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A Naruto role-playing guild using the d20 system, for semi-lit and above RPers. 

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Which formula would you prefer for blocking?
d20 + Base Attack Bonus (of the attack turn used to block) + Str Mod + 2 per 10 in Skill
12%
 12%  [ 1 ]
d20 + Base Save Bonus + Str Mod + 2 per 10 in Weapon Skill
37%
 37%  [ 3 ]
d20 + Base Save Bonus + Dex Mod
25%
 25%  [ 2 ]
d20 + Weapon or Melee Skill
25%
 25%  [ 2 ]
d20 + Base Save Bonus + Str Mod + 2 per 5 in Weapon Skill
0%
 0%  [ 0 ]
Total Votes : 8


PupSage

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PostPosted: Tue Mar 04, 2014 10:12 am


Hoshigaki Hiru

Blocking
Since this is a D20 guild, allow me to point you at a feat from Dungeons and Dragons called Expertise. Expertise functions much like power attack in that a person gives up their own base attack bonus in order to improve their AC for the turn.

In terms of this guild, a person could sacrifice a bonus up to or equal to their base attack (level) and add what they sacrificed to their dodge bonus for the turns afterwards.

Notably this DOES NOT increase their reflex save. Meaning that we should not be using the base save bonus for this process at all, I get where you were going with the idea Hiru, but save bonuses shouldn't be factored in here. If people are fine with going the traditional d20 way here I think that it would go fine. Furthermore I don't think it needs to be a jutsu, just a combat technique. You don't need to learn it, its inherent.

As an example of how this works, person A and person B are fighting, both are level 20 and have a dodge bonus of 30. Person A is attacking person B, but wants to make sure that he doesn't get hit, so he says that he will sacrifice 10 of his base attack in order to get a dodge bonus of 40 until his next turn.

So he goes to attack, his normal attack is +20/+15/+10/+5, but he sacrificed his attack bonus for defense, so now he has +10/+5/+0/-5, he then adds his strength and weapon bonus as per usual.

Covering and Rescuing
I agree that they need to be within a certain distance. D&D rules say that they must be adjacent, I.E. able to touch, and if you take some feats you can move as much as 30ft so long as you didn't move on your turn.

Now as far as how it works, Shield other puts the enemy's attack versus your AC (Dodge Bonus).

As far as pushing somebody out of the way, as long as they relent, no roll is needed, BUT you need to use an action for it, just like anything else. Said action needs to take place prior to the attack.

Back to person A and B, but lets add in a C.

So person A takes his turn and says that he will make three attacks +20/+15/+10 and then declares that he will give up his last action to push person B out of the way if they are attacked. This means that their attention is focused there. Thus when Baddy McBadGuy attacks person C instead, person A cannot help them, BUT if he gave up 2 attacks instead, then he could watch both of them.

Grappling

Let me reach over to New World of darkness for this one, but first, I don't support the multiple escape techniques unless you want to make them their own taijutsu techniques.

In world of darkness a person can grapple somebody, but cannot damage them until the next turn. By incorporating this we can fix the issue. It only becomes bad when we factor in multiple people ganging up on one guy, as being grappled negates defense.
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PostPosted: Tue Mar 04, 2014 7:06 pm


PupSage
Blocking
Since this is a D20 guild, allow me to point you at a feat from Dungeons and Dragons called Expertise. Expertise functions much like power attack in that a person gives up their own base attack bonus in order to improve their AC for the turn.

In terms of this guild, a person could sacrifice a bonus up to or equal to their base attack (level) and add what they sacrificed to their dodge bonus for the turns afterwards.

Notably this DOES NOT increase their reflex save. Meaning that we should not be using the base save bonus for this process at all, I get where you were going with the idea Hiru, but save bonuses shouldn't be factored in here. If people are fine with going the traditional d20 way here I think that it would go fine. Furthermore I don't think it needs to be a jutsu, just a combat technique. You don't need to learn it, its inherent.

As an example of how this works, person A and person B are fighting, both are level 20 and have a dodge bonus of 30. Person A is attacking person B, but wants to make sure that he doesn't get hit, so he says that he will sacrifice 10 of his base attack in order to get a dodge bonus of 40 until his next turn.

So he goes to attack, his normal attack is +20/+15/+10/+5, but he sacrificed his attack bonus for defense, so now he has +10/+5/+0/-5, he then adds his strength and weapon bonus as per usual.


