New Errata - Casted effects et al
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With the new errata including the change to Pulverize, is Maul going to be brought back into line with it?
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“Glommites revel in the creation of undead, which are the ultimate perversion of their living forms. Undead also trap souls in the material world, which denies them to Glomm’s enemy, Galladel.”"
Does this mean undead don't have souls in them? What is the clarification for that?
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The priests suggests that the target engage in some activity. The subject must role-play the suggestion as though it were one of her own natural thoughts for a duration of ten minutes.
Given that it affects the mind, shouldn't it have the mental trait? I note that the psionic rank 3 ability that does the same thing has the mental trait.
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1 FP; Traits: Divine (Authority), Attack, Ranged, Knocked Prone
This prayer forces a target to be knocked prone for 5 seconds.
Am i right in thinking that a Cat Like Grace would prevent this knockdown ?
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(Yes, it would. Cat Like Grace specifically defends against Knocked Prone attacks.)
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Berserker Rage
Skill (Periodic), Rage
With this skill a character can launch into a lethal fit of rage. When this skill is used, the character gains twenty Body Points and +2 Strength for ten minutes. While under the effects of Berserker Rage, the character is immune to all effects with the Mental, Social, Pain, and Fear traits, both beneficial and harmful. In addition, the character is immune to the skill Waylay. While under the effects of this skill, the character may only use abilities with the Melee trait. Communication of any sort is impossible when a character is under the effects of Berserker Rage. The character will battle all enemies until they have fallen. While under the effects of Berserker Rage, the character will consider anyone who targets her with an ability to be an enemy and will immediately attack someone who does so. The character does not snap out of Berserker Rage until the ten minutes have expired, or all enemies have fallen. When Berserker Rage ends, the character is Dazed for 5 minutes.
Quell
1 FP; Traits: Divine (Authority), Attack, Ranged
This prayer terminates any rage skill, spell, or ability affecting the opponent. The opponent is brought to the end of the ability’s duration and is subject to any detriments that normally occur at the end of it.
Would I be immune to Quell when in a Berserker rage or would I still be affected by the ability of the prayer?
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Also concerning Visagalis, what is his weapon, as per the Cleric's Weapon skill?
Cleric's Weapon
The Cleric may purchase a single, specific weapon skill that falls within the tenets of their Deity's choice for a weapon (i.e. – 1 Handed Edge, Bastard Blunt, 2 Handed Blunt, etc.). This skill may be purchased multiple times for different sizes of weapons, or different weapons if allowed. Please see the "Deities of Arawyn" section for the appropriate Holy Weapon(s) for each deity.
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Also all these changes are awesome!
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1) Wording of how rage ending effects interact with rages that are immune to mental effects.
2) The Pulverize/Maul question - I take full blame for this being a question, but I want to talk this over before I answer it.
However about Natural Transpositions and Leader of the Pack. It is possible you are a victim of mis-communication, which is easy with this stuff.
You DO make runes of these, and you DO put them in sockets. However, you can not put them into the socket of a BOUND item. Also they must both be on the same item.
So if you have an item with 3 sockets, you do this:
Socket 1: Natural Transposition Expires 12/14 (6/15)
Socket 2: Leader of the Pack Expires 2/15 (8/15)
Socket 3: Regeneration Expires 1/15 (7/15)
But that means if you had loose on you a Scorge Doll, that wasn't in that item, you could not use it, but if you stuffed it using Geomancy, you could put it into one of the other sockets as the second rune in that socket.
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As far as casted effects go, I have noticed a trend which is very disturbing to me in LARPers. this trend is for the mystical/magical to always trump the mundane. I am not sure why, but in every LARP I have encountered, there is a tendency towards making the magic user types abilities always trump the mundane. It could be for a coolness factor, it could be due to deep seated insecurities about their own physicality. I do not know, and I cannot say. Personally, I think its bad enough that all magic goes off even if it hits a shield. Especially when there is all kinds of fantasy art that shows a dragon's breath or a fireball being deflected by a shield.
