Ask a Simple Question - Get a Simple Answer
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Re: Ask a Simple Question - Get a Simple Answer
Don't think you can use Bekerker's Rage twice in a battle....
Re: Ask a Simple Question - Get a Simple Answer
Ok, thanks for the heads up.Xel Unknown wrote:Don't think you can use Bekerker's Rage twice in a battle....
Btw, I love how fast you guys are. You're awesome! Keep it up!
Re: Ask a Simple Question - Get a Simple Answer
Nothing says you can't use it twice in a battle, if it was it would be a trait or item talent instead. I don't know for certain here, but I think you get the additional 3d6- and if so, then you can use them both on the same attack, or on two different attacks. If nothing else, the way it's worded doesn't really make it seem like the no stack rule applies to it.
But I don't know why you'd use it twice a battle, that's about 4 turns used up on just the two uses, IF you have the right equipment to pull it off. Unless you have a build that, after several rounds, you just have an abundance of pips to use.
But I don't know why you'd use it twice a battle, that's about 4 turns used up on just the two uses, IF you have the right equipment to pull it off. Unless you have a build that, after several rounds, you just have an abundance of pips to use.
A1C Bronymous- Air Commander, Equestrian Armies Pegasus Corps, Eastern Skies Command
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Re: Ask a Simple Question - Get a Simple Answer
You've got a point... The rules teckneckly doesn't say you can't use it more then once... Just doesn't say anything about what happens if he is used more then once... The vul 4 doesn't get effected... But getting an extra +3d6 seems like something that not everypony would agree on. I think most GMs would say no... It doesn't do anything.
Re: Ask a Simple Question - Get a Simple Answer
Except give you four more pips for effectively no cost.
Not exactly a bad deal at that point.
Not exactly a bad deal at that point.
AProcrastinatingWriter- Freakin' Alicorn Princess
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Re: Ask a Simple Question - Get a Simple Answer
Yeah, except we're talking about Berserker's Rage now, which is a -9 pip cost.
A1C Bronymous- Air Commander, Equestrian Armies Pegasus Corps, Eastern Skies Command
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Re: Ask a Simple Question - Get a Simple Answer
Well, going by the "no stacking rule", you can't really repeat the effect onto yourself (as you already can't with blood pact and other such "permanent" effects).
HOWEVER, you could, in theory, combine the "Berzerker Rage" with "Wild Abandon" (the -7 costing, 'weaker' version of berzerker rage, with the same drawback) by using one, then the other. Both are different combat talents with similar, but still different / individual effects, and would ignore the no-stacking rule. Furthermore, their Vulnerability wouldn't stack, so there's no drawback out of combining them.
HOWEVER, you could, in theory, combine the "Berzerker Rage" with "Wild Abandon" (the -7 costing, 'weaker' version of berzerker rage, with the same drawback) by using one, then the other. Both are different combat talents with similar, but still different / individual effects, and would ignore the no-stacking rule. Furthermore, their Vulnerability wouldn't stack, so there's no drawback out of combining them.
[-7] Wild Abandon - Minor Utility
For the rest of the battle you suffer Vulnerability 4, and once per round when you make a single-target attack, you may have that attack deal +2d6 damage.
[-9] Berserker’s Rage - Minor Utility
For the rest of the battle you suffer Vulnerability 4, and once per round when you make a single-target attack, you may have that attack deal +3d6 damage.
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Re: Ask a Simple Question - Get a Simple Answer
The frick was my mind an hour agoBronymous wrote:Yeah, except we're talking about Berserker's Rage now, which is a -9 pip cost.
AProcrastinatingWriter- Freakin' Alicorn Princess
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Re: Ask a Simple Question - Get a Simple Answer
This was my default plan. Just wanted to check and see if I could free up a combat talent slot. Thanks for all the input.Zarhon wrote: HOWEVER, you could, in theory, combine the "Berzerker Rage" with "Wild Abandon" (the -7 costing, 'weaker' version of berzerker rage...
Re: Ask a Simple Question - Get a Simple Answer
[0] Prepare Spell - Minor Utility
Choose one:
A) Choose a Basic Combat Talent you have selected (which can be this one) and swap it with one you do not have selected.
B) Pay 1 energy: Choose a Basic Combat Talent you don’t have selected for this battle. You may now use that talent during this battle.
What is the difference between option A here, and the default "spend a minor, swap a talent" action that everyone can already do?
Choose one:
A) Choose a Basic Combat Talent you have selected (which can be this one) and swap it with one you do not have selected.
B) Pay 1 energy: Choose a Basic Combat Talent you don’t have selected for this battle. You may now use that talent during this battle.
What is the difference between option A here, and the default "spend a minor, swap a talent" action that everyone can already do?
