Combat Talents by thematthew

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Combat Talents by thematthew

Post  thematthew on Wed Jan 09, 2013 2:43 pm

To begin with, I'm reposting the 2 varients of Smash and Grab I made, since it is a kinda lame talent and it would be nice to give it a facelift.
Smash & Grab (2.0) [+1] Standard Attack
Roll 1d8 and deal that much damage to target. If the result is 6 or more you gain a pip and the opponent loses a pip, if the result is 3 or less you are stunned until the end of your next turn.

(Hulk) Smash and Grab [-2] Standard Attack
Deal 2d8 damage to target, if either comes up 7 or higher the target loses 1 pip and you gain 1 pip.

Now for the newer stuff, when I made:

Hey, I think you dropped this! [-9] Standard Utility
Target enemy is scavenged for the rest of the battle. While scavenged you gain half of the pips spent by the target, minimum 1, and you gain 1 pip whenever it gains pips.

Spoiler:
Pros: While not in itself an Ultimate, it gives you a pip funnel to make longer battles with solos actually a thing you become good at. Helps make Paranoia effects have some more positive impact. Controlled by needing a teamwork or a build designed around it to get it going before turn 3.
Cons: Can easily be wasted if used in a good number of basic combats. With a team built around abusing it, it can easily make effectively a party pip-funnel.

I was originally thinking of it as an alternative pip 'theft' idea, now I realize that it might be fun to have the scavenger classification of guy. One who's combat strategy is to get pips, and do better because that's what he does.

Without further ado:

Scavenger
Spoiler:

Special Condition: Scavenge
Spoiler:
While a creature is scavenged by you, you gain half of the pips spent by the it (minimum 1) and you gain 1 pip whenever it gains pips.

Look What I Found [+1] Standard Attack
Target creature takes 1d8 damage. You gain an extra pip if you roll under 4.

Why Does it Cry [-1] Minor Utility
You gain temporary hp equal to the number of pips you spent this turn.

Look! A Decoy! [-2] Standard Utility
Flip a coin, if heads target creature cannot attack you or your allies until the end of its next turn. You may spend 2 pips to flip again if you get tails on the first flip.

Coin Toss [-2] Standard Attack
Deal 1d8 +X damage to target creature, where X is (the number of pips you have +2)

No, It's Mine [-X] Reaction Attack
Trigger: An enemy causes you to lose pips.
Effect: Deal Xd8 damage to the triggering creature. X is the number of pips you lost.

We Hates it Forever [-5] Standard Attack
Deal Xd8 damage to target creature, where X is the number of pips you gained since the start of your last turn.

Hey, I think you dropped this! [-9] Standard Utility
Target enemy is scavenged for the rest of the battle.
Here's another one I worked out with Ramsus:

Grenadier

Spoiler:

Grenadine, Straight From the Can [+3] Standard Utility
You gain Resist 5 against your own abilities (save ends).

Did I Set the Timer? [+2] Standard Attack
You deal 1d12 damage to yourself and target creature.

Somepony Set Us Up the Bomb [+1] Standard Utility
You conjure a bomb with the following stats:
The Bomb 10hp
Trait: When The Bomb is destroyed, deal 1d6 damage to 6 target creatures.
Countdown [+1] Standard Utility
Roll 1d8, if you roll a 1 immediately perform Explode using all pips available.
Explode [-X] Standard Attack
Deal Xd6 damage to 6 creatures.

Sticky Grenade [0] Standard Utility
Target creature gets Ongoing Damage 1 (save ends). If this effect gets overriden or removed in any way, that creature and all creatures adjacent to it take 1d8 damage.

Grenade! [-1] Standard Attack
You deal 1d10 damage to up to 4 target creatures.

Minefield [-2] Standard Utility
All creatures get In a minefield (save ends). When this effect is removed, you deal 1d8 damage to a random creature.

Flashbang [-3] Standard Utility
Target creature and all creatures adjacent to it are Blinded (save ends) and Dazed (save ends)

Dive on a Grenade [-4] Interrupt Utility
Trigger: An ally would be dealt damage from an effect that targets multiple creatures or selects targets randomly.
Effect: You cancel the attack and take twice the damage it would have inflicted to a single target.


Last edited by thematthew on Fri Jan 11, 2013 2:34 am; edited 3 times in total
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Re: Combat Talents by thematthew

Post  Whiteeyes on Wed Jan 09, 2013 5:54 pm

I love Look! A Decoy very much.
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Re: Combat Talents by thematthew

Post  thematthew on Wed Jan 09, 2013 7:03 pm

Changelog:

Added in Grenadier
Added Coin Toss to the Scavenger.
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Re: Combat Talents by thematthew

Post  SilentBelle on Wed Jan 09, 2013 7:28 pm

I rather like the "Hey, I think You Dropped This!" talent. Scavenger is a neat effect. I feel like we should definitely have more long-battle types of moves. I just wonder if it's to powerful...

