Ask a Simple Question - Get a Simple Answer
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Stairc -Dan Felder
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Re: Ask a Simple Question - Get a Simple Answer
I absolutely need to applaud you on the swiftness with which you always seem to reply, it's amazing...
To that end, what time zone are you in man? I'm in the Eastern US so it's like 0330 here, which makes the quick reply seem more out of place.
To that end, what time zone are you in man? I'm in the Eastern US so it's like 0330 here, which makes the quick reply seem more out of place.
Snagging Roots- Cutie Mark Crusader
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Re: Ask a Simple Question - Get a Simple Answer
Thanks, glad to help out. I'm on the west coast so it isn't too late for me yet. Hope you had a good turkey day.
Stairc -Dan Felder- Lead Designer
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Re: Ask a Simple Question - Get a Simple Answer
Okay, another quick one: Physical Prowess... Can it trigger a critical success? If so, at what point does that occur?
- reference:
- 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.
Snagging Roots- Cutie Mark Crusader
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Re: Ask a Simple Question - Get a Simple Answer
Apparently so, but it only works if the total of the 3d10 is 20 (or, if you've got the Adept and a CM in the skill, a 19). If you roll 21 or higher it counts as a normal roll...Snagging Roots wrote:Okay, another quick one: Physical Prowess... Can it trigger a critical success? If so, at what point does that occur?
- reference:
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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Re: Ask a Simple Question - Get a Simple Answer
Personally I'd suggest having crits happen if the roll has at least one d10 get a 10 and the total is greater than 20 (or 19).
Re: Ask a Simple Question - Get a Simple Answer
The "Unseen" destiny has a lvl7 skill that is sort of questionable in its usability, at least, for those not min-maxed in stealth, as well as those who don't preemptively build their characters with intent of taking the destiny from level 1:
Does "stealth modifier" mean your normal, base, unmodified value of stealth (in other words, a static, hard-to-change value you have from level 1, depending on how far you've gone to min-max it back at character generation), meaning that if your stealth skill is lower than that of party members, this skill is useless/detrimental?
Or does it take into account whatever your stealth roll bonuses happen to be during its duration? For instance, if you activate the ability, and then boost a stealth roll with Nightwisps (which is a direct bonus to your stealth, if the wording is correct), or if allies provide you with assist/MP bonuses, or you gain a particularly nice situational bonus, or you activate "stealth mode", do all your allies get that 'boosted' value as well?
If it's the first of the two, then I think it is the only destiny ability that relies on having a high value in a single skill from character generation, to truly benefit from (others give skill-unrelated bonuses, multiple skill options, or very large boosts to compensate). It may need a rewording, or alternate ability option for that level. Keep in mind that destinies are picked at lvl4 (a LOT of real-life time passed by then, in almost any campaign), and not everyone picks/decides their destinies at level 1.
Now the key thing here is "stealth modifier" - is this the base skill, or your total bonus?Cover of Night - 1/Day
For the next 10 minutes, up to 6 allies may use your stealth modifier when making stealth checks instead of their own.
Does "stealth modifier" mean your normal, base, unmodified value of stealth (in other words, a static, hard-to-change value you have from level 1, depending on how far you've gone to min-max it back at character generation), meaning that if your stealth skill is lower than that of party members, this skill is useless/detrimental?
Or does it take into account whatever your stealth roll bonuses happen to be during its duration? For instance, if you activate the ability, and then boost a stealth roll with Nightwisps (which is a direct bonus to your stealth, if the wording is correct), or if allies provide you with assist/MP bonuses, or you gain a particularly nice situational bonus, or you activate "stealth mode", do all your allies get that 'boosted' value as well?
If it's the first of the two, then I think it is the only destiny ability that relies on having a high value in a single skill from character generation, to truly benefit from (others give skill-unrelated bonuses, multiple skill options, or very large boosts to compensate). It may need a rewording, or alternate ability option for that level. Keep in mind that destinies are picked at lvl4 (a LOT of real-life time passed by then, in almost any campaign), and not everyone picks/decides their destinies at level 1.
