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TOPIC: QTR 2021 Beta

QTR 2021 Beta 1 year 3 months ago #109

If Power Attack is usable every round, can I just declare in coaching I'm using it every round and have the coach adjust my party card stats -10/+10? That would certainly make it easier on the DM.
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QTR 2021 Beta 1 year 3 months ago #110

Redstone is noted as magical. By default, alchemical are nonmagical. Thunderstone made no mention of being magical last year.

Figurine Power Fire: Newt should be Figurine of Power: Fire Newt, though it's weird that colons get used at all for FoPs.
Last edit: by Ian Lee.
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QTR 2021 Beta 1 year 3 months ago #111

As a volunteer I was wondering about the similarities between the Ioun Ston Charoite Cuboid (ISCC) and the Ioun Stone Sun Shard (ISSS). Due to how similar they are(Exaclty the same I think?) is it possible that the volunteers will be able to use it as a substitute in the transmute for the Ioun Stone Elfstone Shard?
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QTR 2021 Beta 1 year 3 months ago #112

Druegar wrote: Gird yourselves for disappointment folks, I have bad news and some other news.

Bad News: We've changed Double Strike and Power Attack again.
Other News: They're now only usable once per round.

Please try to rein in your vehemence.


What are these changes?
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QTR 2021 Beta 1 year 3 months ago #113

Justice wrote:

Druegar wrote: Gird yourselves for disappointment folks, I have bad news and some other news.

Bad News: We've changed Double Strike and Power Attack again.
Other News: They're now only usable once per round.

Please try to rein in your vehemence.


What are these changes?



From once/room to once/round
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QTR 2021 Beta 1 year 3 months ago #114

jpotter wrote:

Justice wrote:

Druegar wrote: Gird yourselves for disappointment folks, I have bad news and some other news.

Bad News: We've changed Double Strike and Power Attack again.
Other News: They're now only usable once per round.

Please try to rein in your vehemence.


What are these changes?



From once/room to once/round


So, back to where so.e assumed they always were.

Regardless. Definitely better.
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QTR 2021 Beta 1 year 3 months ago #115

Wade Schwendemann (Dr. Uid) wrote:

jpotter wrote:

Justice wrote:

Druegar wrote: Gird yourselves for disappointment folks, I have bad news and some other news.

Bad News: We've changed Double Strike and Power Attack again.
Other News: They're now only usable once per round.

Please try to rein in your vehemence.


What are these changes?



From once/room to once/round


So, back to where so.e assumed they always were.

Regardless. Definitely better.


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QTR 2021 Beta 1 year 3 months ago #116

Druegar wrote: The bullet points under the what makes a weapon magical are not rules, they are examples of the rule. Racial-weapons are not defined as magical because they are racial. Some racial weapons have a + To Hit or + Damage printed on the token and therefore count as magical. Axe of the Dwarvish Kings fits that parameter. Goblin-made weapons are most definitely racial weapons, but are not defined as magical because they do not have any +To Hit or +Damage printed on the token.


That's not remotely clear from that table or that section. Perhaps state explicitly that the table is just giving examples based on the boxed rule rather than being the definitions of what makes something magical as "are observed" didn't mean to me "are examples of cases where a to hit or damage bonus is printed on a token that shows how the rule above is being consistently applied" or whatever less verbose text.

Or, just eliminate the table since it adds nothing of value in terms of defining whether something is magical. The eye naturally goes to the table rather than the text, so it's a distraction from the definition.

Or, change text in first paragraph to "follow this single rule" and make the border draw the eye as much as the table does. (Or, shade the rules box to make it pop better.)

I realize this section isn't new as I recall seeing something like it in either the PHB or DMG, but it was brought up on multiple occasions during development that there was lack of clarity on whether the Axe was magical.

truedungeon.com/forum?view=topic&catid=640&id=251668&start=24#379112

truedungeon.com/forum?view=topic&catid=640&id=251622&start=12#376329

Latter reflects both sides of people not being confident in what defines magical. Admittedly, not every version of the Axe had the bonus to hit for DF, so it would have been nonmagical in an earlier version.
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QTR 2021 Beta 1 year 3 months ago #117

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Ian Lee wrote: Redstone is noted as magical. By default, alchemical are nonmagical. Thunderstone made no mention of being magical last year.

Great catch! I changed the Thunder( )Stones to magical in the TDb. Please let me know if you find any more weapons in the TDb that are mis-flagged as non-magical, or vice versa.

Here's the rationale in case you or anyone else is wondering: ×2 is the same thing at X+X. That comports with the rule defining the magicalness (not a word, I know) of a weapon. So this alchemical weapon, as you rightly pointed out would normally be non-magical, gets the magical moniker.

Ian Lee wrote: it's weird that colons get used at all for FoPs.

Agreed. I feel the same way about parenthetical animal names on polymorph potions. But given how long that format has been in use, I think we're kind of stuck with them at this point. :unsure:
Have you looked it up in the TDb ?
Please post TDb corrections/suggestions in this thread .
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QTR 2021 Beta 1 year 3 months ago #118

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Please review the latest beta version of the 2021 QTR and post your corrections, suggestions, and questions in this thread. This version (B5) should incorporate all the great quemments y'all gave prior to this posting, but if I missed something I said I fixed, please don't hesitate to remind me.

Please continue to ignore page/column breaks and recipes. All of that will be finalized later.
Have you looked it up in the TDb ?
Please post TDb corrections/suggestions in this thread .
If I write something in teal, it should not be taken seriously
Last edit: by Druegar.
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QTR 2021 Beta 1 year 3 months ago #119

Druegar wrote: Please review the latest beta version of the 2021 QTR and post your corrections, suggestions, and questions in this thread. This version (B5) should incorporate all the great quemments y'all gave prior to this posting, but if I missed something I said I fixed, please don't hesitate to remind me.

Please continue to ignore page/column breaks and recipes. All of that will be finalized later.


Noticed a little redundancy here...

Charm of Double Harm: wearer gains +1 To Hit when attacking with a 2-handed weapon (melee or missile) and suffers a –1 Damage penalty when attacking with a 2-handed weapon (melee or missile)[/strike]

Other than the clarity on Viv's powers, I think this is my favorite passage in the 2021 QTR...

Tankard of Celebration: user heals 10 HP any time the party’s initiative is a natural 20, but only if the user yells, “Who-ha!”;

Long-live roeplay in the dungeon!
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QTR 2021 Beta 1 year 3 months ago #120

“Axe of the Dwarvish Kings: ... this is not a Dwarven-made weapon (e.g., it does get a +1 Damage bonus from GLOVES OF DWARVENLORE)“
Should say does NOT get a +1 damage bonus.
I play Wizard.
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