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Post  A1C Bronymous Thu Aug 29, 2013 1:03 am

If you're under a "roll twice" effect, like from Chain of the Drunken master, and you use Daggerstorm, how does the double roll progression work? Is it:
A) You roll each individual die twice, choosing the higher one, and depending on that you move on to the next?
ex: Roll 4/6, choose 6, then roll 2/9, choose 9, roll 1/3, choose 3, daggerstorm ends.
B) You roll the entire progression one time through, and then reroll, choosing the better one?
ex: Roll 7, then 10, then 5, then 2, daggerstorm ends, and then roll again, 9, then 12, then 4, daggerstorm ends, and choose the better run.

I thought it worked the first way, because daggerstorm treats each roll as an individual die, similar to how electrocution or red requiem are all different die rolls.

For Reference:
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Post  Xel Unknown Thu Aug 29, 2013 1:09 am

I also wonder the answer to this quesiton and simlar talents such as Payday or even the Snicker-Snack attack from the Vorpal Sword. Well not that simlar but just having likely a whole lot of dicerolling all at once. Might get a different answer then the Dagerstorm talent gets...

for ref:
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Post  Stairc -Dan Felder Thu Aug 29, 2013 1:12 am

When you can roll twice, only the chosen roll is considered the official roll. Once that roll is chosen, it can start triggering specials and stuff.
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Post  sunbeam Thu Aug 29, 2013 1:54 am

So for Daggerstorm, roll 2d12 until you get less than 3 (twice), but for Payday, you can roll 2Xd4 and pick out the higher numbers. And for Snicker-Snack you roll a whopping 16d20.

Followup: If this is combined with Unnaceptable, do you roll the reroll twice, too?
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Post  Stairc -Dan Felder Thu Aug 29, 2013 1:56 am

Rerolls are like redos. It doesn't count as a seperate thing you roll twice. If you get a 1 with Unacceptable, you don't roll twice on that reroll.
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Post  A1C Bronymous Thu Aug 29, 2013 10:29 am

Stairc -Dan Felder wrote:When you can roll twice, only the chosen roll is considered the official roll. Once that roll is chosen, it can start triggering specials and stuff.
So for daggerstorm specifically, you would roll each die twice before moving on to the next?
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Post  ZamuelNow Thu Aug 29, 2013 12:01 pm

Kindulas wrote: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
So this means that theoretically, you can use Endurance for the Persuasion check, correct?
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Post  Paper Shadow Thu Aug 29, 2013 12:10 pm

ZamuelNow wrote:
Kindulas wrote: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
So this means that theoretically, you can use Endurance for the Persuasion check, correct?
No. It literally means that, when you try to intimidate someone, you use Brawn and not Horse-Sense. You are still making a Persuasion check, so you increase your Brawn roll with your Persuasion Bonus from training and whatnot...
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Post  ZamuelNow Thu Aug 29, 2013 12:20 pm

Paper Shadow wrote:No. It literally means that, when you try to intimidate someone, you use Brawn and not Horse-Sense.
Thing is, Brawn and Sense/Horse-Sense are attributes while Athletics, Endurance, and Persuasion are all skills. I'm trying to figure out some things with the specifics of this.
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Post  Paper Shadow Thu Aug 29, 2013 12:47 pm

ZamuelNow wrote:
Paper Shadow wrote:No. It literally means that, when you try to intimidate someone, you use Brawn and not Horse-Sense.
Thing is, Brawn and Sense/Horse-Sense are attributes while Athletics, Endurance, and Persuasion are all skills.  I'm trying to figure out some things with the specifics of this.
Okay, imagine this character...

Brawn: 10
Horse-Sense: 5
Cutie Mark and Training in Persuasion

Normally, a character uses his Horse-Sense, +5 in this case, as a base modifier for his Horse-Sense skills, so if he did a Persuasion check, the modifier is +5 from Horse-Sense, +5 from the Cutie Mark, and +3 from the Training, totalling +13 overall. However, if a character with Imposing makes an Persuasion check to intimidate someone, instead of using Horse-Sense as a base modifier, he'll use Brawn, which in this case provides a base modifier of +10. However, you still use the bonuses you gain from any buffs you have in Persuasion, such as your CM or training, because you are still making a Persuasion check. So, you get the +10 from Brawn, +5 from the Cutie Mark, and +3 from the Training, resulting in +18 overall...
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Post  Ramsus Thu Aug 29, 2013 2:42 pm

