Combat Talents
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tygerburningbright
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Xel Unknown
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Pony Tales: Aspirations of Harmony :: Developer's Corner :: Game Mechanics Discussion :: Combat Talents
Page 8 of 9
Page 8 of 9 • 1, 2, 3, 4, 5, 6, 7, 8, 9
Re: Combat Talents
I don't like the edit you suggestion for revenge...
As for Limit Break, I want it to be 0 cost so I guess it would have to be a lower damage... maybe X's total can be no bigger then 3?
As for Limit Break, I want it to be 0 cost so I guess it would have to be a lower damage... maybe X's total can be no bigger then 3?
Fury of the Tempest- Freakin' Alicorn Princess
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Re: Combat Talents
Fury of the Tempest wrote:I don't like the edit you suggestion for revenge...
As for Limit Break, I want it to be 0 cost so I guess it would have to be a lower damage... maybe X's total can be no bigger then 3?
That's fine to not like a suggestion, after all these are just suggestions
The problem with 0 pip moves is that they have a tendency to being spammed whenever possible and take away from comboing.
If you keep Limit Break as a 0 pip, then you end up with characters who essentially aim to kill themselves and have an ally resurrect them with low HP so they can spam Limit Break for the rest of the encounter. Which I suppose can be fixed with a lower damage value. However, if it costs even 1 Pip, it negates some of the viciousness of that particular combo, but maybe that combo is what you have in mind...
Or maybe if you could change the wording so that if you have 5 or fewer HP, the move does a flat 2d12 damage and costs 0 pips. In fact, now that I think about it, the move should work better as flat damage, that way you can negate the problem that you might face with a pony being at, let's say (-5) HP, and using the move to do negative damage to a target.
I'd like to think that Limit Break would be really good for the pony who chooses Die Another Day as a trait.
Well, those are some further suggestions to consider
Re: Combat Talents
Damage lower then 5 doesn't effect how much damage Limit Break does... you know that right?
Maybe I could give it a -1...
Maybe I could give it a -1...
Fury of the Tempest- Freakin' Alicorn Princess
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Re: Combat Talents
And now for someone that is not Fury
[-4]Infernal Infinity
For the rest of the battle until you fall unconscious or gain PiPs in anyway deal 3D10 extra damage while you have exactly 0 PiPs
[-4]Infernal Infinity
For the rest of the battle until you fall unconscious or gain PiPs in anyway deal 3D10 extra damage while you have exactly 0 PiPs
tygerburningbright- Freakin' Alicorn Princess
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Re: Combat Talents
tygerburningbright wrote:And now for someone that is not Fury
[-4]Infernal Infinity
For the rest of the battle until you fall unconscious or gain PiPs in anyway deal 3D10 extra damage while you have exactly 0 PiPs
Hmm, this could be horribly broken if we had any official [0 pip] damaging moves, however since we don't (unless I am terribly mistaken), I rather like the move. Though you would need at least 5 pips before using it, and 8 if you wanted to do a ton of damage with something like Fireswath (4d10 damage to all enemies is crazy awesome.)
Though this does bring into light a very important question. When using a move do you gain the pips before or after the move is used? I assume it's before, if it's after, then you might need to consider some other ramifications, but my comments are all based on the assumption that pips resolve prior to damage.
Re: Combat Talents
SilentBelle wrote:
Though this does bring into light a very important question. When using a move do you gain the pips before or after the move is used? I assume it's before, if it's after, then you might need to consider some other ramifications, but my comments are all based on the assumption that pips resolve prior to damage.
I always thought that they resolved before damage but after interrupts like stunning heron's hoof but I have no official stuff so... I've got nothing.
tygerburningbright- Freakin' Alicorn Princess
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Re: Combat Talents
SilentBelle wrote:
Though this does bring into light a very important question. When using a move do you gain the pips before or after the move is used? I assume it's before
You assume correctly.
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Re: Combat Talents
I keep trying to think up these two half-traitish talents where they both lock one's pip count max at 8, but either would help add attack power for pips remaining/spent or be an armor that might like reflex some degree of attack power for more power depending on pips... And you get a free action to gain 4 pips when you start a turn at 0 pips for both of these. But I'm not sure, would anyone like these ideas or are they better left just half thought out and forgotten?
