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Pingcode
Lyntermas
Lifeforce
Fury of the Tempest
Yawnmon
Z2
Azureink
sunbeam
Doc pseudopolis
A1C Bronymous
Kindulas
Nehiel Mori
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Grey Pen The Flawed
Videocrazy
Hayatecooper
The Warrior of Many Faces
Cardbo
Caden2112
Philadelphus
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elfowlgirl
LoganAura
Paper Shadow
Appkes
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tygerburningbright
thematthew
Xel Unknown
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Post  Ramsus Sat Mar 02, 2013 6:56 pm

I don't think so but, the choice is permanent. Also for laughs... Alter Ego: Changeling.
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Post  Philadelphus Sun Mar 03, 2013 2:42 am

Ok, so the question came up theoretically in our latest session, if you have the level 10 ability of the Explorer destiny:
Three times a day, you may forgo a skill check and treat the result as though you had rolled a natural 20. This natural 20 does not trigger a cutie mark critical though, that’d just be silly.
And someone else activates Jinx:
For the next 7 minutes, all creatures within 70 feet of you suffer from horribly bad luck. [...] In short, treat any skill check attempted by any creature within 70 feet of you as an automatic critical failure
Which would win? Jinx or Explorer destiny?
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Post  sunbeam Sun Mar 03, 2013 2:55 am

Obviously, I need admin/developer approval, but running directly from the wording, it seems that explorer skips the "make a skill check" step in the process of judging your effectiveness, so it should win. Put another way, Jinx activates when you attempt a skill check, and the explorer destiny explicitly lets you "forgo a skill check."

Which actually brings up a second question. In the metagamer destiny's level 10 feature, you get to treat a die roll as a 1, 10, or 20. Since jinx makes you automatically fail things, would you even get a chance to activate one of these?
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Post  Nehiel Mori Sun Mar 03, 2013 3:31 am

As a general rule, Destiny > Utility talent.
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Post  Xel Unknown Sun Mar 03, 2013 11:29 pm

This might've been answered before. But one's element can count for a spellchild's once a day for a magic point using skill, right?
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Post  Zarhon Mon Mar 04, 2013 8:45 pm

More crescendo questions, because we all love crescendo questions!

1) For the purpose of abilities like meditate, or valor, or other stuff that boosts or alters your "next attack" or "your next X attack", are the damaging attacks from "Crescendo" considered all one attack, or is each separate?

For instance, with meditate, which boosts your next two attacks, would you end up boosting only two of the attacks that comprise crescendo, or all five of them + you can boost a different attack?

2) Is the order of the attacks you do with Crescendo self-chosen, or strictly in the order that's listed (weakest to highest)? Curious about this one, due to the above question.

3) Pardon if this was asked before, but how exactly does the "chronology" of crescendo attacks work? Which of the two is it:
-Target everything -> enact all the damage rolls -> See the results of rolls combined (this can lead do you wasting several attacks on a low-hp enemy, or even accidentally killing them via overkill)
-Target one attack -> enact damage roll -> see result of damage -> target next attack -> repeat (this lets you see if your attacks KO/defeat/kill the target, and can go for another target)
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Post  Nehiel Mori Mon Mar 04, 2013 8:58 pm

Zarhon wrote:More crescendo questions, because we all love crescendo questions!

1) For the purpose of abilities like meditate, or valor, or other stuff that boosts or alters your "next attack" or "your next X attack", are the damaging attacks from "Crescendo" considered all one attack, or is each separate?

For instance, with meditate, which boosts your next two attacks, would you end up boosting only two of the attacks that comprise crescendo, or all five of them + you can boost a different attack?

2) Is the order of the attacks you do with Crescendo self-chosen, or strictly in the order that's listed (weakest to highest)? Curious about this one, due to the above question.

3) Pardon if this was asked before, but how exactly does the "chronology" of crescendo attacks work? Which of the two is it:
-Target everything -> enact all the damage rolls -> See the results of rolls combined (this can lead do you wasting several attacks on a low-hp enemy, or even accidentally killing them via overkill)
-Target one attack -> enact damage roll -> see result of damage -> target next attack -> repeat (this lets you see if your attacks KO/defeat/kill the target, and can go for another target)

Each attack made with Crescendo counts as a different attack so Meditate of Valor would only trigger on the first two. The order is done in the order listed and it goes "target one attack, enact damage roll, see result, target next attack, ect. ect. ect."
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Post  Paper Shadow Mon Mar 04, 2013 9:01 pm

