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Marushii
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PostPosted: Fri Aug 26, 2011 4:53 pm


Those of you following the Hunter guild will have noticed that the Hunters got the first crack at the recently revised battle system, found here.

What are your thoughts on the dice? Mechanics? Do they seem balanced for a Y2/Hunter Trainee character? What do you think could be tweaked? Do you have a suggestion for a Fear category? Please let me know!


Also let me score the second post plz. >____>
PostPosted: Fri Aug 26, 2011 4:53 pm


SPOILER: I locked this thread so I can get the second post, mooahahaha!

(( OOC: ZOMG WEAPON FEAR ATTACKS!

Before you can use your weapon's attack, it must be charged.
You can charge your weapon by successfully hitting your opponent three times.
-- Note that this only works against Fear-opponents! If for some reason your hunter is being attacked by a normal human, you can NOT use your weapon's Fear attack against them!
-- Other hunters? Hunter weapons are made out of Fear. Try to hit those and steal their Fear. :3

My suggestion: whenever you battle as a Hunter, keep track of your hits and misses. It can be as simple as the X's and O's as seen above, or something fancier.
-- It takes 3 hits to charge your weapon.
-- As soon as you hit the first 3, you have ONE CHARGE.
-- If you hit 6 times, you do NOT get to use your Fear twice.
-- If you want to use your Fear more than once, your Hunter must rank up ICly!
-- You do not have to use your Fear attack as soon as you have it charged.
-- If your weapon returns to its non-weapon form, it loses the charge.

So. Now you've charged your weapon. How do you use it?

Hunter weapon Fears work just like Halloween Fears. Look up your weapon's special ability. Pick one of the following that sounds close to what your weapon's Fear is. If you're stuck, please hit me up with a PM and I will be happy to assist! If something really doesn't work out, we'll... find something. : DDD

Fears are split into two categories: Offensive and Defensive/Supportive. Please note that Fears may change at any time for balancing reasons, or edited for clarification. If you have questions, please also shoot me a PM!

Please note that the values displayed here are for Hunters and Y2 Halloween Students.

OFFENSIVE



The Gambler's Chance

The Gambler's Chance. This technique was developed by a demon known simply as Juanito. Legend has it that after a dispute over whether or not his tactics were legit, he unleashed one of the most powerful attacks anyone in Halloweentown has ever seen at that time. While it does tend to deal the most damage out of any other type of Fear technique, it has the unfortunate chance to do just as much damage as backlash to the user!
Dice Roll: Roll 3 10-sided dice (3d10). You need to roll 7 - 10 on the first dice to hit your target. The second dice roll is the damage you do the the opponent, the third is the damage you to do yourself. The third dice always hits! Even if you miss the boss, you will ALWAYS hit yourself with backlash.
Minimum Damage: 1
Maximum Damage: 10
Example: I roll a 4, and 5. I do 4 damage to the opponent and 5 damage to myself.
Rp example: Susan created a giant flaming pillar of fire, but it burned her fingers as well!


The Battle Cry

The Battle Cry is favored by in large by Monsters. It's unknown who created it, and it probably rivals The Barrier for title of being the oldest Fear technique. This technique allows the user to manipulate their Fear into a boost, enabling them deliver more damage. If they can trigger it properly, that is.
Dice Roll: Roll 4 4-sided dice (4d4). If your first dice number is even, you hit! Odd is a miss. If you hit, add up the remaining dice to determine the amount of damage you deal to your opponent.
Minimum Damage: 3
Maximum Damage: 12
Example: I roll a 3, 4, 4, and 1. Since the first number is a 3, I missed my opponent. If I hit, I would have done 9 damage.
Rp example: Susan howled, empowering herself. She then rushed at her opponent and punched! She flies past her opponent and crashes to the ground, missing completely.


The Mind

The Mind is a recent technique recently acknowledged as its own style. Many ghosts tend to favor this, as the Mind tends to rely on tricks and illusions to confuse their opponent. It's not just fun and games, though -- these tricks and illusions can deal damage too.
Dice Roll: Roll 4 10-sided dice (4d10). If this first number is 1-5 you miss. 6 - 10 means you have hit. The damage applied is the AVERAGE number of the last three dice. Each dice represents an aspect of the illusion. If the total is even, your target is affected. If the total is odd, your opponent sees through your illusion and it misses. Round to the nearest whole number to determine damage. Ie, 4.3 rounds to 4 where as 2.7 rounds up to 3.
Minimum Damage: 1
Maximum Damage: 10
Example: I roll 6, 4, 4, 6. 4+4+6=14. 14 divided by 3 yields 4.6, I round up to the nearest whole number to deal 5 damage to my opponent.
Rped example: Susan concentrated, smirking as several pillars of flame burst up from the ground in front of her opponent. It didn't matter that the flames were a sickly pink -- they still burned when touched!