Zarhon- Smile Smile Smile
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Re: Ask a Simple Question - Get a Simple Answer
It's the former, that number that goes next to the word, "Stealth" in the skills section of your character sheet. It's a great way for a stealthy party member that prizes sneaking around to sneak the whole party in somewhere. It isn't good if you're terrible at stealth. Since this destiny was specifically made for the stealth-focused character, having a decent stealth score to take full advantage of it doesn't seem like a terrible incentive.
Stairc -Dan Felder- Lead Designer
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Re: Ask a Simple Question - Get a Simple Answer
That makes its power very relative - it's good if you've got a 18-20, but probably pointless/weak for a 10 or lower value, per any precision focusing people (likely a few, since it has a few vital skills, and it's rarely a 'dump stat'), or if there's a different stealth specialist.Stairc -Dan Felder wrote:It's the former, that number that goes next to the word, "Stealth" in the skills section of your character sheet. It's a great way for a stealthy party member that prizes sneaking around to sneak the whole party in somewhere. It isn't good if you're terrible at stealth. Since this destiny was specifically made for the stealth-focused character, having a decent stealth score to take full advantage of it doesn't seem like a terrible incentive.
It sort of makes the destiny give you less benefit if you decide "I wanna be stealthy as well", at level 4, rather than at level 1. Most of the destinies allow leeway as to what you built your character around with various bonuses, this one is decided when you build the character's stats.
It also stymies the flavoring of the ability - you can't utilize "alternate methods" to apply to "stealth" to your party (e.g. mechanical cloaking device, acts of misdirection, magical illusions, distracting music...), just the stealth "skill", and there are more than one method of being stealthy (that is, not just to stay hidden - to conceal information, or hide the obvious, or obfuscate). Why be limited to the single skill?
Zarhon- Smile Smile Smile
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Re: Ask a Simple Question - Get a Simple Answer
This really isn't a simple question anymore, but if you'd like to discuss the destiny feel free to bring it up in a specialized thread. The loose answer though is that it fits perfectly with the core agony of many stealth-focused individuals that then select a stealth-based destiny - that they can't use their skill to sneak the whole group in. They can be sneaky, but they don't want to split the party and most of the party probably isn't very good at stealth. Being able to spread your skill around is perfect for such people.
Not all destinies are made for absolutely everyone after all. Of course, getting an extra option to take over that stealth option for other people that still want the 'kinda stealthy' thing going for them could be cool. Either way, subject for another thread.
Not all destinies are made for absolutely everyone after all. Of course, getting an extra option to take over that stealth option for other people that still want the 'kinda stealthy' thing going for them could be cool. Either way, subject for another thread.
Stairc -Dan Felder- Lead Designer
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I'm baaack!
Me again, combat traits this time. My friend is going to be running a nifty conjuration combo and I was wondering how the game would handle it...
He plans on using the following talents to maximize damage, but I think there is a little something more to what he can do with it...
If so, then this becomes an option too:
Am I understanding this correctly? Sorry if this isn't a simple answer question.
He plans on using the following talents to maximize damage, but I think there is a little something more to what he can do with it...
- putrid explosion:
- Five times per battle, you may use the following combat talent.
[0] Putrid Explosion - Free Action [5/Battle]
Sacrifice a conjuration you control. Deal 1d10 damage to target creature and one creature adjacent to it.
- 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.
Spirit Fragment - 1 HP
[0] Soulspark - Standard Action
Deal 1 damage to target creature.
If so, then this becomes an option too:
- soul channeling:
- Once per round, you may use the following combat talent.
[0] Channel Soul - Reaction
Trigger - You use a talent that conjures one or more creatures.
Effect - Target ally gains 3 temporary hp. Deal 3 damage to target creature.
Am I understanding this correctly? Sorry if this isn't a simple answer question.
Snagging Roots- Cutie Mark Crusader
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Re: Ask a Simple Question - Get a Simple Answer
I've used this combo myself and it's awesome. The conjurations' turn comes right after the owner - and then in the order of conjuring. So, if you conjure conjuration A and later conjure conjuration B, at the end of your turn conjuration A goes and then conjuration B goes. If you conjure conjuration C - it enters the initiative order right after conjuration B and then waits its turn. So, if you conjure conjuration C during conjuration B's turn somehow (like with putrid explosion and reincatnation) - it'll get to take a turn very quickly. If you do it during someone else's turn, you might have to wait longer.
