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 :)