New Expansions - New Content - Post your favorites here
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Re: New Expansions - New Content - Post your favorites here
Element - Art of the Dress
Just sayin'.
(Though this joke was better when Spellchild was Badass and you could have Badass: Art of the Dress.)
Just sayin'.
(Though this joke was better when Spellchild was Badass and you could have Badass: Art of the Dress.)
Ramsus- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
I'm pretty sure that the very point of Honesty is that the one you're using it on isn't a friend or that they're hiding something. Though I'll admit to disliking the prisoner requirement, I've already posted in the other thread.Zarhon wrote:Honesty is also extremely situational and requires the not-very-friendship-like act of having a hostage/prisoner, so its knowledge-getting power is given to you by the DM letting you capture somepony in the first place.
ZamuelNow- Freakin' Alicorn Princess
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Ok here's a new one. It's combat, but there's no math involved, so it shouldn't give anyone brain cancer just yet. So players are, in general, allowed to swap out and switch up parts of their combat builds, usually between sessions, as they see fit. But they aren't allowed to change mid session, or start battle, and then decide their build isn't any good or decide they want to try something different. Proposing this as a trait tree, because there are two different effects and the one might be too big for a cost of just one trait. Then again, the first one doesn't do much, so...
Multiclass- Trait
Select 8 different combat talents as a Secondary combat Move Set. Whenever you roll initiative, you may select either your Primary or Secondary combat talent list to take in to combat.
Prestige Class- Trait
Prerequisite: Multiclass
Once per battle you may spend a minor action to switch to either your Primary or Secondary combat Move Set (whichever you did not bring into battle).
Multiclass- Trait
Select 8 different combat talents as a Secondary combat Move Set. Whenever you roll initiative, you may select either your Primary or Secondary combat talent list to take in to combat.
Prestige Class- Trait
Prerequisite: Multiclass
Once per battle you may spend a minor action to switch to either your Primary or Secondary combat Move Set (whichever you did not bring into battle).
Last edited by Bronymous on Sat Aug 17, 2013 11:16 pm; edited 1 time in total
A1C Bronymous- Air Commander, Equestrian Armies Pegasus Corps, Eastern Skies Command
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Re: New Expansions - New Content - Post your favorites here
"Build" should not be the word you use as that's already used to mean something else.
Ramsus- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
It is? Ok... how about "Set List" or "Move Set".
What does "build" refer to, then?
What does "build" refer to, then?
A1C Bronymous- Air Commander, Equestrian Armies Pegasus Corps, Eastern Skies Command
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Re: New Expansions - New Content - Post your favorites here
Umm... I do wonder where is Build used elsewhere?Ramsus wrote:"Build" should not be the word you use as that's already used to mean something else.
Re: New Expansions - New Content - Post your favorites here
Oh, it's not formally used. It's just what I've seen just about everyone use to refer to the way their 5 combat talent sets that they plan on bringing in. Example: "This is my primary build where I do dps and blinding, this is my secondary build where I do blinding and vulnerability." etc.
Ramsus- Freakin' Alicorn Princess
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I guess digging mostly just lost out on style, but really it is a kind of racial thing we should probably have, especially if it's a thing for a canon race. You've specified what you can dig through, I guess the only other thing is to specify what kind of speeds you can do it at?ZamuelNow wrote:I'm curious to what modifications would be needed to get a digging utility into the system? Â I'll admit to being semi-overt about trying to get diamond dogs into the system but I wondering if digging utilities have been losing out to not being cool enough compared to other entries for the week or if there's something mechanically wrong with them.
I admit part of the problem and, there's probably some evidence for this in the existent expansions, my strengths lie in manipulation of hard or at least existent mechanics (hence me being the combat guy), so really un-grounded (lol I just described "Digging" as "un-grounded") utility stuff, especially things that are kind of "new territory" I have a way of shying away from trying to work with. Part of why we need Nehiel back, because he loves to work with silly off the wall stuff.
Digging though, really if we specify the kinds of things they can dig through, mainly dirt, and then say something about how fast you can dig with a clause that you can boost that speed with Athletics, and then specify that you can't use it in combat it's probably fine.
