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Joined 1 year ago
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Cake day: July 2nd, 2023

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  • Restoration will reduce the length of clumsy, stupefied, and enfeebled (and drained at higher ranks). Dispel magic will remove magical effects, and neutralise poison/remove disease/curse, and restore senses as their names imply. That covers most conditions.

    Resting will reduce some conditions as well, like drained. You could play it that a rest also reduces things like clumsy/stupefied/enfeebled.

    It could also be that this specific haunt is just missing a duration or other text indicating how to remove the condition.

    Ultimately it’s up to the GM to adjudicate this if they feel like something is amiss or unfairly punishing.




  • I think it can be hard to provide a definitive guide that makes all the choices for you because the campaign you’re playing will significantly influence your choices. Does your campaign go from level 1-20 or some range in between? Will you have downtime to retrain? Are you playing with variant rules? Will you be expecting a lot of combat (and what creatures) or is it more RP heavy? What are your companion builds and how many are there?

    Most guides I’ve read will provide general advice and usually a rating of skills/feats/abilities with caveats or notes on when something might be better or worse.

    That said, I’ve found RPGBot usually has decent guides (not sure if they’ve been updated for the remaster). Your best resource right now (until more content is on Lenny) is probably Reddit.






  • For certain things, like recalling knowledge where a critical failure leads to false information, secret checks I feel are necessary. I usually try to make it so that the false knowledge isn’t detrimental and they can usually figure it out after the first time. Things like stealth, perception, and social skills are important for players not to know the result. Partly, it prevents meta gaming, but mostly it keeps things moving smoothly. Using a VTT makes it trivial and I usually let the players roll the check, with me rolling on rare occasions for when the players should be looking for something, but don’t explicitly say they are.




  • I think they meant for it to cover more than just feats. For instance, maybe you have an item you activate that increases your damage die size or you’re under the effects of a spell. It would be too verbose for them to enumerate everything. They could have instead stated “effect” or “anything” if they intended it to cover traits. There is also this from the definition of trait (emphasis mine):

    A trait is a keyword that conveys additional information about a rules element, such as a school of magic or rarity. Often, a trait indicates how other rules interact with an ability, creature, item, or another rules element that has that trait.

    Trait specifically calls out ability as something separate from a trait.