Re: Combat Talents
Xel Unknown wrote:I keep trying to think up these two half-traitish talents where they both lock one's pip count max at 8, but either would help add attack power for pips remaining/spent or be an armor that might like reflex some degree of attack power for more power depending on pips... And you get a free action to gain 4 pips when you start a turn at 0 pips for both of these. But I'm not sure, would anyone like these ideas or are they better left just half thought out and forgotten?
From what I can tell they would work better as traits not attacks.So let us see them on that page.
tygerburningbright- Freakin' Alicorn Princess
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Re: Combat Talents
Here's a weird idea where that has a trigger and is storta like my first idea of a pip tracker talent. But might work as a combat talent... If not I"ll try to retool it into a trait. Any names and better wording is always welcomed.
[+4] (Name Talent Here) - Combat Interrupt(?)
Trigger - You start your turn with four pips.
At the start of your next turn as long as at the end of each round your pip count stays above 0 and below 8 pips you do 1dX extra damage where X equals the pip amount you still have remaining after an attack. (rounding up when odd)
[+4] (Name Talent Here) - Combat Interrupt(?)
Trigger - You start your turn with four pips.
At the start of your next turn as long as at the end of each round your pip count stays above 0 and below 8 pips you do 1dX extra damage where X equals the pip amount you still have remaining after an attack. (rounding up when odd)
Re: Combat Talents
I've been going through a recent Orcs Must Die craze and decided that I should try adapting some of the traps in the game into actual abilities. I have other ideas too but I decided I should get the combat talents out there. The mention of slow is from the fact I thought up a status effect to, well, slow enemies. I posted it up in the status effect thread if you want to see. If it doesn't work out i'll have to think up something else for some of these and take out Tar Trap. Any question marks indicate that I couldn't think up a pip cost or damage roll.
[+1] Spike Trap
1d6 damage to a single enemy. The player may choose to add 2 ongoing damage or slow to this attack, not both. If an effect is added, the pip cost becomes -1. Can be set on multiple enemies for a pip each, even if there is no effect.
Dev. Notes: A staple trap in Orcs Must Die, weak but versatile and one of the cheapest traps. The effect choices are based on the unique upgrades it can have in 2, either bleeding or coating it in a poison that slows enemies. In the game you cannot have both unique upgrades which is reflected here by not being able to have both effects.
[?] Tar Trap
Causes Slow 1 effect on a single target. The player can inflict Slow 2 instead with an increase in pip cost.
Dev. Notes: lf the spike trap is the bread then this trap is the butter. If the butter was black, sticky, and didn’t taste good at all. This trap does no damage and the unique upgrades it had was to make it slow enemies even more or make the effect persist longer. I couldn’t figure a way to do the latter.
[-7] Arrow Wall
2d10 damage to a target and 1d10 damage to adjacent creatures or 3d10 damage to a single enemy. For -9 pips the player may add the effect of 5 ongoing damage or stun. Cannot be both.
Original Idea
[-7] Arrow Wall
2d8 damage to the three leftmost or rightmost enemies (Perhaps the damage decreasing as the attack goes down the line) or 3d10 damage to a single enemy. For -9 pips the player may add the effect of 5 ongoing damage or stun. Cannot be both.
Dev. Notes: In OMD, this trap was only twice as expensive as the spike trap but was pretty powerful, I couldn’t do that of course as that would be too powerful so I made it more expensive to compensate. The unique upgrades it could have was either fire arrows that would set enemies on fire or ice arrows that would freeze the enemies. I have two ideas as when I asked for an opinion on it from an acquaintance they suggested making it work on the current multi-target rules instead of my own. I left the original idea just in case someone liked the original better. By leftmost or rightmost I mean either the first three or the last three creatures on the enemy list.
[-?] Auto-Ballista
Summons a small auto-ballista with the following stat block
Auto-Ballista - 15 HP (Too much? Too little?)
Trait – One Pip Wonder
Can only have 1 pip max. Starts with 1.
[+1] Reload
The ballista reloads itself
[-1] Fire bolt
?d? damage to a single enemy.
Dev. Notes: Im not entirely sure what the pip cost and damage should be for this thing. The power should be relatively high to make up for the fact that it can only fire every other turn but expensive enough to warrant the power.
