Ask a Simple Question - Get a Simple Answer
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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.
Crystalite- Celestia's Disciple
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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.
Stairc -Dan Felder- Lead Designer
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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
Bubblez- Very Important Pony
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Re: Ask a Simple Question - Get a Simple Answer
Bubblez wrote:Wanderlust Question:
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
EDIT - Yep, since each is a different trigger you can use them to chain off one another. It was designed as an adrenaline sink in case you had too much. I had to edit this answer because I was thinking of a different system. Sorry if you read the previous one.
Last edited by Stairc -Dan Felder on Sun Nov 15, 2015 2:03 pm; edited 1 time in total
Stairc -Dan Felder- Lead Designer
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Re: Ask a Simple Question - Get a Simple Answer
Okay.
Also, how does Divine Light and No Pain No Gain interact
For example, If Player A were to use Divine Light on Player B Giving him 3 sets of 10 life (30 total) and Player B used No Pain No Gain, would
A.) They gain 10 Adrenaline (the Total), but ALL life they get from 1 move have to be converted
or
B.) They gain 9 Adrenaline [round(10/3)+round(10/3)+round(10/3)]
And if B.), could Player B choose how many sets they want to turn into Adrenaline
Also, how does Divine Light and No Pain No Gain interact
- No Pain No Gain:
- [0] No Pain, No Gain - Reaction (Self)
Trigger - You would gain life
Effect - You gain no life instead. Gain 1 adrenaline for each 3 life you would have gained this way.
- Divine Light:
- [-4] Divine Light - Standard Action (Healing, Burst)
Do each of the following:
-Target creature gains 10 Life.
-Target creature gains 10 Life.
-Target creature gains 10 Life.
-Target creature gains 10 Life.
-Target creature gains 10 Life.
You may choose different targets for each effect.
For example, If Player A were to use Divine Light on Player B Giving him 3 sets of 10 life (30 total) and Player B used No Pain No Gain, would
A.) They gain 10 Adrenaline (the Total), but ALL life they get from 1 move have to be converted
or
B.) They gain 9 Adrenaline [round(10/3)+round(10/3)+round(10/3)]
And if B.), could Player B choose how many sets they want to turn into Adrenaline
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Re: Ask a Simple Question - Get a Simple Answer
Bubblez wrote:Okay.
Also, how does Divine Light and No Pain No Gain interact
- No Pain No Gain:
[0] No Pain, No Gain - Reaction (Self)
Trigger - You would gain life
Effect - You gain no life instead. Gain 1 adrenaline for each 3 life you would have gained this way.
- Divine Light:
[-4] Divine Light - Standard Action (Healing, Burst)
Do each of the following:
-Target creature gains 10 Life.
-Target creature gains 10 Life.
-Target creature gains 10 Life.
-Target creature gains 10 Life.
-Target creature gains 10 Life.
You may choose different targets for each effect.
For example, If Player A were to use Divine Light on Player B Giving him 3 sets of 10 life (30 total) and Player B used No Pain No Gain, would
A.) They gain 10 Adrenaline (the Total), but ALL life they get from 1 move have to be converted
or
B.) They gain 9 Adrenaline [round(10/3)+round(10/3)+round(10/3)]
And if B.), could Player B choose how many sets they want to turn into Adrenaline
First off, I actually misread the previous question and have completely reversed my answer once I realized you were talking about Wanderlust. You can totally spam the heck out of it.
Second, unfortunately it's B - due to each lifegain being a distinct instance of life being gained. And yes, the berserker can choose how many they want to turn into adrenaline and how much they want as life.
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Re: Ask a Simple Question - Get a Simple Answer
- Energizing Amulet:
- Energizing Amulet - 2000 Gold
Trinket
At the start of your turn, if you have less than 4 energy, you may gain 1 energy.
- Blood pact:
- [–1] Blood Pact - Minor Utility
For the rest of the battle, at the beginning of your turn, you gain 1 energy and then lose 1
HP for each energy you have.
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Re: Ask a Simple Question - Get a Simple Answer
The active player (player whose turn it is) chooses the order for all things that would occur at the same time on that turn.