Also, Channel Soul is awesome for this - but since it only works once a round and not once a turn it's totally fair.
Did that answer your question? If not, feel free to clarify.
Also, Channel Soul is awesome for this - but since it only works once a round and not once a turn it's totally fair.
Did that answer your question? If not, feel free to clarify.
Stairc -Dan Felder- Lead Designer
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Re: Ask a Simple Question - Get a Simple Answer
That's an excellent answer. That goes further than I was expecting anyone to... Also, I forgot the distinction of round against turn which brings down the combo a bit.
Sit pretty amazing. And, with enough dedication you can pull most of it off at level one...
Sit pretty amazing. And, with enough dedication you can pull most of it off at level one...
Snagging Roots- Cutie Mark Crusader
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Re: Ask a Simple Question - Get a Simple Answer
If this works the way I think it does, I will be quite happy. The really questionable part(s) is highlighted in bold red.
- Build:
Starting:
(+4) Trance
(+3) Taunting Strike
(0) Prepare Spell
(-7) Wild Abandon
(-7) Hurricane Blade
Extra:
(-1) Whirling Blades
(-7) Midnight's Blade
Last one isn't too consequential. Psychic Anomaly is what I use.
Treasure:
Weapon: Overloader (1500)
Trinket: Talisman Of Weapons (1000)
- Tactics:
Round 1: (4 energy)
(+4) Trance (Standard)
(-7) Wild Abandon (Minor)
(0) Overloader (Reaction)
See, Wild Abandon (in our group at least) can be applied to Overloader, thus giving you a nice, powerful attack right off the bat, and leaving you with one energy. It also renders the Vulnerability of Trance and Taunting Strike moot. (Though you're still suffering, admittedly.)
Round 2: (1 energy)
(+3) Taunting Strike (Standard)
(-7-4) Hammer Of Thunder (Minor)
Still letting off an impressive attack: Taunting Strike ends up doing 2D6 + 1D4 plus Vulnerability off of Overloader (forget how much exactly.) And then you have a Conjured weapon. Go to town from there, until you decide things are too slow... (We'll suppose Round 6 or so.)
Round 6: (0 Energy)
(+3) Taunting Strike (Standard)
(0) Prepare Spell = Out Wild Abandon, In Whirling Blades
Round 7: (3 Energy)
(+3) Taunting Strike (Standard)
(0) Prepare Spell = Out Hurricane Blade, in Midnight's Blade
Round 8: (6 Energy)
(+4) Trance (Standard)
(-1) Whirling Blades (Minor)
Round 9: (9 Energy)
(-7) Midnight's Blade (Standard)
(-1) Whirling Blades (Minor)
Here, I *think* you can apply Wild Abandon and Midnight's Blade to the same attack... I'm not sure. Our battles never last quite long enough for it to have come up... No matter. I'll ask.
Crystalite- Celestia's Disciple
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Re: Ask a Simple Question - Get a Simple Answer
You are totally right about the awesome Wild Abandon + Overloader combo that is how they work. I've used it myself and boy is that fun. (and I suggest looking into upgrading to Berserker’s Rage (by way of the Amulet of Adrenaline), along with using the two reloaders... To add to the fun turn one combo.)
And while I say that trying to add Midnight's blade into the mix is a bit of a waste, (because combat is mostly planned to last about 6 turns average.) it totally should be usable to use both effects on the same attack, or spliting it up between two attacks if you can do more then one a round.
And while I say that trying to add Midnight's blade into the mix is a bit of a waste, (because combat is mostly planned to last about 6 turns average.) it totally should be usable to use both effects on the same attack, or spliting it up between two attacks if you can do more then one a round.
Re: Ask a Simple Question - Get a Simple Answer
So.. I wanted to know, if I take the minion granted by the Vile Villain destiny and give it talented, can I then give it Companion?
