Ask a Simple Question - Get a Simple Answer
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Re: Ask a Simple Question - Get a Simple Answer
Stairc -Dan Felder wrote:Terrestial wrote:What happens to (save ends) effects after the affected creature is knocked unconscious?
They stay on unless there's some specific reason your GM feels they shouldn't. You don't stop being on fire because you fell unconscious, as nice as that'd be.
However, the saving throws still take place, right?
Terrestial- Very Important Pony
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Re: Ask a Simple Question - Get a Simple Answer
Absolutely.
Of course, GMs can bend automated rules to make them make sense in specific situations. For example, if the saving throw was against some sort of mind attack representing your attempts to throw it off... Probably doesn't make sense to make saving throws against it while unconscious.
Of course, GMs can bend automated rules to make them make sense in specific situations. For example, if the saving throw was against some sort of mind attack representing your attempts to throw it off... Probably doesn't make sense to make saving throws against it while unconscious.
Stairc -Dan Felder- Lead Designer
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Re: Ask a Simple Question - Get a Simple Answer
Alright... if the target is dominated/controlled and uses a conjuration, does the conjuration obey the one dominating/controlling or the conjurer after the effect wears off?
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Re: Ask a Simple Question - Get a Simple Answer
Terrestial wrote:Alright... if the target is dominated/controlled and uses a conjuration, does the conjuration obey the one dominating/controlling or the conjurer after the effect wears off?
It obeys the conjurer.
Stairc -Dan Felder- Lead Designer
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Re: Ask a Simple Question - Get a Simple Answer
Wanderlust questions:
In a game a group I'm in, we have some questions over when/how conjurations take actions and right now we have 2-3 different interpretations. This really boils down to 4 questions:
1.) What stage of the turn to conjurations act?
a.) The beginning of turn
b.) The end of the turn (Like in Pony Tales)
c.) At any time during the turn
2.) Do conjurations have summoning sickness? (i.e. can they immediately take actions the turn they are summoned or do they have to wait a turn?) only really relevant is the answer to 1.) is b.) and c.)
Yes, Conjurations have summoning sickness and MUST WAIT a turn before taking actions
No, Conjurations do NOT have summoning sickness and can IMMEDIATELY take actions
3.) Does the summoner have to expend any actions (standard or minor) to get conjurations do things?
(Yes/No)
4.) Is there a limit to how many conjurations someone can control? Can they control multiple conjurations of the same type at the same time (Could I for example have 2 Battle Spirits active at the same time in reserve as quick heal batteries)
In a game a group I'm in, we have some questions over when/how conjurations take actions and right now we have 2-3 different interpretations. This really boils down to 4 questions:
1.) What stage of the turn to conjurations act?
a.) The beginning of turn
b.) The end of the turn (Like in Pony Tales)
c.) At any time during the turn
2.) Do conjurations have summoning sickness? (i.e. can they immediately take actions the turn they are summoned or do they have to wait a turn?) only really relevant is the answer to 1.) is b.) and c.)
Yes, Conjurations have summoning sickness and MUST WAIT a turn before taking actions
No, Conjurations do NOT have summoning sickness and can IMMEDIATELY take actions
3.) Does the summoner have to expend any actions (standard or minor) to get conjurations do things?
(Yes/No)
4.) Is there a limit to how many conjurations someone can control? Can they control multiple conjurations of the same type at the same time (Could I for example have 2 Battle Spirits active at the same time in reserve as quick heal batteries)
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Re: Ask a Simple Question - Get a Simple Answer
Bubblez wrote:Wanderlust questions:
In a game a group I'm in, we have some questions over when/how conjurations take actions and right now we have 2-3 different interpretations. This really boils down to 4 questions:
1.) What stage of the turn to conjurations act?
a.) The beginning of turn
b.) The end of the turn (Like in Pony Tales)
c.) At any time during the turn
I thought that in Pony Tales, Conjurations acted immediately after their conjurer (essentially part of the Player's same turn).
A1C Bronymous- Air Commander, Equestrian Armies Pegasus Corps, Eastern Skies Command
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Re: Ask a Simple Question - Get a Simple Answer
A1C Bronymous wrote:Bubblez wrote:Wanderlust questions:
In a game a group I'm in, we have some questions over when/how conjurations take actions and right now we have 2-3 different interpretations. This really boils down to 4 questions:
1.) What stage of the turn to conjurations act?
a.) The beginning of turn
b.) The end of the turn (Like in Pony Tales)
c.) At any time during the turn
I thought that in Pony Tales, Conjurations acted immediately after their conjurer (essentially part of the Player's same turn).