Actually, what you're describing is the "defensive combat" system which is actually in place in the guild. I've never actually understood how it worked exactly until you've just explained it with this post xd

Blocking is meant as a way for characters not really oriented towards agility to prevent being damaged. Best example would be a strong swordsman a bit like a samurai. He's not as fast, but his weapon wielding skills would allow him to "outskill", if you will, his opponent by deflecting their attacks with his blade. Right now if we only allow standard defensive combat this leaves no impact to the skill of the user using his weapon other than his actual level (BAB).

PupSage
Covering and Rescuing
I agree that they need to be within a certain distance. D&D rules say that they must be adjacent, I.E. able to touch, and if you take some feats you can move as much as 30ft so long as you didn't move on your turn.

Now as far as how it works, Shield other puts the enemy's attack versus your AC (Dodge Bonus).


I like that actually, it's a lot more simple! What makes things complicated though is that we do not have a distance system in the guild...

Maybe we could just use this more simple version and apply the cover bonus only against sneak attacks if the attacker tries to attack the shielded target directly?

PupSage
As far as pushing somebody out of the way, as long as they relent, no roll is needed, BUT you need to use an action for it, just like anything else. Said action needs to take place prior to the attack.

Back to person A and B, but lets add in a C.

So person A takes his turn and says that he will make three attacks +20/+15/+10 and then declares that he will give up his last action to push person B out of the way if they are attacked. This means that their attention is focused there. Thus when Baddy McBadGuy attacks person C instead, person A cannot help them, BUT if he gave up 2 attacks instead, then he could watch both of them.


Hmm very interesting concept, hadn't though about announcing that you're going to watch a character... If McBadGuy has his attack sequence before B's and decides to attack A, can B get involved or can he just watch as A gets thrashed?

Also, you'll have to forgive me since I do not have d20 experience, but what is relent?

PupSage
Grappling

Let me reach over to New World of darkness for this one, but first, I don't support the multiple escape techniques unless you want to make them their own taijutsu techniques.

In world of darkness a person can grapple somebody, but cannot damage them until the next turn. By incorporating this we can fix the issue. It only becomes bad when we factor in multiple people ganging up on one guy, as being grappled negates defense.


Hadn't thought about it but you have a great idea about making various other ways of breaking free from grapples their own techniques! The reason why I put both was because I wouldn't see a 150 pound martial artist be able to keep a 300 pound gorilla grappled for long; even if the gorilla doesn't have the fine technique to get free. Muscle against muscle, he'd just bust out of his grip...

How does damaging a grappled opponent work exactly in your World of Darkness thing?

As a side note, like the D&D concept of maxing out your number of attacks at four, it can get incredible complicated when you go higher, especially when multiple clones are involved...

Hoshigaki Hiru
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PupSage

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PostPosted: Tue Mar 04, 2014 8:33 pm


Hoshigaki Hiru

Blocking is meant as a way for characters not really oriented towards agility to prevent being damaged. Best example would be a strong swordsman a bit like a samurai. He's not as fast, but his weapon wielding skills would allow him to "outskill", if you will, his opponent by deflecting their attacks with his blade. Right now if we only allow standard defensive combat this leaves no impact to the skill of the user using his weapon other than his actual level (BAB).


The best I can say on that is that there are weapon bonuses in some systems were the size of the weapon dictates the bonus. Converting it into terms of our guild:
0- senbon
1- kunai
2- Tanto
3- Wakazashi
4- Katana/Longsword
5- Nodachi
6- No idea for this category in this guild
7- Cleaver sword
8- Kubriki Hocho

Anyways, same system should go, they give up an attack or two and get the option to use Str+weapon Bonus+Wis+2per 10 in ninjutsu INSTEAD of dodge bonus for the turn. That would be a fair technique I suppose.

Hoshigaki Hiru

I like that actually, it's a lot more simple! What makes things complicated though is that we do not have a distance system in the guild...

Maybe we could just use this more simple version and apply the cover bonus only against sneak attacks if the attacker tries to attack the shielded target directly?

I know we don't have a distance system, but most people go by an honor system around here and if there is dispute, let the mods handle it.

It should just be that the selected target for defense is protected from any attack that they are aware of. Meaning that sneak attacks are still valid when they are used so long as the defending party doesn't pass his awareness check.

Hoshigaki Hiru

Hmm very interesting concept, hadn't though about announcing that you're going to watch a character... If McBadGuy has his attack sequence before B's and decides to attack A, can B get involved or can he just watch as A gets thrashed?

