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Posted

Revenge of Badass Lockpicking? :devil:

Resurgence of Ordinary Plainass Lockpicking, maybe. :tongue:

I thought Gamble from Rogue Thief is pretty cool, maybe that?

Posted

Maybe Rogues should just get a different job trait. I don't think Flee gets used nearly as much as the others, anyway.

Okay, let's not get down that path again... :tongue:

May it be thus ruled that Smoke Bombs force the entire party to flee unless the Quest Master allows otherwise due to extraordinary circumstances. I will add it to the FAQ so we can check it from there once this discussion rises again in a year or so. :wink:

Posted (edited)

There's a reason you send rogues to do your scouting, you send rogues to do your prodding and feeling the waters, there's a reason rogues are brusque and rude. Because of Flee. If everyone would be able to do that, pfff. We'd be out of a job!

In short: don't nerf rogues, plz. :wink:

Edited by Scubacarrot
Posted (edited)

Okay, let's not get down that path again... :tongue:

May it be thus ruled that Smoke Bombs force the entire party to flee unless the Quest Master allows otherwise due to extraordinary circumstances. I will add it to the FAQ so we can check it from there once this discussion rises again in a year or so. :wink:

I'll keep mine safely hidden away. :wink:

Edited by Lego Spy
Posted

There's a reason you send rogues to do your scouting, you send rogues to do your prodding and feeling the waters, there's a reason rogues are brusque and rude. Because of Flee. If everyone would be able to do that, pfff. We'd be out of a job!

In short: don't nerf rogues, plz. :wink:

I second all of this. I'm glad we reached the decision we did. I agree with it! For once, I'm not raising a stink about a rule change! Look at me, maturing (?) and stuff! :laugh:

Posted

I don't believe so.

Can we get a confirmation on this? I think it's been done both ways where multiple items can be received by the same character in one turn, or a turn has to be spent for each item. For example, I seem to remember being able to hand off three potions in one turn to the same person. What's the rule on this?

Posted

Took a little while to find the quotes I was remembering, but here they are.

Sorry to double-post, but important question: can multiple items be traded in one turn (for both giver and receiver), or does it take one turn (for both giver and receiver) per item? I think it's the latter, but I'm not sure and need confirmation.

The latter. :thumbup:

Actually, I've played it so that you can trade several items at a time between two players. The FAQ only says this:
Q: Can I give items to another ally during a battle?

A: Yes, but it will cost a turn for both of you.

This is in reference to 1 character trading with 1 character. There is no mention regarding 1 character receiving items from 2 characters in the same turn.

Posted

If we're going to have smoke bombs as a partial flee, then why do we have the Feather of Flight? Feather of Flight is basically useless then since one can go grab a smoke bomb, toss it, and say he's the only one leaving. I just don't feel that making it a partial flee makes sense in terms of the game, since we have an item that already allows one person to flee. :sceptic:

How many Feathers of Flight are in existence? I don't recall even hearing of the item before. :wacko:

But that is still 5 gold for a job trait.

One could say that a potion is 5 Gold for a job trait or a Grand Potion is 10 Gold for a job trait. And potions are 100% successful whether in or out of battle. How often do we see partial flees anyway or rogues fleeing the battle? ...Yeah, I'm fine with whatever though. As Paladins we never need to flee :devil_laugh::look:

Posted

A bedroll covers about half the Barbarian job trait, and it's 5 gold. Plus it's a one-off payment.

As Paladins we never need to flee :devil_laugh::look:

Except when fighting Proggs. :tongue:

Posted

Except when fighting Proggs. :tongue:

Bah! Don't remind me. How many times did we flee there? At least my claim isn't totally invalid because I was totally not a Paladin then. :innocent:

Come to think of it, though, I think we used more than one Smoke Bomb in the first Zylstra quest. :look:

"It was the party's fault and I was just forced to flee because of the stupid 'All Flee' Smoke Bomb rule." :grin:

Posted

A bedroll covers about half the Barbarian job trait, and it's 5 gold. Plus it's a one-off payment.

A bedroll allows a character to recover full ether and health whenever the QM feels like allowing the characters to do that, which may be never. Natural respite grants health equal to level after battle. which basically means that most of the time no healing or potions have to be used after battle.

I have a suggestion to change a Rogue's Flee: As it works now, it's a personal smoke bomb, it allows someone to escape a battle, but not come back. I suggest it changes to allow a rogue to come back into battle, but any actions taken outside the battle still take up rounds. So for example, a rogue may leave the battle, use a consumable, and come back. What do people think? Would it be too complicated, too powerful maybe? Would this only be for the Rogue Thief expert class?

Also I suggest that the Mage's trait also gets an upgrade, as it's mostly useless as of now.

Posted

How many Feathers of Flight are in existence? I don't recall even hearing of the item before.

Right now, only one. And it's safely stored in Noel Ziegfried's pocket.

