Ask a Simple Question - Get a Simple Answer
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Re: Ask a Simple Question - Get a Simple Answer
Terrestial wrote:What happens when you roll a trigger-requiring combat talent due to Wild Lightning's tier 3 (12 on d12) effect?
Nothing.
tygerburningbright- Freakin' Alicorn Princess
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Re: Ask a Simple Question - Get a Simple Answer
tygerburningbright wrote:
Nothing.
Good to know. Although that is kind of disappointing, seeing how it's a a success on a special move's ultimate... actually expected a re-roll or something of this type.
If the daze condition applies to character during its turn, does it force it have only one action in this turn from the moment of becoming dazed or does it prevent the character from doing anything else if it has already undertaken at least one action?
Terrestial- Very Important Pony
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Re: Ask a Simple Question - Get a Simple Answer
The second one... I think. If you end up dazing yourself with an action, your turn is over. If you daze yourself in some other way, then you would still get the one action per turn, though I'm not sure if that's even possible. So generally if you have to daz yourself, make sure its the last thing you do during the 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
tygerburningbright wrote:Meta question
Did someone change most of the board descriptors?
In what way? Some sections did get merged a while back...or did you mean something else?
ZamuelNow- Freakin' Alicorn Princess
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Re: Ask a Simple Question - Get a Simple Answer
Wanderlust Question: I'm not sure on my understanding of how Tank interacts with Life and Short Rests...
If I am understanding this correctly, after a short rest, I have 100 Life, just like everyone else. However, when I enter a battle, I gain 50 extra Life, totaling 150. Now, let's say I lose 20 Life in that battle by the end, leaving me at 130, and then enter another one without getting a chance to rest. Since I just entered battle, I gain 50 extra Life, so I'm now at 180 Life. Assuming I take no damage by the end, and then take a short rest, I am now down to 100 Life...
Am I understanding this correctly?
- Relevant Rules:
- Short Rest
Taking a Short Rest means stopping for at least 5 minutes to catch your breath. If you do, your Life and Energy are reset to their starting values. Life and Energy will be covered in the Combat section below. Furthermore, some Abilities and Powers will recharge with a Short Rest.
Life
Each player will start with 100 Life. If you are dealt damage, you lose that much life. If you gain life, you increase your life by that much (and you can go above your starting value).
Tank
You start battles with 50 extra Life. You may use the following combat power.
If I am understanding this correctly, after a short rest, I have 100 Life, just like everyone else. However, when I enter a battle, I gain 50 extra Life, totaling 150. Now, let's say I lose 20 Life in that battle by the end, leaving me at 130, and then enter another one without getting a chance to rest. Since I just entered battle, I gain 50 extra Life, so I'm now at 180 Life. Assuming I take no damage by the end, and then take a short rest, I am now down to 100 Life...
Am I understanding this correctly?
Paper Shadow- Smile Like You Mean It
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Re: Ask a Simple Question - Get a Simple Answer
I am certain that it means your starting health becomes 150, and you reset to 150 after a short rest. You don't gain a stacking 50 every time you enter a battle.
A1C Bronymous- Air Commander, Equestrian Armies Pegasus Corps, Eastern Skies Command
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Re: Ask a Simple Question - Get a Simple Answer
That would be hilarious.
Turuk Storhammer: Hey, Gilden, punch me in the face.
Gilden Greatshield: Why?
T: I need to heal!
G: You what?
T: Look, if you don't punch me right now, I'll just punch you...I was only being polite. *pow*
Turuk Storhammer: Hey, Gilden, punch me in the face.
Gilden Greatshield: Why?
T: I need to heal!
G: You what?
T: Look, if you don't punch me right now, I'll just punch you...I was only being polite. *pow*
sunbeam- Epic Pwny
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Re: Ask a Simple Question - Get a Simple Answer
ZamuelNow wrote:tygerburningbright wrote:Meta question
Did someone change most of the board descriptors?
In what way? Â Some sections did get merged a while back...or did you mean something else?
Taking a second look I am rather sure that these are new... which brings up the question of who changed them and why?Abilities
By day I am horse detective. By night I am also horse detective, and sleepier.
Combat Talents
The irresponsible operation of forklifts, and other fun uses for heavy machinery!
Monsters
Guests to Nightmare Moon's Nightmare Dungeon(tm) are asked not to bleed on the upholstery.
Traits
Let's talk about Traits, that key part of the combat system as you level up.