Kindulas- Designer
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I don't think we need speeds since flight and swimming and walking don't have speeds specified anywhere. Without it specifying, we just assume normal speed. Which is probably the speed we'd want it to be at anyway.
Ramsus- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
I'd think it was at least more akin to walking speed, though I guess this system isn't big on realism...Ramsus wrote:I don't think we need speeds since flight and swimming and walking don't have speeds specified anywhere. Without it specifying, we just assume normal speed. Which is probably the speed we'd want it to be at anyway.
Kindulas- Designer
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I'm not sure it needs an anti-combat clause since it's not a directly "damaging" power and utilities don't work in combat by default. Â I did mention walking speed for this rewrite though a mph isn't needed. Â I removed the -5 penalty but I'm fine with keeping it in due to the escape options it presents the user. Â It seems stable enough that I can worry about the upgrade idea and the actual diamond dog suggestion at a later date.
Not sure of how to credit this with it drifting from the original inspiration.
- Utility - Burrower:
- Burrower - At Will
You may use Athletics or any appropriate skill to travel underground through dirt and sand at normal walking speeds. This leaves behind a tunnel and you have a vague sense of direction to places you've already been to though Perception, Streetwise, or other appropriate checks may be required for finding a new location. Â Additional skill checks may be needed to move faster or travel through denser soil.
Zamuel wrote:
- Memories of the Departed:
Memories of the Departed [1/day] [Inspired by Hayatecooper]
Touch any of the personal artifacts of a deceased creature such as its glasses, keys, or pocketwatch. You can see the hour of the creature's life before it died from that creature's point of view. Â If the item was not with the creature when it died, you instead see the hour before the creature last touched it. Â These visions are crystal clear, including all senses such as hearing and smell. Â However, the vision fades from your mind after one month's time.
Hmm...so I guess you're proposing I change it to something like this..?kajisora wrote:Memories seems interesting, but isn't it a bit TOO situational?
Removing the requirement that the owner of the object is deceased would make it a lot more useful.
- Utility - A Mile in Their Shoes:
- A Mile in Their Shoes 1/Day
Touch any of the personal belongings of a creature such as its glasses, keys, or shoes. You can see the hour of the creature's life before the creature last touched it. Â If the creature is dead, you instead see the last hour of its life. Â These visions are crystal clear, including all senses such as hearing and smell. Â However, the vision fades from your mind after one month's time.
Not sure of how to credit this with it drifting from the original inspiration.
ZamuelNow- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
I wonder if this would cause an issue for some DMs like the old "Learn one of target creature's secrets" power where it asks too much improv of some DMs. I mean, I like the power myself, but that could be an issueZamuelNow wrote:I'm not sure it needs an anti-combat clause since it's not a directly "damaging" power and utilities don't work in combat by default. Â I did mention walking speed for this rewrite though a mph isn't needed. Â I removed the -5 penalty but I'm fine with keeping it in due to the escape options it presents the user. Â It seems stable enough that I can worry about the upgrade idea and the actual diamond dog suggestion at a later date.
- Utility - Burrower:
Burrower - At Will
You may use Athletics or any appropriate skill to travel underground through dirt and sand at normal walking speeds. This leaves behind a tunnel and you have a vague sense of direction to places you've already been to though Perception, Streetwise, or other appropriate checks may be required for finding a new location. Â Additional skill checks may be needed to move faster or travel through denser soil.Zamuel wrote:
- Memories of the Departed:
Memories of the Departed [1/day] [Inspired by Hayatecooper]
Touch any of the personal artifacts of a deceased creature such as its glasses, keys, or pocketwatch. You can see the hour of the creature's life before it died from that creature's point of view. Â If the item was not with the creature when it died, you instead see the hour before the creature last touched it. Â These visions are crystal clear, including all senses such as hearing and smell. Â However, the vision fades from your mind after one month's time.Hmm...so I guess you're proposing I change it to something like this..?kajisora wrote:Memories seems interesting, but isn't it a bit TOO situational?
Removing the requirement that the owner of the object is deceased would make it a lot more useful.
