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[OOC Discussion] A Call for Lovers (DM: jbear Judge??)
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<blockquote data-quote="jbear" data-source="post: 5955843" data-attributes="member: 75065"><p>[MENTION=98255]Nemesis Destiny[/MENTION] I've had a bit of a closer look at how the skald's aura works, as skalds are fairly new and I'm not as off the top of my head savvy on the mechanics related to them.</p><p></p><p>So after a good look I think it is a good idea that we go through the elements that have emerged so far in the game and make sure we are all on the same page with how it works. Hopefully this will be to the benefit of your allies who may not know all the ins and outs of how the power works (I didn't!).</p><p></p><p>The first thing I notice is that you can't use the aura twice in a turn. So you're right that as each player gets their own turn they can pop off two shots in the same round, it just has to be two different people doing the popping, each on their respective turns. Got it.</p><p></p><p>Second, anyone can do the activation (which is pretty darn cool). You can either activate it from anywhere within 5 of Sabynha for yourself, or for someone else if you are next to them (As Wat just did for Zuri circumventing a potentially lethal situation with Sabynha still restrained very nicely). The limitation being that Sabynha can't activate it for you from a distance. This is a very cool variation of the healing mechanic IMO. Also makes it harder for the DM to justify that the monsters gang up on the leader! Especially as it's not so easy for them to actually figure out where that source of healing is coming from!</p><p></p><p>Lastly, the issue of pre-activation. The power actually specifies that it only lasts for an encounter. Which equates to about 5 minutes in 4e outside of an encounter. So how about we say the aura can't be kept on all the time, but as long as you are not surprised, and know you are heading into battle, or think that you will be within the next 5 minutes you just need to mention that you activate it and it will be already on when combat hits. </p><p></p><p>Is that all good?</p></blockquote><p></p>
[QUOTE="jbear, post: 5955843, member: 75065"] [MENTION=98255]Nemesis Destiny[/MENTION] I've had a bit of a closer look at how the skald's aura works, as skalds are fairly new and I'm not as off the top of my head savvy on the mechanics related to them. So after a good look I think it is a good idea that we go through the elements that have emerged so far in the game and make sure we are all on the same page with how it works. Hopefully this will be to the benefit of your allies who may not know all the ins and outs of how the power works (I didn't!). The first thing I notice is that you can't use the aura twice in a turn. So you're right that as each player gets their own turn they can pop off two shots in the same round, it just has to be two different people doing the popping, each on their respective turns. Got it. Second, anyone can do the activation (which is pretty darn cool). You can either activate it from anywhere within 5 of Sabynha for yourself, or for someone else if you are next to them (As Wat just did for Zuri circumventing a potentially lethal situation with Sabynha still restrained very nicely). The limitation being that Sabynha can't activate it for you from a distance. This is a very cool variation of the healing mechanic IMO. Also makes it harder for the DM to justify that the monsters gang up on the leader! Especially as it's not so easy for them to actually figure out where that source of healing is coming from! Lastly, the issue of pre-activation. The power actually specifies that it only lasts for an encounter. Which equates to about 5 minutes in 4e outside of an encounter. So how about we say the aura can't be kept on all the time, but as long as you are not surprised, and know you are heading into battle, or think that you will be within the next 5 minutes you just need to mention that you activate it and it will be already on when combat hits. Is that all good? [/QUOTE]
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