the player to use the right words than it is a utility talent. Futhermore, I am not Ned Stark and I know how this game is played...
Now, as for some things that didn't go in that I haven't said anything about:
Nick seems far too boring. It's flat damage and it's just resistance piercing, a marginal and situational ability.
Armor Piercing Slap has potential, though at the same time I somewhat fear making vuln too easy for Sneak Attack builds; it might take the fun out of more clever ways to get it though. Furthermore I'm lothe to work with vulnerability, as it's value is highly variable and hard to know, not good to work with now as we try to be more precise in our balance going forward.
Dual Form is a possibility but I don't really know how to value it.
As for poison, and the Rebuke talent as well, Dan has a hatred for adding in more keywords than are absolutely necessary. I personally like the idea of new terms, but even as he's given the responsibility to Nehiel and I his rules still go and I recommend no one bother adding keywords and terms as their submission.
As for the effects in particular
-Poison/Disease maybe has a place in a single talent, but in my experience healing enemies is a rarity, so poison would be a situational ability that would rarely ever be useful except to hamper very particular monsters.
-Rebuke, I think, is sensible to exist, albeit probably not as a keyword, unless we use pseudo keywords where every talent explains what it does and it doesn't actually need a separate rules listing (this would allow some form of templating that could stop it from stacking, much like a keyword, but that wouldn't break Dan's rules on new terms). As I understand, as a status effect it would /not/ trigger any damage bonuses, so it would be useful for a tank but not an absurd multiattack tool. Though, specifying no damage bonuses would be something that begs for a rules addition, which... at any rate, we typically balance resist for 2 attack against the user per round, so rebuke style things should be balanced as 2x the damage it deals for each round it's on someone. I imagine such a thing as a save-ends effect would be frightening with Demonscale....
-Narrow options is weird and probably too good, since you can easily make a build that cares not for a full 5 talents, or uses Prepare Spell, and then practically gets a +4 for no drawback. Okay okay, so Dark Bargain users get around THAT drawback, but the amount of talents you have isn't part of your mathematical effectiveness, and so can't be a proper drawback for a +4
-Grapple is... until the end of their next turn huh? Not sure what to make of it, though we aren't doing anything with Dazed until we remove the vuln 2... which will be very soon.
-Counterthrow is basically a -1 attack negation, since you can pop a -5 off of it. Really, attack damage negations are more around 3 pips, but the talent does have potential if we up the restriction on what powers you can use off of it. Probably if it restricts to [-] powers costing less than 3, that way you can't use a -5 AND you can't use a +3 or something in response, but you can't counterattack with Heartseeker or something.
-Dual Conjuration is another curious case where it offers naught but versatility, which has no tangible value. Still, the idea is super fun (and flavorful), so perhaps if there was some kind of pip discount that comes with it (the same logic applies to Dual Form). Perhaps give it a sub-par pre-req, then have the second weapon come free. Or... maybe not have a sub par pre-req, since technically once you spend 7 pips on a conjured weapon you're already into 2-pip-value-a-turn territory, so a second one wouldn't give you anything but versatility/another pip value from using a second vanishment ult...
-With Multipede I kind of agree with Ramsus, it's the kind of thing that you can maybe just have. At the same time, it is awkward if the situation should arise where you DO get to do something you couldn't with 2 arms, just because you said you were playing with 4... it's as you say, it depends upon the DM and playgroup, probably, as to how much your arm count is a flavor thing and how much it matters.
-Amorphous is cool. Definately 1 point, because yes, it's situation. 1-pointers are either marginally useful or, more typically, powerful in very particular situations (Speaking of which Sent Tracker is a little too situational right now). I want to add it, but it requires we have concrete rules to creature sizes, which I need to bug Nehiel to do because so far managed to wear myself out by drastically overthinking it, which I know I will continue to do, but Nehiel has been in the midst of moving...
3d10 for initiative is bastically a +6 bonus to initiative, since
1d20 = 10.5
1d10 = 5.5
3d10 = 16.5
16.5-10.5 = 6
So, looking at the trait that gives +8
2000 / 8 = 250,
250 8 6 = 1500
so it's 1500 gold.
