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Official Errata: Changes and fixes to the game (Subscription Recommended)

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Post  Kindulas Fri Aug 23, 2013 1:49 am

Flaming Arrow, as a -1 should do 8.6666666 damage (or about 9, like Firebolt does)
With ongoing damage considered 150% the damage of its value, it did
(3.5 * 1.5) + 4.5 = 9.75

So, very very small nerf (with increased reliability)

(3 *1.5) +2.5 = 9

So the ongoing damage has been set to a flat "3"

[-1] Flaming Arrow - Standard Attack
Deal 1d8 damage to target creature. That creature suffers 3 ongoing damage (save ends).
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Post  Kindulas Fri Aug 23, 2013 2:43 am

First thing's first, we're implementing the "no stacking" rule for utility:
The same gameplay element - such as a utility talent or a racial trait - cannot “stack” with itself. This means a utility talent that gives some kind of a boost or static effect can’t affect the same thing more than once at the same time, even if two different players are using different copies of the same talent. For instance, players can’t get more than a +1 bonus from the utility talent Instant Party at once, even if two different players use it - though they can get two magic points, if they are so lucky.

Furthermore, we're adding a terminology tweak to Pony Tales "Cutie Marks" that should make Genetic Engineering and Destiny descriptions more universal with Living Legends, without actually removing any pony flavor. And frankly, with the way Cutie Marks are described this makes more sense, since your Cutie Mark isn't supposed to be exactly of the skill it applies to, but rather that it falls within the bounds of a skill, thereby giving that skill a boost. So, we're making it so that instead of getting "Cutie Mark Skills," you get the LL term "Expert Skill" BUT it's your Cutie Mark that still defines what skill is your expert. This will also mean that character who want to play a non pony race will more easily be able to say "I may not have a "Cutie Mark" but I have expertise in this skill as much as any pony," so there isn't so much of a race restriction. To that end, in the Genetic Engineering doc, we're making it so that Expert Skill is not Living Legends only, and a "Cutie Mark" can be taken by pony characters, which grants an Expert Skill.

Expert Skills and Cutie Marks
If you have a Cutie Mark, as the pony races do, you also get to pick any skill related to your Cutie Mark. That skill becomes your “Expert Skill,” which gets you an additional +5 bonus to those skill checks. For example, if you have a Cutie Mark about Singing – you might choose Persuasion as your Expert skill. In addition to the +5 bonus it provides to that skill, rolling a natural 20 on one of those skill checks results in you performing a Spectacular Success… A Critical Success that makes normal Critical Successes look tame by comparison. This is where our Sonic Rainbooms come in. Thanks to Erin Palette for the original concept of the Spectacular Success, it’s a great idea.
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Post  Kindulas Fri Aug 23, 2013 5:13 am

Quote:
In addition, I've added a comment stating that the no stacking rule is overridden by "Unless otherwise specified," and that the +10 bonus from Magic Points can be spammed onto the same check - though things like The Stare can still only be applied once
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Post  Fury of the Tempest Fri Aug 23, 2013 8:31 am

Kindulas wrote:
Fury of the Tempest wrote:
Stairc -Dan Felder wrote:Nehiel Mori abused the loophole heartily.

What did he did do?
Well, he didn't ask a personal question but he used a character in one campaign to get an answer for another. It was hilarious, but not something to leave open
That's thinking outside the box!

Kindulas wrote:First thing's first, we're implementing the "no stacking" rule for utility:
The same gameplay element - such as a utility talent or a racial trait - cannot “stack” with itself. This means a utility talent that gives some kind of a boost or static effect can’t affect the same thing more than once at the same time, even if two different players are using different copies of the same talent. For instance, players can’t get more than a +1 bonus from the utility talent Instant Party at once, even if two different players use it - though they can get two magic points, if they are so lucky.
That's a significant change.
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Post  Zarhon Fri Aug 23, 2013 1:10 pm

Kindulas wrote:
Quote:
In addition, I've added a comment stating that the no stacking rule is overridden by "Unless otherwise specified," and that the +10 bonus from Magic Points can be spammed onto the same check - though things like The Stare can still only be applied once
Does this new rule affect racials and related racial abilities as well?

For instance, multiple players with "grandeur", or using things like "Hex" or "Terrify" on the same creature by two different players?

Does it affect destinies and boons as well?
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Post  Philadelphus Fri Aug 23, 2013 2:08 pm

Zarhon wrote:
Does this new rule affect racials and related racial abilities as well?