- Utility - A Mile in Their Shoes:
A Mile in Their Shoes 1/Day
Touch any of the personal belongings of a creature such as its glasses, keys, or shoes. You can see the hour of the creature's life before the creature last touched it. Â If the creature is dead, you instead see the last hour of its life. Â These visions are crystal clear, including all senses such as hearing and smell. Â However, the vision fades from your mind after one month's time.
Not sure of how to credit this with it drifting from the original inspiration.
Kindulas- Designer
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Re: New Expansions - New Content - Post your favorites here
So anybody who reads my wall of text in the Element development discussion will know where I got this idea.
-1d6 is more than an assist bonus, on average, and you can still make assist checks at a penalty, with some luck, providing an ever bigger bonus.
-It always has a bright side. If you roll a 1, you're not too inconvenienced, and if you roll a six then your friend is awesome for an hour.
-It can't be ended at will. If one party member NEEDS to make a skill check, you can give them this bonus, but there will be ramifications for you as time marches on. If you could end it at will it would basically be "target ally gains +1d6 to their next skill check."
Cons:
-This talent is begging to be loopholed, and it probably isn't that hard. For example, this can be used to boost a single skill check, then the party can rest for an hour, so that you can function again. Admittedly, that makes the talent a bit underpowered, but that leads me to the next con:
-It's a straight skill check boost, which we're trying to move away from. My argument for this is that generosity is a straight boost, but the magnitudes are so different, and Generosity is a 1-time thing (so you can blow one check out of the water with Generosity, which is already accounted for in how the DCs are built, but this is like having that illusory mask talent that just gives you a straight bonus to persuasion x/day, only you can use both of the talents together, getting an even higher roll...)
-Having to keep track of one hour's time is a little iffy, i.e. whether you count in-game or out-of-game time, what happens when the party hides behind a small outcropping to catch their breath during a chase, etc. This is very minor, but I like to be thorough.
The talent could be made 1/day, perhaps with a higher die to roll, perhaps not. I'm not certain how to numerically balance a boost to all skill checks that comes with a penalty to all skill checks.
- Utility talent: give until it hurts:
Give until it hurts - 2/day
Prerequisite: Element of Generosity
Roll 1d6. For the next hour, target ally gains a bonus equal to the roll result on their skill checks, and you take a penalty to skill checks equal to the roll result.
-1d6 is more than an assist bonus, on average, and you can still make assist checks at a penalty, with some luck, providing an ever bigger bonus.
-It always has a bright side. If you roll a 1, you're not too inconvenienced, and if you roll a six then your friend is awesome for an hour.
-It can't be ended at will. If one party member NEEDS to make a skill check, you can give them this bonus, but there will be ramifications for you as time marches on. If you could end it at will it would basically be "target ally gains +1d6 to their next skill check."
Cons:
-This talent is begging to be loopholed, and it probably isn't that hard. For example, this can be used to boost a single skill check, then the party can rest for an hour, so that you can function again. Admittedly, that makes the talent a bit underpowered, but that leads me to the next con:
-It's a straight skill check boost, which we're trying to move away from. My argument for this is that generosity is a straight boost, but the magnitudes are so different, and Generosity is a 1-time thing (so you can blow one check out of the water with Generosity, which is already accounted for in how the DCs are built, but this is like having that illusory mask talent that just gives you a straight bonus to persuasion x/day, only you can use both of the talents together, getting an even higher roll...)
-Having to keep track of one hour's time is a little iffy, i.e. whether you count in-game or out-of-game time, what happens when the party hides behind a small outcropping to catch their breath during a chase, etc. This is very minor, but I like to be thorough.
The talent could be made 1/day, perhaps with a higher die to roll, perhaps not. I'm not certain how to numerically balance a boost to all skill checks that comes with a penalty to all skill checks.
sunbeam- Epic Pwny
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Re: New Expansions - New Content - Post your favorites here
[quote="Kindulas"]
Oh, and I forgot to add a prep time but I guess it's up to you guys what that should be if this gets in.