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Re: Ask a Simple Question - Get a Simple Answer
Do unconscious characters still have to roll against save ends effects?
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Re: Ask a Simple Question - Get a Simple Answer
Depends on the flavor of the effect. Remember, the rules are a base engine for the GM to use. When something doesn't make sense, they should feel empowered to make a custom change.
Save ends effects represent different things. Sometimes it's an active physical or mental attempt to break the effect. Sometimes it's just letting the player in question roll to see if the effect runs out of juice. For example, I wouldn't let an unconscious character save against domination in the midst of combat (though if the effect lasted for more than 5 minutes I'd just auto-end it because these effects are temporary by design). I would let them keep saving against ongoing damage in most situations, as that's more related to whether the fire sputters out on its own.
By default, unconscious characters should still be making saving throws (especially if the effect can harm them while they're unconscious they should probably be making saving throws anyway). If nothing else, it gives them something to do during the fight. But if it REALLY doesn't make sense for them to be able to make that saving throw, I'd encourage the GM to disallow it.
Save ends effects represent different things. Sometimes it's an active physical or mental attempt to break the effect. Sometimes it's just letting the player in question roll to see if the effect runs out of juice. For example, I wouldn't let an unconscious character save against domination in the midst of combat (though if the effect lasted for more than 5 minutes I'd just auto-end it because these effects are temporary by design). I would let them keep saving against ongoing damage in most situations, as that's more related to whether the fire sputters out on its own.
By default, unconscious characters should still be making saving throws (especially if the effect can harm them while they're unconscious they should probably be making saving throws anyway). If nothing else, it gives them something to do during the fight. But if it REALLY doesn't make sense for them to be able to make that saving throw, I'd encourage the GM to disallow it.
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Re: Ask a Simple Question - Get a Simple Answer
Question:
According to the Diversity rule, modifiers of the same game element do not stack unless specified (or something to that effect)
What about this trait and this item? Do their effects override each other or do they both take effect?
According to the Diversity rule, modifiers of the same game element do not stack unless specified (or something to that effect)
What about this trait and this item? Do their effects override each other or do they both take effect?
- Rabbit Filled Hat:
- Rabbit-Filled Hat - 3500 Gold
Trinket
Reduce the energy cost of talents you use to conjure creatures or weapons by 2 energy. The costs can’t be reduced to below 0.
- Nothing Up My Sleeve:
- Nothing Up My Sleeve
Reduce the energy cost of combat talents you use to conjure conjurations by 1 energy. Their costs cannot be reduced to less than 0.
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Re: Ask a Simple Question - Get a Simple Answer
Those are different elements. You can't take two-rabbit-filled-hats and have them stack. But the hat does work with the sleeves.
And yes, target creature means any creature.
And yes, target creature means any creature.
Stairc -Dan Felder- Lead Designer
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Re: Ask a Simple Question - Get a Simple Answer
- Spoiler:
- Once per battle, if you possess a Conjure Weapon combat talent, you may reduce the cost of the Conjure Weapon talent by 3 energy. This cannot reduce the cost to below 0.
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Re: Ask a Simple Question - Get a Simple Answer
As written, it means that you can reduce the cost by 3 for the remainder of the battle. As intended it was only supposed to let you use it for 3 less - but I'm curious to see the builds that using this as written comes up with. So I'm upholding it as written for now.
Stairc -Dan Felder- Lead Designer
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Re: Ask a Simple Question - Get a Simple Answer
It's been a while since I played so my question is:
Are
Are
- Derp:
- Derp (4)
If you roll a 2 or a 3 on skill check, the roll is instead considered to be a natural 1. You gain an additional Magic Point after each extended rest.
- Disaster Averted:
- Disaster Averted (6) – Magic
Trigger – You or an ally you can see rolls a natural 1.
Effect – You may treat the result as if the triggering creature had rolled a natural 20.
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Re: Ask a Simple Question - Get a Simple Answer
Absolutely. That combination is a way to play the clumsy-yet-somehow-unintentionally-brilliant character. Of course, the two talents do work on their own too.