[-?] Decoy
Summons a shoddily-made scarecrow of the caster with a bomb for a torso, manages to still fool enemies however. Has the following stat block:
Decoy – 20 HP
Trait – Explode
When Decoy is destroyed, it explodes and deals 2d12 damage to all enemies
[0] That was a trick! - Immediate interrupt
Trigger – An enemy attacks the one who summoned the decoy.
Flip a coin, heads the attack hits the decoy instead and tails will let the attack hit the intended target.
Dev. Notes: Obviously not an actual living, breathing thing but creatures still attack it anyway, the decoy is useful for distracting opponents while also hurting them in the end. Not sure on the cost.
[-?] Floor Scorcher
Deals 2d8 damage to a creature and 1d8 to adjacent creatures while also causing 3 ongoing damage.
Dev. Notes: Not much to say about this one, just wanted another multi-target attack.
[-?] Bear Trap
Deals 2d8 damage and stuns an enemy. (Save ends) The player may alternatively choose to deal 3 ongoing damage instead of stun.
[-?] Healing Well
Summons a well with healing properties. Any allied creatures may use the well with a standard action, healing for 2d6 damage but the well will need 2 rounds to refill itself for another use. Opponents may attack the well but cannot use it. Has Resist 5 and 10 HP.
[-?] Mana Well
Summons a well filled with mana. Any allied creatures may use the well with a standard action, gaining 3 pips but the well will need 2 rounds to refill itself for another use. Opponents may attack the well but cannot use it. Has Resist 5 and 10 HP
Dev. Notes: Its at this point I realized that this set didn’t have anything that would allow players to be a bro to their teammates so I added these wells. Despite being summoned I didn’t bother with a statblock as these are just inanimate objects that only do a single thing, even then someone else has to activate them.
[+1] Spike Trap
1d6 damage to a single enemy. The player may choose to add 2 ongoing damage or slow to this attack, not both. If an effect is added, the pip cost becomes -1. Can be set on multiple enemies for a pip each, even if there is no effect.
Dev. Notes: A staple trap in Orcs Must Die, weak but versatile and one of the cheapest traps. The effect choices are based on the unique upgrades it can have in 2, either bleeding or coating it in a poison that slows enemies. In the game you cannot have both unique upgrades which is reflected here by not being able to have both effects.
[?] Tar Trap
Causes Slow 1 effect on a single target. The player can inflict Slow 2 instead with an increase in pip cost.
Dev. Notes: lf the spike trap is the bread then this trap is the butter. If the butter was black, sticky, and didn’t taste good at all. This trap does no damage and the unique upgrades it had was to make it slow enemies even more or make the effect persist longer. I couldn’t figure a way to do the latter.
[-7] Arrow Wall
2d10 damage to a target and 1d10 damage to adjacent creatures or 3d10 damage to a single enemy. For -9 pips the player may add the effect of 5 ongoing damage or stun. Cannot be both.
Original Idea
[-7] Arrow Wall
2d8 damage to the three leftmost or rightmost enemies (Perhaps the damage decreasing as the attack goes down the line) or 3d10 damage to a single enemy. For -9 pips the player may add the effect of 5 ongoing damage or stun. Cannot be both.
Dev. Notes: In OMD, this trap was only twice as expensive as the spike trap but was pretty powerful, I couldn’t do that of course as that would be too powerful so I made it more expensive to compensate. The unique upgrades it could have was either fire arrows that would set enemies on fire or ice arrows that would freeze the enemies. I have two ideas as when I asked for an opinion on it from an acquaintance they suggested making it work on the current multi-target rules instead of my own. I left the original idea just in case someone liked the original better. By leftmost or rightmost I mean either the first three or the last three creatures on the enemy list.
[-?] Auto-Ballista
Summons a small auto-ballista with the following stat block
Auto-Ballista - 15 HP (Too much? Too little?)
Trait – One Pip Wonder
Can only have 1 pip max. Starts with 1.
[+1] Reload
The ballista reloads itself
[-1] Fire bolt
?d? damage to a single enemy.
Dev. Notes: Im not entirely sure what the pip cost and damage should be for this thing. The power should be relatively high to make up for the fact that it can only fire every other turn but expensive enough to warrant the power.
