New Errata - Casted effects et al

15 Nov 2014 21:46 #31 by Gabrian Grottings (E.B)
Replied by Gabrian Grottings (E.B) on topic New Errata - Casted effects et al
Raider,

Zach raised a good point in that the goal of this thread is to address specific questions concerning the recent rules change. To respect that request and the purpose of this thread, could you please limit your questions to the specific rules changes that have been most recently made, as opposed to topics that are outside that realm; if you wish to discuss these broader topics or ask questions about the game that are unrelated to the rules changes in this thread, you are welcome to do so in the "Realizing the Character/Rules Questions" section of the website.

Thank you for understanding.


Eli
RP Marshal
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15 Nov 2014 23:42 #32 by Dame Clytie Silverfang (itsgonnabemay)
Replied by Dame Clytie Silverfang (itsgonnabemay) on topic New Errata - Casted effects et al

Clytie Corentin wrote: Will alchemical alcohols made before the errata still exist, or will they automatically be made into vials of light?

Seriously what will happen to existing alchemical alcohols?

Dame Clytie Silverfang, the Pegasus
Knight of Travance
Master of the Mage's Guild


OOG- May Leonard
Kitchen Staff
15 Nov 2014 23:54 #33 by Woolsey Bysmor (Osred)
Replied by Woolsey Bysmor (Osred) on topic New Errata - Casted effects et al
I will leave what happens to existing Alchemical Alcohols up to the owners of the cards, they can either turn them into vials of light, or keep them as is (since it was RP only anyway). All other alchemy should be adjusted to the new rules.

-OOG Michael Smith
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19 Nov 2014 13:38 #34 by LStarling (Kwildar)
Replied by LStarling (Kwildar) on topic New Errata - Casted effects et al
"Rank I: Cure Light Wounds
1 HP; Traits: Positive Energy, Healing (Wounds, Offensive)
This ability heals 20 points of damage to the recipient.
Rank II: Heal Wounds
* HP; Traits: Positive Energy, Healing (Wounds, Offensive)
This ability heals 15 points of damage to the recipient for each HP that the healer chooses to expend."

Previously, Heal Wounds' effectiveness was on par with CLW, and the advantage was the ability to burst several Healing Points into it. What is the justification for making CLW more point effective in this case? Would it not be better if CLW also healed 15, or perhaps they both Healed 20 per point, or is the intention specifically to make Heal Wounds less effective due to the 'burst' nature of it?

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19 Nov 2014 13:59 #35 by Aleister (Aleister)
Replied by Aleister (Aleister) on topic New Errata - Casted effects et al
The intent was for time efficiency. You could spend 10 seconds a pop to heal 20 at a time or you could do it all at once quicker.

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24 Nov 2014 17:37 #36 by Woolsey Bysmor (Osred)
Replied by Woolsey Bysmor (Osred) on topic New Errata - Casted effects et al
Please note, I removed the change to the effect from Pulverize from the list of changes to casted effects. If we do decide to go forward with a change, it will be in a future errata post.

-OOG Michael Smith
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24 Nov 2014 18:29 - 24 Nov 2014 18:30 #37 by Caldor Eirson (Caldor)
Replied by Caldor Eirson (Caldor) on topic New Errata - Casted effects et al
Not trying to hinder myself here, but is the healing aspect of Germinate being brought to a number divisible by 5 like all other healing, or is it remaining as is at 12?

Caldor Eirson,

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Vintner
Spiritual Advisor To Kaladonia

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~~~~~~~
Last edit: 24 Nov 2014 18:30 by Caldor Eirson (Caldor).
24 Nov 2014 20:28 #38 by Woolsey Bysmor (Osred)
Replied by Woolsey Bysmor (Osred) on topic New Errata - Casted effects et al
Good catch on the Germinate! Always slips my mind that we allowed that to heal dryads! It will be brought into line, but let me talk over if it will be 10 or 15 body.

-OOG Michael Smith
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25 Dec 2014 13:51 #39 by Tim P (OrganicGolem)
Replied by Tim P (OrganicGolem) on topic New Errata - Casted effects et al

Curse of Madness
6 FP; Traits: Divine (Mayhem), Curse, Attack
When the target drops into the serious or critical stage of their death count, they are instantly revived, and healed up to 50 Body Points. They must attack anyone within sight in a mindless rage and will battle all surrounding entities until the recipient of the curse has fallen, then the curse is removed.


This states that it puts the target into a "mindless rage" but lacks the actual rage trait. Was this intentional, or an oversight? I ask because it determines whether or not the priest could continue casting upon coming back to life.

[hr]
-Tim P
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