Destinies and Boons
Warranty void if ancient magical tomes read out loud within vicinity of Destiny.
tygerburningbright- Freakin' Alicorn Princess
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Re: Ask a Simple Question - Get a Simple Answer
Traits isn't new. I don't think Combat Talents are new. The others happened somewhere around when some outdated threads got unstickied. Destinies and Boons is a thread merger.
ZamuelNow- Freakin' Alicorn Princess
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Re: Ask a Simple Question - Get a Simple Answer
What happens if two different abilitites tell you to roll twice?
Is the bonus from one of them lost?
Is the bonus from one of them lost?
Terrestial- Very Important Pony
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Re: Ask a Simple Question - Get a Simple Answer
If they have two different conditions for activation, then no.
A1C Bronymous- Air Commander, Equestrian Armies Pegasus Corps, Eastern Skies Command
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Re: Ask a Simple Question - Get a Simple Answer
If they have have different conditions for activation, yet they still both apply, what happens then?
Terrestial- Very Important Pony
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Re: Ask a Simple Question - Get a Simple Answer
Then activate both, if you want. What are the two abilities?
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:Then activate both, if you want. What are the two abilities?
Level 7 – Paragon
You’ve been on a great deal of quests and adventures, and you’ve become more skilled than the average person. When you make a skill check for an Expert Skill, you roll twice and take the higher result.
Coupled with either
Flying Ace (3)
Prerequisite: Cloud Chaser
You may roll twice on all skill checks made to fly and take either result.
or
Longrunner (3) [Inspired by JasonShadow]
You may roll twice on Endurance checks and take the higher result.
Also, looking at the paragon - does it mean that when using hop, skip and jump and rolling a 20 and a higher result, one has to give up the Spectacular Success?
Terrestial- Very Important Pony
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Re: Ask a Simple Question - Get a Simple Answer
Oh, like that. In that case, I don't think there are additional rolls stacked per each ability. The Destiny will always be in effect, and since you have to declare your double rolls before seeing the result, you can't wait and see if the higher result is still bad before deciding to "roll twice" a second time. I'm not a dev though, and I can't say I'm certain how they would rule stuff.
As for Hop Skip and Jump, by rolling the 3d10 instead of the 1d20, by default you cannot roll a critical success or failure- that's the tradeoff for the extra numbers. On the other hand, some DMs have ruled that if you roll a combination that equals a natural 20, then they'll count it, and others have treated three natural 10s as the critical. But purely by rulebook, you can't crit so you won't have to give it up if you roll higher. But that's kind of the point of that ability, maximize dice rolls, so a double roll on the 3d10 is still a really good option.
As for Hop Skip and Jump, by rolling the 3d10 instead of the 1d20, by default you cannot roll a critical success or failure- that's the tradeoff for the extra numbers. On the other hand, some DMs have ruled that if you roll a combination that equals a natural 20, then they'll count it, and others have treated three natural 10s as the critical. But purely by rulebook, you can't crit so you won't have to give it up if you roll higher. But that's kind of the point of that ability, maximize dice rolls, so a double roll on the 3d10 is still a really good option.
A1C Bronymous- Air Commander, Equestrian Armies Pegasus Corps, Eastern Skies Command
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Re: Ask a Simple Question - Get a Simple Answer
Actually, the ability document now specifies that rolling a total of 20 does count as a crit, making it an official rule...A1C Bronymous wrote:As for Hop Skip and Jump, by rolling the 3d10 instead of the 1d20, by default you cannot roll a critical success or failure- that's the tradeoff for the extra numbers. On the other hand, some DMs have ruled that if you roll a combination that equals a natural 20, then they'll count it, and others have treated three natural 10s as the critical. But purely by rulebook, you can't crit so you won't have to give it up if you roll higher. But that's kind of the point of that ability, maximize dice rolls, so a double roll on the 3d10 is still a really good option.
As for the question itself, it might mean that, but I would say it was an unintentional side-effect of the wording. Talk with your DM to allow such a ruling...If the total value of the dice you roll comes out to 20 (or 19 if you have Adept and Athletics or Acrobatics is your Expert Skill), you can trigger a Critical or Spectacular Success. Rolling higher than 20 doesn't do anything special, though.