[-?] Decoy
Summons a shoddily-made scarecrow of the caster with a bomb for a torso, manages to still fool enemies however. Has the following stat block:
Decoy – 20 HP
Trait – Explode
When Decoy is destroyed, it explodes and deals 2d12 damage to all enemies
[0] That was a trick! - Immediate interrupt
Trigger – An enemy attacks the one who summoned the decoy.
Flip a coin, heads the attack hits the decoy instead and tails will let the attack hit the intended target.
Dev. Notes: Obviously not an actual living, breathing thing but creatures still attack it anyway, the decoy is useful for distracting opponents while also hurting them in the end. Not sure on the cost.
[-?] Floor Scorcher
Deals 2d8 damage to a creature and 1d8 to adjacent creatures while also causing 3 ongoing damage.
Dev. Notes: Not much to say about this one, just wanted another multi-target attack.
[-?] Bear Trap
Deals 2d8 damage and stuns an enemy. (Save ends) The player may alternatively choose to deal 3 ongoing damage instead of stun.
[-?] Healing Well
Summons a well with healing properties. Any allied creatures may use the well with a standard action, healing for 2d6 damage but the well will need 2 rounds to refill itself for another use. Opponents may attack the well but cannot use it. Has Resist 5 and 10 HP.
[-?] Mana Well
Summons a well filled with mana. Any allied creatures may use the well with a standard action, gaining 3 pips but the well will need 2 rounds to refill itself for another use. Opponents may attack the well but cannot use it. Has Resist 5 and 10 HP
Dev. Notes: Its at this point I realized that this set didn’t have anything that would allow players to be a bro to their teammates so I added these wells. Despite being summoned I didn’t bother with a statblock as these are just inanimate objects that only do a single thing, even then someone else has to activate them.
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Re: Combat Talents
First I suggest you repost this in your own topic... Cause they look really cool and should have their own topic.
Next to Commentary. The only one I don't comment on is the Tar Pit... Put each attack/comment all in a spoiler tag cause it's quite long.
Spike Trap:
Next to Commentary. The only one I don't comment on is the Tar Pit... Put each attack/comment all in a spoiler tag cause it's quite long.
Spike Trap:
- Spoiler:
I like this move. Cause it's a +PiP move that can be turned into a -PiP move and stuff... It's really cool. I love it... Though I'd suggest it only be 1 ongoing damage... And still not sure what to think of your slow effect that you posted in that other thead... So I'm not going to comment on the tar pit... Or the slow effect in this one, even if you remove the slow effect part I think this talent is awesome as is.[+1] Spike Trap
1d6 damage to a single enemy. The player may choose to add 2 ongoing damage or slow to this attack, not both. If an effect is added, the pip cost becomes -1. Can be set on multiple enemies for a pip each, even if there is no effect.
Dev. Notes: A staple trap in Orcs Must Die, weak but versatile and one of the cheapest traps. The effect choices are based on the unique upgrades it can have in 2, either bleeding or coating it in a poison that slows enemies. In the game you cannot have both unique upgrades which is reflected here by not being able to have both effects.
- Spoiler:
Nice move idea. I think I kinda like the original versions's dice rolls more, not sure how to work with the leftmost/rightmost three targets thing it might work, but seems weird to me maybe it hits a random enemy and the two enemys to the side of it's target? And I think make it have 1 ongoing damage to start for the multi-target and give a one turn stun for the single move, but you can up it to 1d4+1 ongoing damage for spending nine pips or have it stun for 1d4 turns. That's what I suggest to upgrade this move.[-7] Arrow Wall
2d10 damage to a target and 1d10 damage to adjacent creatures or 3d10 damage to a single enemy. For -9 pips the player may add the effect of 5 ongoing damage or stun. Cannot be both.
Original Idea
[-7] Arrow Wall
2d8 damage to the three leftmost or rightmost enemies (Perhaps the damage decreasing as the attack goes down the line) or 3d10 damage to a single enemy. For -9 pips the player may add the effect of 5 ongoing damage or stun. Cannot be both.
Dev. Notes: In OMD, this trap was only twice as expensive as the spike trap but was pretty powerful, I couldn’t do that of course as that would be too powerful so I made it more expensive to compensate. The unique upgrades it could have was either fire arrows that would set enemies on fire or ice arrows that would freeze the enemies. I have two ideas as when I asked for an opinion on it from an acquaintance they suggested making it work on the current multi-target rules instead of my own. I left the original idea just in case someone liked the original better. By leftmost or rightmost I mean either the first three or the last three creatures on the enemy list.