A1C Bronymous- Air Commander, Equestrian Armies Pegasus Corps, Eastern Skies Command
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Re: Ask a Simple Question - Get a Simple Answer
You are thinking of Switcheroo, but you've got one critical detail wrong.Bronymous wrote:[0] Prepare Spell - Minor Utility
Choose one:
A) Choose a Basic Combat Talent you have selected (which can be this one) and swap it with one you do not have selected.
B) Pay 1 energy: Choose a Basic Combat Talent you don’t have selected for this battle. You may now use that talent during this battle.
What is the difference between option A here, and the default "spend a minor, swap a talent" action that everyone can already do?
- Swticheroo:
- Switcheroo
Once per battle, a player can spend a minor action to swap out a combat talent they brought into battle with another combat talent their character knows but didn’t bring into battle. For example, if you chose Fireball as one of your 5 combat talents to bring into a fight but now realize you really need that Second Sunrise you didn’t bring in - you can spend a minor action to swap out Second Sunrise for one of the talents you did bring in (like Fireball).
Switcheroo can only be used once per battle. So the advantage of Option A from Prepare Spell is that you can do it every round if you like instead of just once per battle.
Re: Ask a Simple Question - Get a Simple Answer
Oh that's true. Good call.
A1C Bronymous- Air Commander, Equestrian Armies Pegasus Corps, Eastern Skies Command
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Re: Ask a Simple Question - Get a Simple Answer
[-4] Rise for Me! - Reaction Utility [Created by Silent Belle and Sunbeam]
Trigger - An enemy falls to 0 or fewer hp.
Effect - You conjure a Blood Skeleton with the following stat block.
Blood Skeleton - 10 hp
Size: medium
Speed: 6
Trait - Open Grave
When this creature reaches 0 hp or less, it deals 1d10 damage to all creatures adjacent to it.
[+X] Cannibalism - Standard Attack
Range: Melee
The Blood Skeleton deals Xd12 damage to target ally. X cannot be greater than 5.
[+1] Bloodwrench - Standard Attack
Range: Melee
The Blood Skeleton deals 1d6 damage to target creature. Target ally gains 1d6 hp.
[-2] Protect The Master - Interrupt
Trigger - An enemy targets you or an ally within 5 spaces of the Blood Skeleton with a melee or ranged attack
Effect - The Blood Skeleton moves to a space that is between that ally and the triggering enemy, or adjacent to both. The attack targets the Blood Skeleton instead.
This power’s cost cannot be reduced to below 1.
Again does this need a range? Table top. I assume the same range as Bone Mite but I thought I'd ask.
Trigger - An enemy falls to 0 or fewer hp.
Effect - You conjure a Blood Skeleton with the following stat block.
Blood Skeleton - 10 hp
Size: medium
Speed: 6
Trait - Open Grave
When this creature reaches 0 hp or less, it deals 1d10 damage to all creatures adjacent to it.
[+X] Cannibalism - Standard Attack
Range: Melee
The Blood Skeleton deals Xd12 damage to target ally. X cannot be greater than 5.
[+1] Bloodwrench - Standard Attack
Range: Melee
The Blood Skeleton deals 1d6 damage to target creature. Target ally gains 1d6 hp.
[-2] Protect The Master - Interrupt
Trigger - An enemy targets you or an ally within 5 spaces of the Blood Skeleton with a melee or ranged attack
Effect - The Blood Skeleton moves to a space that is between that ally and the triggering enemy, or adjacent to both. The attack targets the Blood Skeleton instead.
This power’s cost cannot be reduced to below 1.
Again does this need a range? Table top. I assume the same range as Bone Mite but I thought I'd ask.
Hayatecooper- Equestrian Honor Guard
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Re: Ask a Simple Question - Get a Simple Answer
So this question came up in the course of combat-testing using the tabletop system today:
Regarding the Lightning Chain ability of the Lightning Spear:
I ruled it was the former because I figured the intent was just that you couldn't use it three times on the same creature, but I'd like some confirmation one way or the other.
Regarding the Lightning Chain ability of the Lightning Spear:
- Lightning Chain:
- [+1] Lightning Chain – Standard Attack
Range: Melee
Choose a creature within 7 spaces of you. Jump to a space adjacent to that creature and deal 1d10 damage to that creature. You may repeat this attack up to 2 times, each time targeting a different creature.
I ruled it was the former because I figured the intent was just that you couldn't use it three times on the same creature, but I'd like some confirmation one way or the other.
Philadelphus- Designer
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Re: Ask a Simple Question - Get a Simple Answer
Because it says "Each time" targeting a different creature, it's supposed to mean you need A, B, C. Not clear at all, though...Philadelphus wrote:So this question came up in the course of combat-testing using the tabletop system today:
Regarding the Lightning Chain ability of the Lightning Spear:What exactly does "different creature" mean? For illustration, if you have three creatures A, B, and C, all within legal range of each other for Lightning Chain, is it possible to jump first to A, then to B, then back to A? Or would it have to be A, B, C?