Yep, but We're playing Wanderlust and the phrasing is different.
- Wanderlust:
- Wanderlust: Conditions and Keywords Reference List wrote:Conjurations - Conjurations have stat blocks that look like the following.
Battle Spirit - 3 Charges
{1} Deal 1d20 damage to target creature.
{1} Target creature gains 20 life.
Conjurations enter battle with a certain number of charges. Once on your turn (if you are conscious), each conjuration you control can activate one of its powers by spending the associated number of charges. Once a conjuration runs out of charges, it vanishes. Charges are not energy and conjurations have no use for energy in any case. Conjurations also have no life total and can’t be attacked, dealt damage or affected in any way by outside forces.
- PonyTales:
- PonyTales: Combat Talents wrote:Conjurations – Conjurations are allied creatures that can help you fight. Conjurations take a place in the initiative order directly after the creature that conjured them and follow their master’s instructions. They are destroyed when they reach 0 HP. Conjurations always enter battle with 0 energy. Otherwise, they act exactly like an individual creature – including using their own energy. When a conjuration’s controller is unconscious, the conjuration has to make a saving throw at the end of each turn. If they succeed, the conjuration is fine. If they fail the saving throw, they vanish (not ‘destroyed’). Conjurations, like all effects produced in combat, vanish at the end of the battle.
As I said, our group has some different interpretations/uncertainties on it, some are using PonyTales as a reference here, hence why I'm asking this. (I'm avoiding posting my own prefered interpretation deliberately)
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Re: Ask a Simple Question - Get a Simple Answer
Oh, I see. I would think its whenever you so choose. Generally rules tend to make mention of specifics like that, as well as skipping the first turn or expending actions.
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Re: Ask a Simple Question - Get a Simple Answer
Wanderlust Question
Ability Mass Invisibility has invisibility as a prerequisite, but I don't see invisibility on the abilities list, at least not when I search for it. Is this a mistake or is the ability out of commission for whatever reason?
Ability Mass Invisibility has invisibility as a prerequisite, but I don't see invisibility on the abilities list, at least not when I search for it. Is this a mistake or is the ability out of commission for whatever reason?
- Mass Invisibility:
Mass Invisibility (3) – 1/Extended Rest
Prerequisite: Invisibility
Time: 5 Seconds
You and up to 6 willing allies you can see are rendered invisible and inaudible for the next 15 minutes. During this time all affected creatures gain a +10 bonus to Stealth.
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Re: Ask a Simple Question - Get a Simple Answer
I think it needs official cleaning up. Doing a quick Ctrl + F, there's a few abilities that mention turning invisible so it seems like a keyword instead of a singular ability.
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Re: Ask a Simple Question - Get a Simple Answer
PT Question:
Does losing temp HP count as damage? i.e. if I had the Bulwark armor, and an attack stripped some of the 30 temp HP that it gives me, does that count as taking damage?
Does losing temp HP count as damage? i.e. if I had the Bulwark armor, and an attack stripped some of the 30 temp HP that it gives me, does that count as taking damage?
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Re: Ask a Simple Question - Get a Simple Answer
How was the attack that phrased? In ponytales most attacks "deal damage" so I'd imaging that you're taking damage. If the attack was phrased "lose life" it wouldn't.
Nothing in the description of temp up suggests that losing temp hp from damage doesn't count as taking damage. In fact, the examples given explicitly state the player " take(s) 4 damage", even though no actual hp was lost.
- Temp HP:
- Temporary Hit-Points – Temporary hitpoints are like a buffer, a shield that protects your normal HP. Temporary Hit-Points sit on top of your normal HP and protect you from actually getting hurt. For example, if you have 20 HP and 5 temporary HP and you take 4 damage – you’ll now have 20 HP and 1 temporary HP. If you take 3 more damage, you’ll now have 18 HP.
Unlike normal HP, Temporary Hit-Points don’t stack. If you have 5 temporary HP and an effect says you ‘gain 5’ – you don’t gain any... Because you already have 5. However, if you had 3 temporary HP and an effect says you ‘gain 5’ your temporary HP could be reset at the new number... 5. For example, if you have 20 HP and 0 temporary HP, and an effect lets you gain 3 temporary HP, your new totals would be 20 and 3. If a new effect then let you gain 5 temporary HP – your total would be reset to 5 temporary HP.