While possible, I guess it depends a lot on the player actually. A player who asks NPCs at random might be problematic. One that tends to ask NPCs important to the campaign are probably easier to plan ahead of time if not guess a general idea.ZamuelNow wrote:I wonder if this would cause an issue for some DMs like the old "Learn one of target creature's secrets" power where it asks too much improv of some DMs. I mean, I like the power myself, but that could be an issue
Oh, and I forgot to add a prep time but I guess it's up to you guys what that should be if this gets in.
ZamuelNow- Freakin' Alicorn Princess
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Does this thing stack with itself (so an ally can get up to a +12 bonus and you up to a -12 penalty, or does a new usage cancel the effects of the old one out (e.g. remove your -6 penalty with a -1, and potentially remove the previous bonus from your ally)? Or can you not use it whilst the previous effect is up (meaning you can only use it once an hour)?sunbeam wrote:So anybody who reads my wall of text in the Element development discussion will know where I got this idea.
- Utility talent:
Give until it hurts - 2/day
Prerequisite: Element of Generosity
Roll 1d6. For the next hour, target ally gains a bonus equal to the roll result on their skill checks, and you take a penalty to skill checks equal to the roll result.
Zarhon- Smile Smile Smile
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Here. Two Destiny's. As we need more Destiny's... even with the rework happening.
Changes in bold.
Changes in bold.
- Gravity Master:
- Gravity Master
Level 4 - So.... heavy....
You have begun your first step in your mastery over gravity. Whenever this is achieved by magic, technology or some other means, you have begun to walk the path over control of the most powerful force of the planet. You gain the following traits:
Increase Gravity - 3/day
Preparation time: 30 seconds
Select an object within 100ft of you, or a 5ft radius area 50ft from you. The chosen object/area has its gravity increased by a up to a factor of 5. It is not enough to kill a being by crushing them, but will pin them to the floor, or make an object incredibly hard to pick up. This effect lasts up to for 10 minutes, or when you will it off. Due to the focus necessary to ensure you don't kill someone with this utility talent, going into combat automatically cancels its effects on any creatures.
Decrease Gravity - 3/day
Preparation time: 30 seconds
Select an object within 100ft of you, or a 5ft radius area 50ft from you. The chosen object/area has its gravity decreased by a up to a factor factor of 5. This is not enough for beings or objects to suddenly start floating, however items will be much easier to lift, and jumps will take them much further. This effect lasts up to for 10 minutes, or when you will it off.
Level 7 - Which way is up?!
You skills at gravity manipulation has increased. Increase Gravity and Decrease Gravity can now by used an extra 2 times a day, and the distance, areas, time and magnitude of gravity manipulation is doubled. In addition, you now get the follow trait:
Change Gravity - 3/day
Preparation time: 30 seconds
Select an object within 100ft of you, or a 5ft radius area 50ft from you. The chosen object/area has the direction of gravity changed to any angle you want. This effect lasts up to for 10 minutes, or when you will it off.
Level 10 - I’m flying!!!!!!
You have finally reached your goal, and have become a master at your craft. Increase, Decrease and Change Gravity can now be used at will. They can select an object within 500ft of you, or a 25ft radius within 250ft from you. Increase gravity can make it impossible for someone to lift themselves or an object (through it can’t kill), and decrease gravity can completely remove gravity’s effect. The duration of the effects last up to an hour.
- Luna's Rangers:
- Apprentice
Your training as a ranger has begun! Now you can move with almost no sound, blend in with the environment around you and notice what other miss. but most of all, you have been given the ranger's signature tool. The bow! You gain a permanent bonus of +3 to both Stealth and Perception, and as long as you have the ranger's bow item on you, you can perform the following talents:
Rope Shot
Preparation time: 1 minute
By trying a rope to your arrows, you can get your ropes to places that they otherwise could not reach! You must have sight of the target, and the rope is 50ft in length.
Snap Shot - Daily
You can perform one shot instantaneously
Ranger
Your training is now complete. Now, you make no sound as you move and become one with the shadows. In addition, your eye for detail has almost become super-natural. Upgrading your Stealth & Perception bonus to +5. Finally, your skills with the bow has become even greater. Giving you even more tricks, and upping the usage of Snapshot to 2/day
Cripple Shot
Preparation time: 10 seconds
Your aim with the blow is a dangerous thing. You can cleanly hit creature's limbs within 100ft of you and you have sight off. Hitting the limb can either make them drop an item they are holding, slow down their speed or if its a wing. Make them plummet down from the sky.