- Spoiler:
Here's what I suggest it's stats be:[-?] Auto-Ballista
Summons a small auto-ballista with the following stat block
Auto-Ballista - 15 HP (Too much? Too little?)
Trait – One Pip Wonder
Can only have 1 pip max. Starts with 1.
[+1] Reload
The ballista reloads itself
[-1] Fire bolt
?d? damage to a single enemy.
Dev. Notes: Im not entirely sure what the pip cost and damage should be for this thing. The power should be relatively high to make up for the fact that it can only fire every other turn but expensive enough to warrant the power.
[-5] Auto-Ballista
Summons a small auto-ballista with the following stat block
Auto-Ballista - 15 HP
Trait – One Pip Wonder
Can only have 1 pip max. Starts with 1.
Trait - Auto-Fire
If attacked while at one pip flip a coin, if won, the Auto-Ballista uses it's Fire Bolt move as if it was an Immediate Reaction. Also if the attack makes the Auto-Ballista hit 0 HP while holding one pip the Ballista uses it's Fire Bolt move without needing to win a coin flip.
[+1] Reload
The Ballista loses all Vulnerability
[-1] Fire bolt
Xd12 damage to a single enemy and ballista gains X Vulnerability. X equals the number of 1d4 roll.
- Spoiler:
Now Decoy... Mmm... I really like it. Hell I think this could be turned into four different degrees of a decoy; Harmless Decoy, Minor Decoy, Average Decoy, and Super Decoy.[-?] Decoy
Summons a shoddily-made scarecrow of the caster with a bomb for a torso, manages to still fool enemies however. Has the following stat block:
Decoy – 20 HP
Trait – Explode
When Decoy is destroyed, it explodes and deals 2d12 damage to all enemies
[0] That was a trick! - Immediate interrupt
Trigger – An enemy attacks the one who summoned the decoy.
Flip a coin, heads the attack hits the decoy instead and tails will let the attack hit the intended target.
Dev. Notes: Obviously not an actual living, breathing thing but creatures still attack it anyway, the decoy is useful for distracting opponents while also hurting them in the end. Not sure on the cost.
[-2] Harmless Decoy
Summons a hastily-made scarecrow. Has the following stat block:
Harmless Decoy – 1 HP
Trait – Expendable
When Harmless Decoy is destroyed by an enemy, caster gains 1 pip.
[0] Cunning Disguise
Target an ally and to the enemies the Minor Decoy now looks like a perfect copy of said ally... And you take all damage that was aimed at the target ally's place by all enemies.
[-4] Minor Decoy
Summons a shoddily-made scarecrow with a small bomb hidden in it's torso, manages to still fool enemies however. Has the following stat block:
Minor Decoy – 5 HP
Trait – Mini-Boom-Boom
When Decoy is destroyed, it explodes and deals 2d4 damage to attacking enemy
Trait - Look-A-Like
When a Minor Decoy is conjured, its conjurer chooses one creature for the Minor Decoy to be it's target ally.
[0] Mistaken Identity - Immediate interrupt
Trigger – An enemy attacks the decoy's target creature.
Flip a coin, if won, the attack hits the decoy instead, and if lost, the attack hit the intended target.
[-6] Average Decoy
Summons a kinda shoddily-made scarecrow with a bomb for a torso, manages to still fool enemies however. Has the following stat block:
Average Decoy – 10 HP
Trait – An Ok Bomb
When Decoy is destroyed, it explodes and deals 2d8 damage to attacking creature and half that damage (rounding down) for all other enemies. If the attacking creature is an ally, the damage dealt to the ally is 1d8 and double the damage is dealt to all enemies.
Trait - Looks Just Like You
When an Average Decoy is conjured, its conjurer chooses one creature for the Average Decoy to be it's target. Then the Decoy looks just like target ally to the enemies.
[0] That was a trick! - Immediate interrupt
Trigger – An enemy attacks the Average Decoy's Target Ally.
Flip a coin, if won, the attack hits the decoy instead, and if lost, the attack hit the intended target.