Also, you'll have to forgive me since I do not have d20 experience, but what is relent?

Well the nice thing about the initiative order is that it starts over and over again. So in that scenario B would have to watch A get thrashed, but could prepare to prevent that from happening again on McBadGuy's turn.

And to relent means to allow a person to do something to your character. I.E. you don't have to roll to let somebody push your character out of harms way unless you are really adamant about taking the attack instead of them.

Hoshigaki Hiru

Hadn't thought about it but you have a great idea about making various other ways of breaking free from grapples their own techniques! The reason why I put both was because I wouldn't see a 150 pound martial artist be able to keep a 300 pound gorilla grappled for long; even if the gorilla doesn't have the fine technique to get free. Muscle against muscle, he'd just bust out of his grip...

How does damaging a grappled opponent work exactly in your World of Darkness thing?

As a side note, like the D&D concept of maxing out your number of attacks at four, it can get incredible complicated when you go higher, especially when multiple clones are involved...


Ever heard of Jet Li? The guy is tiny as all hell and yet is one of the greatest martial arts masters on the planet. Size doesn't matter in a grapple if you grapple the person the right way. Watch MMA fights, they tend to always go for the same kind of holds, the ones that turn the body against itself. The human body is finicky in that it doesn't like to let some parts bend when others are bent. Thats the real world perspective on it. Even if the 300 lb gorilla has the size advantage, if you got him into the right hold he would have to put himself into a great amount of pain to even think about getting out. People in the kink community do the same thing with predicament bondage, you tie up a person in such a way that they can rotate between two positions, but in position 1 their right arm is in pain and in position 2 their left legs feels like its being torn off. This forces them to try and stay in the middle, but that exerts effort and strains the muscles which inevitably leads to the limb falling into position 1 or two and makes matters worse.

Long story short, argument is invalid.

In World of Darkness grappling goes like this.

Turn 1: I grapple you, but no damage is done. You have no defense and cannot do reflexive actions, if you take any actions you relent to my grapple and don't get a chance to break it that turn.
Turn 2: After retesting to see if the opponent could escape on their turn I still have them grappled. I can now take one of several options. I can disarm them, I can damaged them, I can wrestle them to the ground, I can start to tie them up.
Every turn after you repeat step 2.

In this guild it would translate to:
Turn 1: I grapple you. You lose your dex bonus to your DB, but no damage is done.
Turn 2: I can choose one of the following options.
Damage you with weapon skill or taijutsu
Disarm you
Wrestle you to the ground (Makes their wisdom mod no longer count towards DB either)
Tie you up, adding a +1 per 10 ranks in Sleight of Hand to the difficulty of the grapple. If repeated 5 ties the victim is tied up and considered paralyzed and helpless until they can pass an escape artist check with the DC being your sleight of hand check.

Downsides of grapple. The grappler forfeits his dex bonus to Dodge as well until he breaks the grapple off.

Also, fun fact:
Blocking exist
PostPosted: Sun Mar 09, 2014 11:54 pm


We know blocking already exists, Hiru is CHANGING IT... When it was made, Kouri and some others wanted it to be weak and basically pointless... Or maybe it was just "keep it simple"... Same thing.

Check Techniques list, under Taijutsu, carefully. That was made by Kouri mainly.

Qyp
Crew

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PupSage

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PostPosted: Mon Mar 10, 2014 6:13 am


Qyp
We know blocking already exists, Hiru is CHANGING IT... When it was made, Kouri and some others wanted it to be weak and basically pointless... Or maybe it was just "keep it simple"... Same thing.

Check Techniques list, under Taijutsu, carefully. That was made by Kouri mainly.

D20 plus weapon skill isn't weak. That makes Masa's block rating between 34-52. Maybe add in strength mod on top of that or something, but that is pretty good.
PostPosted: Mon Mar 10, 2014 1:22 pm


PupSage
Qyp


If we went with something like that we would want to make sure blocking didn't just negate damage all together.

There is a HUGE HUGE difference in +1 per point in weapon skill and +2 per 10 points in weapon skill.

Given two people at ,lest say, level 10, both of whom train the same and have identical primary stats. Lets say they both put 2 points in a weapon per level. That would give the attacker a +4 bonus from theirs, but the defender would get a +20 bonus.