- Level 7 vile villain:
- Level 7 - Evil Minion
Your dark glamor has gained you the loyalty of a suitably evil minion. This minion will perform any task you give it willingly, including clearly idiotic and suicidal ones. If you enter combat the minion flees, hiding until after the battle is over. The minion possesses a 15 in a single skill, and 5 in all others. If your minion dies, you manage to recruit a new evil minion after one week. You may choose one of the following talents for your minion.
Clumsy
The minion gains a magic point that it may spend, but it rolls a critical failure on a 10 or lower.
Red Shirt
If you would die your minion miraculously takes the blow instead of you, dying in your place.
Talented
The minion gains a utility talent of your choice.
Hayatecooper- Equestrian Honor Guard
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Re: Ask a Simple Question - Get a Simple Answer
With the way things are? Sounds like it, so you'd have a minion with it's own minion.
As a DM I'd ask no because that's 2 additional NPCs to keep track of.
As a DM I'd ask no because that's 2 additional NPCs to keep track of.
LoganAura- Administrator
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Re: Ask a Simple Question - Get a Simple Answer
Also, there's no reason why flavor-wise it can't just be another of your minions, Dumb and Dumber style.
sunbeam- Epic Pwny
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Re: Ask a Simple Question - Get a Simple Answer
Oh if I do it, I'll have 3 NPCs following me around
An Anti-Princess Combat System, An evil roomba(lvl 7) and.. not sure really. Mostly I thought it would be hilarious.
An Anti-Princess Combat System, An evil roomba(lvl 7) and.. not sure really. Mostly I thought it would be hilarious.
Hayatecooper- Equestrian Honor Guard
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Re: Ask a Simple Question - Get a Simple Answer
Had a couple of questions about how certain talents I'v never used before...
First off: When the Shapeshifter talents say "you can't use any of your other talents" does that include trained skills, FK, and other passive bonuses? If not, which ones?
Secondly: I recently made my first ever Weather-Crafter (Hector Gildedwings, in my siggy) and I'm wondering how much effect I can realistically expect to achieve. Seriously, I have no idea what kind of DCs are involved.
EDIT Thirdly: Also on Hector, I have two combat traits, Iron Warden and Throw The Gauntlet, that both issue "challenges".
- Can I do trigger Iron Warden and Throw The Guantlet on the same attack?
- And can I have multiple creatures "challenged" at a time? If an attack targets multiple creatures, can I challenge all of them at once?
First off: When the Shapeshifter talents say "you can't use any of your other talents" does that include trained skills, FK, and other passive bonuses? If not, which ones?
Secondly: I recently made my first ever Weather-Crafter (Hector Gildedwings, in my siggy) and I'm wondering how much effect I can realistically expect to achieve. Seriously, I have no idea what kind of DCs are involved.
EDIT Thirdly: Also on Hector, I have two combat traits, Iron Warden and Throw The Gauntlet, that both issue "challenges".
- Can I do trigger Iron Warden and Throw The Guantlet on the same attack?
- And can I have multiple creatures "challenged" at a time? If an attack targets multiple creatures, can I challenge all of them at once?
Crystalite- Celestia's Disciple
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Re: Ask a Simple Question - Get a Simple Answer
1) That is a pretty good question, as with the recent ability update (that removes the distinction between utilities and racials), that would include both utilities AND racial abilities. Trained skills shouldn't be affected, FK's would (since that's an ability), though a DM might still allow it, since it's strictly "passive", and something you'd know in the new form. Cutie marks would probably fare in a similar manner - they're technically a utility benefit, at least in the non-updated talents.
Going strictly by the rules, you can't use anything that utilities give you, and maybe racials. Your skills and non-utility training stats remain as they are, though.
2) Weathercrafting DCs are up to the DM, though strong stuff like lightning/hurricanes and other "major" weather effects will probably be 20-25+ DCs. It also depends on which skill you're utilizing for it (remember, DM's can veto a skill choice if it doesn't make sense): I'd suggest using your highest and/or cutie mark skill, as that gives you super-crits and a good chance of success.
3) Both traits count as a "challenge" effect, and they don't stack with each other, and they share the same trigger, so no, you can't use them both - at least not on the same creature/target. If you use a challenge on a creature already affected by one, then the old one gets removed in favor of the new one.