Zarhon, the egg this is in fact probably too silly. You destiny, on the other hand, is a conundrum. It seems to be filled with things I can't confidently say are do-able, but also can't confidently say are unworkable... it's the kind of abstract stuff I'm not comfortable making judgements about.
I like "If you want something done right"
Innocuous Intimidation is an interesting thought, though it also seems like the kind of thing that's up to the player to use the right words than it is a utility talent. Futhermore, I am not Ned Stark and I know how this game is played...
Now, as for some things that didn't go in that I haven't said anything about:
Nick seems far too boring. It's flat damage and it's just resistance piercing, a marginal and situational ability.
Armor Piercing Slap has potential, though at the same time I somewhat fear making vuln too easy for Sneak Attack builds; it might take the fun out of more clever ways to get it though. Furthermore I'm lothe to work with vulnerability, as it's value is highly variable and hard to know, not good to work with now as we try to be more precise in our balance going forward.
Dual Form is a possibility but I don't really know how to value it.
As for poison, and the Rebuke talent as well, Dan has a hatred for adding in more keywords than are absolutely necessary. I personally like the idea of new terms, but even as he's given the responsibility to Nehiel and I his rules still go and I recommend no one bother adding keywords and terms as their submission.
As for the effects in particular
-Poison/Disease maybe has a place in a single talent, but in my experience healing enemies is a rarity, so poison would be a situational ability that would rarely ever be useful except to hamper very particular monsters.
-Rebuke, I think, is sensible to exist, albeit probably not as a keyword, unless we use pseudo keywords where every talent explains what it does and it doesn't actually need a separate rules listing (this would allow some form of templating that could stop it from stacking, much like a keyword, but that wouldn't break Dan's rules on new terms). As I understand, as a status effect it would /not/ trigger any damage bonuses, so it would be useful for a tank but not an absurd multiattack tool. Though, specifying no damage bonuses would be something that begs for a rules addition, which... at any rate, we typically balance resist for 2 attack against the user per round, so rebuke style things should be balanced as 2x the damage it deals for each round it's on someone. I imagine such a thing as a save-ends effect would be frightening with Demonscale....
-Narrow options is weird and probably too good, since you can easily make a build that cares not for a full 5 talents, or uses Prepare Spell, and then practically gets a +4 for no drawback. Okay okay, so Dark Bargain users get around THAT drawback, but the amount of talents you have isn't part of your mathematical effectiveness, and so can't be a proper drawback for a +4
-Grapple is... until the end of their next turn huh? Not sure what to make of it, though we aren't doing anything with Dazed until we remove the vuln 2... which will be very soon.
-Counterthrow is basically a -1 attack negation, since you can pop a -5 off of it. Really, attack damage negations are more around 3 pips, but the talent does have potential if we up the restriction on what powers you can use off of it. Probably if it restricts to [-] powers costing less than 3, that way you can't use a -5 AND you can't use a +3 or something in response, but you can't counterattack with Heartseeker or something.
-Dual Conjuration is another curious case where it offers naught but versatility, which has no tangible value. Still, the idea is super fun (and flavorful), so perhaps if there was some kind of pip discount that comes with it (the same logic applies to Dual Form). Perhaps give it a sub-par pre-req, then have the second weapon come free. Or... maybe not have a sub par pre-req, since technically once you spend 7 pips on a conjured weapon you're already into 2-pip-value-a-turn territory, so a second one wouldn't give you anything but versatility/another pip value from using a second vanishment ult...
-With Multipede I kind of agree with Ramsus, it's the kind of thing that you can maybe just have. At the same time, it is awkward if the situation should arise where you DO get to do something you couldn't with 2 arms, just because you said you were playing with 4... it's as you say, it depends upon the DM and playgroup, probably, as to how much your arm count is a flavor thing and how much it matters.
