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Official Errata Suggestion/Discussion Thread (changes you'd like to see made)

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Post  A1C Bronymous Thu Jul 25, 2013 11:56 pm

Well a long time ago someone once said that UTs= 2 racial points, and that's why an extra UT was 2 pt racial, so that's why I thought that. But yeah, there are plenty UTs that give a 1 (or more) a day +5 skill check bonus. You should make sure to keep the "terrified" mood of it, so that it isn't just another of a deluge of skills that just add points to persuasion in general. In fact, most of those should be given conditions like "mood" or "setting" to make them less broken.
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Post  Zarhon Fri Jul 26, 2013 12:09 am

Hmm, if terrify is being brought up - what about "Villainous Laughter"?

In theory, is should be usable the same way as "terrify" (scaring creatures), but it's kinda inferior to other talents (e.g. illusionary mask, which is better in almost any circumstance).

It's whole effect of "convincing others you are evil" is also extremely situational (and possibly damaging to reputation, and terrible for subtle or stealth-related tasks), and the +10 is so-so of a bonus.

Perhaps make it so that:

a) The lightning flash is optional, or you can make the laugh impossible to hear by anyone you don't want it to, in case subtly is required, or some other "scary" effect that isn't so noticable (e.g. Frau Blucher horse whinny, or "silent movie villain" music...).
b) The lightning flash/thunder strike is an actual, non-flavor weather effect you control, when you first use it (for instance, making a nearby tree be set ablaze by a thunderbolt, or strike your Frankenstein lightning rod), or otherwise can bring up a "free temporary storm" for the duration, which acts normally. It could be paired with weather crafting, but not required to.
c) Equalize the intimidation/evil check, or generally buff it to be worth taking. Maybe make the "evil check" be attributed to any immoral or evil actions (e.g. +10 to stealing candy from a baby, or betraying someone, or scamming...)?

Edit: Checked up on terrify, made a false assumption on its bonus - compared to villainous laughter (which you can get at same price), Terrify is utter crud that one might as well never take. And compared to stuff like scent tracker/spider climb bonuses its cost, AND its daily limit, it's really underpowered for a racial. Didn't the bonus used to be higher?

For comparison/reference:
Spoiler:
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Post  Stairc -Dan Felder Fri Jul 26, 2013 12:32 am

I don't follow how 'terrify' is utter crud compared to villainous laughter. Terrify is usable an additional time per day, not at all insignificant, and its bonus works for your whole party. Villainous Laughter only works for you.
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Post  Zarhon Fri Jul 26, 2013 12:44 am

Stairc -Dan Felder wrote:I don't follow how 'terrify' is utter crud compared to villainous laughter. Terrify is usable an additional time per day, not at all insignificant, and its bonus works for your whole party. Villainous Laughter only works for you.

Uhm...

Terrify (2) - [1/Day]
Characters of your race can put on a terrifying display, terrifying a creature that can see you for the next minute. Creatures gain +5 to persuasion checks when attempting to intimidate a terrified creature.

(Taken from Genetic Engineering)

I'd say a daily 10 minutes is better than a daily 1 minute (cause how much talking can your allies fit into that one minute?)
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Post  Stairc -Dan Felder Fri Jul 26, 2013 12:51 am

Slow-Paced 50 Seconds of Intimidation

You can each deliver a simple threat to a particular NPC in 10 seconds or less. It's a +5 bonus to everyone's main check and assist checks, or a series of quick threats. It can also toss the benefit to an ally that is temporarily more intimidating. The only reason Villainous Laughter is comparable is because of the longer duration and the situational bonus to convincing people you're evil.


Last edited by Stairc -Dan Felder on Fri Jul 26, 2013 12:52 am; edited 1 time in total
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Post  A1C Bronymous Fri Jul 26, 2013 12:51 am

That's not what it says... Terrify is once per day. Also, "characters of your race" is implausibly defined, because no one uses GE to create "races", only unique specimens. If a unique specimen has the trait, then its not something necessarily shared by the whole race, so other members of that race (e.g., Earth Ponies in general), then every other EP in the party that can use terrify need to have it listed as a unique trait that they also have, and then there's no reason to have "all characters of the same race" anyway. Conversely, If someone is using GE to make a legitimate new race, then he'd need more party members to be willing to use that race as well, and even if that happened, then each of them would already have Terrify, so it's pointless.

The only way it works is if its something that you, as a unique specimen, can impart to the others of your race through will, or magic, or sheer excellence, or what have you, but then it doesn't make sense to have it limited to just "your race".
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Post  Stairc -Dan Felder Fri Jul 26, 2013 12:56 am

Yep, I did misread the  (2) next the the thing and though it said 2/Day. I'm glad it doesn't, because that would be completely overpowered compared to villainous laughter then.

Not sure what you're talking about regarding the 'creatures of your race' thing bronymous - that's just genetic engineering talk that means, "you can do this" but phrasing it in such a way that it refers to the flavor of it being an inherent ability of your race.

The reason it works for your whole party is that it gives all creatures a bonus to intimidating the creature in question. A group +5 is comparable to having +5 for ten minutes. It's rare that you'll have to intimidate people on crucial checks 10 minutes in a row. Usually it comes down to a crucial intimidation roll. Both are fine options, perhaps have the duration *slightly* increased on Terrify to prevent DMs trying to restrict the group interactions too much.
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Post  A1C Bronymous Fri Jul 26, 2013 1:11 am

Oh.