SUPPORTIVE

The Barrier

The Barrier is quite possibly the oldest technique in Halloweentown. As its name suggests, it's all about negating damage. This does not heal you. This attack can be used on another person, but only one shield may be up at any time.
Dice roll: Roll 4 4-sided dice (4d4). Even is a success, odd is a failed miss. If you hit, add the remaining dice to determine the amount of damage prevented to the target for the next turn. Lasts until it disappates.
Minimum Damage Prevented: 3
Maximum Damage Prevented: 12
Example: I use this on myself and roll a 4, 3, 1, and 2. Success! I negate 6 damage. The next time my opponent attacks me, their attack will hit my shield instead of my HP.
Let's say the opponent hits me for 5 damage next turn. My shield is now at 1/6.
Next turn, my opponent hits me for 3 damage. My shield takes one hit, leaving me to deal with -2 damage.
Rp example: Susan stared at the giant flaming ball of fire coming towards her and put up a barrier, breathing a sigh of relief as it comes up in time. She absorbs the attack for 4 points damage.



The Fleet Foot

The Fleet Foot can also apply to those those without or with more than two feet. This Fear technique is all about using speed to your advantage, and quickly delivering two strikes instead of only one. It was created and mastered by a reaper, who specialized in sneak attacks and earned the name "Swift Blade" as a result. This technique also doesn't need to relate to the user's own speed -- it can also relate to the slowing down of or complete paralyzation of an opponent. You can use this opportunity to score an additional hit.
Dice roll: Roll two 10-sided dice (2d10), and if 1-4, nothing happens. If you roll a 5-10, you've hit! The second dice is the amount of damage you do to your opponent. Do not subtract accuracy; your opponent receives the FULL damage.
Example: I announce my attack and rolled a 5 and a 4. Since I hit, my opponent is smacked with 4 unavoidable damage.
RP example: Susan focused her Fear and was surprised herself when she leaped high into the air, swinging her claws to get an additional hit in.


The Eye

The Eye A technique developed and mastered at Amityville Academy. Followers of the Eye manipulate their Fear not to damage, but to enable them to hit their opponents easier.
Dice Roll: Roll 2 6-sided dice (2d6). If the first number is 1, 2, or 3 you failed and nothing happens. If the first number is 4-6, you succeeded. Take a look at the second number rolled -- that number will be the amount of turns your attacks will have a hit ratio of 5 (that means subtract 5 from your normal attack dice rolls instead of 6).
Example: I roll a 4 and a 2. Success! When it is my next turn again, I when I roll a melee hit, I will subtract -5 instead of -6 for the next two turns, including this one.
Rped example: Susan focused her inner energy, trying to use her spiritual power. Suddenly, she could really see her opponent. A slow, malicious grin crossed her face. "I got you now."


The Chill

The Chill: As Fear can do damage, it can also heal. Not many like to acknowledge it as a particular style, preferring to refer to it as a method that should only be discussed and used after battle. Either way, it is a technique that allows one to manipulate their own Fear in such a way that can heal themselves or another.
Dice Roll: Roll 4 4-sided dice (4d4). If the first number is odd, it fails. If even, add the result to your HP. You cannot go over your max HP. Nor can you give excess HP to another character.
Minimum Damage Healed: 3
Maximum Damage Healed: 12
Example: I roll a 4, 3, 3, and a 1 making a success with +7 HP. I currently have 27/30 HP. My HP is now 30/30, NOT 34/30. You cap at max HP.
Rped example: Susan shivered, rubbing her arm and concentrating. The pain in her arm eased, and soon disappeared entirely. "I'll make you regret that," she hissed.

Marushii
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Marushii
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PostPosted: Fri Aug 26, 2011 4:54 pm


'kay, thread unlocked. c: Got comments/suggestions? I'd love to hear them!