-Amorphous is cool. Definately 1 point, because yes, it's situation. 1-pointers are either marginally useful or, more typically, powerful in very particular situations (Speaking of which Sent Tracker is a little too situational right now). I want to add it, but it requires we have concrete rules to creature sizes, which I need to bug Nehiel to do because so far managed to wear myself out by drastically overthinking it, which I know I will continue to do, but Nehiel has been in the midst of moving...
Kindulas- Designer
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Re: New Expansions - New Content - Post your favorites here
Dual Conjurer - Trait
Once per battle, you may use the following trait
[0] Dual Conjure - Reaction Utility
Trigger - You use a conjured weapon talent
Effect - you may immediately use another conjured weapon talent you brought into battle. Reduce that talent's cost by an amount of energy equal to the energy spent on the triggering talent.
So, technically that's a lot of pips - but the actual value of using multiple summon weapons is marginal, which means that normally summoning more than 1 in the course of a battle is sub-par. It is, however, lost of fun - which means what they need is support to make such strategies not sub-par. Believe it or not, I think the above it fair, since even with two weapons out you're still only getting 2 pips advantage a turn using a -7 conjured weapon - this trait gives you versatility and a second ult to use, even though it looks like it can give you . With that logic, this should perhaps not be 1/Battle but At Will
Once per battle, you may use the following trait
[0] Dual Conjure - Reaction Utility
Trigger - You use a conjured weapon talent
Effect - you may immediately use another conjured weapon talent you brought into battle. Reduce that talent's cost by an amount of energy equal to the energy spent on the triggering talent.
So, technically that's a lot of pips - but the actual value of using multiple summon weapons is marginal, which means that normally summoning more than 1 in the course of a battle is sub-par. It is, however, lost of fun - which means what they need is support to make such strategies not sub-par. Believe it or not, I think the above it fair, since even with two weapons out you're still only getting 2 pips advantage a turn using a -7 conjured weapon - this trait gives you versatility and a second ult to use, even though it looks like it can give you . With that logic, this should perhaps not be 1/Battle but At Will
Kindulas- Designer
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Kindulas wrote:Nick seems far too boring. It's flat damage and it's just resistance piercing, a marginal and situational ability.
I disagree, to me its a way to consistently game damage out... maybe it could be changed though? So its 1-2 damage, but all damage that the moves deals ignores resistance, instead of just the 4 damage?
Kindulas wrote:Dual Conjuration is another curious case where it offers naught but versatility, which has no tangible value. Still, the idea is super fun (and flavorful), so perhaps if there was some kind of pip discount that comes with it (the same logic applies to Dual Form). Perhaps give it a sub-par pre-req, then have the second weapon come free. Or... maybe not have a sub par pre-req, since technically once you spend 7 pips on a conjured weapon you're already into 2-pip-value-a-turn territory, so a second one wouldn't give you anything but versatility/another pip value from using a second vanishment ult...
Don't forget Weapon Traits when taking it into account
Fury of the Tempest- Freakin' Alicorn Princess
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Kindulas wrote:Dual Conjurer - Trait
Once per battle, you may use the following trait
[0] Dual Conjure - Reaction Utility
Trigger - You use a conjured weapon talent
Effect - you may immediately use another conjured weapon talent you brought into battle. Reduce that talent's cost by an amount of energy equal to the energy spent on the triggering talent.
I may be reading this wrong, but doesn't this just let you replace conjured weapon you just conjured with another conjured weapon, before you get to use it?
Or is a "conjured weapon talent" a talent granted by a conjured weapon?
EDIT: Also, what if Nick had some sort of coin flip effect? So like this:
[+2] Nick - Standard Attack
Flip a coin. If heads, deal 5 damage to target creature, and this attack ignores resistance. If Tails, this attack does nothing.
sunbeam- Epic Pwny
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Technically, the rules don't make it clear. So yes, this would need to have wording specifying you wield both at oncesunbeam wrote:Kindulas wrote:Dual Conjurer - Trait
Once per battle, you may use the following trait
[0] Dual Conjure - Reaction Utility
Trigger - You use a conjured weapon talent
Effect - you may immediately use another conjured weapon talent you brought into battle. Reduce that talent's cost by an amount of energy equal to the energy spent on the triggering talent.