Stairc -Dan Felder- Lead Designer
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Re: Ask a Simple Question - Get a Simple Answer
Okay cool.
One other question (because it has been very long since I've played ^^):
Considering the following situation: you roll a natural 1 on your Expert skill. Can you then use your
Or would the timing be off for that option?
One other question (because it has been very long since I've played ^^):
Considering the following situation: you roll a natural 1 on your Expert skill. Can you then use your
- Element of Magic:
- Magic – Magic
Choose five abilities each worth 3 points or less at character creation. When you activate Magic, pick one of the abilities you chose. You or a willing ally you can see gain access to that ability for the next 15 minutes.
- This is Whining!:
- This is Whining! (3) – 1/Day Interrupt
Trigger – You roll a natural 1 on your Expert skill.
Or would the timing be off for that option?
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Re: Ask a Simple Question - Get a Simple Answer
Timing is fine there. You can make it work.
Stairc -Dan Felder- Lead Designer
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Re: Ask a Simple Question - Get a Simple Answer
Not a rules mechanics question but a curious thought: is there any reason why The Stare specifically states Persuasion while the other three (Frozen Time, Yee-Haw and Book Forte) refer to the overarching attributes?
On that note: a Brawn check includes both Athletics as Endurance checks, right? (same question for the other attributes)
On that note: a Brawn check includes both Athletics as Endurance checks, right? (same question for the other attributes)
Demonu- Equestrian Honor Guard
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Re: Ask a Simple Question - Get a Simple Answer
Ponytales question
Neither the traits Putrid Explosion, Consume Spirit, nor Reincarnation have per round limits, only per battle. Would this mean I can, if feeling wasteful, blow through all 5 uses in 1 turn
Reading the Free action and Reaction rules, I don't see any limits on the number of times I can use those per turn (In fact I've seen many times people using Reactions like Vengeance is Mine in a single round.
So is this combo legal under Pony Tales rules, or am I missing something?
Neither the traits Putrid Explosion, Consume Spirit, nor Reincarnation have per round limits, only per battle. Would this mean I can, if feeling wasteful, blow through all 5 uses in 1 turn
- Traits:
- 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.
Consume Spirit – Free Action [5/Battle]
Sacrifice a conjuration that you control. You gain 1 energy
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
- Sequence:
I have conjurations
Sacrifice a Conjuration (Putrid Explosion or Consume Spirit)
The Conjurations Dies
Trigger - A conjuration you control dies. >Reincarnation
I now have a Soul Spark i.e. a conjuration
Rinse & repeat 5 times
Reading the Free action and Reaction rules, I don't see any limits on the number of times I can use those per turn (In fact I've seen many times people using Reactions like Vengeance is Mine in a single round.
- Free Actions:
Free Action – Free actions can be performed on any player’s or enemy’s turn at any time, at no cost. They can also be used in response to actions as though they were interrupts.
- Reactions:
- Immediate Interrupts and Reactions – This is a special kind of talent that doesn’t activate until a specific trigger activates it, a little like a trap. When the triggering action activates the interrupt, you get to interrupt the action that triggered it and apply the talent’s effects before the triggering action resolves. For example, if the triggering action is a friend taking damage and the interrupt allows you to give that friend 5 health – the player gets the 5 health before he takes damage from the attack. If the talent is a reaction, the player will take the damage and only gain the health after. This all sounds pretty complicated, but it’s actually simple. Immediate actions wait for something specific to happen. When they do, they do their effect – before the trigger (if it’s an interrupt) or after the trigger (if it’s a reaction). However, you can only use one free action, interrupt or reaction per trigger. So, if you have a free action ability and an interrupt ability that both trigger when an enemy deals damage to you – you can only choose one of those actions to trigger. Of course, you can choose the other one the next time the mean enemy hurts you.
So is this combo legal under Pony Tales rules, or am I missing something?
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Re: Ask a Simple Question - Get a Simple Answer
Demonu wrote:Not a rules mechanics question but a curious thought: is there any reason why The Stare specifically states Persuasion while the other three (Frozen Time, Yee-Haw and Book Forte) refer to the overarching attributes?
