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Multiple Abilities at Once

10 posts · 437 views · started 2020-03-25 03:06 UTC
DR
drkrash1969
2020-03-25 03:06 UTC
#1

If a character has this Green ability:

Attack using Strength.  Recover Health equal to your Min die.

...and this Red ability:

Whenever you Attack a target with an action, also Hinder that target with your Min die.

Can these abilities be used together? If so, would the Min die be used for 2 different effects? Or would the Red ability only apply to basic Attacks?

CA
catDreaming
2020-03-25 03:31 UTC
#2

When using Repair, Endurance Fighting will trigger. You have met the condition of "Attacking a target" with an action. The Min die will be used for the Recover and for the Hinder action. Repair is an example of an Ability Action, which is a type of Action.

SE
Sea-Envy
2020-03-25 12:37 UTC
#3

[Endurance Fighting] and a few other fun options are "Inherent" they simply modify some other part of the game always.

Season 3 of the GtG game on Youtube Christopher's character had all "Inherent" Red Zone abilities, so could not do anything new he just did things better 

 

ER
ErekLich
2020-03-25 16:04 UTC
#4

Yeah, this is why Endurance Fighting and Inspiring Totem are ridiculous.  They are purely addative to anything else you're doing.  I made a fan-build of Haka and she only had one actual Attack, a green Max-die Attack.  Everything else is Boosts, Reactions, and those two Red abilities.

MI
MindWanderer
2020-03-25 17:42 UTC
#5

They're particularly nuts with the right synergies.  Endurance Fighting is silly with mass attacks, and Inspiring Totem to Attack on top of a big Attack for massive single-target damage.

DR
drkrash1969
2020-03-25 20:41 UTC
#6

I wonder if any of these Abilities will be nerfed before final release.  Devs don't seem to come here.

CA
catDreaming
2020-03-25 21:39 UTC
#7

If you're worried about them being too strong, you can always send a message to the Letters Page. Or find someone in the playtesting thread to communicate your concerns.

ER
ErekLich
2020-03-25 23:23 UTC
#8

Even better if you can swing an AoE attack using a Mental Quality (say, Magical Lore) so that you can stack on the Min Die Reroll before determining effects!

Of course, the drawback to such a strategy is that you *must* actually be in the Red zone to use it; unlike Red Action Abilities.

MI
MindWanderer
2020-03-25 23:56 UTC
#9

Reliable Aptitude and Magical Lore are Knowledge, not Mental.

For super silliness: Elemental Manipulator, use External Combustion and Live Dangerously to burn your HP into the Red.  Once in Red, use Live Dangerously with your Element+Magical Lore/Science/Technology, Endurance Fighting, Reliable Aptitude, and Improved Immunity.  Be Naive or Nurturing for the d12 Red die, and make sure you have high HP!

ER
ErekLich
2020-03-26 04:02 UTC
#10

Right, brain fart!  That's what I meant :)