So, I've been meaning to ask, and this is more to do with the forum than the game, but what's with the health bars beneath our avatars and whatnot? Is that related to how much we get banned or something?
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Post  Hayatecooper Mon Mar 04, 2013 9:23 pm

Pretty much. Closer we are to getting perma-banned the less health we have
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Post  LoganAura Mon Mar 04, 2013 10:08 pm

There's a list in the rules about what each level means. We haven't had to have anyone under 100% in... a long time.
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Post  Hayatecooper Mon Mar 04, 2013 10:16 pm

Is it bad I kinda want to Challenge Accepted that?
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Post  LoganAura Mon Mar 04, 2013 10:42 pm

Yes, because that means you'll be on the moderator's watchlist. *Mine at least.
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Post  Stairc -Dan Felder Mon Mar 04, 2013 11:07 pm

Xel Unknown wrote:This might've been answered before. But one's element can count for a spellchild's once a day for a magic point using skill, right?

Yep. =)
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Post  Xel Unknown Mon Mar 04, 2013 11:19 pm

Stairc -Dan Felder wrote:
Xel Unknown wrote:This might've been answered before. But one's element can count for a spellchild's once a day for a magic point using skill, right?

Yep. =)
Thanks. :3
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Post  thematthew Tue Mar 05, 2013 6:21 pm

Is there any intent to improve the Blood Weapon talent?
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Post  Nehiel Mori Tue Mar 05, 2013 6:26 pm

thematthew wrote:Is there any intent to improve the Blood Weapon talent?

I'd like to, as I just got done watching Deadman Wonderland and currently in love with Sangromancy and pay-life effects. However, we just didn't get around to it. We had higher priorities at our last design meeting.
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Post  thematthew Tue Mar 05, 2013 6:29 pm

I still have the improved version I threw together if you wanted as a starting point. I just still feel that Blood Weapon is kinda the redheaded step-child of the conjured weapons, and needs some love.
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Post  Stairc -Dan Felder Tue Mar 05, 2013 6:42 pm

Cool. Feel free to PM it to Nehiel and Kindulas.
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Post  Caden2112 Tue Mar 05, 2013 11:39 pm

Here's a simple(ish) question. If I want to Ponykinesis something someone else is ponykinesis-ing, how is that handled? Specifically...

-For cooperative efforts, can we combine weight limits to lift something together? (IE: A party of unicorns combining their efforts to PK down a massive weight or something)

-For opposed efforts, how are opposing checks handled? Rolling Arcana? Would the challenger need It's Witchcraft?
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Post  Xel Unknown Wed Mar 06, 2013 2:11 am

Question: Must the Freaky Knowaldge given by the Archlich Destiny be in Necromancy? If not that'd make reflavoring the Destiny a lot harder...
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Post  Stairc -Dan Felder Wed Mar 06, 2013 2:52 am

Caden2112 wrote:Here's a simple(ish) question. If I want to Ponykinesis something someone else is ponykinesis-ing, how is that handled? Specifically...

-For cooperative efforts, can we combine weight limits to lift something together? (IE: A party of unicorns combining their efforts to PK down a massive weight or something)

-For opposed efforts, how are opposing checks handled? Rolling Arcana? Would the challenger need It's Witchcraft?

This is very much up to DMs. I'd allow unicorns to work together on objects so long as they succeed on skill checks to work well together using It's Witchcraft. Opposing checks of arcana or intelligence for ponykinetic hoof-wrestling would work too, though a DM could easily rule that the two ponies get a tie if they can both lift the same amount of weight.

Xel Unknown wrote:Question: Must the Freaky Knowaldge given by the Archlich Destiny be in Necromancy? If not that'd make reflavoring the Destiny a lot harder...

Absolutely. I've edited the destiny to make this clearer.
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Post  thematthew Wed Mar 06, 2013 9:50 pm

Why on Earth was Plague Eater designed so as to make you immortal?
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Post  AProcrastinatingWriter Wed Mar 06, 2013 10:13 pm

thematthew wrote:Why on Earth was Plague Eater designed so as to make you immortal?

I know you're trying to get someone to respond to you asking "how do you mean" so that you can make a triumphant response but I'm not falling for it
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Post  thematthew Wed Mar 06, 2013 10:15 pm

Oh no, I'm just trying to make the designers look at what they actually wrote, and see that it will keep you alive throughout any fight where you have a single save ends condition on you.
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Post  Paper Shadow Wed Mar 06, 2013 10:19 pm

thematthew wrote:Why on Earth was Plague Eater designed so as to make you immortal?
...Plague Eater?
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