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TOPIC: Re: Token Guide 2010 (9.0) Feedback

Re: Token Guide 2010 (9.0) Feedback 13 years 10 months ago #1

<br />It seems to me also that a fire runestone and a cold runestone would cancel each other out.  <br />

<br /><br />Ah, but it is a Fire Runestone and a Frost Runestone. Frost is a solid deposition of water, so what we really have is Fire + Water= Steam. So, that combination of runestones either does bonus steam damage or it treats the target to a nice relaxing sauna. <br /><br />
-Scott<br /><br />'an object at rest cannot be stopped'

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More detail then is sane... (Re: Token Guide 2010 (9.0) Feedback) 13 years 9 months ago #2

I've fallen down the rabbit hole and started thinking about game mechanics at a more detailed level then I likely have any business doing, but since I'm curious I though I would ask:<br /><br />In a re-read, I started thinking through the the black pearl ioun stone. <br /><br />The text says "..will negate any magical bonuses to hit..".  While I'm sure I won't really have any visibility to this in the dungeon, how all-encompassing is that effect?  <br /><br />Does it only negate magic that is the equivalent of directly stating "+X to hit" or would it also negate the to-hit plus bonus that came from magic items that effect other stats but that end up effecting the to-hit?<br /><br />For example, what if a monster starts out combat by drinking the equivalent of a Bulls Str or Cat's Grace.  That would magically alter their STR or DEX, and that in-turn would increase the to-hit for melee or range, so depending on how you rule lawyer it you could that to-hit nature or magical. <br /><br />
Mike Lutz - Normally found buried in extension cords, working on RFID tokens, or handing out radios and perhaps sitting on a step-stool next to a computer cart looking confusingly at a big map.

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Re: Token Guide 2010 (9.0) Feedback 13 years 9 months ago #3

<br />

<br />It seems to me also that a fire runestone and a cold runestone would cancel each other out.  <br />

<br /><br />Ah, but it is a Fire Runestone and a Frost Runestone. Frost is a solid deposition of water, so what we really have is Fire + Water= Steam. So, that combination of runestones either does bonus steam damage or it treats the target to a nice relaxing sauna. <br /><br /><br />

<br /><br />If you combine the Fire Runestone and Frost Runestone, and Earl Grey Runestone, you end up with a very relaxing hot beverage  =)

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Can you raise yourself? (Re: Token Guide 2010 (9.0) Feedback) 13 years 9 months ago #4

When a character dies, can it raise itself?<br /><br />The point of this question is that back a few years ago, when we faced ... (what the heck was that?  I drider? I drider mage?) ... what ever it was, it started combat by tossing a fireball at the group.<br /><br />In my group the fireball immediately dropped 3 players (we hadn't healed up from the previous room), and we responded by handing the dm 3 deaths doors, and when our turn came up the survivors from the fireball all attacked and the killed-and-raised players all drank various healing potions to get over 1 HP.<br /><br />...  Now I'm fairly sure at least part of that wasn't really legal, at minimum the the raised players shouldn't have been able to drink a further healing potion in the same round as the raise<br /><br />But, even if that was legal, was it legit that the killed players raised themselves, allowing the rest of the group to attack or should a living player been required eat a round of combat for each "raising" that took place? (I.E. only 2 could have attacked because the other 3 had to do the raise for their round)<br /><br />If you say "no" then what about if:<br />
    <br />
  • The potion is on a belt of retrieval (Belt text says: "May drink 1 potion as a free action during combat")
  • <br />
  • The revival is via a savior stone
  • <br />
<br /><br />This question came to me as a result of talk about the dragon breathing fire.  Assuming the breath is high powered and an area-effect then I could see a lot of groups (including my own) being in this situation again.<br />
Mike Lutz - Normally found buried in extension cords, working on RFID tokens, or handing out radios and perhaps sitting on a step-stool next to a computer cart looking confusingly at a big map.

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Re: Token Guide 2010 (9.0) Feedback 13 years 9 months ago #5

Stacking Hitpoints.<br /><br />Can you wear a Medallion of Greyhawk, use a Yew Runestone and the new Exlir of Life and get +4 HP? 

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Re: Token Guide 2010 (9.0) Feedback 13 years 9 months ago #6

If you mean Elixir of Vitality, then yes, they all stack.
You should know better than to pick up a duck in a dungeon....

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Re: Token Guide 2010 (9.0) Feedback 13 years 9 months ago #7

When a character dies, can it raise itself?

<br /><br />The only "self-use" rez is the survivor stone... all the others have to be used by a living party member on your corpse. We had a similar situation with the drider, but it was the first day, so his fireball was @30dmg, and we lost the cleric, the mage (and he saved, but had no fire reduction), the rogue, and the ranger. The cleric though used his survivor stone to bring himself back, and I elixired the rogue (the ranger and mage were strangers that were a bit rude so I wasnt going to burn elixirs/death's doors on them).