Please note that this thread is only temporary in terms that it will most likely be edited/remade once the OOC guide section has been put together. Right now, I am looking to tweak the battle system as much as I can.

Main concern: balancing issues for Y2s/Trainee Hunters.

Student Y1 Max HP: 30
Y2/Hunter Trainee Max HP: 40
Y3/Hunter Max HP: 50
PostPosted: Fri Aug 26, 2011 4:58 pm


You already know my main concern is that The Mind is still at 25% instead of 50% so, yeah, there's that need for fix XD

Nio Love

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Marushii
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PostPosted: Fri Aug 26, 2011 4:59 pm


spoiler: I just copied+pasted what I had written in the hunter thread to here. XD

The Mind and Gambler's Chance are highest on my to-fix list as soon as I click the edit button up there.
PostPosted: Fri Aug 26, 2011 5:29 pm


I'm only concerned because I see attacks, healing, and power boosts like speed and strength for an attack - but what if you have an attack that drops down an opponents defenses or stuns/distracts? It's not an illusion that causes damage either.

MoonKitsune
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Marushii
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PostPosted: Fri Aug 26, 2011 10:49 pm


Changelog:
Classification
-- Offensive: this does damage to the enemy. Self-explanatory.
-- Supportive: this type of Fear can be cast on one's self or ally. Does not cause damage.

Gambler's Chance
-- 3d10 changed to 5d8
-- Accuracy changed from 7-10 to 6-8; rough 40% accuracy.
-- Damage to opponent now 1-16
-- Damage to self now 2-16 (still unavoidable)
-- First dice determines accuracy
-- Second and third dice determine damage to opponent.
-- Last dice determines damage to self.

Battle Cry
-- Changed format to match Gambler's Chance

The Mind
-- Changed description
-- Dice is now 3d4.
-- First dice: Accuracy
-- Second: Modifier
-- Third: Rounds it lasts
-- Old dice values dropped, too lazy to figure out averages.
-- “Visual” added

The Fleet Foot
-- Renamed "The Swift Strikes"
-- Description changed
-- Changed to double/triple/quadruple hits depending on character's IC rank
-- Using the character’s ranking dice values was too OP (Rank 3 characters had a max of 42 damage, WAY too OP since it’s a 1-hit KO for rank 1 characters! 1-hit KOs are NPC-plot fodder only)

The Barrier
-- Even/Odd changed to numerical values
-- Format changed to match rest

The Eye
-- Description changed; easier to hit means you deal more damage!
-- Even/Odd changed to numerical values
-- Format changed to match rest
-- “Visual” added

The Chill
-- Even/Odd changed to numerical values
-- Format changed to match rest

The Tainted Fang
-- Added!
-- Support ability, +regular attack
-- Experimented with format. Is this easier to read?

OFFENSIVE

OFFENSIVE abilities are things you use on your opponent to deal damage or to annoy them!

The Gambler's Chance

The Gambler's Chance. This technique was developed by a demon known simply as Juanito. Legend has it that after a dispute over whether or not his tactics were legit, he unleashed one of the most powerful attacks anyone in Halloweentown has ever seen at that time. While it does tend to deal the most damage out of any other type of Fear technique, it has the unfortunate chance to do just as much damage as backlash to the user!

Dice Roll: Roll five 8-sided dice (5d cool .

To Hit: First dice must be 6-8.
Miss: Roll a 1-5 on the first dice.
Damage: Second and third dice.
Damage to Self: Last two dice. This always hits you!.

Damage Range to Opponent: 2-16
Damage Range to Self: 2-16

Example: Roll 5d8: 5, 2, 6, 2, 5
-- 5: miss
-- 2+6 = 8 damage to opponent
-- 2+5 = 7 damage to self
RPed example: Susan created a giant flaming pillar of fire, but it burned her fingers as well!


The Battle Cry

The Battle Cry is favored by in large by Monsters. It's unknown who created it, and it probably rivals The Barrier for title of being the oldest Fear technique. This technique allows the user to manipulate their Fear into a boost, enabling them deliver more damage. If they can trigger it properly, that is.

Dice Roll: Roll 4 4-sided dice (4d4).

To Hit: First dice roll a 3 or 4.
To Miss: Roll a 1 or 2 on the first dice.
Damage: Add up remaining dice.