How do the Guardian's Oath combat trait and the Guardian's Oath feature from the Shield of Valor interact? That is, if I subject an ally to my Guardian's Oath from the combat talent does that count as the same kind of Guardian's Oath as the Shield deals with?
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Post  ZamuelNow Thu Aug 29, 2013 2:54 pm

Paper Shadow wrote:
ZamuelNow wrote:
Paper Shadow wrote:No. It literally means that, when you try to intimidate someone, you use Brawn and not Horse-Sense.
Thing is, Brawn and Sense/Horse-Sense are attributes while Athletics, Endurance, and Persuasion are all skills.  I'm trying to figure out some things with the specifics of this.
Okay, imagine this character...

Brawn: 10
Horse-Sense: 5
Cutie Mark and Training in Persuasion

Normally, a character uses his Horse-Sense, +5 in this case, as a base modifier for his Horse-Sense skills, so if he did a Persuasion check, the modifier is +5 from Horse-Sense, +5 from the Cutie Mark, and +3 from the Training, totalling +13 overall. However, if a character with Imposing makes an Persuasion check to intimidate someone, instead of using Horse-Sense as a base modifier, he'll use Brawn, which in this case provides a base modifier of +10. However, you still use the bonuses you gain from any buffs you have in Persuasion, such as your CM or training, because you are still making a Persuasion check. So, you get the +10 from Brawn, +5 from the Cutie Mark, and +3 from the Training, resulting in +18 overall...
I can see how utilities based on persuasion (small 'p') fit in to switching over to the Brawn skills but not training and cutie marks in Persuasion (the skill) would apply since I thought that the very point was switching the skills used for the check.  Using both could run into weird quirks like having CMs in both through various racials/destinies and getting double spectacular successes.  Guess we'll have to see what the devs say.
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Post  Stairc -Dan Felder Thu Aug 29, 2013 2:55 pm

@Ramsus - Please post the gameplay elements under discussion for reference.

@Zamuel - The ability lets you use your Brawn score in place of Horse Sense. You don't get to carry over a skill modifier (training in a brawn skill, CM in a brawn skill, any other crazy benefits), just the attribute modifier. This keeps things marginally more sane.
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Post  Ramsus Thu Aug 29, 2013 3:13 pm

Shield of Valor wrote:
Guardian’s Oath - Trait
You may use “Guardian’s Duty” without paying its energy cost if the ally targeted by the triggering attack is subjected to your “Guardian’s Oath.” Then remove the “Guardian’s Oath” from that ally.
Combat Trait wrote:
Guardian’s Oath
At the beginning of each turn, you may choose an ally. That creature becomes the subject of your “Guardian’s Oath” until you apply your Guardian’s Oath to another creature. A creature that is subjected to your Guardian’s Oath gains resist 2.
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Post  Stairc -Dan Felder Thu Aug 29, 2013 3:30 pm

Yes, they do interact as written. However, it's not intended as such. Was supposed to be Guardian's Vow or something, not Guardian's Oath. I'll let Kindulas know it needs eratta.
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Post  Zarhon Fri Aug 30, 2013 3:04 am

Paper Shadow wrote:
ZamuelNow wrote:
Paper Shadow wrote:No. It literally means that, when you try to intimidate someone, you use Brawn and not Horse-Sense.
Thing is, Brawn and Sense/Horse-Sense are attributes while Athletics, Endurance, and Persuasion are all skills.  I'm trying to figure out some things with the specifics of this.
Okay, imagine this character...

Brawn: 10
Horse-Sense: 5
Cutie Mark and Training in Persuasion

Normally, a character uses his Horse-Sense, +5 in this case, as a base modifier for his Horse-Sense skills, so if he did a Persuasion check, the modifier is +5 from Horse-Sense, +5 from the Cutie Mark, and +3 from the Training, totalling +13 overall. However, if a character with Imposing makes an Persuasion check to intimidate someone, instead of using Horse-Sense as a base modifier, he'll use Brawn, which in this case provides a base modifier of +10. However, you still use the bonuses you gain from any buffs you have in Persuasion, such as your CM or training, because you are still making a Persuasion check. So, you get the +10 from Brawn, +5 from the Cutie Mark, and +3 from the Training, resulting in +18 overall...
A thing to note about this is that, since it counts as a brawn skill and persuasion skill, you can apply both/either "The Stare" (persuasion) and "Yee-Haw" (brawn skills).