HOWEVER, Since "attack a creature" allows for multiple-target abilities, you should be able to apply a single challenge to any number of creature affected by an attack. For instance, you can use an ability that hits up to six creatures to put a "Iron Warden" OR "Throw The Gauntlet" (not both, though) challenge onto all six of them.
There is a bit of a vague spot as to whether you can choose to apply different multiple effects across multiple targets (for instance, using an targets-six-creatures attack, and having targets 1,2,3 get affected by Iron Warden, whilst targets 4,5,6 get affected by Throw The Gauntlet).
Although, the ability/trait isn't strictly worded as a reaction/interrupt, so it doesn't necessarily abide by the "trigger" rules.
Going strictly by the rules, you can't use anything that utilities give you, and maybe racials. Your skills and non-utility training stats remain as they are, though.
2) Weathercrafting DCs are up to the DM, though strong stuff like lightning/hurricanes and other "major" weather effects will probably be 20-25+ DCs. It also depends on which skill you're utilizing for it (remember, DM's can veto a skill choice if it doesn't make sense): I'd suggest using your highest and/or cutie mark skill, as that gives you super-crits and a good chance of success.
3) Both traits count as a "challenge" effect, and they don't stack with each other, and they share the same trigger, so no, you can't use them both - at least not on the same creature/target. If you use a challenge on a creature already affected by one, then the old one gets removed in favor of the new one.
HOWEVER, Since "attack a creature" allows for multiple-target abilities, you should be able to apply a single challenge to any number of creature affected by an attack. For instance, you can use an ability that hits up to six creatures to put a "Iron Warden" OR "Throw The Gauntlet" (not both, though) challenge onto all six of them.
There is a bit of a vague spot as to whether you can choose to apply different multiple effects across multiple targets (for instance, using an targets-six-creatures attack, and having targets 1,2,3 get affected by Iron Warden, whilst targets 4,5,6 get affected by Throw The Gauntlet).
Although, the ability/trait isn't strictly worded as a reaction/interrupt, so it doesn't necessarily abide by the "trigger" rules.
Zarhon- Smile Smile Smile
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Re: Ask a Simple Question - Get a Simple Answer
In my opinion most passives should get though by rule of loophole.
Re: Ask a Simple Question - Get a Simple Answer
Zarhon wrote:1) That is a pretty good question, as with the recent ability update (that removes the distinction between utilities and racials), that would include both utilities AND racial abilities. Trained skills shouldn't be affected, FK's would (since that's an ability), though a DM might still allow it, since it's strictly "passive", and something you'd know in the new form. Cutie marks would probably fare in a similar manner - they're technically a utility benefit, at least in the non-updated talents.
Going strictly by the rules, you can't use anything that utilities give you, and maybe racials. Your skills and non-utility training stats remain as they are, though.
Sooo, for instance, in Form Of The Rat, I should be able to continue treating Stealth as a trained skill (It is) for a total of 20 (35 if I use the built-in Stealth Mode.) FK depends on my GM; probably won't be big deal. Cutie Mark prob won't be a huge issue; if I'm using Form Of The Rat I'm probably not going to need to persuade anyone. Perception might be an issue; it is trained and Eagle Eye'd. I guess I'll have to ask Dusk on that on.
Zarhon wrote:
2) Weathercrafting DCs are up to the DM, though strong stuff like lightning/hurricanes and other "major" weather effects will probably be 20-25+ DCs. It also depends on which skill you're utilizing for it (remember, DM's can veto a skill choice if it doesn't make sense): I'd suggest using your highest and/or cutie mark skill, as that gives you super-crits and a good chance of success.
So, again, it just depends on the GM. But, between an Endurance score of 13, Sky's The Limit, and Longrunner, and occasional usage of Thunderbird, I shouldn't have too much trouble hitting 25.
Zarhon wrote:
3) Both traits count as a "challenge" effect, and they don't stack with each other, and they share the same trigger, so no, you can't use them both - at least not on the same creature/target. If you use a challenge on a creature already affected by one, then the old one gets removed in favor of the new one.
D'oh!
Zarhon wrote:
HOWEVER, Since "attack a creature" allows for multiple-target abilities, you should be able to apply a single challenge to any number of creature affected by an attack. For instance, you can use an ability that hits up to six creatures to put an "Iron Warden" OR "Throw The Gauntlet" (not both, though) challenge onto all six of them.
