Pony Tales: Aspirations of Harmony
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Item Revamp and Expansion!

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Ramsus
tygerburningbright
Zarhon
Dusk Raven
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Post  Stairc -Dan Felder Mon Apr 08, 2013 9:09 pm

Hey everyone, the item doc has had a huge overhaul after extensive playtesting and development over the course of the last several months. A lot of items have been fixed and a lot of additional items have been added. Enjoy!

The Treasure Trove
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Post  SilentBelle Mon Apr 08, 2013 9:40 pm

Love the Training Certificate! Time to rebuild my character for tomorrow's session Smile
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Post  Xel Unknown Mon Apr 08, 2013 9:46 pm

Only thing that really seems like a bad move is the insane item of 7 pips gifting to start off with... Just... WOW THAT IS INSANE.
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Post  Hayatecooper Mon Apr 08, 2013 9:47 pm

So...

[quote=cannon]
Cannon - 8000 Gold

Weapon

You may use the following combat talent three times per battle.

[-6] Bitches Love Cannons - Standard Attack [3/Battle]
Deal 6d12 damage to target creature, and that creature is blasted away from the battle, removing it from combat until the end of its next turn (a creature removed from combat cannot affect any other creature in the battle with combat talents or be affected by any combat talents - though it may still use [+] abilities to gain PiPs)
[/quote]


So... 8000 second turn lvl 6 it's over then?


Also why I think on it.
Boomstick + Amulet of Adrenaline = Three Monster first turn dominate.
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Post  Stairc -Dan Felder Mon Apr 08, 2013 9:51 pm

I'm actually not confident that the canon is a good idea. Kindulas assures me that the match checks out though. 1000 gold is worth approximately one 0 pip standard action - so this is supposed to be handing you 8-turns-worth-of-awesome by the time you get to 8000 gold. I tend to dislike nova-bursts though, which have people dealing insane damage right away - so while it's technically balanced I could certainly see removing this item. I've included it here for playtesting purposes.
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Post  Paper Shadow Mon Apr 08, 2013 9:52 pm

Hayatecooper wrote:So...

Cannon wrote:
Cannon - 8000 Gold

Weapon

You may use the following combat talent three times per battle.

[-6] Bitches Love Cannons - Standard Attack [3/Battle]
Deal 6d12 damage to target creature, and that creature is blasted away from the battle, removing it from combat until the end of its next turn (a creature removed from combat cannot affect any other creature in the battle with combat talents or be affected by any combat talents - though it may still use [+] abilities to gain PiPs)


So... 8000 second turn lvl 6 it's over then?
First turn if you have the trait that gives you two weapons and the minor talent that allows you to take a second standard action as long as it is an attack. In case you've never noticed, items are surprisingly strong...

I'm reading it now, so I'll post my thoughts when I'm done...
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Post  Fury of the Tempest Mon Apr 08, 2013 9:53 pm

Well damn... that is one hell of a change.

A lot of new stuff. A lot changing. Mostly nerfing, but some noticable buffing as well.

What's really gotten me interested through, is the Training Certificate, Hellscream Hawkeye, Tincture of Healing, Displacement Armour, Vorpal Sword and the Energizing Amulet.

Honestly, with the Energizing Amulet, the trait that does the same thing, Motion Blur and the Hurricane Blades. You'll be regain 4 PiP's a turn! Just as long as your always using those 4 Pip's, through Gale + Tincture of healing = -3 at least. While Gale alone allows for the use of typhoon parry once as well.

And with the training certificate... that's a potential of +5 traits. Awesome.

Through the Vorpal Sword is the most interesting. Insanely powerful in the right build, but costing all the gold you can have on guy at level 10...following the book ofc.


Last edited by Fury of the Tempest on Mon Apr 08, 2013 9:56 pm; edited 1 time in total
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Post  Hayatecooper Mon Apr 08, 2013 9:54 pm

Just looking at it, it seems a little insane.
Specially considering Boomstick so it's Death to three creatures second turn lvl 9? Which I guess is reasonable... but still kinda broken.(IMO) Also there is technically nothing to stop players trading gold between them is there? Which means, if I'm right and there isn't, you could load up one person and just let them murder stuff. Be boring as hell but technically possible.
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Post  Dusk Raven Mon Apr 08, 2013 9:55 pm

Talisman of Illness is gone... makes me said. I'll have to look for other things to bolster save-ends builds...
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Post  Zarhon Mon Apr 08, 2013 9:55 pm

Staff of the Mindslaver - 4000 Gold
Weapon
Once per battle, you may use the following combat talent.

[+4] Enthrall - Standard Action [1/Battle]
Skip your next turn. You control target creature’s next turn.

