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

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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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Post  Fury of the Tempest Wed Jul 31, 2013 1:55 pm

After a discussion with Staric in the New Content thread, it was discovered that to him, the regeneration armors cost too much. Thus I have the suggest changes, in bold.

Lifebound Armor - 1000 gold
Armor
You gain regeneration 2.

Hierophant Armor - 2000 Gold [Created by LoganAura]
Armor
You have regeneration 4.

Immortality Armour - 4000 Gold
Armour
You have regeneration 7
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Post  Ramsus Wed Jul 31, 2013 2:49 pm

[quote="ZamuelNow"]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.[quote]
I'm gonna say.... both and more. Heart of Courage is more or less better than basically anything else you can take, sometimes even better than having a CM (though its issues really lie in having both it and a CM).

In combination with Magecraft's specialists only suggested DCs it becomes one of the only ways to hit those DCs at all reliably since despite however it is that Stairc&co play, I don't see anyone on the forum using Magecraft for purposes other than trying to cast spells quickly (meaning all those time bonuses don't matter and the penalty for instant casting is the only thing that does) and in general people on the forum seem to be very not munchkinish about aid checks and only perform them when they feel their character actually has a reason to think they can be of help and it feels in character.... and sometimes not even then. This leaves the Magecraft user working solo, at a penalty, 90%+ of the time, trying to hit DCs you just normally wouldn't be able to. And even if people do perform aid checks, it's rarely the whole party and because of the way aid related racial traits are priced, almost nobody has them these days (though we see a decent amount of Grandeur at least).

Basically the issue is that Heart of Courage probably shouldn't exist (as at certain points it becomes equivalent to FK: Everything) and the DCs for Magecraft were designed for a style of play that doesn't actually match the style most of us here are playing with.
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Post  ZamuelNow Wed Jul 31, 2013 3:55 pm

Well, there's two halves to the problem. The Magecraft half can probably be discussed in its own thread. On the Heart of Courage side of things, perhaps it should be changed to this:

Heart of Courage - Proposal:

This keeps it useful but it's less of a min-max no brainer. Also forces someone to rethink build structure. Do they want a high attribute score but keep skills untrained or do they want to focus on high training and just let the racial kick in as a nice bonus when operating outside of their specialty? It feels like this might be the intent due to how it's worded but not how things came out.
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Post  Ramsus Wed Jul 31, 2013 4:08 pm

That just makes it a better version of Applejack of All Trades. And doesn't really stop the FK: Everything situation. In fact, it'd be a weird pseudo-penalty for putting training in a skill since the bonus is higher than the training bonus.
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Post  ZamuelNow Wed Jul 31, 2013 4:37 pm

Well, arguably the other suggestion would be to make it a daily since part of the issue isn't just the boost but rather the unlimited uses.
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