On that note: a Brawn check includes both Athletics as Endurance checks, right? (same question for the other attributes)
That's because it came from the show more than a unified cycle of mechanical abilities. The Stare doesn't really fit other sense skills as much. As a setting with a lot of social components too, Persuasion tends to be worth a huge amount too, so the power is comparable.
Your question on brawn checks is correct.
Bubblez wrote:Ponytales question
Neither the traits Putrid Explosion, Consume Spirit, nor Reincarnation have per round limits, only per battle. Would this mean I can, if feeling wasteful, blow through all 5 uses in 1 turnThe sequence of events looking like this
- Traits:
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.
Consume Spirit – Free Action [5/Battle]
Sacrifice a conjuration that you control. You gain 1 energy
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
- Sequence:
I have conjurations
Sacrifice a Conjuration (Putrid Explosion or Consume Spirit)
The Conjurations Dies
Trigger - A conjuration you control dies. >Reincarnation
I now have a Soul Spark i.e. a conjuration
Rinse & repeat 5 times
Reading the Free action and Reaction rules, I don't see any limits on the number of times I can use those per turn (In fact I've seen many times people using Reactions like Vengeance is Mine in a single round.
- Free Actions:
Free Action – Free actions can be performed on any player’s or enemy’s turn at any time, at no cost. They can also be used in response to actions as though they were interrupts.
- Reactions:
Immediate Interrupts and Reactions – This is a special kind of talent that doesn’t activate until a specific trigger activates it, a little like a trap. When the triggering action activates the interrupt, you get to interrupt the action that triggered it and apply the talent’s effects before the triggering action resolves. For example, if the triggering action is a friend taking damage and the interrupt allows you to give that friend 5 health – the player gets the 5 health before he takes damage from the attack. If the talent is a reaction, the player will take the damage and only gain the health after. This all sounds pretty complicated, but it’s actually simple. Immediate actions wait for something specific to happen. When they do, they do their effect – before the trigger (if it’s an interrupt) or after the trigger (if it’s a reaction). However, you can only use one free action, interrupt or reaction per trigger. So, if you have a free action ability and an interrupt ability that both trigger when an enemy deals damage to you – you can only choose one of those actions to trigger. Of course, you can choose the other one the next time the mean enemy hurts you.
So is this combo legal under Pony Tales rules, or am I missing something?
It's entirely legal, and was the basis of one of my own powerhouse conjurer builds. Though that version used the tabletop version of the game too, so the relative power will be different in the skype-based system.
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Re: Ask a Simple Question - Get a Simple Answer
How would
[–6] Daggerstorm - Standard Attack
Roll d12s until you either get a result of 3 or lower or have rolled 5 times. Deal damage to target creature equal to the total die results you rolled this way.
and
Bloodlust
You may roll twice on attacks made against bloodied targets. You may use either result.
interact since Daggerstorm doesn't roll all at once
would it be
Roll 2d12 take 1
Roll 2d12 take 1
until BOTH are less than 3 or you did so 5 times
OR
is it roll each tree
Tree 1 roll till you get 3 or less or you did so 5 times
Tree 2 roll till you get 3 or less or you did so 5 times
and you get to choose tree 1 or tree 2?
[–6] Daggerstorm - Standard Attack
Roll d12s until you either get a result of 3 or lower or have rolled 5 times. Deal damage to target creature equal to the total die results you rolled this way.
and
Bloodlust
You may roll twice on attacks made against bloodied targets. You may use either result.
interact since Daggerstorm doesn't roll all at once
would it be
Roll 2d12 take 1
Roll 2d12 take 1
until BOTH are less than 3 or you did so 5 times
OR
is it roll each tree
Tree 1 roll till you get 3 or less or you did so 5 times
Tree 2 roll till you get 3 or less or you did so 5 times
and you get to choose tree 1 or tree 2?
Bubblez- Very Important Pony
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Re: Ask a Simple Question - Get a Simple Answer
You roll for the entire attack. So you roll until you've rolled 5 times, or gotten a result of 3 or lower. Then you do it again. Then pick which result you like better.
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