Douse Shot
Preparation time: 30 seconds
You can imbue you arrows with the darkness of the night. Allowing you extinguish a light-source within 50ft of you - save the sun - for an hour.
Master
You have become what few ranger every do. You have become a master of ranger's, whose skills are on par with legends. Your stealth and perception bonus become +10, snapshot can be used 5/day, the preparation time for all previous abilities are halved and you gain the additional abilities:
Mark the Target
Preparation time: 2 minutes
The Master's aiming ability in simply supernatural, meaning they no longer need to be able to see their target. They can simply feel where they need to hit. This ability must be used in conjunction with a 'shot' ability.
Fury of the Tempest- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
I feel like introducing some combat stuff, just because.
[-1] Ice and Fire [Standard Attack]
Deal 1d8 damage to target creature.
Inflict 1d4 ongoing damage to target creature.
If I really wanted to, I could do an alternate talent named "Ice, Lightning, and Fire" that also caused a target creature to lose 1d6 HP... thoughts?
Trait: Threat Level (really needs a new name)
Once per turn, you can gain a bonus on damage equal to the amount of vulnerability you are suffering, minus the amount of resist you have (min 0).
[-1] Ice and Fire [Standard Attack]
Deal 1d8 damage to target creature.
Inflict 1d4 ongoing damage to target creature.
If I really wanted to, I could do an alternate talent named "Ice, Lightning, and Fire" that also caused a target creature to lose 1d6 HP... thoughts?
Trait: Threat Level (really needs a new name)
Once per turn, you can gain a bonus on damage equal to the amount of vulnerability you are suffering, minus the amount of resist you have (min 0).
Last edited by Dusk Raven on Thu Aug 22, 2013 3:26 pm; edited 1 time in total
Dusk Raven- Epic Pwny
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Re: New Expansions - New Content - Post your favorites here
That Trait has given be an idea... but I've already made my 2 submissions.
Fury of the Tempest- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
I didn't even think of that. As worded, you could use it twice...and that doesn't seem like a half-bad idea. The "cripple yourself" concept is reinforced, and you can use it twice if you roll a 1 the first time or something.Zarhon wrote:Does this thing stack with itself (so an ally can get up to a +12 bonus and you up to a -12 penalty, or does a new usage cancel the effects of the old one out (e.g. remove your -6 penalty with a -1, and potentially remove the previous bonus from your ally)? Or can you not use it whilst the previous effect is up (meaning you can only use it once an hour)?sunbeam wrote:So anybody who reads my wall of text in the Element development discussion will know where I got this idea.
- Utility talent:
Give until it hurts - 2/day
Prerequisite: Element of Generosity
Roll 1d6. For the next hour, target ally gains a bonus equal to the roll result on their skill checks, and you take a penalty to skill checks equal to the roll result.
However, if the talent could be used more than 2/day, then the total possible bonuses seem pretty ridiculous, since you average +10 to a skill check from one utility talent. So the fix would work this way:
Roll 1d6. For the next hour, target ally gains a bonus equal to the roll result on their skill checks, and you take a penalty to skill checks equal to the roll result. You cannot use this utility talent again until after this effect has ended.
But that edit is probably not necessary.
sunbeam- Epic Pwny
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Re: New Expansions - New Content - Post your favorites here
So, long story short forum ate my post with math on it but I like Ice and Fire, however if we want it appropriately powered and for both effects to roll dice it fits best asDusk Raven wrote:I feel like introducing some combat stuff, just because.
[-1] Ice and Fire [Standard Attack]
Deal 1d8 damage to target creature.
Inflict 1d4 ongoing damage to target creature.
If I really wanted to, I could do an alternate talent named "Ice, Lightning, and Fire" that also caused a target creature to lose 1d6 HP... thoughts?
Trait: Threat Level (really needs a new name)
Once per turn, you can gain a bonus on damage equal to the amount of vulnerability you are suffering, minus the amount of resist you have (min 0).
