Absolutely Crazy Ideas

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Re: Absolutely Crazy Ideas

Post  Philadelphus on Wed Aug 29, 2012 3:55 am

AProcrastinatingWriter wrote:(-7)Ally Attack
In addition to the normal PiP cost, you must have a willing non-conjuration ally (who will skip their next turn after using this attack) in order to perform this attack. Roll a 1d6 and select up to that many targets and deal 3d8 damage to all of them.
This is a very interesting idea. Considering how the system is set up to reward players helping each other, it'd make sense to have at least one move that allows players to work together to accomplish something powerful. I'm not sure how balanced this is, but the idea behind it is great, in my opinion.
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Re: Absolutely Crazy Ideas

Post  Doc pseudopolis on Mon Sep 03, 2012 8:36 am

All right I finally got around to this.
Spoiler:

Grappler skillset
Focused around the target being stunned, most of the attacks gaining additional effects when used against a stunned target. The various attacks are supposed to be balanced between single-target damage and debuffing (most of the attacks causing weakening or vulnerability when used with lift/grab) With multi-target damage creeping in at the higher end attacks.
[+2] Limber up: gain a +2 damage bonus on your next attack.
[+1] Double strike: Your next attack may have an additional target.
[-1] Pin – Stun target enemy
[-2] Shell crusher: Deal 1D8 damage, if the target is stunned they take an additional 1D8 damage and get vulnerability 1 (save ends).
[-2]Limb bar: deal 1D8 damage to target, if the target is stunned they take an additional 1D8 damage and are weakened.
[-4]Technicians grab: deal 1D10 damage to the target and stun them. If they are already stunned you can instead of stunning you can cause vulnerability 1 and weakening.
[-5] Hurricane throw: Deal 2D8 to target, if that target is stunned deal an additional 1D8 damage to that target you may deal 2D8 to another target.
[-6]Counter throw: Immediate interrupt
Trigger – an attack would damage the user of this talent.
Nullify the damage and select an attack you know that cost fewer PiPs than this and use it on the triggering enemy.
Changes: Replaced lift/grab and limb bar with pin and technicians grab. Replaced grab another with double strike.
Additionally I had another idea.
[-3]Area effect: Your next talent affects all possible targets (Target ally becomes all allies, target enemy becomes all enemies.)
I felt it was too powerful for a [+] talent.

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Re: Absolutely Crazy Ideas

Post  Xel Unknown on Mon Sep 17, 2012 11:26 am

Philadelphus wrote:
AProcrastinatingWriter wrote:(-7)Ally Attack
In addition to the normal PiP cost, you must have a willing non-conjuration ally (who will skip their next turn after using this attack) in order to perform this attack. Roll a 1d6 and select up to that many targets and deal 3d8 damage to all of them.
This is a very interesting idea. Considering how the system is set up to reward players helping each other, it'd make sense to have at least one move that allows players to work together to accomplish something powerful. I'm not sure how balanced this is, but the idea behind it is great, in my opinion.
Seems balanced to me... It costs PiPs and takes a willing ally to lose a turn in order to use it. If anything I'd say it seems a bit weak to me for it's cost... But then again making it stronger might make it unbalanced. Maybe the ally can add a minor attack bost at the cost of said allies PiP or HP? Or the Target Number of Enemies hit is determed by the ally's pips that are put into this attack? The Attack's effects need a little more of the Allies' input into this attack I'd say. A silly idea I'd say is that either the power the ally puts into it turns the dice rolled form a d8 upgraded all the way upto a d12 or have it start off with a d12 attack power and adding more power just let's it hit more targets at the added cost of rolling more of less power dice...

Like I'd see it working with the attack dealing either 2d12 damage then 3d10 damage then 4d8 damage at the most power added to the effects. Or going the other way but letting you hit more targets... Basically if the Ally could help give some control over the number of targets and/or damage the attack gives that'd be a great way to improve it at lest by 20%.

------

Reposting form my [+0] PiP cost talents topic cause this one is a lot more fitting to be put in crazytown, it's a really crazy idea the more I think about it:

[+0] Duct Tape of Healing (Inspired by Nodwick.)
Make healing that gets better the more damaged the Ally is.
Non-Bloodied: Heal ally for 1d8
Bloodied Ally: Heal for 2d10+3
Ally with 5 or less HP: Heal for 3d12+6 (Anything that'd heal for over the max 30HP also gives Temporary HP equal to whatever the extra healing is.)
KOed Ally: Make a Saving Throw to heal ally for 3d4+2(?) HP
Killed Ally: Make a Healing Skill Check to Revive Ally for 1d12+9 HP and flip a coin if won ally's pips is reset to 4, if lost revived ally pip count is 0.