Minimum Damage: 3
Maximum Damage: 12

Example: Roll 4d4: 3, 4, 4, and 1
-- 3: miss
-- 4+4+1 = 9dmg if hit
RPed example: Susan howled, empowering herself. She then rushed at her opponent and punched! She flies past her opponent and crashes to the ground, missing completely.


The Swift Strikes

Those that follow the school of The Swift Strikes are a secretive bunch, preferring to stick to the shadows. It's a complete mystery as to what sort of race makes up the majority of this Fear style, but one thing is certain: whoever they are, they can manipulate their Fear in such a way that allows them to strike their opponent several times at once.

Dice Roll: Roll the following dependent on your character's current IC rank:
-- Year One Student: 4d6
-- Year Two Student/Hunter Trainee: 6d6
-- Year Three Student/Hunter: 8d6
-- Note: think of this sort of Fear as being able to attack quickly at the cost of potentially dealing little damage. This move allows your character to double/triple/quadruple attack at once.
-- Use 6-sided dice! 8 and 10-sided dice are far too OP and can knock a Y1 out in one hit!

To Hit: Treat every pairing like a separate attack. Subtract -6 from each pair. See the example!
To Miss: See the example!

Minimum Damage:
-- Year One Student: 2
-- Year Two Student/Hunter Trainee: 3
-- Year Three Student/Hunter: 4
Maximum Damage:
-- Year One Student: 12
-- Year Two Student/Hunter Trainee: 18
-- Year Three Student/Hunter: 24

Example: Roll 6d6: 4, 2, 3, 5, 6, 3
-- Pair one: 4+2 = 6 - 6 = no damage. Miss!
-- Pair two: 3+5 = 8 -6 = 2 damage!
-- Pair three: 6+3 = 9 -6 = 3 damage!
-- Total damage dealt: 5.
RPed example: Susan dashed forward, her form nothing more than a blur as she raced towards her opponent, punching too quickly to be seen!


The Mind

The Mind is a technique that has recently acknowledged as its own style, mostly after its users lobbied for its recognition by annoying the Fear out of the licensing department. While a majority of its users are ghosts, anyone with an inclination towards trickery and illusion is welcomed to practice this style.

Dice Roll: Roll 3 4-sided dice (3d4)
First Dice represents your Accuracy.
-- Success: Roll a 3 or 4.
-- Fail: Roll a 1 or 2.
Second Dice: represents your Modifier.
-- 1-2 changes your opponent's damage modifier from -6 to -7.
-- 3-4 changes your opponent's damage modifier from -6 to -8.
Third Dice: represents how many rounds the effect lasts.
-- 1, 2: affects your opponent's next two turns
-- 3, 4: affects your opponent's next three turns

Example: Roll 3d4: 3, 1, and 2
-- 3: Success!
-- 1: Opponent now modifies their damage by -7 instead of -6.
-- 2: affects your opponent's next turn and the turn after.

Visual:
I use my Fear! Success!
Opponent attacks! -7 instead of -6 from total.
My turn: regular attack.
Opponent attacks! -7 instead of -6 from total.
My turn: regular attack.
Opponent attacks! Fear ran out! -6 from total again.
Fear power ran out! -6 from total again.

I'm an opponent! What if I use my Fear instead of a regular attack?
-1 from your first dice on your Fear ability.
ie, say you're trying to heal and roll: 3, 2, 1, 4. Subtract 1 from that three, and you miss! Curse your opponent!

RPed Example: Susan raised her arms, and in a moment where there was just one there are now six of her! "Try and catch me now!" She taunted in six voices at once before scattering. Which one was the real one?





SUPPORTIVE

Supportive abilities are things you can choose to cast on yourself or an ally to make battling easier, or to prevent someone from being knocked out!

The Barrier

The Barrier is quite possibly the oldest technique in Halloweentown. As its name suggests, it's all about negating damage. This does not heal you. This attack can be used on another person, but only one shield may be up at any time.

Dice roll: Roll 4 4-sided dice (4d4).

Success: First dice 3, 4
Failed: First dice 1, 2
Shield Strength: Add the remaining numbers.
-- Shield lasts until its HP runs out/hits zero.
-- Shield disappears if castor creates more than one.

