New Expansions - New Content - Post your favorites here
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Re: New Expansions - New Content - Post your favorites here
Oh my... I don't care what it becomes... But I wanta play with something with that...
Re: New Expansions - New Content - Post your favorites here
It's really specific though. I mean, if you know you're in a game where time travel and stuff like that is common, then taking it makes sense, but other than that...
Usually DMs are pretty forthcoming with time of day and such. So its really the "difference in the time stream" thing that's the draw. And because its a passive thing, it definitely relies on a situation that may not ever be present in a given game.
Usually DMs are pretty forthcoming with time of day and such. So its really the "difference in the time stream" thing that's the draw. And because its a passive thing, it definitely relies on a situation that may not ever be present in a given game.
A1C Bronymous- Air Commander, Equestrian Armies Pegasus Corps, Eastern Skies Command
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Re: New Expansions - New Content - Post your favorites here
I'm certainly open to suggestions. It originally wasn't high on my list of things to suggest but figured "why not" since its a freebie of sorts.
ZamuelNow- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
I've already made one suggestion, so here is my second.
Weapon Efficiency
Select one conjured weapon, the PiP costs of talents granted by that conjured weapon are reduced by one.
Basically, its a more general version off:
Celestial Warrior
Prerequisite: Staff of the Stars
Reduce the energy costs of talents granted by the Celestial Staff by 1
I mean, if the trait weapon can have such a trait, why not ordinary conjured weapons as well?
Weapon Efficiency
Select one conjured weapon, the PiP costs of talents granted by that conjured weapon are reduced by one.
Basically, its a more general version off:
Celestial Warrior
Prerequisite: Staff of the Stars
Reduce the energy costs of talents granted by the Celestial Staff by 1
I mean, if the trait weapon can have such a trait, why not ordinary conjured weapons as well?
Fury of the Tempest- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
Because let's say there's a theoretical [-1] Free Attack in the future that deals 1 damage or something on a conjured weapon. This trait would deal infinite damage with that.
Conjured Weapons break a lot of the system's rules in terms of power for their cost - so support for them needs to be designed carefully and with a clear understanding of how it interacts with all the possibilities.
Conjured Weapons break a lot of the system's rules in terms of power for their cost - so support for them needs to be designed carefully and with a clear understanding of how it interacts with all the possibilities.
Stairc -Dan Felder- Lead Designer
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Can't you only use one free action a turn?
Paper Shadow- Smile Like You Mean It
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Re: New Expansions - New Content - Post your favorites here
Yeah we only get one free action a round I thought... *goes to check* odd... It doesn't say how many free actions we get a round in combat.
Re: New Expansions - New Content - Post your favorites here
Free actions are free. Use as many as you can afford.
If there's a rule somewhere stating otherwise, let me know so it can be changed to how it's supposed to be.
If there's a rule somewhere stating otherwise, let me know so it can be changed to how it's supposed to be.
Stairc -Dan Felder- Lead Designer
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Re: New Expansions - New Content - Post your favorites here
You can only use one per trigger as an interrupt; that's probably where it's carrying over from.
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Re: New Expansions - New Content - Post your favorites here
Weapon EfficiencyStairc -Dan Felder wrote:Because let's say there's a theoretical [-1] Free Attack in the future that deals 1 damage or something on a conjured weapon. This trait would deal infinite damage with that.
Conjured Weapons break a lot of the system's rules in terms of power for their cost - so support for them needs to be designed carefully and with a clear understanding of how it interacts with all the possibilities.
Select one conjured weapon, the PiP costs of Standard talents granted by that conjured weapon are reduced by one.
Problem solved. Makes sure something like Shield Valour doesn't becoming majorly powerful, but still buffs all conjured weapons quite a bit.
Last edited by Fury of the Tempest on Thu Sep 05, 2013 6:16 pm; edited 1 time in total
Fury of the Tempest- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
Not so Fury... It'd still lead to problems to how one builds future conjure weapons.... That's why these types of talents are best limited to only one conjered weapon.