Posted

Can we get a confirmation on this? I think it's been done both ways where multiple items can be received by the same character in one turn, or a turn has to be spent for each item. For example, I seem to remember being able to hand off three potions in one turn to the same person. What's the rule on this?

Like joeshmoe quoted, I've allowed multiple items to be traded in one turn between two players. I will add it to the FAQ for clarity's sake.

A bedroll allows a character to recover full ether and health whenever the QM feels like allowing the characters to do that, which may be never. Natural respite grants health equal to level after battle. which basically means that most of the time no healing or potions have to be used after battle.

Natural Respite also allows the Barbarian to rest without a bedroll, because Barbarians are accustomed to sleeping on the ground and stuff. :wink:

I have a suggestion to change a Rogue's Flee: As it works now, it's a personal smoke bomb, it allows someone to escape a battle, but not come back. I suggest it changes to allow a rogue to come back into battle, but any actions taken outside the battle still take up rounds. So for example, a rogue may leave the battle, use a consumable, and come back. What do people think? Would it be too complicated, too powerful maybe? Would this only be for the Rogue Thief expert class?

Also I suggest that the Mage's trait also gets an upgrade, as it's mostly useless as of now.

Sorry, I think the traits are perfectly fine as they are.

Posted

Just because it's been coming up repeatedly lately and I want to be absolutely sure I'm running it right, when an enemy has an immunity to a certain element, does that immunity overrule any multipliers the hero might get regarding their enemy type?

Posted

Just because it's been coming up repeatedly lately and I want to be absolutely sure I'm running it right, when an enemy has an immunity to a certain element, does that immunity overrule any multipliers the hero might get regarding their enemy type?

If I understood you right, ie. the hero's weapon is of the element that the enemy is immune to, then yes, other multipliers (encouraged, flying, hunting, etc.) have no effect.

Only elemental weaknesses can counter elemental immunities.

Posted

If I understood you right, ie. the hero's weapon is of the element that the enemy is immune to, then yes, other multipliers (encouraged, flying, hunting, etc.) have no effect.

Only elemental weaknesses can counter elemental immunities.

Yeah, that's what I meant. :thumbup: Thanks for clarifying.

Posted (edited)

Yeah, that's what I meant. :thumbup: Thanks for clarifying.

Actually it doesn't answer the question. Cassandra is immune to light and weak to darkness thus Guts weapon which is light, darkness, and ice elemental should do neural damage. It is the same case as a holy enemy. Sandy is saying that the immunities provided by an enemy type as well as an effect are the same and are taken Into account, but not marking, encouraged, flight, or favoring.

Edited by Waterbrick Down
Posted (edited)

Actually it doesn't answer the question. Cassandra is immune to light and weak to darkness thus Guts weapon which is light, darkness, and ice elemental should do neural damage. It is the same case as a holy/humanoid enemy. Sandy is saying that the immunities provided by an enemy type as well as an effect are the same and are taken Into account, but not marking, encouraged, flight, or favoring.

Right, but like Sandy said, if an enemy is immune to the damage being dished out for some reason, then later multipliers don't make a difference. I'd assume that applies here too, but I guess it could use some further clarification.

The humanoid enemy has an effect listed as *Immune to Light elemental damage*, and Guts is using a darkness/ice/light-elemental weapon. While the darkness would balance out the light normally, I would think the fact that she's simply immune to light elemental damage would render that irrelevant.

Edited by CallMePie
Posted (edited)

In short adding an immunity to an enemy is similar to adding a type, but without necessarily all of the types immunities and immunities. For example you could have a beast enemy that you want to make immune to fire but you may not want it to have the weaknesses of a fiery/beast enemy so you just slap on the fire immunity.

Right, but like Sandy said, if an enemy is immune to the damage being dished out for some reason, then later multipliers don't make a difference. I'd assume that applies here too, but I guess it could use some further clarification.

The humanoid enemy has an effect listed as *Immune to Light elemental damage*, and Guts is using a darkness/ice/light-elemental weapon. While the darkness would balance out the light normally, I would think the fact that she's simply immune to light elemental damage would render that irrelevant.

Yes, but she is also a Humanoid enemy, no matter where the immunitys/weakness multiplicative factor is in the calculation, they always add or subtract from each other apart from the encouraged, fragile, favoring multipliers.

Edited by Waterbrick Down
Posted

Yes, but she is also a Humanoid enemy, no matter where the immunitys/weakness multiplicative factor is in the calculation, they always add or subtract from each other apart from the encouraged, fragile, favoring multipliers.

Exactly. Just because the elemental immunity is "tacked on" and not in the actual type of the enemy, it doesn't mean an element that the enemy is weak to wouldn't counter that.

Posted

That's not the way I understood it at all. Immune means immune, in my opinion. If a hero is immune to anything, they cannot be affected by it. Isn't that what immune means?

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