Which I guess makes sense because cannon everything is blocked all the time it seems, but still the people get fatigued, so some type of fatigue debuff for each block would seem in order.

YourLittleNarrator


Qyp
Crew

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PostPosted: Mon Mar 10, 2014 7:25 pm


PupSage
Qyp
We know blocking already exists, Hiru is CHANGING IT... When it was made, Kouri and some others wanted it to be weak and basically pointless... Or maybe it was just "keep it simple"... Same thing.

Check Techniques list, under Taijutsu, carefully. That was made by Kouri mainly.

D20 plus weapon skill isn't weak. That makes Masa's block rating between 34-52. Maybe add in strength mod on top of that or something, but that is pretty good.

Hiru's block formula is just Attack Melee reshuffled. So if we go by that, it is weak.
PostPosted: Mon Mar 10, 2014 7:35 pm


Qyp
PupSage
Qyp
We know blocking already exists, Hiru is CHANGING IT... When it was made, Kouri and some others wanted it to be weak and basically pointless... Or maybe it was just "keep it simple"... Same thing.

Check Techniques list, under Taijutsu, carefully. That was made by Kouri mainly.

D20 plus weapon skill isn't weak. That makes Masa's block rating between 34-52. Maybe add in strength mod on top of that or something, but that is pretty good.

Hiru's block formula is just Attack Melee reshuffled. So if we go by that, it is weak.


Well, my original idea seen above was to sacrifice your BAB for extra DB, which I personally think is the best way to go about it since its taken strait from d20.

PupSage

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Qyp
Crew

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PostPosted: Mon Mar 10, 2014 7:46 pm


PupSage
Qyp
PupSage
Qyp
We know blocking already exists, Hiru is CHANGING IT... When it was made, Kouri and some others wanted it to be weak and basically pointless... Or maybe it was just "keep it simple"... Same thing.

Check Techniques list, under Taijutsu, carefully. That was made by Kouri mainly.

D20 plus weapon skill isn't weak. That makes Masa's block rating between 34-52. Maybe add in strength mod on top of that or something, but that is pretty good.

Hiru's block formula is just Attack Melee reshuffled. So if we go by that, it is weak.


Well, my original idea seen above was to sacrifice your BAB for extra DB, which I personally think is the best way to go about it since its taken strait from d20.

Hmm, as well as using Str Mod? Because that is Level + 3 mods + Weapon Skill bonus + Dice Roll?... I think blocking should be Base Save as well, since it kinda makes blocking kinda under the same territory of Reflex and such, since which seem similar if you think about it. Blocking is for those who can't dodge... So it's a Base Save...
PostPosted: Mon Mar 10, 2014 8:34 pm


Qyp


Plus then it would be the physical equivalent to dodging a ninjutsu.

YourLittleNarrator


Dai the fang

Dangerous Hunter

PostPosted: Tue Mar 11, 2014 12:34 am


PupSage
Qyp
PupSage
Qyp
We know blocking already exists, Hiru is CHANGING IT... When it was made, Kouri and some others wanted it to be weak and basically pointless... Or maybe it was just "keep it simple"... Same thing.

Check Techniques list, under Taijutsu, carefully. That was made by Kouri mainly.

D20 plus weapon skill isn't weak. That makes Masa's block rating between 34-52. Maybe add in strength mod on top of that or something, but that is pretty good.

Hiru's block formula is just Attack Melee reshuffled. So if we go by that, it is weak.


Well, my original idea seen above was to sacrifice your BAB for extra DB, which I personally think is the best way to go about it since its taken strait from d20.
They already kinda have that in that in this systems. It's under defensive fighting. You sacrifice pretty much all your attack rolls and you add them (for each attack turn) to your db so it gradually gets lower. But you can only attack once.
PostPosted: Tue Mar 11, 2014 4:44 am


Dai the fang
PupSage
Qyp
PupSage
Qyp
We know blocking already exists, Hiru is CHANGING IT... When it was made, Kouri and some others wanted it to be weak and basically pointless... Or maybe it was just "keep it simple"... Same thing.

Check Techniques list, under Taijutsu, carefully. That was made by Kouri mainly.

D20 plus weapon skill isn't weak. That makes Masa's block rating between 34-52. Maybe add in strength mod on top of that or something, but that is pretty good.

Hiru's block formula is just Attack Melee reshuffled. So if we go by that, it is weak.


