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General Tabletop Discussion
*Pathfinder & Starfinder
Will o' Wisp's Luring Glow
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<blockquote data-quote="AbdulAlhazred" data-source="post: 4935001" data-attributes="member: 82106"><p>I'm not so sure about that. I agree you could interpret Luring Glow this way, but I disagree that is the only, or best, interpretation.</p><p></p><p>It is equally possible to interpret it as the dazed condition is save ends, but that the wisp can pull you 3 squares every turn once it has hit by sustaining the effect. A more RAI interpretation would be that once the power hits the character is affected by it and can escape the effect by saving, in which case the WoW has to hit again. If the character fails to save, then the WoW can sustain the power and pull the target 3 squares again on its next turn.</p><p></p><p>Remember, saving throws generally end the entire effect they are made against. If a power creates multiple conditions, then they are ALL governed by that one save, not separate ones. In this case I think basically the entire effect of the power is like a condition, it dazes the target and allows it to be pulled 3 squares as a minor action in subsequent turns, as long as the effect lasts. </p><p></p><p>I agree that it was poorly worded and they should have come up with a better way of describing it, like defining a "mesmerized" state that is similar to a mark on the target. The WoW could sustain it and its effects are it dazes the target and allows it to be pulled 3 squares, and then state that the target can make a save to remove the mark. Something like that. Realistically though monster designers are a bit hampered by the amount of space available in a stat block to a fairly general description of the power, so often stuff like this pops up where a monster power is not entirely well described. It would be interesting to see what CS says about it.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 4935001, member: 82106"] I'm not so sure about that. I agree you could interpret Luring Glow this way, but I disagree that is the only, or best, interpretation. It is equally possible to interpret it as the dazed condition is save ends, but that the wisp can pull you 3 squares every turn once it has hit by sustaining the effect. A more RAI interpretation would be that once the power hits the character is affected by it and can escape the effect by saving, in which case the WoW has to hit again. If the character fails to save, then the WoW can sustain the power and pull the target 3 squares again on its next turn. Remember, saving throws generally end the entire effect they are made against. If a power creates multiple conditions, then they are ALL governed by that one save, not separate ones. In this case I think basically the entire effect of the power is like a condition, it dazes the target and allows it to be pulled 3 squares as a minor action in subsequent turns, as long as the effect lasts. I agree that it was poorly worded and they should have come up with a better way of describing it, like defining a "mesmerized" state that is similar to a mark on the target. The WoW could sustain it and its effects are it dazes the target and allows it to be pulled 3 squares, and then state that the target can make a save to remove the mark. Something like that. Realistically though monster designers are a bit hampered by the amount of space available in a stat block to a fairly general description of the power, so often stuff like this pops up where a monster power is not entirely well described. It would be interesting to see what CS says about it. [/QUOTE]
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Will o' Wisp's Luring Glow
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