Therefore, I would like to propose that all damaging casted effects (those that deal direct damage- fireballs and such that utilize a spell packet) should be able to be blocked by a shield. things like poison ivy, chains of justice, the wind one that knocks you back are still able to go off if impacting a shield, but the directly damaging ones can now be blocked.
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Tier 3) Spell Breaker
Skill (Periodic), Augment
For the duration of the battle in which it is used, the Cavalier takes no effect from non-superior spells on that hit her shield.
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Raidrthebetrayr wrote: Therefore, I would like to propose that all damaging casted effects (those that deal direct damage- fireballs and such that utilize a spell packet) should be able to be blocked by a shield. things like poison ivy, chains of justice, the wind one that knocks you back are still able to go off if impacting a shield, but the directly damaging ones can now be blocked.
Of course by this logic, a level 1 character with a shield trumps all tier 4 damage dealing spells.
Also, in all games, remember this - I can run out of spells if I run out of casting points or spell packets to throw. You cannot run out of swinging a sword.
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Warrior lists are Rock, and they clobber Rogue lists in a fight which are Scissors, and Caster lists tend to be paper and can zap warrior lists in the face but get stabified by Rogues. That's why a lot of people spread out their lists to shore up their weaknesses and have more tools in their toolbox. So yes, the mystic tends to trump the muscle, but the guile will trump the mystic pretty handily, normally, and the muscle crunches the guile.
I will say this, though. My character is completely mundane, no mystical abilities whatsoever, but he's still considered useful and terrifyingly powerful on the battlefield. Roleplay can trump rules in terms of personal interaction, and there are a lot of logistical difficulties for a caster that a warrior doesn't have. You can't run out of sword after all
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And wouldn't this work against the big nasty spells that cause direct damage? Or am I wrongfully throwing spells and abilities together?
Defiant Cover (Shield) –
Traits: Defense, Superior, Weapon (Shield)
The Master Warrior may defend against any ability that would drop her into the Serious or Critical stage of her death count or kill her instantly.
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I will address one point that's been brought up repeatedly: there has been no "nerf" to Berserker Rage, nor has Quell been increased in strength. We did not change how these abilities function at all in this errata, only clarified their interaction. The intention was always that Quell, Calm, and similar effects that terminate rages worked on Berserker's Rage, despite it's immunity to Mental effects. Quell has always caused the detrimental effects that follow a rage (while Calm does not).
To address your question, Bill, You can use Defiant Cover to stop any spell, skill, or attack that would drop you into any stage of your death count or that would instantly kill you (such as Litany of Doom).
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I look at balance in this fashion: If I'm playing Archie the Assassin, and I have to take down Murderyourface the Marauder, I'm not taking him on head to head. I'm going to grab every advantage I have. Alchemy, poisons, traps, disguises and my goal is to string him out. death by a thousand papercuts. I'm not striking during the day. I'll hit at night. I have to pick my fights.
The intent is to convince players of the need for better communications and the need to pick their battles. Example:
Danny Druid, Wilhelm Warrior and Barry Berserker are attacked by three orcs. One orc is sword/board, one is just a one handed sword, and one is two axes. Knowing that his poison spell will not work if it hits the shield, he entwines the sword/board orc with vines, and the two fighters go to work on the other two, backed by the druid's hindering (grasp with roots, poison ivy) and damaging spells. Pick your fights within your capabilities, and don't use the metaphorical 120 MM cannon, when the coaxial machine gun will get the job done. this kind of thinking is what I do in every fight and would not be a bad thing for everyone to do.
since I apparently derailed the conversation beyond what anyone intended, if there are questions about what I am thinking of, I will be willing to discuss this via PM. Oh, and everyone thank Matt. He let Evil Raider out to play, while Good Raider is still stumbling around in a daze after the doors were blown open.
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