Well, my original idea seen above was to sacrifice your BAB for extra DB, which I personally think is the best way to go about it since its taken strait from d20.
They already kinda have that in that in this systems. It's under defensive fighting. You sacrifice pretty much all your attack rolls and you add them (for each attack turn) to your db so it gradually gets lower. But you can only attack once.


Yes, but what I am talking about is the ability to give up a certain number to your attack rolls, while maintaining your full number of attacks. So you get a penalty equal or up to your level and you add the same to your DB.

PupSage

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PupSage

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PostPosted: Tue Mar 11, 2014 4:57 am


Qyp
PupSage
Qyp
PupSage
Qyp
We know blocking already exists, Hiru is CHANGING IT... When it was made, Kouri and some others wanted it to be weak and basically pointless... Or maybe it was just "keep it simple"... Same thing.

Check Techniques list, under Taijutsu, carefully. That was made by Kouri mainly.

D20 plus weapon skill isn't weak. That makes Masa's block rating between 34-52. Maybe add in strength mod on top of that or something, but that is pretty good.

Hiru's block formula is just Attack Melee reshuffled. So if we go by that, it is weak.


Well, my original idea seen above was to sacrifice your BAB for extra DB, which I personally think is the best way to go about it since its taken strait from d20.

Hmm, as well as using Str Mod? Because that is Level + 3 mods + Weapon Skill bonus + Dice Roll?... I think blocking should be Base Save as well, since it kinda makes blocking kinda under the same territory of Reflex and such, since which seem similar if you think about it. Blocking is for those who can't dodge... So it's a Base Save...


-.- That isn't what saving throws are for though. In d20, saving throws are generally to prevent further damage. A fort save versus poison to neutralize it or a massive damage check to stay conscious after a heavy blow. A reflex check normally only lets you avoid half of the damage from AOE attacks and traps unless you have a feat as well, but is also used when you fall just short of a check to make sure that you don't fall into the pit of spikes. Will saves normally negate mind control spells and such.

A strength save has never existed in d20 because it doesn't need to.
Stats need to be balanced. If strength can serve as both a means to attack (with some of the best weapons) and a way to defend, people will be stomping around in their god mod boots and only be making Str-con based characters. As it stands now, one has to factor in the other stats to get around this. And yes, dex based weaponry exist, but it is generally weaker or has to rely on ammo.

I really think that if this is something that people want to be introduced that abilities need to be left out. Weapons Skill, Weapon Size, and Base Attack Bonus should be enough to use in order to make something that is what the people want.

Stats exist for a reason and they tend to balance eachother, so trying to make dex and wisdom no longer a factor for people that use block is making it so that they can neglect that stat. Then we will have 2 stats that go neglected, possibly three, and all of the character start to become clones.
PostPosted: Tue Mar 11, 2014 6:22 am


Alright, lets take a level ten character.

At worst he has a negative 4 to DB -2 from dex and -2 from wits.
At best he has a +20 to DB +10 from each.

Meaning DB can ranged from 6-30

MinMax the barbarian will be our block monkey with a dodge of 14.
Strength: 30 Mod: +10
Dexterity: 14 Mod: +02
Constitution: 30 Mod: +10
Intelligence: 10 Mod: +00
Wisdom: 14 Mod: +02
Charisma: 10 Mod: +00
Chakra: 30 Mod: +10
Dodge Bonus: 14

Speedster the rogue will be our dodge monkey with a dodge of 30
Strength: 10 Mod: +00
Dexterity: 30 Mod: +10
Constitution: 20 Mod: +05
Intelligence: 18 Mod: +04
Wisdom: 30 Mod: +10
Charisma: 10 Mod: +00
Chakra: 20 Mod: +05
Dodge Bonus: 30

------------------------------------------------------------------------------------------------
Now, based on my version, MinMax can get his DB as high as 24. Add in 2 per 10 in weapon skill and thats 30.

Lets take an average roll of 10 + 30 Weapon skill + 10 level + 14 DB = 64 <
Given that, either of our methods should work fine Qyp, however I would encourage not calling it a save and instead just using 1/2 level as part of the equation. Same math without using the terminology.

I would also say that blocking needs to be set aside on the turn before in order to prevent godmodding.

PupSage

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Qyp
Crew

Manly Lunatic

PostPosted: Tue Mar 11, 2014 7:37 pm


Where the ******** that that equation come from?

Lets take an average roll of 10 + 30 Weapon skill + 10 level + 14 DB = 64 <
WHERE?
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