For instance, multiple players with "grandeur", or using things like "Hex" or "Terrify" on the same creature by two different players?

Does it affect destinies and boons as well?
Kindulas wrote:
The same gameplay element - such as a utility talent or a racial trait - cannot “stack” with itself
Edit: Sorry! Forgot about the other discussion thread (I should probably not post before fully waking up). Feel free to delete this post.


Last edited by Philadelphus on Sat Aug 24, 2013 12:46 am; edited 1 time in total
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Post  Stairc -Dan Felder Fri Aug 23, 2013 2:11 pm

This is not the discussion thread. All these commentary posts are out of order. We keep them to the discussion thread so as not to bother people that just want updates.
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Post  Kindulas Fri Aug 23, 2013 9:31 pm

For clarification, yes, this applies to racial traits, destiny features, and technically even combat elements, though nothing should have actually changed because of it in combat. Assists will be specified as exempt from the no-stacking rule once we write a new rules description for them, as the current description isn't as clear as we'd like. For now, just know that assists can stack (if it makes sense, there may be situations where it just isn't feasible to have more than one person helping at a time, but that's the flavor-based restriction assists have always had).

Also, the 2.0 Google Doc character sheet template has been edited so that the instances are listed at 12-point Times New Roman, same as the doc you'll be copy/pasting from, and it now includes small reminders on how many talents and other such thing a character starts with
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Post  Kindulas Sat Aug 24, 2013 12:03 am

Speak with the Dead has been buffed to the following:

Speak With The Dead - 1/Day
Preparation Time: 10 Minutes
Touch a creature’s corpse or skeleton and call its soul back into its body. You must have at least its skull or face. You empower the creature to speak even if it’s decayed enough it shouldn’t be able to. You may compel the creature to answer one question truthfully and without distortion regarding experiences the creature had while alive. The spirit, whether willing or not, remains in the corpse for twenty minutes or until you dismiss it.
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Post  Kindulas Sat Aug 24, 2013 8:10 pm

the new "Minimize" now scales to 1/60th of size, or 5 feet -> 1 inch.


Minimize - 3/Day [Inspired by Zarhon]
Preperation Time: 1 Minute
You and/or up to 6 willing allies you can see becomes 1/60th its normal size (so that 5 feet scales down to 1 inch). Its strength and abilities scale to its new size, so their capabilities when making athletics checks or similar are reduced when interacting with the not-resized-world. This effect ends after 30 minutes or when the creature wills it to, so long as there is room to grow to normal size. If there is not, they stay at their altered size until they enter a large enough space. [*]
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Post  Kindulas Sat Aug 24, 2013 11:06 pm

The destinies have been revamped so that:
- Level 7 features are worth 3 utility talents, not just 2
- Level 10 features have been rebalanced to be worth about 8 utility talents, or 12 racial trait points
- Miscellaneous fixes and changes to destinies

https://docs.google.com/document/d/1CgFXcJLLbXEixsb2L7pqSvxmr_VfNnHhn7123U0hYNI/edit

See the following thread for details:
https://ponytales.forumotion.com/t653-the-destiny-upgrade
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Post  Kindulas Sat Aug 24, 2013 11:39 pm

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Post  Kindulas Wed Aug 28, 2013 6:48 pm

The following comment has been added to the utility talent "Imposing"

Imposing
You may use your Brawn score in place of your Horse-Sense score when making persuasion checks to intimidate someone.
[*] The check is considered both a "Persuasion" check and a "Brawn" check, but not a "Horse-Sense" check.

This means that, for instance, both Yee-Haw and The Stare can affect a check made this way
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Post  Kindulas Wed Aug 28, 2013 7:16 pm

We’re Just Good At This Stuff (1)
now specifies You may take this trait multiple times.
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Post  Kindulas Wed Aug 28, 2013 7:36 pm

the Enchantment "Climber's Grip" now targets you and up to five allies
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Post  Kindulas Wed Aug 28, 2013 8:35 pm

"Dazed" creatures no longer suffer vulnerability 2. Because of this, the following talents have been changed:

[-2] Below the Belt - Reaction Utility
Trigger - You deal 5 or more damage to a creature
Effect - That creature is dazed and suffers vulnerability 2 to your next attack until the end of your next turn.

[-1] Haunting Melody - Standard Attack
Roll a d10. Based on the roll, target creature suffers the following.
1-4 The target suffers 4 ongoing damage (save ends).
5-7 The target is dazed (save ends).
8-9 The target suffers vulnerability 2 (save ends).
10 The target is stunned (save ends).