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Re: More detail then is sane... (Re: Token Guide 2010 (9.0) Feedback) 13 years 9 months ago #8

<br />I've fallen down the rabbit hole and started thinking about game mechanics at a more detailed level then I likely have any business doing, but since I'm curious I though I would ask:<br /><br />In a re-read, I started thinking through the the black pearl ioun stone. <br /><br />The text says "..will negate any magical bonuses to hit..".  While I'm sure I won't really have any visibility to this in the dungeon, how all-encompassing is that effect?  <br /><br />Does it only negate magic that is the equivalent of directly stating "+X to hit" or would it also negate the to-hit plus bonus that came from magic items that effect other stats but that end up effecting the to-hit?<br /><br />For example, what if a monster starts out combat by drinking the equivalent of a Bulls Str or Cat's Grace.  That would magically alter their STR or DEX, and that in-turn would increase the to-hit for melee or range, so depending on how you rule lawyer it you could that to-hit nature or magical. <br /><br /><br />

<br /><br />The Pearl removes all non-natural bonuses, so any STR or DEX bonuses from potions or whatever are removed.  Only natural STR or DEX modifiers will apply.
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Re: Can you raise yourself? (Re: Token Guide 2010 (9.0) Feedback) 13 years 9 months ago #9

<br />When a character dies, can it raise itself?<br /><br />The point of this question is that back a few years ago, when we faced ... (what the heck was that?  I drider? I drider mage?) ... what ever it was, it started combat by tossing a fireball at the group.<br /><br />In my group the fireball immediately dropped 3 players (we hadn't healed up from the previous room), and we responded by handing the dm 3 deaths doors, and when our turn came up the survivors from the fireball all attacked and the killed-and-raised players all drank various healing potions to get over 1 HP.<br /><br />...  Now I'm fairly sure at least part of that wasn't really legal, at minimum the the raised players shouldn't have been able to drink a further healing potion in the same round as the raise<br /><br />But, even if that was legal, was it legit that the killed players raised themselves, allowing the rest of the group to attack or should a living player been required eat a round of combat for each "raising" that took place? (I.E. only 2 could have attacked because the other 3 had to do the raise for their round)<br /><br />If you say "no" then what about if:<br />

    <br />
  • The potion is on a belt of retrieval (Belt text says: "May drink 1 potion as a free action during combat")
  • <br />
  • The revival is via a savior stone
  • <br />
<br /><br />This question came to me as a result of talk about the dragon breathing fire.  Assuming the breath is high powered and an area-effect then I could see a lot of groups (including my own) being in this situation again.<br /><br />

<br /><br />Players cannot raise themselves with the magic currently available.  Another surviving player must administer the Potion of Death's Door or the Elixir of Life to the player on the next round -- but doing so takes that player's action that round.  A Belt of Retrieval won't help as the player is dead and the Belt won't work.<br /><br />The Savior Stone is the exception as its IMMEDIATE use stops the player from ever dying in the first place.  The player must tell the DM immediately upon a death result in order to make use of the Savior Stone's magic.  Waiting a round or two is too late.  You are dead at that point.  Just remember that it is a one-shot item.<br /><br />Also, if you die in the final room with Smoak this year, and you are later raised by another party member AFTER Smoak is dead, then you do NOT get a Survivor pin.  You have to be alive when Smoak is killed to get the pin.<br /><br />Finally, if Smoak does melt half of your party in a round, parties will have to make a tough choice.  Does a surviving player use her action to raise a dead party member, or do they attack Smoak in hopes of killing him quickly.  <br />
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Re: Token Guide 2010 (9.0) Feedback 13 years 9 months ago #10

  • bpsymington
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Raise me, raise me! <br /><br />Conga rats on 4K posts, Jeff!
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Re: Token Guide 2010 (9.0) Feedback 13 years 9 months ago #11

  • henwy
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That Pearl Ioun stone is going to be a nightmare for DMs.

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Re: Token Guide 2010 (9.0) Feedback 13 years 9 months ago #12

Notice an inconsitency with Ekdtars Tinkering Tool, bold is mine for emphasis<br />2010_v.9_0_3<br />Page 6: <br />The following tokens are permanent but can only be used once per adventure, and only one may be brought into any given dungeon by a party:<br />•Masterwork Thieves’ Tools<br />•Ektdar’s Tinkering Tool<br /><br />But on Page 75:<br />Ektdar’s Tinkering Tool: Use of this amazing relic will allow a Rogue to start a skill challenge from the midway point through the challenge – instead of at the start. This may only be used once per disarm attempt (room or encounter), and it cannot be used in conjunction with a Masterwork Thieves’ Tool (together at the same time). However, it is possible for a Rogue to use her Masterwork Thieves’ Tool after she uses the Ektdar’s Tinkering Tool. This second chance would start at the beginning of the skill challenge. <br /><br />It was my understanding last year that the tinkering tool could be used on each lock only once, but could be used on every lock found if need be, and not just once per dungeon.  Has that changed now?
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