Paper Shadow- Smile Like You Mean It
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Re: Ask a Simple Question - Get a Simple Answer
Paper Shadow wrote:Actually, the ability document now specifies that rolling a total of 20 does count as a crit, making it an official rule...A1C Bronymous wrote:As for Hop Skip and Jump, by rolling the 3d10 instead of the 1d20, by default you cannot roll a critical success or failure- that's the tradeoff for the extra numbers. On the other hand, some DMs have ruled that if you roll a combination that equals a natural 20, then they'll count it, and others have treated three natural 10s as the critical. But purely by rulebook, you can't crit so you won't have to give it up if you roll higher. But that's kind of the point of that ability, maximize dice rolls, so a double roll on the 3d10 is still a really good option.As for the question itself, it might mean that, but I would say it was an unintentional side-effect of the wording. Talk with your DM to allow such a ruling...If the total value of the dice you roll comes out to 20 (or 19 if you have Adept and Athletics or Acrobatics is your Expert Skill), you can trigger a Critical or Spectacular Success. Rolling higher than 20 doesn't do anything special, though.
I was aware of those facts and... well. It was the reason the was asking.
Also, coincidnetally, Bronymous might just be the DM i might have to talk this through. What a loop. (if you're reading that - i might have a second look at that min-maxed EP in this case... didn't consider that earlier)
Thanks anyway.
As for the next question... since PbP may be vague in that aspect... what exactly is considered a session time as for the ability usage?
Terrestial- Very Important Pony
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Re: Ask a Simple Question - Get a Simple Answer
For my game its usually around when they've done something important or accomplished an objective. Alternatively, if its been going for like 4 months with little progress I'll call it a 'session' and then things will be reset, usually with a small timeskip.
A1C Bronymous- Air Commander, Equestrian Armies Pegasus Corps, Eastern Skies Command
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Re: Ask a Simple Question - Get a Simple Answer
Did GMs ever consider allowing players to combine their gold pool in order to more efficiently handle item buying area?
What do you all generally think of this idea?
Also, why is Hyperbeam so popular...?
What do you all generally think of this idea?
Also, why is Hyperbeam so popular...?
Terrestial- Very Important Pony
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Re: Ask a Simple Question - Get a Simple Answer
I don't think pooling gold has come up too often in games, as most players are concerned with maxing their own build. In the games it has been proposed, I'm certain one or two DMs have allowed it, though I remember it being vetoed in a game I was in, a long time ago. The problem with the gold in this system is that it and the items generally aren't treated as tangible things in the game, so its really just another set of points going to another set of unique combat abilities. I always pushed for legitimate economy-mechanics, where everything was an actual THING and gold had purpose, both for In combat and out of combat, but the Devs focused heavily of personal flavor, eschewing mandated items in favor of "whatever you want your character to have". Plus economy systems are probably really complicated.
I don't know why people like Hyperbeam so much. I submitted it, and I don't even really like to use it. It's big damage and a multi-crit threat, so I guess a lot of people think that outweighs the skipped turn.
I don't know why people like Hyperbeam so much. I submitted it, and I don't even really like to use it. It's big damage and a multi-crit threat, so I guess a lot of people think that outweighs the skipped 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
Hyperbeam combines things that people like - Best Case Scenario Mentality (envisioning the awessomeness that COULD happen), giant numbers for seemingly low energy cost (most don't factor in the turn skip as much as they should), rolling way bigger dice than normal (people overvalue the benefits of rolling bigger dice) and its name is a popular pop culture reference. It's also super-efficient as a finishing move to nuke a monster before he gets another turn. Makes for a good tool in the toolbox. Overall, it's an awesome design.
Stairc -Dan Felder- Lead Designer
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Re: Ask a Simple Question - Get a Simple Answer
Thanks for the extensive answers. Made me think...
As per hyperbeam's "potential" - yeah, can't argue with that... but i guess some people just don't handle that tool with enough subtlety though... at least from what i've seen on the sheets.
Also, next question:
Do bonuses to saving throws stack or not?
Asking cause only penalties are mentioned.
As per hyperbeam's "potential" - yeah, can't argue with that... but i guess some people just don't handle that tool with enough subtlety though... at least from what i've seen on the sheets.
Also, next question:
Do bonuses to saving throws stack or not?
Asking cause only penalties are mentioned.
Terrestial- Very Important Pony
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Re: Ask a Simple Question - Get a Simple Answer
They do not. Only the highest one applies.
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Re: Ask a Simple Question - Get a Simple Answer
What happens to (save ends) effects after the affected creature is knocked unconscious?
Terrestial- Very Important Pony
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Re: Ask a Simple Question - Get a Simple Answer
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.
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