Re: New Expansions - New Content - Post your favorites here
So, make a trait for each conjured weapon?Xel Unknown wrote:Not so Fury... It'd still lead to problems to how one builds future conjure weapons.... That's why these types of talents are best limited to only one conjered weapon.
That'll be difficult.
If that makes things so powerful. Just add a trait prerequisite or something.
Its unfair that the trait weapon gets such a major power-boost, but the other conjured weapons don't.
Fury of the Tempest- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
Not really concerned with being fair to the other conjured weapons, as the trait weapon is supposed to be special, but reducing the cost of standard actions only does solve quite a few problems (naturally you wouldn't want to reduce them to less than 0 in order to be absolutely safe, though this might not be a necessary restriction).
Stairc -Dan Felder- Lead Designer
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Re: New Expansions - New Content - Post your favorites here
The trait weapon is already special by being more powerful than a normal conjured weapon.Stairc -Dan Felder wrote:Not really concerned with being fair to the other conjured weapons, as the trait weapon is supposed to be special, but reducing the cost of standard actions only does solve quite a few problems (naturally you wouldn't want to reduce them to less than 0 in order to be absolutely safe, though this might not be a necessary restriction).
Why can't the conjured weapons get the same boost it gets? Their still less powerful overall.
Fury of the Tempest- Freakin' Alicorn Princess
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It's been ruled before (probably in this exact thread), that you can only use one per round. It's also been ruled the other way. Basically, you guys keep not putting a definite ruling in the book, and people keep forgetting- including those making the rulings.Stairc -Dan Felder wrote:Free actions are free. Use as many as you can afford.
If there's a rule somewhere stating otherwise, let me know so it can be changed to how it's supposed to be.
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Re: New Expansions - New Content - Post your favorites here
@Fury - I didn't say they couldn't. However, there's no reasons they *have* to.
If a trait works, we'll probably use it. Your use of only affecting standard actions could well work.
@Bronymous - Free actions are intended to be free. It was limited in the past because it was thought to be necessary to keep things from breaking, like other systems need, but the pip system handles the issue just fine.
If a trait works, we'll probably use it. Your use of only affecting standard actions could well work.
@Bronymous - Free actions are intended to be free. It was limited in the past because it was thought to be necessary to keep things from breaking, like other systems need, but the pip system handles the issue just fine.
Stairc -Dan Felder- Lead Designer
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Re: New Expansions - New Content - Post your favorites here
Thats debatable. But as of yet there aren't a whole lot of exploitable "Free actions", so it's probably fine for now.
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Re: New Expansions - New Content - Post your favorites here
Same goes for Staff of the Stars. It didn't need the Celestial Warrior trait as an upgrade, yet it does.Stairc -Dan Felder wrote:@Fury - I didn't say they couldn't. However, there's no reasons they *have* to.
Fury of the Tempest- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
Your argument that "it isn't fair that other weapons don't have the support this unique weapon-trait does" isn't impressive.
However, that doesn't mean there aren't other good arguments to be made for that support being added.
That particular argument isn't valid. Other arguments could well be (I already said multiple times that your suggestion of just dealing with standard actions could work).
However, that doesn't mean there aren't other good arguments to be made for that support being added.
That particular argument isn't valid. Other arguments could well be (I already said multiple times that your suggestion of just dealing with standard actions could work).
Stairc -Dan Felder- Lead Designer
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I'm not an arguer.
I suck at them.
I'm just stating my opinion here, and the reasoning behind my suggestion.
That is all.
I suck at them.
I'm just stating my opinion here, and the reasoning behind my suggestion.
That is all.
Fury of the Tempest- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
Also, Pheromones - it's rather overly-rules-heavy. True, most of the text is in the options, but I feel we should cut some of the detail-orientedness of it. Frankly, if you abstract it to just being an area X feet around you, it's more easily re-flavored to other things like psionic effects.
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Re: New Expansions - New Content - Post your favorites here
Any free actions that would be broken by being usable more than 1/Round can just get a specific limiter (and some do). No need to bring down talents with no need for the limit just because some do, when limiting on a case-by-case basis isn't too hard a task.
