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Posted: Mon Feb 11, 2008 3:52 pm
Death's Tournament, Death's call. The general rule is you die, your out.
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Posted: Mon Feb 11, 2008 11:44 pm
Once per dungeon abilities can only be used once per tourny.
In the case of angelic sacrifice, for your summon, I would consider it out of the tourny for good. You would not be able to re-summon it again.
As for if YOU used it, I can perceive it as ether..
A: you could be out the whole tourny...
or
B: you would be able to participate for the remainder of the tourny, (considereing the fact that you would still have to win.) but you would be unable to use the ability again for the remainder.
Which sounds more fair to you, as the only person whom has this ability at this point.
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Posted: Tue Feb 12, 2008 1:59 pm
I'd say either sounds fair to me. It's your choice. I'd perfer B, but it's your choice.
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Posted: Sun Feb 17, 2008 9:53 am
for the transformation skill, if you kill the transformation, does the character revert back to the original, or is the character dead?
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Posted: Mon Feb 18, 2008 11:34 am
-A M P- for the transformation skill, if you kill the transformation, does the character revert back to the original, or is the character dead? Personally, I have given very little though to this Ability. What do you think is fair?
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Posted: Mon Feb 18, 2008 11:54 am
Transformation: X May change into a transformation you have designed in advance at a given time (the transformation replaces your current character stats for the duration of the combat) for one AP and one MP with character points total = 4 * X. May only transform once per combat, and changes back at the end of combat. You can invest up to a max of 1/4 of your total character points on this ability. You may only purchase this ability once.
1- To be truly useful, it is reasonably expensive both in CP cost and AP/MP cost. An equivalent base starting character would require 6 CP, with 6 AP and 6 MP to transform.
2-Max CP is limited by your current Total CP. So a starting 24-point character could invest 6 points into the Ability, allowing the transformation to be 6 points more powerful Stat-wise than the original. However, the necessary AP/MP cost would still apply, making it very hard to "whip out" the transformation in the early rounds of any battle.
3-The Stats are fixed. So regardless of the situation, your getting the same transformation each time you do it. This can be a powerful limiting factor by itself.
Now that I have given some though to this Ability, I would cast my vote that the transformation reverts back to the original character, with the same stats and HP it had at the time of initial transformation, minus any AP or MP expenditures used for or during the transformation. Anyone else got anything to add or suggest?
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Posted: Mon Feb 18, 2008 3:45 pm
Wouldn't that give somebody basically two characters? If you could transform again after it is killed ((And combat ends ofcourse)), going back to the original HP could be broken if somebody manages to just transform again and again and again; using their transformation as a 'meat shield'.
I think if your transformation is killed or stopped, you revert back to your origional character any damage you sustained while transformed is halved and did to your own HP, round down of course.
So if bob has 20 Hp and his transformation has 25, when the transformation is killed, bob takes 12 damage.
If bob's transformation doesn't die, and only takes 10 damage, bob would keep 5 damage from this.
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Posted: Mon Feb 18, 2008 4:02 pm
Master of Gladiators Transformation: X May change into a transformation you have designed in advance at a given time (the transformation replaces your current character stats for the duration of the combat) for one AP and one MP with character points total = 4 * X. May only transform once per combat, and changes back at the end of combat. You can invest up to a max of 1/4 of your total character points on this ability. You may only purchase this ability once. 1- To be truly useful, it is reasonably expensive both in CP cost and AP/MP cost. An equivalent base starting character would require 6 CP, with 6 AP and 6 MP to transform. ]I think you may be reading this wrong. from conversations i've had with fargore, its just like a summon, thus the cost does not increase. it's at the zstatic amount of 1MP and 1AP to transform. 2-Max CP is limited by your current Total CP. So a starting 24-point character could invest 6 points into the Ability, allowing the transformation to be 6 points more powerful Stat-wise than the original. However, the necessary AP/MP cost would still apply, making it very hard to "whip out" the transformation in the early rounds of any battle. um... 6x4=24. Your max CP total you can get out of this skill will always be your CP score no matter what it is. (your cp/4)x4= your CP..3-The Stats are fixed. So regardless of the situation, your getting the same transformation each time you do it. This can be a powerful limiting factor by itself. Now that I have given some though to this Ability, I would cast my vote that the transformation reverts back to the original character, with the same stats and HP it had at the time of initial transformation, minus any AP or MP expenditures used for or during the transformation. Anyone else got anything to add or suggest? I really think this is going to be one of those "we have to wait for fargore" moments...
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Posted: Wed Feb 20, 2008 4:17 pm
If a character has righ of foresight, do they roll twice? Or use the same roll(s) for both attack and defense?
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Posted: Tue Feb 26, 2008 6:36 pm
It's Fargore's ability so you'll have to wait until I can ask him for a definitive answer, but until then if it's still an issue we can go with this:
One AP and one MP means one AP and one MP; no scaling is implied, so it stays flat.
As for the original question of whether the transformation being killed kills the character or not, RPing precedent from RPGs prior to RPS would have the transformation eat up the entire attack that downed it, and then the normal form take any subsequent attacks with its HP unaffected by the transformation. Precedent would also imply that a team up attack would be counted as one huge individual attack for these purposes, but I'm not sure if the logic involved would transfer over to RPS.
On the Ring of Foresight: Same roll for both attack and defense. Those with extra attacks use their first roll for the defense.
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Posted: Tue Feb 26, 2008 7:58 pm
Hail to the Chief! mrgreen
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Posted: Fri Feb 29, 2008 10:19 am
In order to be considered "held off" an enemy must be targeted with an attack from a member of the opposing team. Does this Attack have to be based on the Attack Stat or Dice for Attack, or will a Special Attack, Action or Spell other than Plink work as well?
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Posted: Fri Feb 29, 2008 11:25 am
I've always thought it was Attack based, but I have been proven wrong before... emo
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Posted: Fri Feb 29, 2008 1:32 pm
Unless otherwise stated (Plink, for instance), it has to be an actual attack attack (deals Physical damage) that could deal damage. This means your Attack score needs to be above zero, or your Combat score needs to be above zero and you use your die for damage.
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Posted: Fri Feb 29, 2008 5:28 pm
Grand_Commander13 Unless otherwise stated (Plink, for instance), it has to be an actual attack attack (deals Physical damage) that could deal damage. This means your Attack score needs to be above zero, or your Combat score needs to be above zero and you use your die for damage. Thank You! mrgreen
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