This is listed as standard action, rather than utility/attack.

Chaos-Bound Blade - 3000 Gold
Weapon
Once per battle, you may use the following combat talent.

[0] Chaos Strike - Reaction [1/battle]
Trigger - You roll initiative.
Effect - Two random enemies each suffer 6 ongoing damage (save ends).

"Reaction". Utility, or attack?

Staff of the Healer - 2000 Gold
Weapon
Two times per battle, you may use the following combat talent.

[0] Healing Word - Minor Action [2/Battle]
Target creature gains 1d10+2 hp.

Same as above.

Others that need utility/attack wording - Staff of Miracles, Orb of Holy Light,
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Post  Fury of the Tempest Mon Apr 08, 2013 9:58 pm

So guys.

Can anyone think of a way to get 7+ PiP's in one turn?

I've already listed a way of getting 4 PiP's in one turn, but without energize, I can't think of any other way to get PiP's...
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Post  Zarhon Mon Apr 08, 2013 10:04 pm

Well, you can easily get 11 at turn 1 now, by using the [+4] mindslaver staff and the extra 3 pips you start with by having an amulet of adrenaline. Depending on its wording (attack/reaction, which needs clarification), you can even use it to disable three enemies at once!
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Post  tygerburningbright Mon Apr 08, 2013 10:09 pm

Why does it seem to me that the builds that deal a lot of save ends got the short end of the stick in this expansion?
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Post  Fury of the Tempest Mon Apr 08, 2013 10:10 pm

tygerburningbright wrote:Why does it seem to me that the builds that deal a lot of save ends got the short end of the stick in this expansion?

Even through Plaguebearer which allows you to give others your save-ends is now a 5/Battle instead of 1/Battle?
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Post  tygerburningbright Mon Apr 08, 2013 10:13 pm

The builds that deal save ends not the ones that put save ends on themselves to then move them around or use them as fodder.
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Post  Stairc -Dan Felder Mon Apr 08, 2013 10:13 pm

To be fair, the plaguebearer might be supposed to be a 1/battle thing. There's some confusion.

But in general, save-ends builds were too powerful in the previous version. Now they're merely very, very good.
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Post  Fury of the Tempest Mon Apr 08, 2013 10:15 pm

You mean the builds that got

'Talisman of Incurable Illness - 4000 gold
Trinket
Enemies suffer a -4 penalty to saving throws against (save ends) effects that you bestow on them.'

And

'Talisman of Unbearable Illness - 7000 Gold
Trinket
Enemies suffer a -7 penalty to saving throws against (save ends) effects that you bestow on them.'

?
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Post  tygerburningbright Mon Apr 08, 2013 10:19 pm

Now that I look at it the prices look a bit too high (or the effects are too low) for 2000 you can buy the training card and get a -3 to save ends from the Hex trait.

Also the prices prevent them from being used by level one and need most of the money early on.
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Post  Stairc -Dan Felder Mon Apr 08, 2013 10:29 pm

Save ends penalties are exponentially more powerful the larger the number. Contrast the effects of subjecting enemies to a -1 penalty to saving throws (barely noticeable and mostly will do nothing) to subjecting them to -10 in saving throws (now impossible for most enemies to save). Thus higher penalties carry exponentially higher costs.

Furthermore, the -3 penalty from the trait cannot be combined with Surefire Hex, as it's a pre-req to it and a trait can only be taken once (unless otherwise specified). The items can be combined and thus carry heftier pricetags.
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Post  Stairc -Dan Felder Mon Apr 08, 2013 10:31 pm

Zarhon wrote:Actions vs. Utilities

Believe I've fixed most now. =)
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Post  Ramsus Mon Apr 08, 2013 10:32 pm

Was the regular Talisman of Illness removed intentionally or was this a mistake? (I'm really hoping the later because that'd make more sense with what Dan just said.)
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Post  tygerburningbright Mon Apr 08, 2013 10:33 pm

wait but you said before that save ends penalties don't stack...
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Post  Stairc -Dan Felder Mon Apr 08, 2013 10:35 pm

they don't stack with other penalties, but they do work with Surefire Hex - as that just causes the enemy to roll saving throws twice and take the lower result.
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Post  Fury of the Tempest Mon Apr 08, 2013 10:36 pm

Stairc -Dan Felder wrote:they don't stack with other penalties, but they do work with Surefire Hex - as that just causes the enemy to roll saving throws twice and take the lower result.

... That is deadly with the -7.
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Post  Stairc -Dan Felder Mon Apr 08, 2013 10:37 pm

Precisely. It's brutal.
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