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As with Arc Slash, my first instinct is "Of course!" But on second thought, that makes Despair combos... meaninglessly easy, and despair will become unquestionably OP if it isn't already... which actually highlights a possible problem if it's powerful enough that we have to worry about its existence when designing... talents that limit design are a known issue... also it's sad we made it a Psion move before Alchemist was a thing, because that is so Despair's rightful home.Zarhon wrote:Here's my suggestions for this week!
First off, something for the Changelings, insectoid races, and other creatures that use pheromones...As far as the cost of this racial goes... No idea. Best guess would be either:
- Pheromones - Racial:
Pheromones - 1/day
Your race is able to secrete pheromones, that may affect the mentality or emotions of those that inhale or smell them. When you use this ability, you spread pheromones through the air, spreading across 50 yards around you, blocked by solid objects. The pheromones linger in the air and on objects within their area of effect, as well as on your own body, for 10 minutes. The pheromones can be blown or washed away by strong weather conditions (rainfall, winds...), or cleaned away by liquid/destructive effects (water, fire, acid, lightning...). Any creature that inhales or smells them in the air, touches a contaminated object, touches you, or otherwise is contaminated with the pheromones must roll an endurance DC25 to avoid being affected by them. The effects last for as long as they are unable to save against them, making a new endurance check every 5 minutes, with the DC reduced by 5 (stacking) for each failed save. You are immune to your own pheromones. When you take this talent, choose one of the pheromone effects below. You may take this ability multiple times, picking a different pheromone each time, and gaining an extra use per day:
Lovely Pheromones
Induces feelings of love in the affected creatures. You gain a +10 bonus to seduce such creatures or entice feelings of love towards other creatures. They will do their best to protect any creature they are enamored with, going as far as to attack other creatures, if properly provoked.
Raging Pheromones
The effect of these pheromones lie dormant in a creature, until telepathically activated by you. The affected creatures then become hostile, induced to a blind rage. They will attempt to attack or assault a random creature in their vicinity. They snap out of their rage if their property, allies, or life would become dangerously threatened by their actions. Due to their aggravating nature, you suffer a -10 to persuasion checks whilst these pheromones linger on you.
Saddening Pheromones
Creatures affected by these pheromones are overcome by unexplained sadness and grief. They sit down, moping, and become unwilling to do anything, exerting minimal (if any) effort. They snap out of this if their lives, property, or allies become threatened.
Nightmare Pheromones
Creatures are overcome by intense fear, and are considered under the effects of the "Terrify" racial. They will do their best to avoid you or flee from you, throwing caution to the wind, or may even attack you in desperation. They also suffer a -5 penalty to knowledge or Horse Sense checks, whilst affected.
Stinking Pheromones
Creatures affected by these pheromones become extremely nauseous and sick. All of their attributes are reduced by -4 for the duration. The penalty increases by 1 for any extra exposures to the pheromones (by touching you, staying in pheromone-affected areas, or touching contaminated objects). Due to their intense stench, you suffer a -15 to persuasion checks whilst these pheromones linger on you.
Maddening Pheromones
Creatures afflicted by these pheromones become temporarily insane, and act completely randomly and illogically. They become unable to use their Knowledge and Horse Sense skills, and must roll a 1d6 to determine what their behavior is via the list below. The effect ends if they take damage, or their lives become endangered.
1 - The creature suddenly thinks it is of the opposite gender, and acts appropriately.
2 - The creature start loudly dancing and singing, completely ignoring other creatures, unless they're dancing and singing as well.
3 - The creature hallucinates, seeing everything, and everypony, as their favorite food.
4 - The creature acts as though affected by a different, random pheromone.
5 - The creature assumes itself to be an omnipotent, all-powerful entity, fitting the setting. If it already is such an entity, it instead assumes itself to be a mild-mannered, average, ordinary creature.
6 - The creature acts as it would normally, only in reverse (talking backwards, running backwards...).
7 - The creature gains an intense phobia and distrust of the color pink, trees, and ceilings.