There is a bit of a vague spot as to whether you can choose to apply different multiple effects across multiple targets (for instance, using an targets-six-creatures attack, and having targets 1,2,3 get affected by Iron Warden, whilst targets 4,5,6 get affected by Throw The Gauntlet).
Although, the ability/trait isn't strictly worded as a reaction/interrupt, so it doesn't necessarily abide by the "trigger" rules.
That, however, works absolutely great by me. Inferno + Throw The Gauntlet + Blast From The Past will make an excellent finisher combo, if I can feed it enough energy. I'm tempted to drop Shield Of Valor all together...
Crystalite- Celestia's Disciple
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Re: Ask a Simple Question - Get a Simple Answer
Actually, the answer on the different-challenges stacking is wrong. They aren't the same identical effect, so the diversity rule doesn't apply (the rule that says you can't have two of the same item, ability etc. unless specifically specifically stated otherwise). They're also worded to have two components.
1) They allow you to 'challenge' creatures.
2) They allow you to do things when a creature you've challenged does something.
The second part is independent of the first part. It doesn't recognize a difference between different types of challenges. So if you have both Iron Warden and Throw the Gauntlet, their second parts can both apply to a creature you've challenged. They're not interrupts or reactions, so you aren't limited to 1-per-trigger. Basically, taking multiple challenge-traits is a way to make your challenges even more devastating as you level up. Of course, you have to be careful to reach the right balancing act of incentivizing your enemies to hit you and being able to survive all that attention... But not being SO tough that it becomes better to hit your allies again.
1) They allow you to 'challenge' creatures.
2) They allow you to do things when a creature you've challenged does something.
The second part is independent of the first part. It doesn't recognize a difference between different types of challenges. So if you have both Iron Warden and Throw the Gauntlet, their second parts can both apply to a creature you've challenged. They're not interrupts or reactions, so you aren't limited to 1-per-trigger. Basically, taking multiple challenge-traits is a way to make your challenges even more devastating as you level up. Of course, you have to be careful to reach the right balancing act of incentivizing your enemies to hit you and being able to survive all that attention... But not being SO tough that it becomes better to hit your allies again.
Stairc -Dan Felder- Lead Designer
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Re: Ask a Simple Question - Get a Simple Answer
Most challenges do so say that a creature can only have one challenge on them at a time though, so stacking challenges doesn't happen.
Fury of the Tempest- Freakin' Alicorn Princess
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Re: Ask a Simple Question - Get a Simple Answer
Indeed. You can't have different players challenge the same guy. However, one player only needs to have his or her challenge on a guy to benefit from both Iron Warden and Throw the Gauntlet. Both work if you have the guy challenged.
More in-depth...
Both traits give you ways to challenge creatures and a separate way to mess with creatures you've challenged. It's no different than traits that said...
Dazing is Tough
Whenever you attack a creature, it becomes dazed until the end of your next turn. Your allies have resist 3 against creatures you have dazed.
Dazing is Punishing
Whenever you attack a creature, it becomes dazed until the end of your next turn. Whenever a creature you have dazed attacks one of your allies, you may deal 5 damage to it after the attack.
The phrasing on those aren't close to game-standard but they get the idea across. The part of the traits that daze creatures is independent of the second part - which lets you mess with creatures you have dazed. It doesn't matter which trait you used to daze them.
More in-depth...
Both traits give you ways to challenge creatures and a separate way to mess with creatures you've challenged. It's no different than traits that said...
Dazing is Tough
Whenever you attack a creature, it becomes dazed until the end of your next turn. Your allies have resist 3 against creatures you have dazed.
Dazing is Punishing
Whenever you attack a creature, it becomes dazed until the end of your next turn. Whenever a creature you have dazed attacks one of your allies, you may deal 5 damage to it after the attack.
The phrasing on those aren't close to game-standard but they get the idea across. The part of the traits that daze creatures is independent of the second part - which lets you mess with creatures you have dazed. It doesn't matter which trait you used to daze them.
Stairc -Dan Felder- Lead Designer
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