[-1] Force Bolt - Standard Attack
Deal 1d12 damage to target creature and that creature is dazed until the end of its next turn.

[-3] Form of the Panther - Minor Utility
You conjure a Form of the Panther onto yourself. You

may assume your normal form as a minor action. While in  the Form of the Panther you cannot use your normal combat talents. Instead you may use the combat talents below.
[*]

[+4] Stalk - Standard Utility
Choose target creature. That creature suffers vulnerability 2 to your next attack.

[+1] Razor Claws - Standard Attack
Deal 1d10 damage to target creatures. If you roll an 8 or higher, that creature takes 3 ongoing damage and loses resistance (save ends). This attack ignores resistance.

[-2] Pounce - Standard Attack
Deal 2d8 damage to target creature. If this attack triggers vulnerability, deal 2d12 damage instead and that creature is dazed until the end of its next turn.

[-5] Maul - Standard Attack
Deal 3d8 damage to target creature, that creature suffers 5 ongoing damage and is weakened (save ends both)

Also, Hurricane Blade no longer has its trait. We don't want initiative order changing stuff, and it's not like Hurricane Blade isn't powerful enough without it
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Post  Fury of the Tempest Wed Aug 28, 2013 9:07 pm

That is quite a few changes... I thought there was more dazing effects through... oh well.

... Hey Kind, is it possible to continue talking about Conjured Weapon Remakes in the PMs?
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Post  Kindulas Sat Aug 31, 2013 6:53 pm

Flashback now lists Memory to Mist as a prerequisite
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Post  Kindulas Sat Aug 31, 2013 7:33 pm

Mook has had its skills and uses reduced, and it's duration lengthened, to differentiate it's usefulness and bring it in line power-wise with the Archlich's zombie minions.
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Post  Kindulas Mon Sep 02, 2013 12:34 am

Talisman of Vitality is now consistent in how many uses it gives

Talisman of Vitality - 2000 Gold
Trinket
Once per battle, you may use the following combat talent.

[0] Miraculous Healing - Minor Utility [1/Battle]
Remove all (save ends) conditions from target creature.That creature gains 4 hp for each (save ends) condition removed this way.
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Post  Kindulas Wed Sep 04, 2013 12:05 am

I've determined that the inability to customize the Companion's attribute block without spending points on specialist with the extra point (a point which you should be able to spend upon a flavor ability like giving a cat Feline Grace) is underwhelming. Therefore, because it doesn't increase attribute points but does allow the companion to actually be somewhat good at something other than a scout, a Companion starts with the racial trait Specialist instead of 5 in all attributes (conveniently, Specialist's description accurately describes how many attribute points the companion should have).
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Post  Kindulas Wed Sep 04, 2013 12:38 am

The racial "Call out" now has the tone-specifiying ability listed first, so that both (A) and (B) have it. If that doesn't make sense, let this explain:
Call Out (1) – At Will
You let out a loud call. You make make it clear whether or not your call is meant as a warning, distress call, etc.
Choose one
A) Name any number of creatures that could recognize your voice. They hear your howl automatically and know how far away from them you are and in what direction.

B) Every creature within one to ten miles (your choice) hears the call and knows where you are in relation to them.
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Post  Kindulas Wed Sep 04, 2013 3:17 am

Scent Tracker is now a (1) point racial. It's a very situational but flavorful ability - too costly at (2)
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Post  Kindulas Fri Sep 06, 2013 2:32 am

"Condemn"'s formatting has been changed to something akin to "Implant Parasite" so that it's clear if the damage is before or after. Slight mechanics implications are caused, but few.

Target creature is subjected to your Condemnation (save ends). In addition, you may use the following combat talent.
[0] Condemnation - Reaction Attack
Trigger - A creature subjected to your “Condemnation” makes an attack.
Effect - Deal 1d8 damage to that creature.

I apologize to Bronymous that I didn't make this change when he first brought it up, I thought I had fixed it before, but I had not actually done so.
Similar apology about the Talisman of Vitality fix too, in fact.
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Post  Kindulas Sat Sep 07, 2013 6:21 pm

It has come to my attention that the new healing -4 Crescendo was listed with the static +X bonuses to the die rolls. This was never meant to be. I apologize for this egregious oversight, no wonder everyone was saying it was still overpowered. It it supposed to do 22.75 points of healing. 1d4+1d6+1d8+1d10+1d12 = 22.5 points. 1+2+3+4+5 = 15, which comes to 37.5, which is... WAY WAY WAY too much.
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