Nothing in the description of temp up suggests that losing temp hp from damage doesn't count as taking damage. In fact, the examples given explicitly state the player " take(s) 4 damage", even though no actual hp was lost.
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Re: Ask a Simple Question - Get a Simple Answer
Thanks.
Another question:
Another question:
- Chains of fire:
- [–2] Chains of Fire - Standard Attack
Target creature is subjected to your Chains of Fire until the end of your next turn. A creature subjected to your Chains of Fire takes 2d12 damage whenever it attacks a creature other than a fire giant.
- Red Requiem:
- [–8] Red Requiem - Standard Attack
Target creatures loses 1d4 HP.
Target creatures loses 1d6 HP.
Target creatures loses 1d8 HP.
Target creatures loses 1d10 HP.
Target creatures loses 1d12 HP.
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Re: Ask a Simple Question - Get a Simple Answer
Correct about losing temporary HP counting as taking damage. You take damage first, then reduce either your HP or Temp HP. Still counts as damage. If it said "if you lose life" it wouldn't work, because your life total hasn't gone down.
As for the chains of fire, I believe that it's an individual attack with multiple different effects. Chains would only trigger once.
As for the chains of fire, I believe that it's an individual attack with multiple different effects. Chains would only trigger once.
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Re: Ask a Simple Question - Get a Simple Answer
Apologies on the question spamming, but I'm a little confused on the usage of the Oversized Blade.
Not Compensating for Something: It requires a minor action to activate. Is that every time you want to use the talent, and do I have to use the talent immediately afterwards?
Say I had Fast Gambit; could I activate Not Compensating for Something, use a minor like Redirect Focus to bump me up to 3 energy, then use Not Compensating for Something?
Not Compensating for Something: It requires a minor action to activate. Is that every time you want to use the talent, and do I have to use the talent immediately afterwards?
Say I had Fast Gambit; could I activate Not Compensating for Something, use a minor like Redirect Focus to bump me up to 3 energy, then use Not Compensating for Something?
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Re: Ask a Simple Question - Get a Simple Answer
Well, for starters, since Redirect Focus dazes, which means you can only take one action per turn, you'd be hard pressed to pull off that combo...AleneShazam wrote:Apologies on the question spamming, but I'm a little confused on the usage of the Oversized Blade.
Not Compensating for Something: It requires a minor action to activate. Is that every time you want to use the talent, and do I have to use the talent immediately afterwards?
Say I had Fast Gambit; could I activate Not Compensating for Something, use a minor like Redirect Focus to bump me up to 3 energy, then use Not Compensating for Something?
Although even then I'm not sure what exactly you are aiming to do here. You want to use Compensating, then a minor action, and then... actually use Compensating? But not like a second time I assume, since Compensating also requires a Standard Action to use. Why are you trying to do things in this order?
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Re: Ask a Simple Question - Get a Simple Answer
I got confused by the wording of it, I'm pretty sure.Paper Shadow wrote:Well, for starters, since Redirect Focus dazes, which means you can only take one action per turn, you'd be hard pressed to pull off that combo...AleneShazam wrote:Apologies on the question spamming, but I'm a little confused on the usage of the Oversized Blade.
Not Compensating for Something: It requires a minor action to activate. Is that every time you want to use the talent, and do I have to use the talent immediately afterwards?
Say I had Fast Gambit; could I activate Not Compensating for Something, use a minor like Redirect Focus to bump me up to 3 energy, then use Not Compensating for Something?
Although even then I'm not sure what exactly you are aiming to do here. You want to use Compensating, then a minor action, and then... actually use Compensating? But not like a second time I assume, since Compensating also requires a Standard Action to use. Why are you trying to do things in this order?
I was wondering whether or not the minor action in Compensating was separate; as in I could use a minor action to 'activate' the talent and then hold off on actually using the talent itself, as I hadn't seen the wording of 'activate' in reference to actually using a talent before except in the context of Special Moves.
Would I be correct in assuming that that isn't how the talent works? I'm realizing that it's probably more in line with 'Expend both a standard and minor to use this talent' rather than whatever my brain has conjured up with.
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Re: Ask a Simple Question - Get a Simple Answer
Unfortunately you've got to pay for both action costs at the same time. It represents a giant-sized, unwieldy sword that takes all of your time and focus to swing.
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Re: Ask a Simple Question - Get a Simple Answer
One last set of questions (I hope) regarding ongoing damage:
I'm assuming this doesn't include effects like Kindle Pain?
Does being dealt damage include ongoing damage?