8 - The creature does nothing but laugh constantly, and a random effect from the Tons of Fun table is activated.
Psionic Pheromones
Whilst under the effects of these pheromones, creatures are telepathically linked to you, allowing you to spy on their surface thoughts (as though under the effect of "Detect Thoughts"). It takes a DC30 perception/arcana/streetwise skill check to determine the mental intrusion, whenever you do so. The mental link also allows normal telepathic communication, as well as sending discreet, subliminal mental messages, sounding like their own thoughts. You also may send a direct mental order, forcing a creature act against it's will, unless the creature passes a DC25 endurance check. The effect of these pheromones end early if the mental link is discovered (on unwilling creatures), or after a direct mental order is obeyed/resisted against.
Natural Pheromones
These pheromones cause any creature affected by them to be treated as though under the effect of "Animal Magnetism", causing animals and other such creatures to treat them as friendly (they cannot command creatures without "Animal Speak", however). In addition, theses pheromones attract a random species of animal to flock towards their current location/contaminated creatures, as though "Call Animal" was used.
1) Price the pheromones themselves per effect, making the actual ability cost (0), and each pheromone costs varies (1-3, or something)
2) Have the initial pheromones racial cost a bunch (2-4), and subsequent extra pheromones are a cheap, stand-alone "upgrade racial".
3) Have pheromones cost cheap (1) and you can pick it repeatedly to get the other effects (full 8 points to get all the pheromones).
And secondly, something to assist both ongoing damage builds, AOE builds, as well as builds that require save-ends conditions.
- Arc Slash - Combat Talent:
[+1*] Arc Slash - Standard Attack
Inflict up to six target creatures with 1 ongoing damage (save ends). If the target(s) are already suffering ongoing damage, you may either increase that amount by 1, or force the affected creature's next save against it to be rolled twice, taking the lower result.
*Not sure how the pip balance of this one goes.
The combat talents could use a bunch of AOE attacks, or cheap AOE save-ends effects.
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Re: New Expansions - New Content - Post your favorites here
Yeah, I sort of focus on the ruling to avoid it being broken by an obvious loophole in its mechanics, leaving the decisions of what is needed/useable to the devs in charge. Is the idea itself solid? What sort of "cuts" do you have in mind?Kindulas wrote:Also, Pheromones - it's rather overly-rules-heavy. True, most of the text is in the options, but I feel we should cut some of the detail-orientedness of it. Frankly, if you abstract it to just being an area X feet around you, it's more easily re-flavored to other things like psionic effects.
Well, the thing with Despair is that's it's pretty much the only reasonable talent option for such a tactic. The others are just not worth it, especially with the finicky nature of save ends conditions (unless you heavily invest in making chances work in your favor) and the high cost of combos. For instance, Acid Rain - it's practically the same ability, only a lot more expensive, and as such you can't really use it with anything without getting 10+ pips in advance, or relying on ally cooperation, or wasting a lot of its cost on a single target or two, rather than its full range.Kindulas wrote:As with Arc Slash, my first instinct is "Of course!" But on second thought, that makes Despair combos... meaninglessly easy, and despair will become unquestionably OP if it isn't already... which actually highlights a possible problem if it's powerful enough that we have to worry about its existence when designing... talents that limit design are a known issue... also it's sad we made it a Psion move before Alchemist was a thing, because that is so Despair's rightful home.
Despair seems to be balanced by the fact it is impractical to properly pull off yourself with anything, or can almost never do it's full potential. It's also worth noting that the combos are pretty much guaranteed to take at least two standard actions, but not guaranteed to be usable (leaving a constant risk of a waste of spent pips, if the combo 'breaks' due to bad luck). How far can one go with the investment cost/risk before they decide it's not worth it over a simpler, direct method?
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Re: New Expansions - New Content - Post your favorites here
Pheromones... I'm not sure what to think really. I do harken to my alter emotions idea. Some of them are a problem, but I wouldn't say it's unworkable necessarily. It's an odd one, but as a general thing altering other people's emotional states doesn't sound inherently problematic
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