- Lightning Chain:
[+1] Lightning Chain – Standard Attack
Range: Melee
Choose a creature within 7 spaces of you. Jump to a space adjacent to that creature and deal 1d10 damage to that creature. You may repeat this attack up to 2 times, each time targeting a different creature.
I ruled it was the former because I figured the intent was just that you couldn't use it three times on the same creature, but I'd like some confirmation one way or the other.
Kindulas- Designer
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Re: Ask a Simple Question - Get a Simple Answer
Ah, yes, I thought it was "different creature from the previous attack" not "different creature altogether." Perhaps you could add something like the following to the wording?
"You may repeat this attack up to 2 times, each time targeting a different creature. You may not target the same creature twice."
"You may repeat this attack up to 2 times, each time targeting a different creature. You may not target the same creature twice."
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Re: Ask a Simple Question - Get a Simple Answer
Another question that came up during the latest testing: one of my players hit an enemy with Explosive Arrow, intending to hit a bunch of creatures with its delayed blast. However, the initial attack killed the creature, which brought up the question of what happens to the delayed blast. I thought it wouldn't be very fair to say that the blast just fizzled since he didn't know the attack would kill the creature, so I just ruled that since its corpse was technically still there the blast would happen when it came around to the next time the creature would have had its turn if it was still alive. But just wondered if there was an official ruling on that.
- Explosive Arrow:
- [-3] Explosive Arrow - Standard Attack
Range: Ranged 7
Deal 1d10 damage to the target. At the beginning of that creature’s next turn, it and all creatures adjacent to it take 1d12 damage and fall prone.
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Re: Ask a Simple Question - Get a Simple Answer
Reincarnation
Five times per battle, you may use the following combat talent.
[0] Conjure Spirit Fragment - Reaction [5/Battle]
Trigger - A conjuration you control dies.
Effect - You conjure an allied Spirit Fragment with the following stat block.
I know, more Tabletop questions. But. When it says "You conjure an allied Spirit Fragment with the following stat block." Is there a range on that? Like.. is it just summoned on the same space as the dead conjuration?(Which is my assumption) or can it be summoned where ever? Also does the conjuration dying have to be near you particularly? Assuming no, but *shrugs*
EDIT: Also while I'm asking stuff
Lvl 10 Dynamic Duo
How does that interact with taking Companions as your Duo Partner? Do you essentially gain Dynamic Duo again because they gain Dynamic Duo and then you take it, does the effect Fizzle and all you get is the telepathy thing? What's the go on that
Five times per battle, you may use the following combat talent.
[0] Conjure Spirit Fragment - Reaction [5/Battle]
Trigger - A conjuration you control dies.
Effect - You conjure an allied Spirit Fragment with the following stat block.
I know, more Tabletop questions. But. When it says "You conjure an allied Spirit Fragment with the following stat block." Is there a range on that? Like.. is it just summoned on the same space as the dead conjuration?(Which is my assumption) or can it be summoned where ever? Also does the conjuration dying have to be near you particularly? Assuming no, but *shrugs*
EDIT: Also while I'm asking stuff
Lvl 10 Dynamic Duo
How does that interact with taking Companions as your Duo Partner? Do you essentially gain Dynamic Duo again because they gain Dynamic Duo and then you take it, does the effect Fizzle and all you get is the telepathy thing? What's the go on that
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Re: Ask a Simple Question - Get a Simple Answer
@Phil - You can rule this either way, but I'd support the way you ruled it. It's much more fun.
@Hayate - Like all things in tabletop (unless specifically specified otherwise), you still need line of sight and effect for Reincarnation to work. However, other than that - it doesn't have a strict range requirement. Dynamic Duo - would you mind posting the destiny in question?
@Hayate - Like all things in tabletop (unless specifically specified otherwise), you still need line of sight and effect for Reincarnation to work. However, other than that - it doesn't have a strict range requirement. Dynamic Duo - would you mind posting the destiny in question?
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Re: Ask a Simple Question - Get a Simple Answer
Level 10 - “Our destinies are one”
You and your partner's destinies have become deeply intertwined. Gain the level 4 and 7 destiny feature of your partner and they gain your level 7 destiny feature as well. Furthermore, your telepathy between yourself and your partner cannot be interrupted or detected by any outside means.
The other two are pretty obvious, it's just this bit I'm curious about. Rest is spoilered below however, just incase.
You and your partner's destinies have become deeply intertwined. Gain the level 4 and 7 destiny feature of your partner and they gain your level 7 destiny feature as well. Furthermore, your telepathy between yourself and your partner cannot be interrupted or detected by any outside means.
The other two are pretty obvious, it's just this bit I'm curious about. Rest is spoilered below however, just incase.