Minimum Damage Prevented: 3
Maximum Damage Prevented: 12

Example: Roll 4d4: 4, 3, 1, and 2
-- 4: shield goes up!
-- 3+1+2 = 6/6 Shield HP

Let's say the opponent hits me for 5 damage next turn. My shield is now at 1/6.
Next turn, my opponent hits me for 3 damage. My shield takes one hit, leaving me to deal with -2 damage.
RPed example: Susan stared at the giant flaming ball of fire coming towards her and put up a barrier, breathing a sigh of relief as it comes up in time. She absorbs the attack for 4 points damage.




The Eye

The Eye A technique developed and mastered at Amityville Academy. Followers of the Eye manipulate their Fear not to damage, but to enable them to hit their opponents easier. This also provides a boost to their attack.

Dice Roll: Roll 2 6-sided dice (2d6).

Success: First dice is 4, 5, 6
Fail: First dice is 1, 2, or 3

Second dice: How many rounds the effect lasts.

Effect:
-- Y1 Student: -5 from attack total instead of -6
-- Y2 Student/Hunter Trainee: -4 from attack total instead of -6
-- Y3 Student/Hunter: -3 from attack total instead of -6

Example: Roll 2d6: 4, 2. I am a Y2 student.
-- 4: Success!
-- 2: Next turn my next attack will be -4 from the total. My next turn after that will be -4 as well.

Visual:
I use my Fear! Success! Next two rounds is -4.
Opponent attacks!
Regular attack. -4 from total.
Opponent attacks!
Regular attack. -4 from total.
Opponent attacks!
Fear power ran out! -6 from total again.

RPed example: Susan focused her inner energy, trying to use her spiritual power. Suddenly, she could really see her opponent. A slow, malicious grin crossed her face. "I got you now."


The Chill

The Chill: As Fear can do damage, it can also heal. Not many like to acknowledge it as a particular style, preferring to refer to it as a method that should only be discussed and used after battle. Either way, it is a technique that allows one to manipulate their own Fear in such a way that can heal themselves or another.

Dice Roll: Roll 4 4-sided dice (4d4).

Success: First dice is 3, 4
Failed: First dice is 1, 2
Total healed: Add remaining dice. You cannot go over your max HP. Nor can you give excess HP to another character.

Minimum Damage Healed: 3
Maximum Damage Healed: 12

Example: Roll 4d4: 4, 3, 3, and a 1.
-- 4: Success!
-- 3+3+1 = +7 HP!
-- I currently have 27/30 HP. My HP is now 30/30, NOT 34/30. You cap at max HP.

RPed example: Susan shivered, rubbing her arm and concentrating. The pain in her arm eased, and soon disappeared entirely. "I'll make you regret that," she hissed.


The Tainted Fang

The Tainted Fang originated from members of Halloweentown that were poisonous. It wasn’t enough for them that their poisons were best effective in the Human World. As such, they experimented and learned to blend their Fear and natural poisons into an attack-boosting ability. Now, this technique does not require poison. At its core, this Fear boosts the regular attack of a combatant for a certain amount of turns.

Dice Roll: Roll 3 4-sided dice (3d4)
Success: 3, 4
Failure: 1, 2

Second Dice: Determines the modifier
-- Y1 Student:
---- 1, 2, 3: +1 to base attack
---- 4: +2 to base attack
-- Y2 Student/Hunter Trainee:
---- 1, 2, 3: +2 to base attack
---- 4: +3 to base attack
-- Y3 Student/Hunter:
---- 1, 2, 3: +3 to base attack
---- 4: +4 to base attack

Third Dice: Determines how many rounds the effect lasts.
-- Y1 Student:
---- 1, 2: 1 Round
---- 3, 4: 2 Rounds
-- Y2 Student/Hunter Trainee:
----1, 2: 2 Rounds
---- 3, 4: 3 Rounds
-- Y3 Student/Hunter:
---- 1, 2: 3 Round
---- 3, 4: 4 Rounds

Example: Roll 3d4: 4, 2, 3. I am a Y2 Student.
-- 4: Success!
-- 2: +2 to base attack
-- 3: 3 Rounds

Visual: (Y2 Student)
I use my Fear! No damage dealt this round.
Opponent attacks!
I attack!
---- 2d8: I roll 7, 5. 12 - 6 = 6 + 2 = 8 damage total!
Opponent attacks!
I attack!
---- 2d8: I roll 3, 2. 5-6 = -1 + 2 = 1 damage!
Opponent attacks!
I attack!
---- 2d8: I roll 1, 1. 2-6 = -4 +2 = -2! I missed!
Opponent attacks!
I attack!
---- 2d8! I roll 3, 5. 8-6 = 2 damage! My modifier is no more. : (