[-2] Fire and Ice - Standard Attack
Deal 1d10 damage to target creature
Roll 1d6. Target creature suffers that much ongoing damage (save ends).
Also Flaming Arrow's ongoing damage needs to drop from 1d6 to 3 based on the math I did.
Kindulas- Designer
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Re: New Expansions - New Content - Post your favorites here
Sounds good to me - the math escaped me at the time so I wanted to throw the idea out there first (namely, the dual-strike with different damage types idea) and let others help with the specifics.Kindulas wrote:So, long story short forum ate my post with math on it but I like Ice and Fire, however if we want it appropriately powered and for both effects to roll dice it fits best asDusk Raven wrote:I feel like introducing some combat stuff, just because.
[-1] Ice and Fire [Standard Attack]
Deal 1d8 damage to target creature.
Inflict 1d4 ongoing damage to target creature.
If I really wanted to, I could do an alternate talent named "Ice, Lightning, and Fire" that also caused a target creature to lose 1d6 HP... thoughts?
Trait: Threat Level (really needs a new name)
Once per turn, you can gain a bonus on damage equal to the amount of vulnerability you are suffering, minus the amount of resist you have (min 0).
[-2] Fire and Ice - Standard Attack
Deal 1d10 damage to target creature
Roll 1d6. Target creature suffers that much ongoing damage (save ends).
Also Flaming Arrow's ongoing damage needs to drop from 1d6 to 3 based on the math I did.
Dusk Raven- Epic Pwny
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Re: New Expansions - New Content - Post your favorites here
I like this boon idea. It should be noted however, that the process of using a talent is the "Preperation time." We wanted to call it something like "Casting Time," but that's a term only for spells. We're considering calling preperation time simply "Time" so as to stop that confusion.Paper Shadow wrote:
- "Doomsday" Device (Utility Talent):
"Doomsday" Device - 1/Day [Created by Paper Shadow]
Prerequisite: Create Crazy Contraption, Villainous Laughter
You create an over-the-top, evil looking fake bomb, complete with flashing red lights, countdown timer, and ominous beeping. The device will scare creatures who don't know what the device does into fleeing, while braver creatures may attempt to destroy or dispose of the bomb. The bomb has a countdown you set between 30 seconds and 5 minutes, and when the countdown runs out, the bomb falls apart and vanishes.
- All Aboard! (Level 3 Boon):
All Aboard!
Your group gains the following group talent.
Friendship Express - 1/Day
Preparation Time: 1 Minute
Your party works together to make some kind of transport vehicle, be it a carriage, a small ship, or basic flying contraption. The vehicle is large enough to hold the entire party and two extra passengers, and all party members gain a +5 bonus to controlling the vehicle. No materials need be on hand to craft a and the process of crafting one after the preparation time takes less than ten seconds. The vehicle disappears after an hour and has no monetary value.
Kindulas- Designer
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Re: New Expansions - New Content - Post your favorites here
Just calling it "time" would be more confusing I'd bet not less...Kindulas wrote:I like this boon idea. It should be noted however, that the process of using a talent is the "Preperation time." We wanted to call it something like "Casting Time," but that's a term only for spells. We're considering calling preperation time simply "Time" so as to stop that confusion.
Re: New Expansions - New Content - Post your favorites here
Hm... well do people have ideas for a word that would make it clear? Because there are questions like "Can I take the time to prepare this and then use it later at instant speed?" and the idea is that no, because it's not preperation time it's just the time it takes to use the skill. Usage time? Activation time? I don't much like those, any ideas?Xel Unknown wrote:Just calling it "time" would be more confusing I'd bet not less...Kindulas wrote:I like this boon idea. It should be noted however, that the process of using a talent is the "Preperation time." We wanted to call it something like "Casting Time," but that's a term only for spells. We're considering calling preperation time simply "Time" so as to stop that confusion.
Kindulas- Designer
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Re: New Expansions - New Content - Post your favorites here
Activation Time is better than Preparation time at the very least - because it isn't as misleading.
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» What are Expansions?
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» Rainbow Factories: where have all the players gone? (considering investigators)
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