EDIT: There is a better version of this skill that had the whole thing redesized by SlientBelle in the 0 PiP cost talents thread.


Last edited by Xel Unknown on Tue Sep 18, 2012 1:21 am; edited 1 time in total
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Re: Absolutely Crazy Ideas

Post  A1C Bronymous on Mon Sep 17, 2012 4:25 pm

Why didn't you guys tell me this was a thread? I would have posted everything I already put out there in here.
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Re: Absolutely Crazy Ideas

Post  Xel Unknown on Mon Sep 17, 2012 4:36 pm

Bronymous wrote:Why didn't you guys tell me this was a thread? I would have posted everything I already put out there in here.
I think nobody told you because they thought you knew... >.>
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Re: Absolutely Crazy Ideas

Post  Xel Unknown on Fri Sep 21, 2012 4:29 pm

AProcrastinatingWriter wrote:(??*)Headsmash
Target two creatures. Each creature takes damage equal to the other creature's current PiPs.

*I have no idea what the PiP cost for things in general should be, but something marked with this asterisk really just escapes me period. Can't even begin to guess.
Maybe have it be a -X skill where X is equal to the difference between the two enemy PiP totals? Or something like that... Clearly the GM would need to tell you what that difference would be when you ask to do the talent. Or just ask what your pip count is or something.
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Re: Absolutely Crazy Ideas

Post  Appkes on Sun Oct 14, 2012 5:45 pm

[-3] Last Stand
This talent may only be used when all your allies are unconscious.
Deal 4d12 damage to all enemies, and give 1d10 health to target Unconscious ally.

OR

[+X] Last Stand
This talent requires at least half your allies to be knocked out or worse.
Deal 1d10 + Xd10 damage to all enemies and heal all conscious allies by Xd4 health, where X equals number of unconscious PCs
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Re: Absolutely Crazy Ideas

Post  elfowlgirl on Sun Oct 14, 2012 5:57 pm

One of my ideas in the Canpaign of Jokers:

[-10X] At Death’s Call - Combat Talent
Everyone currently engaged in battle dies except for you, where X is everyone about to die.
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Re: Absolutely Crazy Ideas

Post  Xel Unknown on Sun Oct 14, 2012 6:04 pm

elfowlgirl wrote:One of my ideas in the Canpaign of Jokers:

[-10X] At Death’s Call - Combat Talent
Everyone currently engaged in battle dies except for you, where X is everyone about to die.
That fits here, cause I'm not sure it that's balanced enough for me to give it to yea.
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Re: Absolutely Crazy Ideas

Post  tygerburningbright on Sun Oct 14, 2012 6:09 pm

That that attack is way overpowered and utterly useless as it would kill all your teammates.
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Re: Absolutely Crazy Ideas

Post  Appkes on Mon Oct 15, 2012 3:32 pm

It's a good thing it could never be used. Average number of combatants including allies is ten, and a hundred pips just isn't happening. Ever.
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Re: Absolutely Crazy Ideas

Post  SilentBelle on Mon Oct 15, 2012 8:04 pm

Great for a 1 on 1 battle though, 10 pips to win!
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Re: Absolutely Crazy Ideas

Post  Jason Shadow on Sat May 18, 2013 6:38 pm

[-18] WHY WON'T YOU DIE?! - Interrupt Utility
Trigger: An enemy would knock you unconscious.
Effect: Until the end of combat, you ignore the effects of all (save ends) conditions (although you are still capable of being targeted by them). Additionally, although you still lose hit points as normal, you cannot fall unconscious, become comatose, or die during this period. Once combat ends, the effects of all hit point loss assert themselves as normal.
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Re: Absolutely Crazy Ideas

Post  Xel Unknown on Sat May 18, 2013 7:02 pm

SilentBelle wrote:Great for a 1 on 1 battle though, 10 pips to win!
Well in this system you can easily get 10 pips turn one now... By way of the Energizing Amulet, and the Ritual Knife... Adding in Gold is Power at level 3, and boom you got the gold needed to do a turn one 10 pip moves.
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Re: Absolutely Crazy Ideas

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