RPed Example: Susan shook herself, trying to clear her head after that attack. “You think you’ve got the better of me?!” She yelled, “Think again!” Her hands balled into fists as red transparent flames flickered around her: the visual representation of her Fear. “Come at me, bro!”
PostPosted: Fri Aug 26, 2011 11:17 pm


Regarding tainted fang, it's not quite what I meant with my prior suggestion towards it. XD As it is, it's still basically the same as the EYE, just with slightly different math and different flavor text.

Like... going off of your example, it'd just be
Turn 1 - 12-4 = 8 damage
Turn 2 - 5-4 = 1 damage
Turn 3 - 2-4 = -2/Miss
It's identical, in which... there isn't much of a point to have both. XD

To differentiate it a little more, I'd still go with it being more like an actual poison type attack/effect.

So.. using the dice roll example you did...
Turn one damage = 6 base, then opponent takes 2 poison damage
Turn two damage: miss, opponent takes 2 damage
Turn 3: miss, opponent takes 2 poison damage.

Blade Kuroda

Militant Raider


Marushii
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PostPosted: Sat Aug 27, 2011 2:15 am


This is what I get for not rereading what suggestions were given. XD derp!

I think what will happen with poison attacks is:
Y1: max of 4 turns, poison is either 1 or 2 damage per tick. (max of 8 dmg this way)
Y2/Trainees: max of 6 turns, poison ranges from 1 or 2 damage per tick (max of 12 dmg this way)
Y3/Hunters: max of 6 turns, poison ranges from 2-4 damage per tick (max of 24 OP dmg this way, most likely will get NERRRRRRFED)

but tomorrow~ I will edit then
PostPosted: Sat Aug 27, 2011 3:10 pm


My concern with Swift Strikes is that the possibility of rolling the max damage 18

6, 6, 6, 6, 6, 6

is phenomenally, abominably low.
it's 1/46656

and the next number down, 17?

6, 6, 6, 6, 6, 5

...is really complicated math, but suffice to say it is also a huge number

That's not the hit, miss, and then 1/18 chance the other attacks are working with. The max damage there is deceptive, because it's never going to happen.

TODAY IS A BUSY DAY FOR ME but I will look over the rest when you return
As it stands (thanks to some Blade testing, Swift is going to be doing an average of 3 damage per turn, instead of a minimum of 3 damage.

Toshihiko Two
Crew

Sugary Marshmallow


Blade Kuroda

Militant Raider

PostPosted: Sat Aug 27, 2011 3:12 pm


Kinda going off of what toshi said... lani and I did some play testing. XD

In here
So far (as of this post) the highest damage done was 9 with most other attacks doing 0-3 damage each.

Testing gamblers here
Jericho ko'd himself in 5 turns without touching the enemy. XD;;;
Edit - He ko'd himself again, but managed to do 13 damage this time!
Third time around - ko'd self, dealing no damage to enemy

The Chill (with Lani still doing Gamblers)
PostPosted: Sat Aug 27, 2011 9:12 pm


RETURNING WITH SOME SUGGESTIONS:

Barrier:

Right now this functions as a bad version of Heal. Why would you want to block damage over time when you could gain health in one turn? The dice are doing about the same thing but Heal is by far the better alternative.

Barrier should block all damage done to you (or a teammate) that turn, regardless of how much it is. This makes Barrier (while not able to gain health) a worthwhile alternative. It's not OP, it's just doing what you need a Barrier to do and function as for one turn. The roll (1 d4) determines if the Barrier was successful.

Y1 - (1-3) Miss (4) Block
Y2 - (1-2) Miss (3-4) Block
Y3 - (1) Miss (3-4) Block

ADDITIONAL SUGGESTION:
It might makes sense that in Y2, Y3 you could choose to split your shield to multiple people blocks
but if you do that, your odds go down again
so
Y1-
Block for one person, roll 1 4-sided dice, 1-3: Miss, 4: Block
Y2-
Block for one person, roll 1 4-sided dice, 1-2 Miss, 3-4: Block
Block for two people, roll 2 4-sided dice 1-3, Miss, 4, Block
Y3-
Block for one person, roll 1 4-sided dice, 1: Miss, 2-4: Block
Block for two people, roll 2 4-sided dice 1-2, Miss, 3-4, Block
Block for three people, 3 4-sided dice, 1-3, Miss, 4, Block

--

Disable


I'm also going to say, there should be a Disabler move. Nothing fancy, same mechanics as the Barrier above.

