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Cardbo's Combat Traits

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Cardbo's Combat Traits Empty Cardbo's Combat Traits

Post  Cardbo Sun Sep 23, 2012 12:04 am

Pointy - Attacking an opponent
When attacking an opponent, flip a coin. If heads, target suffers 1 ongoing damage (save ends)

Malicious
Prerequisite - Pointy
Any saves made to throw off effects caused by you are made at a -3.

Roundhouse - 1x Battle
Choose an attack that you have that attacks a single enemy. You can attack an enemy and enemies adjacent to it. This trait can be taken multiple times, but each time it applies to a different attack.

Grenade - 1x Battle
Choose an combat talent that you have that inflicts a status effect on a single enemy. You can have it inflict a status effect onto an enemy and enemies adjacent to it. This trait can be taken multiple times, but each time it applies to a different combat talent.

White Wind - 1x Battle
Choose a combat talent that heals a single target. You can have it affect an ally and allies adjacent to that ally. This trait can be taken multiple times, but each time it applies to a different combat talent.

Silver Wind - 1x Battle
Choose a combat talent that buffs or grants a saving throw to a single target. You can have it affect an ally and allies adjacent to that ally. This trait can be taken multiple times, but each time it applies to a different combat talent.

I've also asked Esoterus if I could post their traits as well, as I thought they worked well with my other traits.



Enervating Poison
Whenever you inflict a save-ends condition via a talent, you may also inflict vulnerability 1 for the duration of the original condition. If the condition was a vulnerability effect, instead increase its magnitude by 1.

Weakening Venom [1/Battle (maybe more often?)]
When you make an attack or inflict a save-ends condition, apply Weakness to one affected creature (save ends).

Sadism
Whenever you inflict a save-ends condition, gain 3 temporary hit points.

Persistent Malady - Immediate Interrupt [1/Battle]
Trigger - An enemy succeeds on a saving throw against a condition you inflicted upon it.
The enemy fails the save instead.

Armor-Piercing
Deal +2 damage against enemies with resistance. If the enemy has resist 1, deal +1 damage instead.
(I suppose this might be overpowered in situations involving AoE attacks against minions)



Last edited by Cardbo on Sun Feb 10, 2013 10:29 pm; edited 4 times in total
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Post  Cardbo Thu Nov 01, 2012 2:35 pm

Tough
+5 HP during battle.

Very Tough
+5 HP during battle. Stacks with Tough.

Buck Norris
+5 HP during battle. Stacks with Tough and Very Tough.

They're kinda boring, but I figured there was niche here.
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Post  Xel Unknown Thu Nov 01, 2012 2:56 pm

Mmm... They're too bland as is... But they give me some ideas. I don't think upping the HP is the way to go with this.

Maybe something like this:

Tough
Start of battle gain 5 Temp HP and while bloodied gain 1 resistance.

Very Tough
Prereq: Tough
Stat of battle gain 10 Temp HP and while bloodied gain 2 resistance.

MADE OF IRON
Prereq: Very Tough
Start of battle gain 15 Temp HP and while bloodied gain 3 resistance.
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Post  Cardbo Thu Nov 01, 2012 3:08 pm

Xel Unknown wrote:Mmm... They're too bland as is... But they give me some ideas. I don't think upping the HP is the way to go with this.

Maybe something like this:

Tough
Start of battle gain 5 Temp HP and while bloodied gain 1 resistance.

Very Tough
Prereq: Tough
Stat of battle gain 10 Temp HP and while bloodied gain 2 resistance.

MADE OF IRON
Prereq: Very Tough
Start of battle gain 15 Temp HP and while bloodied gain 3 resistance.

Those are actually pretty good. Mind if I yoink them and put them in the first post?
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Post  Xel Unknown Thu Nov 01, 2012 3:11 pm

Just as long as I get some credit for it when it gets made official. I don't mind. :3
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Post  Appkes Thu Nov 01, 2012 7:15 pm

Grenade seems OP as it can blind the entire enemy party with a good throw.
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Post  Xel Unknown Thu Nov 01, 2012 7:17 pm

Only on a three enemy party...
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Post  Cardbo Thu Nov 01, 2012 7:38 pm

Appkes wrote:Grenade seems OP as it can blind the entire enemy party with a good throw.

Xel Unknown wrote:Only on a three enemy party...

Right. It originally targeted the entire party, but it was deemed too strong for just an 2 pips more.
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Post  Appkes Fri Nov 02, 2012 3:54 am

Also, how is 'adjacent' determined without the tabletop version?
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Post  Brony 7 of 9 Fri Nov 02, 2012 10:41 am

Appkes wrote:Also, how is 'adjacent' determined without the tabletop version?
Word of Dan wrote:Adjacent - Enemies will be listed in an order (such as “Guard, Guard, Wizard, Minotaur, Guard, Guard”) for combat. Effects that refer to adjactent enemies or creatures refer to the creatures next to the principle target. For example, if an attack deals 5 damage to a target and creatures adjacent to the target - targeting the Wizard would make the adjacent creatures the guard on its left and the Minotaur on its right. The opposing side of creatures are never considered adjacent. For example no one on the player’s side can be hit by a fireball that damages adjacent creatures on the enemy’s side. No player is considered adjacent to the enemy wizard. The enemies get to feel all the pain.
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Post  Appkes Fri Nov 02, 2012 3:06 pm

Ooops, forgotten that bit. Thanks for reminding me.
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Post  AProcrastinatingWriter Fri Nov 02, 2012 3:12 pm

Why does Malicious require Pointy as a prequisite?

Also, the Made of Iron chain seems way too powerful, or at least its upper levels do. I think it needs to be brought back a bit?
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Post  Cardbo Fri Nov 02, 2012 3:54 pm

AProcrastinatingWriter wrote:Why does Malicious require Pointy as a prequisite?