[-8] Super Decoy
Summons a nicely-made scarecrow with bomb for a torso. Has the following stat block:
Super Decoy – 20 HP
Trait – HUGE Explosion
When Super Decoy is destroyed, it explodes and deals 2d12 damage to all enemies
[+3] Hit Me With Your Best Shot.
Random Enemy must attack Super Decoy, enemy chooses what move to use.
[-1] MISSED - Immediate interrupt
Trigger – An enemy attacks anything but the Super Decoy
Enemy attack hits the decoy instead of it's intended target.
- Spoiler:
Also don't got much to say on this one... I think it'd be good to be a 3 pip costing talent, but will also need to have the ongoing damage be added like if you give more pips. Like one extra pips spent gives one ongoing damage.[-?] Floor Scorcher
Deals 2d8 damage to a creature and 1d8 to adjacent creatures while also causing 3 ongoing damage.
Dev. Notes: Not much to say about this one, just wanted another multi-target attack.
- Spoiler:
This move could cost 5 or 6 pips... That's all I got.[-?] Bear Trap
Deals 2d8 damage and stuns an enemy. (Save ends) The player may alternatively choose to deal 3 ongoing damage instead of stun.
- Spoiler:
I think these two would work with a -7 pip cost. These two I'd suggest adding stat blocks for them I could see their trait being anyone can "command" a Well at the cost of losing their turn. Also I'd suggest the Wells should be spending HP to heal/give pips...[-?] Healing Well
Summons a well with healing properties. Any allied creatures may use the well with a standard action, healing for 2d6 damage but the well will need 2 rounds to refill itself for another use. Opponents may attack the well but cannot use it. Has Resist 5 and 10 HP.
[-?] Mana Well
Summons a well filled with mana. Any allied creatures may use the well with a standard action, gaining 3 pips but the well will need 2 rounds to refill itself for another use. Opponents may attack the well but cannot use it. Has Resist 5 and 10 HP
Dev. Notes: Its at this point I realized that this set didn't have anything that would allow players to be a bro to their teammates so I added these wells. Despite being summoned I didn't bother with a statblock as these are just inanimate objects that only do a single thing, even then someone else has to activate them.
Re: Combat Talents
I like the well ideas a lot. That's something that will probably fit ridiculously well in the tabletop version too (where most of my effort is going into right now, as you folks are collectively generating amazing stuff for the skype version)
Stairc -Dan Felder- Lead Designer
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Re: Combat Talents
I...didn't know there was going to be a tabletop version and a skype version both.
AProcrastinatingWriter- Freakin' Alicorn Princess
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Re: Combat Talents
Really? Well then, here you go. It's under the Living Legends name, but all the same rules apply.
Combat Board
Combat Board
Stairc -Dan Felder- Lead Designer
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Re: Combat Talents
Stairc -Dan Felder wrote:Really? Well then, here you go. It's under the Living Legends name, but all the same rules apply.
Combat Board
I like that the alchemist talents made their way in
Re: Combat Talents
Xel Unknown wrote:I do hope the combat talents in the board game get ported to the skype game...
I expect many of them will. However, some simply can't be. Not much point in movement talents after all.
The skype version of the game is going to get a revamp soon actually. Soon being, "moment I get time". We're going to do a lot of things with the combat system that will expand design space and won't ruin anything that you currently like about it. Things like keywording attacks onto each power (calling some things Attacks and others Utilities) so you don't have to worry about what counts as an, "Attack". We'll also add Minor Actions to the system - an action you can use on your turn but isn't normally good for much... Unless you want to open a door, pick up a weapon, do something similar or - best of all - use one of the Minor Action combat abilities from the tabletop system.
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Re: Combat Talents
[+2] Sick Burn
Deal 1d8/2 damage to an enemy (1 minimum). Damaging an enemy with this ability again, within a time-span of two rounds, causes it to also:
- Give you an extra PiP.
- Deal ongoing damage (save ends). Value is X, where X is choice of a 1d8/2 roll, or the same amount of damage dealt from the "normal effect".
This extra effect cannot trigger from other players using "Sick Burn".