And on a side note, there's no real way of knowing how a monster's pips are going to work on a monster to monster basis. I mean technically as a DM I could go and increase the pip value of my monsters by a factor of 3 and everything would work the same. I think that was one of the reasons that Stairc didn't want too many abilities that are based on enemy pip values. Of course it will work fine many of the monsters I'm putting in the compendium, since I tend to make the pip values similar to player pip values simply because I want moves like these ones to become official moves.

It's just harder (but not impossible) to judge how balanced a talent is when dealing with monster's pip-gain, since up to this point, both monsters and players have been constructed without too much thought to the monsters' pip-gaining practices. While players use pips specifically for their moves. I've seen monsters that use pips much more radically through some neat use of traits. Such as using pips as their HP value, or as temporary HP, resistance, as a counter that only goes down until they explode, or other neat ways. Basically I guess I'm saying that monster pips can be quite different from player pips. Still I don't think that this move is particularly unbalanced, and I've always enjoyed pip-batteries, might be hard to get it 'officiated' though...
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Re: Combat Talents by thematthew

Post  thematthew on Wed Jan 09, 2013 7:34 pm

I figured that monster pips are weird, that's why scavenge just gives you half of what they spend, and that's it. It makes the GM think about if he wants to do something bigger and risk you getting a big hit out of We Hates it Forever, or just do something to gain some pips or such limiting it to 1 pip. It's a mechanic designed to get something out of being punched in the face really hard.

Basically it was made as an alternative to Smash and Grab's mechanic, where it didn't steal pips from the target it just got some of what it already had used.

Honestly if anyone has any question about why I did something the way I did, they can ask and receive the bounty of my madness. And by that I mean some kind of explanation, I try to temper my crazy with logic after all.
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Re: Combat Talents by thematthew

Post  thematthew on Sun Jan 27, 2013 1:33 am

So, apparently some people heard I did this and wanted to see it, so without further ado:

Here is a quick redo of the Blood Weapon designed to make it a bit better, while still keeping the Warlock flavor.

[0] Blood Weapon - Minor Utility [Inspired by Chris Pauly] [Reformatted by thematthew]
You lose 10 hp. If you do, you conjure a Blood Weapon in your hands. You can dismiss the Blood Weapon as a free action. While you are wielding a Blood Weapon, you cannot use your other combat talents. Instead you may use the combat talents below.

[+2] Crow Claw - Standard Attack
Deal 1d10 damage to target creature.

[+1] Douse in Blood - Minor Utility
You lose 5 hp.

[-1] Sanguine Cyclone - Standard Utility
Deal 1d12 to target creature and all creatures adjacent to it. If you are bloodied, gain hp equal to the result as well.

[-2] Blood Curse - Standard Utility
Up to 6 target creatures are affected by your blood curse(save ends). Creatures under your blood curse take 1d8 damage whenever you lose hp or take damage. The blood weapon vanishes.

[-5] Eviscerate - Standard Attack [Inspired by Ramsus]
Deal 3d8 damage to target creature. If you are bloodied, deal 5d10 damage to that creature instead.

Basically the updates did 3 things:

1) Sanguine Cyclone now heals you if you are bloodied, allowing the weapon to not completely murder its wielder, but ensuring it won't get you back to full health ever. Kinda a clinch move, since the weapon wants you to be bloodied just enough.

2) Eviscerate now deals d10s if bloodied. This raises the average damage up to a whopping 27.5, but comes with the drawback of needing to keep yourself just bloodied. Also it is a -5 move, so it should be better than Furious Rage.

3) Added in Blood Curse. This power is the current idea for an ultimate with the blood weapon, since it combos well with Blood Weapon in addition to the various warlock abilities that hurt you. I feel it is reasonably comparable to a souped up version of Barter in Blood as a Standard action.

My analysis of the talent is in the Breaking the Unbreakable thread, page 13 post 10 if you are interested in reading it.
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Re: Combat Talents by thematthew

Post  Xel Unknown on Sun Jan 27, 2013 2:16 am

This thing is AWESOME... That is all, this is the official version, the one in Art of War is just it's beta version that they forgot to update into this awesomeness. :3
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Re: Combat Talents by thematthew

Post  thematthew on Sun Jan 27, 2013 2:26 am

Glad you like it.
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Re: Combat Talents by thematthew

Post  XandZero2 on Sun Jan 27, 2013 9:53 pm

I do like that version of the Blood Weapon better than the original. Before now it just didn't seem on-par with the other weapon summons. I might even recommend making the -5 ability deal D12s actually, considering that:

1. This attack should be better than Furious Rage, just as you said

-and-

2. This is a weapon that costs you 10 life to get out in the first place.

It looks good as is though.
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