Well then.
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Post  ZamuelNow Fri Jul 26, 2013 1:12 am

I think the wording is a little poor. What the text says and what you're describing sound like rather different things since the text as is gives no indication that the whole group is affected. Give me a moment to try to perhaps work on a smoother wording.
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Post  Stairc -Dan Felder Fri Jul 26, 2013 1:15 am

Sure thing. Note that it does say that creatures attempting to intimidate the creature get a bonus. Maybe just put 'all' before 'creatures' for added emphasis?
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Post  A1C Bronymous Fri Jul 26, 2013 1:27 am

"All Party Members", "all allies that you can see", or something like that, for sure. Unless you want DMs counter-intimidating the party, which could make for some fun "how tough are ya" conversations.
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Post  ZamuelNow Fri Jul 26, 2013 1:30 am

This sounds more like your description.

Terrify - Reworded:
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Post  Stairc -Dan Felder Fri Jul 26, 2013 1:30 am

@Bronymous - Well, it only works on the target creature - so the DM can't use it against the players unless a player was targeted.
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Post  A1C Bronymous Fri Jul 26, 2013 1:33 am

Yeah, that's another part that seems to be glossed over. It didn't have the flag words "Target Creature".
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Post  Fury of the Tempest Fri Jul 26, 2013 11:56 pm

The new shield of Valor is rather ridiculous. Shield Bash is extremely redundant now the Stand Tall is +2. 1d6, so no chance of citing. -5 damage, sure. Might be okay against solo monsters, the rarest encounter of them all from what I can tell, but why bother against other encounters when you can mark an ally, reduce all damage you take by 1/2, and us that horrendously broken free defender?
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Post  Xel Unknown Sat Jul 27, 2013 12:01 am

I don't know what game's you are playing Fury... But most fights I've gotten have been solos or just a small few monsters, those are easiest for the GM to keep track of I believe... Also you might not have notice that Shield Bash now is a d8 move...
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Post  Philadelphus Sat Jul 27, 2013 12:20 am

While looking over the utility talent document I noticed that the Traveler's Mantle enchantment says both "You and up to five allies gain Traveler’s Mantles until their next extended rest" and "This enchantment vanishes after 24 hours." I'm just wondering if this was intentional (if you don't rest for 24 hours, you lose them), or if we should pick one or the other as official.
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Post  Zarhon Sat Jul 27, 2013 11:20 am

What do people think of a trait like this?

Amensiac:

And on a different note: Some of the items/traits in the docs have "Free Action" (e.g. the Putrid Explosion trait/ability). Shouldn't those be classified as "Free Utility"?

And on a third note: For credit where it's due, could "inspired by Philadelphus" be added to the Green Hooves talent credit?
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Post  Kindulas Sat Jul 27, 2013 4:11 pm

Except SB is 1d8 now.
Anyway, I'm trying to balance a /chance/ at getting 2 pips off a talent as a 1 pip benefit - maybe that's wrong, maybe it's too easy to use the marks and they need to be worth 1.5 pips instead. Playtesting data on that will be appreciated.
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Post  Fury of the Tempest Sat Jul 27, 2013 5:26 pm

Kindulas wrote:Playtesting data on that will be appreciated.

Good luck on that.
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Post  Ramsus Wed Jul 31, 2013 4:50 am

Could we change the level 4 Explorer Destiny feature to not work only in the wilderness where many campaigns may never go? It seems like a pointless limitation on an ability of already limited use. It's not like having a safe place to lay your head down in town is all that unreasonable to be able to find. Or other non-wilderness places for that matter. In other words, can we just have it work anywhere? Because I'm not seeing any reason why not.
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Post  Kindulas Wed Jul 31, 2013 4:53 am

Ramsus wrote:Could we change the level 4 Explorer Destiny feature to not work only in the wilderness where many campaigns may never go? It seems like a pointless limitation on an ability of already limited use. It's not like having a safe place to lay your head down in town is all that unreasonable to be able to find. Or other non-wilderness places for that matter. In other words, can we just have it work anywhere? Because I'm not seeing any reason why not.
Yeah, explorer is a little on the useless side
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Post  Ramsus Wed Jul 31, 2013 5:54 am

Looking it over, it'd also be better if the level 7 for that Destiny had the following change.
Original
You gain, a +10 bonuses to Streetwise checks to find someone you know in a city

Proposed change
You gain, a +10 bonuses to Streetwise checks to find someone in a city

The real major issue with the original version of Explorer is just that it was way too specific and limiting in what you could do with it.
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Post  Paper Shadow Wed Jul 31, 2013 6:29 am

Can Heart of Courage be reworked or removed? It went from being a situational racial which helps out in situations where you would have to spend magic points to pass the DC anyway into a racial which if you don't take whenever you make a Magecraft character then you smell and I'll hate you forever...
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Post  ZamuelNow Wed Jul 31, 2013 10:48 am

Is the problem Heart of Courage or is it Magecraft DCs + team synergy? I get the feeling that the DCs for Magecraft were designed with outside buffs in mind and for varying reasons that doesn't happen in play.

Speaking of dragon racials, are the Baby Dragons going to get the options Dragonborn have?
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