- Dynamic Duo:
Level 4 - “We work well together.”
You have a close ally within the party. You and they are natural teammates and are there for each other through thick and thin. Select one willing party member and that ally becomes your partner. If your partner dies you may select another partner after an extended rest. You and your partner gain a +10 to skill checks to assist the other, and provide an additional +2 bonus to the assisted check. You also gain at will telepathy with each other that has no distance limit.
Level 7 - “We learn from each other.”
Choose a utility talent that your partner knows and you meet the prerequisites for. You gain that utility talent. Your partner chooses a utility talent that you know and that your partner meets the prerequisites for. Your partner gains that utility talent. You also choose one skill your partner is trained in. You gain training in that skill. Your partner chooses one skill that you are trained in. Your partner gains training in that skill. In addition, whenever you or your partner spends a magic point to give a bonus to the other’s skill check, they provide an additional +10 bonus. This does apply if a Magic Talent is used to give the bonus, so long as a magic point is spent. For example, using the default +10 bonus would actually give a +20 bonus, using Generosity on the other would total to +25, and The Stare or Yee-Haw an entire +30.
Level 10 - “Our destinies are one”
You and your partner's destinies have become deeply intertwined. Gain the level 4 and 7 destiny feature of your partner and they gain your level 7 destiny feature as well. Furthermore, your telepathy between yourself and your partner cannot be interrupted or detected by any outside means.
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Re: Ask a Simple Question - Get a Simple Answer
I noticed something curious when one of my players was building a support character in Living Legends. The tabletop and the Skype version of Magnificent Melody are notably different, slightly in mechanic but especially in feel. Why so much difference between them? I'm perfectly happy with some explanation of the math behind this, if you have the time.
- Skype version:
[-2] Magnificent Melody - Standard Utility
Target ally gains Regeneration 3 for its next two turns and deals +3 damage on its next two attacks.
- Tabletop version:
[-3] Magnificent Melody - Standard Utility
Range: Ranged 7
Target ally gains Regeneration 6 (save ends) and +1d12 damage on its next attack.
sunbeam- Epic Pwny
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Re: Ask a Simple Question - Get a Simple Answer
Um... I gotta ask, is one counted as bloodied if their HP is lower then 0? This is assuming that either one's using the Deathly Vigor talent or the Die Another Day trait... But mostly doesn't matter, the fact if one still counts as "Bloodied" is the more important question here. I assume so, but would like to make 100% sure. Also on a side note, what happens if one's HP hits "dead" level (IE: -30 or -60 depending on traits) while one has Deathly Vigor active? Do they stay alive until the combat is over with or do they die regardless? And what about the Coma status? Can Deathly Vigor bypass that as well to keep on fighting? I would assume it could... Cause that'd totally make it a quite atractive option if so... If not... It's a good deal weaker then I had hoped.
info wrote:Combat Talent:
[-2] Deathly Vigor - Minor Utility [Created by Silent Belle]
Target unconscious ally gains 2d10 temporary hp. The target may act as though it was conscious as long as it has temporary hp.
Combat Trait:
Die Another Day
Prerequisites: Never Say Die
You can keep fighting far beyond the limits of normal people. You now fall unconscious and lose all your energy once you are reduced to negative 12 hp or below, instead of 0.
Re: Ask a Simple Question - Get a Simple Answer
Bloodied is "Under half HP" as far as I know, so if you are under 15 HP, unless I'm mistaken you're considered 'bloodied'
LoganAura- Administrator
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Re: Ask a Simple Question - Get a Simple Answer
So this'll be interesting if its exploitable. If you have Adept, and have an Expert skill in Acrobatics or Athletics, and the use Physical Prowess and roll a 19 on the 3d10, does it count as a critical success?
- Adept and PP:
- Adept (3)
Whenever a character of your race rolls a natural 19 using its Expert Skill, it treats the result as if it had rolled a natural 20.
Physical Prowess - 2/Day
On your next Athletics or Acrobatics check, you may roll 3d10 instead of 1d20 and take the total value of the three dice.
A1C Bronymous- Air Commander, Equestrian Armies Pegasus Corps, Eastern Skies Command
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Re: Ask a Simple Question - Get a Simple Answer
The day you can roll a Natural 19 on 3d10 is a day that the Laws of Probability took the day off...Bronymous wrote:So this'll be interesting if its exploitable. If you have Adept, and have an Expert skill in Acrobatics or Athletics, and the use Physical Prowess and roll a 19 on the 3d10, does it count as a critical success?
- Adept and PP:
Adept (3)
Whenever a character of your race rolls a natural 19 using its Expert Skill, it treats the result as if it had rolled a natural 20.
Physical Prowess - 2/Day
On your next Athletics or Acrobatics check, you may roll 3d10 instead of 1d20 and take the total value of the three dice.
Paper Shadow- Smile Like You Mean It
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