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by Lord Lance » Fri Apr 27, 2007 9:37 am
True20Chick wrote:This is correct. A character moving through thick undergrowth has his movement halved; from 30 ft. to 60 ft. Halve it again for heavy fog, and the 30 goes to 15. 1/2 X 1/2 = 1/4
x Chick, Ops, misread the double move...
x Dragonspawn, yeah, the problem with "Dragon" was in Bestiary, not Companion.
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Lord Lance
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by Kuni » Wed May 23, 2007 4:35 am
Can we get a ruling on the Chokehold feat? Specifically, does a character who has been pinned by an opponent with Chokehold have several minutes before they have to make constitution checks, do the checks start immediately, or are the checks bypassed entirely and they fall unconscious on the first round?
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by ValhallaGH » Fri May 25, 2007 8:14 am
Sorry for wasting the space.
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by Lord Lance » Mon Jun 04, 2007 7:20 am
In Agents of Oblivion, there is a Warrior Path "Wraith", that has 8 starting skill: i think it's wrong, because you normally have 4 starting skill (+int, of course), but that path should have +2 starting skills because there is a 2nd level Feat that gives a total of 8 skill ranks. So, that path should have 6 skills, not 8.
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by ValhallaGH » Mon Jun 04, 2007 7:39 am
Lord Lance wrote:In Agents of Oblivion, there is a Warrior Path "Wraith", that has 8 starting skill: i think it's wrong, because you normally have 4 starting skill (+int, of course), but that path should have +2 starting skills because there is a 2nd level Feat that gives a total of 8 skill ranks. So, that path should have 6 skills, not 8.
Since Skill Training gives you ranks that you can assign as desired, it's likely that half of those eight skills only have 2 ranks in them rather than the usual 4. Otherwise, you are correct, there should only be six skills listed; seven if you count the bonus skill from some of the backgrounds.
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by Lord Lance » Tue Jun 05, 2007 1:38 am
6 i think, not 7, because no Paths in oblivion give bonus skills. All the path have 4 starting skill like standard roles, except the Expert Paths that have 8 skills like usual.
So i think that Wraith Path is wrong (or, as you suggest, they should indicate two skills at rank 2, but this sounds weird in a "starting role")
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Lord Lance
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by ValhallaGH » Tue Jun 05, 2007 4:35 am
Lord Lance wrote:6 i think, not 7, because no Paths in oblivion give bonus skills. All the path have 4 starting skill like standard roles, except the Expert Paths that have 8 skills like usual.
Paths never give bonus skills. However, backgrounds do, including the backgrounds in Agents of Oblivion. Which was my point, you'll be at four ranks in four skills and two ranks in four skills, unless you have the right background (Soldier, I'm looking at you), in which case you can easily have four ranks in all 8 of the skills.
But I do agree, it is a poorly written path. It appears to have originally been an Expert path, until they realized that they a) needed another warrior path or b) realized the flavor of the path was better covered by the warrior role.
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by razorwise » Tue Jun 05, 2007 6:34 pm
Hello All.
A little birdie told me about this thread, so I thought I'd clarify things a bit.
Two extra skills snuck in there. Oops. Drop the Bluff and Sense Motive skills and you'll be just fine.
Regards,
Sean
Designer's Note 1: Wraiths were envisioned to be a "skilled warrior" type from the onset.
Designer's Note 2: The AoO paths have undergone revision for the setting book proper. Erica and I have closely reviewed the existing roles and paths and have taken steps to define new roles as needed using the parameters found in the True20 Companion. (Such as breaking out the Psi-Ops into their own role, for example.) We're still hashing out the finer points on a few of them. If you like what we did in the Horror Section of the Companion, you'll have a sense of the finished product of our colloborative efforts in this regard.
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by True20Chick » Wed Jun 06, 2007 2:44 am
razorwise wrote:A little birdie told me about this thread, so I thought I'd clarify things a bit.
Tweet tweet. 
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by Malovech » Thu Jun 07, 2007 7:27 pm
Ok I have a question/need for clarification:
When flat-footed can I still parry? It says I lose my dodge bonus, but there is no mention of parry.
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by True20Chick » Fri Jun 08, 2007 5:45 am
I've asked that as well. I'm keeping all of this in a Word document, and once all have been answered I'll email it out to have it PDF'ed to update the current errata PDF.
Thanks for the help, guys!
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by ACodispo » Fri Jun 15, 2007 6:06 pm
Some issues I and others need clarification on:
The descriptions of Mind Touch and Move Object make it unclear whether they require concentration or maintenance or both. They both list only maintenance in the "grey bar," but under Time they both state: "requires concentration to maintain."
Also, does a concentration requirement imply a maintenance requirement? Is there such a thing as a power that requires concentration but not maintenance, and if so, what are the mechanics for such a power? Beast Link has been given as an example of such a power.
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by True20Chick » Fri Jun 15, 2007 6:45 pm
I think having the word "concentration" in the Time line for those powers is misleading and causing undue confusion. Change it to "requires maintenance" and it makes much more sense for all of the powers concerned.
Think of it this way... the reason why the Dominate power is a full-round action is because Mind Touch is a move action, and Dominate requires Concentration.
So, you spend a move action to use Mind Touch and a standard action to maintain it in order to use Dominate. That's a full round action.
If Mind Touch also required Concentration you'd never be able to use Dominate -- you'd need two move actions to use and maintain Mind Touch, and a full round action to use Dominate. It couldn't be done.
Ergo, the only powers that require the Adept to expend an action to concentrate are the ones that specifically have "Concentration" in the gray bar. If it only says "Maintenance," it can be maintaned as a free action, and the Adept need only roll Concentration if distracted or struck.
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by ACodispo » Sat Jun 16, 2007 3:57 am
I agree with your reading, True20Chick. I think it is definitely something to be included in errata. The text stating that these powers require "concentration" is confusing, and can be left out (as it is in all other powers requiring maintenance).
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by True20Chick » Sat Jun 16, 2007 7:41 pm
Malovech wrote:Ok I have a question/need for clarification:
When flat-footed can I still parry? It says I lose my dodge bonus, but there is no mention of parry.
When flat-footed, you lose both your dodge AND parry bonuses to defense. See page 96.
I've added chances to the description of flat-footed to where they occur on pages 12 and 109.
I am currently waiting on official responses regarding clarifications of the Suggestion feat, the order in which lethal and non-lethal wounds recover, whether or not ability scores can increase above +5 as a result of level increases, and the Toughness score of paper (0 or -10).
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