A question about Telepathy!

Telepathy – At Will
You can communicate silently with other willing characters that you can either see or that you know very well within 1000 feet.
1) Can your allies freely communicate with you at will by "mentally hailing you" (yelling out to you in their minds, or something?), or must you engage them in a telepathic talk yourself (phone analogy - you have to call them to talk to them, but they can't call you)?

2) Can you hold a multi-person conversation, linking several people in the same telepathic conversation so that they hear each other, or are you forced to "relay" messages between each character, serving as a proxy?

3) Can you mentally contact your allies if they're within range, but either of them are unaware of this - either the telepath trying to contact his ally, or the ally wanting to contact the telepath, with neither of them knowing where each other are, but within the 1000 feet range?
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Post  Ramsus Fri Aug 30, 2013 3:31 am

As far as I rule as a GM, and this seems to be what others do as far as I know, whether this is the intent or not, Telepathy seems to be used basically as if it were skype with the different being you need a "router" (the person who actually has telepathy) to be in range of each person or else that person won't be able to send/receive messages. As long as they are, everyone is free to pass messages around to any extent and limitations they want, as long as it doesn't exclude the "router".
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Post  Philadelphus Sun Sep 01, 2013 4:12 am

Ok, two questions about the Element of Loyalty:
Loyalty:
1) Since it allows you to throw off 'mind-affecting effects' such as 'mind-control', can you explicitly use it even when mind-controlled to not want to use it? I.E., is part of its power that it always leaves you with enough free will to be able to trigger its use?
2) Does it provide any sort of extended immunity to any effects it removed, and if so for how long? Basically, if a bad guy mind-controls you and you use Loyalty to throw it off, could he immediately turn around and mind-control you again?

Thanks!
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Post  Demonu Sun Sep 01, 2013 4:35 pm

What happens if you trigger the d12 special of Wild Lightning
12: Use one of the combat talents you brought into battle at random without paying its energy cost.
while wielding a conjured weapon?

Does that bypass the "you cannot use your normal combat talents" restriction or do you have to randomly pick from one of the conjured weapon talents?
(and potentially risk losing your conjured weapon)
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Post  Quietkal Sun Sep 01, 2013 5:39 pm

How does Leaping Lightning interact with "deal +x on your next attack"? Does it count as a single attack, or does it count as 2, as Crescendo used to count as lots of different attacks. If it counts as 2, should things that trigger on single target attacks trigger on the first attack?
Leaping Lightning:
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Post  ZamuelNow Mon Sep 02, 2013 6:08 pm

What happens if one of the two characters involved in a Pinkie Promise dies? Are they still bound to the original oath? I would assume yes since that closes the loophole of just killing someone to break a bad deal.
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Post  Zarhon Mon Sep 02, 2013 6:40 pm

[-1] Sticky Tar - Move Utility
Move your speed. Each space you leave during this movement becomes a Zone of Tar until the end of your next turn. Whenever a creature enters a Zone of Tar, the creature is restrained until the end of your next turn.
[-1] Noxious Gas - Move Utility
Move your speed. Each space you leave during this movement becomes a Zone of Posion until the end of your next turn. Whenever a creature enters a Zone of Poison, the creature suffers ongoing damage 2 and is slowed (save ends both).
These abilities say that whenever a creature ENTERS a zone, they are affected. What if they start/remain in such a zone during their turns (due to you leaving a zone behind where they're standing, from some form of "move through creature" movement)? Are they affected by it immediately (or at the start of their turn, as most zones work), or when they actually decide to move whilst in such a zone (thus triggering the effect), or not at all (assuming they don't move into another space that is free of the zone)?
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Post  Demonu Mon Sep 02, 2013 11:17 pm

In the tabletop combat traits, some talents are Move Attacks. Are these covered under Standard Action (as it's an attack) or under Move Action?
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Post  Xel Unknown Tue Sep 03, 2013 12:02 am

I'd assume they're move actions... After all that's basically how the minor actions and standard actions do things. So talents that say "move" would be for the move action...
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Post  Fury of the Tempest Wed Sep 04, 2013 12:13 am

If I use Under the Aegis to make an AoE attack hit me, does that attack now target me?
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