[+1] Hold the line
Grant an ally 1 resist for one round. Using this ability consecutively increases the PiP and Resist value gained from it by +1, and lets you grant its effect to +1 allies. It is reset back to 1 if the sequence is broken by using another ability/item (Reactions, special moves and ally-granted actions do not break this sequence). This effect stacks up to three times, or X times, where X is number of allies, not counting yourself. *
* For example, with 2 allies, you can stack it (through using it consecutively) up to +3PiPs gained, and grant +3 Resist to three allies (of which only two are in the fight). If there were 5 allies in the encounter, it would be able to stack up to +5PiPs gained and you'd be able to grant +5 Resist to all five of those allies.
Deal 1d8/2 damage to an enemy (1 minimum). Damaging an enemy with this ability again, within a time-span of two rounds, causes it to also:
- Give you an extra PiP.
- Deal ongoing damage (save ends). Value is X, where X is choice of a 1d8/2 roll, or the same amount of damage dealt from the "normal effect".
This extra effect cannot trigger from other players using "Sick Burn".
[+1] Hold the line
Grant an ally 1 resist for one round. Using this ability consecutively increases the PiP and Resist value gained from it by +1, and lets you grant its effect to +1 allies. It is reset back to 1 if the sequence is broken by using another ability/item (Reactions, special moves and ally-granted actions do not break this sequence). This effect stacks up to three times, or X times, where X is number of allies, not counting yourself. *
* For example, with 2 allies, you can stack it (through using it consecutively) up to +3PiPs gained, and grant +3 Resist to three allies (of which only two are in the fight). If there were 5 allies in the encounter, it would be able to stack up to +5PiPs gained and you'd be able to grant +5 Resist to all five of those allies.
Last edited by Zarhon on Tue Oct 16, 2012 3:12 pm; edited 4 times in total
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Re: Combat Talents
Not sure about Sick Burn... Do you have to have done that damage, or does any damage count?
Hold the Line is an awesome move through, makes you and your allies hard to defeat... and it combines well with interrupt's like Defender or Pincer Movement...
[-5] Pincer Movement V2
2 Allies take an extra stranded action
[-7] Explosion of Activity
This turn, you can perform a further two stranded action's.
Hold the Line is an awesome move through, makes you and your allies hard to defeat... and it combines well with interrupt's like Defender or Pincer Movement...
[-5] Pincer Movement V2
2 Allies take an extra stranded action
[-7] Explosion of Activity
This turn, you can perform a further two stranded action's.
Fury of the Tempest- Freakin' Alicorn Princess
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Re: Combat Talents
[Upkeep 1] Charged attack
Costs 1 PiP per turn spent charging. (E.g. 1 on the first turn, 2 on the second, 3 on the third, etc etc.)
Deal 2d8 per turn spent charging.
Costs 1 PiP per turn spent charging. (E.g. 1 on the first turn, 2 on the second, 3 on the third, etc etc.)
Deal 2d8 per turn spent charging.
Sable Shroud- Cutie Mark Crusader
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Re: Combat Talents
Not that good with its wording...
Fury of the Tempest- Freakin' Alicorn Princess
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Re: Combat Talents
Here's a tweaked version:
[-X] Charged Attack
Deal Xd12 damage to a single target where X equals turns spent charging this talent
[-X] Charged Attack
Deal Xd12 damage to a single target where X equals turns spent charging this talent
Appkes- Equestrian Honor Guard
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Re: Combat Talents
You need to elaborate what charging is for certain.
Fury of the Tempest- Freakin' Alicorn Princess
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Re: Combat Talents
[-X] Charged Attack
Deal Xd12 damage to a single target where X equals turns spent charging this talent.
Note: You must spend at least 1 turn Charging before using this talent. If you use a standard action to do anything other than charge, you cannot use this talent.
In other words, you're doing nothing for every turn until you use this talent. Johnny Q. Charge can use Charge on his first turn and Charge on his second turn, but if he uses Fireball on his third turn he can't use the talent.
Deal Xd12 damage to a single target where X equals turns spent charging this talent.
Note: You must spend at least 1 turn Charging before using this talent. If you use a standard action to do anything other than charge, you cannot use this talent.
In other words, you're doing nothing for every turn until you use this talent. Johnny Q. Charge can use Charge on his first turn and Charge on his second turn, but if he uses Fireball on his third turn he can't use the talent.
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Pony Tales: Aspirations of Harmony :: Developer's Corner :: Game Mechanics Discussion :: Combat Talents
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