Malicious is a little strong if you combine with Pointy and the Combat Talent Despair

[-3] Despair
Deal 2d12 to all enemies with save-ends effects.


If you can keep you're enemies bleeding, you can do tons of damage using the above move.


Also, the Made of Iron chain seems way too powerful, or at least its upper levels do. I think it needs to be brought back a bit?

How so?
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Post  AProcrastinatingWriter Fri Nov 02, 2012 4:02 pm

So because Malicious is too powerful with Pointy people are being forced to take Pointy before taking it?

Not to mention that the Pointy trait and the Malicious trait aren't at all connected - it doesn't make any flavorful sense for one to lead to the other.

The powers are too powerful in that at highest level you have 45 HP, and then with resistance 3 you have an additional 15 or so damage in the course of bringing you to zero, which might as well be 15 more HP, bringing things up to a total of 60, not counting healing, which will add more might-as-well be HP every time they are healed. Even without healing, that's doubling the HP amount, and I'd say that's too powerful even for a third-level trait.
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Post  Cardbo Fri Nov 02, 2012 4:39 pm

AProcrastinatingWriter wrote:So because Malicious is too powerful with Pointy people are being forced to take Pointy before taking it?

Not to mention that the Pointy trait and the Malicious trait aren't at all connected - it doesn't make any flavorful sense for one to lead to the other.

I thought it made thematic sense. Pointy is all about inflicting bleeders when enemies attack you. Malicious is all about keeping them bleeding when they try to stop. Anyway, what do you suggest?


The powers are too powerful in that at highest level you have 45 HP, and then with resistance 3 you have an additional 15 or so damage in the course of bringing you to zero, which might as well be 15 more HP, bringing things up to a total of 60, not counting healing, which will add more might-as-well be HP every time they are healed. Even without healing, that's doubling the HP amount, and I'd say that's too powerful even for a third-level trait.

What do you feel about keeping the DR at 1?
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Post  Xel Unknown Fri Nov 02, 2012 5:38 pm

Maybe we split the Made of Iron traits... To be two lines, one that gives Resist while bloodied, one that gives Temp HP at the start of battle? Admitingly I did fear I was making them OP when I built them.
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Post  AProcrastinatingWriter Fri Nov 02, 2012 11:29 pm

Xel Unknown wrote:Maybe we split the Made of Iron traits... To be two lines, one that gives Resist while bloodied, one that gives Temp HP at the start of battle? Admitingly I did fear I was making them OP when I built them.

This sounds like a good idea to me.

I also think Malicious shouldn't have any prequisite needed, even if they work well gameplaywise together. Final call would be Stairc's, though, assuming he decides to let this stuff in.
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Post  Xel Unknown Fri Nov 02, 2012 11:50 pm

Here's the two trait lines:

Tough Body
While bloodied gain 1 resistance

Armor-like Hide
Prereq: Tough Body
While bloodied gain 2 resistance

MADE OF IRON
Prereq: Armor-like Hide
While bloodied gain 3 resistance

Stamina
Start of battle gain 5 Temp HP

High Stamina
Prereq: Stamina
Start of battle gain 10 Temp HP

Endless Stamina
Prereq: High Stamina
Start of battle gain 15 Temp HP
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Post  AProcrastinatingWriter Sat Nov 03, 2012 12:29 am

oh neat
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Post  Cardbo Sun Nov 04, 2012 10:23 pm

Maybe one more.

Little Pip
You start off with an additional pip during battle.
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Post  LoganAura Sun Nov 04, 2012 10:26 pm

Actually, I've talked with dan a bit about that and an extra pip is worth a LOT in battle. It can allow for a turn 2 Fire giant for example. that'd need to be a high level only combat trait.
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Post  Xel Unknown Mon Nov 05, 2012 2:41 pm

Maybe we balance it by doing a limit on the extra pips? Like the power to start off with five means you can only have like 6 pips max or something?
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Post  LoganAura Mon Nov 05, 2012 2:51 pm

That'd actually be too big of a drawback for an extra PiP there's actually a trinket in the Item document with the same ability, and it's worth 5000 gold if I remember right. It's extremely valuable.
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Post  Xel Unknown Mon Nov 05, 2012 3:04 pm

Well I know I've made a trait idea where you end up starting off with 8 pips, but that's your max pip count, and you lose your first turn... I think the feedback on that one was positive.
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Post  Yawnmon Sat Jan 19, 2013 4:14 am

Cardbo wrote:Pointy - Attacking an opponent
When attacking an opponent, flip a coin. If heads, target suffers 1 ongoing damage (save ends)

Grenade
Choose an combat talent that you have that inflicts a status effect on a single enemy. You may pay an additional 2 Pips to have it inflict a status effect onto an enemy and enemies adjacent to it. This trait can be taken multiple times, but each time it applies to a different combat talent.

[-3] Despair
Deal 2d12 to all enemies with save-ends effects.
Wow... Yeah that's a pretty mean combo. Too good imo. I'd nerf it a bit:

Pointy
When attacking an opponent roll 1d4. If it's a 4, target suffers 1 ongoing damage (save ends)

Grenade
Choose a combat talent that you have that inflicts a status effect on a single enemy. You may pay an additional 4 Pips to have it inflict a status effect onto an enemy and enemies adjacent to it. This trait can be taken multiple times, but each time it applies to a different combat talent.
OR
Grenade
Choose a combat talent that you have that inflicts a status effect on a single enemy. You may pay an additional 2 Pips to have it inflict a status effect onto an enemy and another random enemy. This trait can be taken multiple times, but each time it applies to a different combat talent.

Spoiler:
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