I may be reading this wrong, but doesn't this just let you replace conjured weapon you just conjured with another conjured weapon, before you get to use it?
Or is a "conjured weapon talent" a talent granted by a conjured weapon?
EDIT: Also, what if Nick had some sort of coin flip effect? So like this:
[+2] Nick - Standard Attack
Flip a coin. If heads, deal 5 damage to target creature, and this attack ignores resistance. If Tails, this attack does nothing.
Kindulas- Designer
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... oh dear, that's an issue with the implementation of the "Celestial Spear" idea. The pips spent on that talent are worth more than pips spent on normal ones, which means using it in conjunction with Talisman of Weapons would be... well not egregiously overpowered but... hm...Fury of the Tempest wrote:Kindulas wrote:Nick seems far too boring. It's flat damage and it's just resistance piercing, a marginal and situational ability.
I disagree, to me its a way to consistently game damage out... maybe it could be changed though? So its 1-2 damage, but all damage that the moves deals ignores resistance, instead of just the 4 damage?Kindulas wrote:Dual Conjuration is another curious case where it offers naught but versatility, which has no tangible value. Still, the idea is super fun (and flavorful), so perhaps if there was some kind of pip discount that comes with it (the same logic applies to Dual Form). Perhaps give it a sub-par pre-req, then have the second weapon come free. Or... maybe not have a sub par pre-req, since technically once you spend 7 pips on a conjured weapon you're already into 2-pip-value-a-turn territory, so a second one wouldn't give you anything but versatility/another pip value from using a second vanishment ult...
Don't forget Weapon Traits when taking it into account
Kindulas- Designer
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Re: New Expansions - New Content - Post your favorites here
Kindulas wrote:... oh dear, that's an issue with the implementation of the "Celestial Spear" idea. The pips spent on that talent are worth more than pips spent on normal ones, which means using it in conjunction with Talisman of Weapons would be... well not egregiously overpowered but... hm...
No it isn't. No matter what you were going to spend those pips on, the stuff that saves you pips is just balanced around saving you that many pips. It doesn't matter where it saves it, the same as you explained to D-Prime those months ago.
Stairc -Dan Felder- Lead Designer
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On top of this Dual Conjuration allows for some... Interesting new weapons.
Fury of the Tempest- Freakin' Alicorn Princess
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Wonderful, thanks for the feedback!Kindulas wrote:Targe is interesting, but difficult to determine balance.
3d10 for initiative is bastically a +6 bonus to initiative, since
1d20 = 10.5
1d10 = 5.5
3d10 = 16.5
16.5-10.5 = 6
So, looking at the trait that gives +8
2000 / 8 = 250,
250 8 6 = 1500
so it's 1500 gold.
Philadelphus- Designer
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That makes sense, I'll put that in to the second version, maybe make second version where you need to pay for both attacks.Kindulas wrote:-Counterthrow is basically a -1 attack negation, since you can pop a -5 off of it. Really, attack damage negations are more around 3 pips, but the talent does have potential if we up the restriction on what powers you can use off of it. Probably if it restricts to [-] powers costing less than 3, that way you can't use a -5 AND you can't use a +3 or something in response, but you can't counterattack with Heartseeker or something.
Doc pseudopolis- Best Pony
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Resubmit, since I got "neat idea" last time.
Quietkal wrote:Inspiring Presence - Trait
At the beginning of each of your turns, you may choose up to 2 target allies. Those allies are the subject of your "Inspiring Presence" until you choose new targets.
Creatures that are subjected to "Inspiring Presence" have Regeneration 1 while you're conscious.
Bloodboil - Trait
At the beginning of each of your turns, you may choose up to 2 target allies. Those allies are the subject of your "Bloodboil" until you choose new targets.
Creatures subjected to your "Bloodboil" deal +1 damage on attacks while you're bloodied.
Quietkal- Element of Harmony
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Quietkal wrote:Inspiring Presence - Trait
At the beginning of each of your turns, you may choose up to 2 target allies. Those allies are the subject of your "Inspiring Presence" until you choose new targets.