Roll d4 to determine if Disable was successful.

If successful:
On the next turn (not the current turn) your target will lose a turn.

Disable and Barrier despite having the same dice mechanics, have distinctly different uses. In group battles, for instance, Barrier can keep you from being hit by multiple attackers (say, if 6 people were all wailing on you).

Disable is unable to do this, and will effect a specific attacker's next turn, but can be used strategically (ie, on a person whose next turn will be their charged attack) or against a single boss whose moves hit multiple people (something Barrier is not adept to deal with). Disable is anticipatory, while Barrier is reactive.

Toshihiko Two
Crew

Sugary Marshmallow


Toshihiko Two
Crew

Sugary Marshmallow

PostPosted: Sat Aug 27, 2011 9:47 pm


Also with Gambler's Chance to make it usable
(current odds still suck, like blade showed you just...knock yourself out without doing any damage to the opponent, i talked it over with my brother and he said to make it usable the percentages should be swung the other way, especially since damage against yourself is 100%)-

8, 8, 8

First two is damage to opponent
total of all dice is odd = miss
total of all dice is even = hit

Last one is 100% damage to self.
PostPosted: Sat Aug 27, 2011 9:52 pm


Ok! I also have suggestions! Regarding Swift Strike.

Still use 6d6 for y2.
HOWEVER instead of subtracting 6 from each pairing, just use the first die for each pairing to determine hit/miss. You add up the second dice for each pairing if you hit.

1-3 = miss
4-6 = Hit

Playtest/examples image!

Breakdown in case there's still confusion
6,4 || 3,1 ||,5,2
Hit || miss || hit
4+2 = 6 damage

This way it increases chances of doing some actual damage, while still having a decent chance to fail hard. New average damage is 5.7 rather than around 3 for y2/hunter.

Blade Kuroda

Militant Raider


Marushii
Vice Captain

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PostPosted: Sun Aug 28, 2011 12:31 am


Barrier was originally a lasts-only-one-turn dealie before I felt that it was pretty much a heal and let it extend until it ended. XD But I quite like your suggestions and will change the Barrier to them, as there's the added benefit of a single dice being noticable and easy to differ from a regular battle post.

Disable... That can work, but I'm a bit leery of it for boss battles if only because it might make them too easy. Then again, I'm the sort of person who enjoys the Dwarf Fortress kind of Fun.

Gambler's Chance: I am against the total of all the dice being odd or even, as it still strikes me as a 50-50 chance. Instead, what if...
Y1 - 3d8, roll 5-8 to hit (50% chance to hit)
Y2 - 5d8, roll 3-8 to hit (75% chance to hit)
Y3 - 7d8, roll 2-8 to hit (87.5% chance to hit)

This way it hits your opponent nearly as much as it hits yourself. It becomes more accurate, but there's the chance that you can still hurt yourself more than the opponent.

Swift Strike I really like that! Swift Strike is supposed to be the AoE/rapid attack. It's just... the average damage is in retrospect pretty low. I tried adding both the accuracy and damage dice and got some interesting values, but the average is still a bit low. What do you guys think?
Ripping off the breakdown:
6,4 || 3,1 ||,5,2
Hit || miss || hit
10+0+7 = 17 damage

There's moments of high damage as there's periods of low damage. Hmm...

Poison:
On the subject of poison, what ifff it was a 3d4 setup with:
First dice: hit/miss
Second: strength of the poison (Y1: 1/2; Y3: 2/3; Y4: 3/4) with 1-3 being the first number, 4 the second
Third: how many turns it lasts

The dice range would stay the same, except the modifier would be the unavoidable damage taken per turn by the opponent. The dice might change so that a Y1 can only have it last a max of 3 turns, a Y2 4, and a Y3 a max of 6 turns depending.

And on that note: should there be a regen move that grants +HP every turn? Or is that one Heal move enough?

ps:
you guys are also crazy for rolling these out/testing them and ilu for it <33333
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