Also this is probably a noob question, but am I wrong in thinking that since ongoing damage is just damage at the start of someone's turn, it can be affected by resist and vuln?
- Sink your Teeth in:
- Sink Your Teeth In
When you subject a creature to ongoing damage, increase that ongoing damage by 2.
I'm assuming this doesn't include effects like Kindle Pain?
- Barter in Blood:
- [–1] Barter in Blood - Minor Utility
Target creature is subjected to your “Bloody Contract” (save ends). While the creature is subjected to your “Bloody Contract”, it suffers 1d6 damage whenever you are dealt damage.
Does being dealt damage include ongoing damage?
Also this is probably a noob question, but am I wrong in thinking that since ongoing damage is just damage at the start of someone's turn, it can be affected by resist and vuln?
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Re: Ask a Simple Question - Get a Simple Answer
AleneShazam wrote:One last set of questions (I hope) regarding ongoing damage:
- Sink your Teeth in:
Sink Your Teeth In
When you subject a creature to ongoing damage, increase that ongoing damage by 2.
I'm assuming this doesn't include effects like Kindle Pain?
Correct. Increasing ongoing damage isn't subjecting a creature to ongoing damage.
- Barter in Blood:
[–1] Barter in Blood - Minor Utility
Target creature is subjected to your “Bloody Contract” (save ends). While the creature is subjected to your “Bloody Contract”, it suffers 1d6 damage whenever you are dealt damage.
Does being dealt damage include ongoing damage?
Yep.
Also this is probably a noob question, but am I wrong in thinking that since ongoing damage is just damage at the start of someone's turn, it can be affected by resist and vuln?
You're not wrong at all.[/quote]
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Re: Ask a Simple Question - Get a Simple Answer
- Spoiler:
- [–1] Caltrops - Minor Utility
Until the end of your next turn, choose of the following:
a) Any creature that attacks you or a target ally you designate loses 1d6 life.
b) Target enemy loses 1d6 any time it makes an attack.
I assume they lose life, like the first effect? I'm inclined to assume so, at least.
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Stairc -Dan Felder- Lead Designer
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Re: Ask a Simple Question - Get a Simple Answer
Bubblez wrote:Wanderlust questions:
In a game a group I'm in, we have some questions over when/how conjurations take actions and right now we have 2-3 different interpretations. This really boils down to 4 questions:
1.) What stage of the turn to conjurations act?
a.) The beginning of turn
b.) The end of the turn (Like in Pony Tales)
c.) At any time during the turn
2.) Do conjurations have summoning sickness? (i.e. can they immediately take actions the turn they are summoned or do they have to wait a turn?) only really relevant is the answer to 1.) is b.) and c.)
Yes, Conjurations have summoning sickness and MUST WAIT a turn before taking actions
No, Conjurations do NOT have summoning sickness and can IMMEDIATELY take actions
3.) Does the summoner have to expend any actions (standard or minor) to get conjurations do things?
(Yes/No)
4.) Is there a limit to how many conjurations someone can control? Can they control multiple conjurations of the same type at the same time (Could I for example have 2 Battle Spirits active at the same time in reserve as quick heal batteries)
Dan, I figured I'd bump this, since I am curious about the official ruling.
Reading the rules I'm inclined to interpet it as C/N/N/N
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Re: Ask a Simple Question - Get a Simple Answer
You're correct.
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Re: Ask a Simple Question - Get a Simple Answer
Wanderlust Question:
Can Wild Blow trigger itself? It appears to be a new attack thus a new instance of damaging an enemy
I.E. can I do this:
Can Wild Blow trigger itself? It appears to be a new attack thus a new instance of damaging an enemy
- Wild Blow:
- [-2] Wild Blow - Reaction (Attack, Single)
Trigger - You damage an enemy.
Effect - Pay 4 Adrenaline. If you do, deal 2d12 damage to that enemy.
I.E. can I do this:
- Move:
[-1] Thrill of Battle - Standard Action (Attack, Single)
Deal 1d12 damage to target creature and gain 5 Adrenaline.
*damages enemy*
[-2] Wild Blow - Reaction (Attack, Single)
Trigger - You damage an enemy.
Effect - Pay 4 Adrenaline. If you do, deal 2d12 damage to that enemy.
*damages enemy*
[-2] Wild Blow - Reaction (Attack, Single)
Trigger - You damage an enemy.
Effect - Pay 4 Adrenaline. If you do, deal 2d12 damage to that enemy.
*damages enemy*
Wild Blow
So on and so forth until I run out of Adrenaline or Energy
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