Creatures that are subjected to "Inspiring Presence" have Regeneration 1 while you're conscious.
This is neat indeed - because it's a trait that lets you apply a passive buff to your allies. We could use some more of those. However, it's not exactly exciting. Regeneration 1 isn't a big deal - over the course of 5 rounds (standard combat length for the system, though many DMs run battles that are either much shorter or longer) you're going to toss those allies at best 5 health each (assuming neither they nor you go to 0 or below, as regeneration doesn't work then). That's not much hp for a trait. Compare it to the Healing traits and you'll see how much a trait's supposed to be worth when it comes to healing. You could solve this issue by upping how much regeneration you hand out. Another way to solve it would be to make this trait a prerequisite for a whole line of traits that do cool things to the subjects of your Inspiring Presence (you could do both).
For example:
Indominatible Presence - Trait
Prerequisite: Inspiring Presence
While you are conscious, creatures subjected to your Inspiring Presence also gain +3 to saving throws.
Inexaustible Presence - Trait
Prerequisite: Inspiring Presence
While you are conscious, creatures subjected to your Inspiring Presence fall unconscious at -7 hp instead of 0
Just quick ideas, not paying much attention to balance or design of the particular traits, but it could be a pretty cool idea. Opens up new ideas for a trait line, and thus a new type of build. We like that a lot.
.
Quietkal wrote:Bloodboil - Trait
At the beginning of each of your turns, you may choose up to 2 target allies. Those allies are the subject of your "Bloodboil" until you choose new targets.
Creatures subjected to your "Bloodboil" deal +1 damage on attacks while you're bloodied.
This type of talent would make a good similar trait to Inspiring Presence - or even part of the proposed trait line. It, again, is a very small buff so it's hard to get super excited about it - perhaps getting a bigger bonus on damage 1/round would be sweeter. Then you wouldn't have to balance it for the multi-attack builds and it'd be sweeter for more players.
Stairc -Dan Felder- Lead Designer
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Re: New Expansions - New Content - Post your favorites here
Good suggestions there Staric.
Fury of the Tempest- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
Yeah, my thoughts exactly. Cool trait ideas, lots of potential, but we can't feed Multiattackers any more bonuses. A 1/Round damage bonus would be really cool, though.
>.>
<.<
What if one version allowed those allies to use your talents if they wanted? I guess I'd worry that someone would take it thinking "Ahha! Now I can use my allies to complete my built-in combo really fast!" and then expect their allies to just take orders and run their combo instead of their own characters. So I talked myself out of it, but it's a funny thought.
>.>
<.<
What if one version allowed those allies to use your talents if they wanted? I guess I'd worry that someone would take it thinking "Ahha! Now I can use my allies to complete my built-in combo really fast!" and then expect their allies to just take orders and run their combo instead of their own characters. So I talked myself out of it, but it's a funny thought.
Kindulas- Designer
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Re: New Expansions - New Content - Post your favorites here
A trait that allows your allies to use one or two talents, or to give an ally a talent, wouldn't be too bad...
A trait to give allies a trait would be a little silly, wouldn't it?
A trait to give allies a trait would be a little silly, wouldn't it?
Fury of the Tempest- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
https://ponytales.forumotion.com/t656-inspiring-presence#55543
Actually, what QK and I are tinkering with right now are traits that let you grant bonuses equivalent to 1 trait to 1 or more allies. So, you could grant 2 allies bonuses equivalent to a 1000 gold item, or one ally an entire trait. Right now, I think we're trying to shy away from directly porting preexisting traits into the setup, but it's basically the same effect.
Actually, what QK and I are tinkering with right now are traits that let you grant bonuses equivalent to 1 trait to 1 or more allies. So, you could grant 2 allies bonuses equivalent to a 1000 gold item, or one ally an entire trait. Right now, I think we're trying to shy away from directly porting preexisting traits into the setup, but it's basically the same effect.
sunbeam- Epic Pwny
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