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Combat Talents

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tygerburningbright
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Post  Appkes Wed Oct 31, 2012 12:22 pm



[-X] Charged Attack
Deal Xd12 damage to a single target where X equals turns spent using no other talent




Simplified for ease of use.
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Post  Passerby Wed Oct 31, 2012 2:06 pm

Still a little odd in the X pip cost. Could you just use it for 0 right now every turn?

What about something a little like this?

[-2] Doo, doo, doo, doo... Chargin' my Attack
You gain a Charge Counter (the moment you use any other combat talent or end the encounter, you lose all your Charge Counters) then deal Xd8 damage to target creature, where X is the number of Charge Counters you have.

Of course, this seems like a pretty boring power in essence. I mean, any power that encourages people to keep using the same attack over and over again seems like it's going to be a bit repetitive - right?

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Post  A1C Bronymous Wed Oct 31, 2012 3:29 pm

I'm pretty sure Charge counter's were already thought of, actually. They're called pips. I see what you're saying. But then, what, First turn you do 1d8, second you do 2d8, and then you're out of PiPs, so you would have to spend 1 or two turns boosting pips if you wanted a chance at those ridiculous damage numbers, just like the other ridiculous damage inducing moves.
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Post  Appkes Wed Oct 31, 2012 3:53 pm

Passerby wrote:Still a little odd in the X pip cost. Could you just use it for 0 right now every turn?

What about something a little like this?

[-2] Doo, doo, doo, doo... Chargin' my Attack
You gain a Charge Counter (the moment you use any other combat talent or end the encounter, you lose all your Charge Counters) then deal Xd8 damage to target creature, where X is the number of Charge Counters you have.

Of course, this seems like a pretty boring power in essence. I mean, any power that encourages people to keep using the same attack over and over again seems like it's going to be a bit repetitive - right?

Do you not understand XD12 means X times d12? So your hypothetical zero cost would do 0 x d12 = 0.
A special counter is just wasteful and complicated, damaging the system's ethos of simplicity.
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Post  Zarhon Wed Oct 31, 2012 6:34 pm

[+2] Roulette Wheel
Replace this talent with a randomly picked combat talent that you haven't taken into this encounter. After using the gained combat talent once, it is discarded and you regain use of Roulette Wheel.

[-3] (Un)fair exchange
Choose an enemy. You replace this ability with a randomly picked combat ability belonging to the enemy and may use it for the rest of the encounter. The enemy randomly gains one of your own combat talents, that you haven't taken into the current encounter.

[-3] Jinx
Reduce the value of all rolls made by target enemy by -3 (damage reduced to minimum of 1). This effect stacks with itself and Dreadful Presence. It can only be used once per round. All stacks are lost once target enemy deals 10 damage to you (over any number of rounds), or you are knocked unconscious.

[-2] Dreadful Presence
Reduce the value of all rolls made by all enemies by -2 (damage reduced to minimum of 1). This effect stacks with itself Jinx. It can only be used once per round. All stacks are lost once you are dealt 15 damage (over any number of rounds), or you are knocked unconscious.

[-2] Second opinion - Immediate interrupt
Trigger: An ally or an enemy tosses a coin.
Effect: Triggering ally tosses their coin twice and may choose which toss takes effect. Triggering enemy must toss a coin twice and you choose which result takes effect.

[-3] Hexfusion
Gain Regeneration X for two rounds, where X is the number of save ends effects + value of ongoing damage on target creature.

[-4] Switcharoo
Force target enemy to replace one of their combat talents (randomly picked) with the following:
Surprise!
Deal 1d10 damage to yourself, ignoring resist values and regain use of the combat talent that was replaced.
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Post  Fury of the Tempest Wed Oct 31, 2012 7:02 pm

Jinx and Dreadful Presence are WAY too strong for their cost.
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Post  tygerburningbright Wed Oct 31, 2012 7:21 pm

[-3] (Un)fair exchange
Choose an enemy. You replace this ability with a randomly picked combat ability belonging to the enemy and may use it for the rest of the encounter. The enemy randomly gains one of your own combat talents, that you haven't taken into the current encounter.

Not all monster attacks are scaled to PCs conversely giving a monster with high hp or natural resist a move like overcharge would spell the end for most parties.
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Post  Zarhon Fri Nov 02, 2012 11:08 pm

tygerburningbright wrote:
[-3] (Un)fair exchange
Choose an enemy. You replace this ability with a randomly picked combat ability belonging to the enemy and may use it for the rest of the encounter. The enemy randomly gains one of your own combat talents, that you haven't taken into the current encounter. This ends when you are knocked unconscious or two rounds pass.

Not all monster attacks are scaled to PCs conversely giving a monster with high hp or natural resist a move like overcharge would spell the end for most parties.

This can be balanced out by the fact that most enemies have a VERY powerful attack, capable of wrecking a whole party. Or has a high PiP gain at very little/no drawback. Or outright disables a normally powerful enemy by taking away a powerful ability and replacing it with something unuseful (e.g. Channel Mind).

It probably needs to have a set duration, to prevent too much abuse.

[-3] (Un)fair exchange
Choose an enemy. You replace this ability with a randomly picked combat ability belonging to the enemy and may use it for the rest of the encounter. The enemy randomly gains one of your own combat talents, that you haven't taken into the current encounter. This ends when you are knocked unconscious or two rounds pass.
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Post  Fury of the Tempest Fri Nov 16, 2012 12:15 pm

[+3] Nick
Deal 2 damage to target enemy.
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Post  RavenscroftRaven Sat Nov 17, 2012 2:28 am

Fury of the Tempest wrote:[+3] Nick
Deal 2 damage to target enemy.

Too powerful. 1 ongoing damage is much weaker for its +3 pip boost, since there's only a 50% chance of it hitting twice, and even then, its over a much longer period of time. This would be taken over Draw Blood in every single build that doesn't run Where It Hurts. Give it 1d2 damage, instead, I think.
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Post  Fury of the Tempest Sat Nov 17, 2012 7:05 am

Actually, I think it'll be better if I just make it a [+2] instead of a [+3] if that's the case. Or does that mean I can up the damage to three?
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Post  Zarhon Mon Jan 21, 2013 9:33 pm

[-6] Duality - Standard Utility
Before paying for this talent, choose a single willing ally, who may contribute from their own PiPs to pay for this talent. When you do, both you and the ally are under the effects of "duality", which does the following:
- The chosen ally now takes its turns either before, during, or after your own turn, by their choice.
- Once a round, whenever you gain PiPs from any source, the chosen ally gets +1 Pips.
- Once a round, whenever the chosen ally gains PiPs from any source, you get +1 Pips.
- Single-target abilities that target one of you will also target and affect the chosen ally, and vice versa. Both are individual, single-target abilities for the purpose of reactions/interrupts.
- Both you and the ally are considered adjacent to each other, as well as to the players before and after you in initiative order.

Duality ends when one of the player is knocked unconscious, or may be cancelled by having you and the chosen ally spend a minor action, reverting the initiative order to whatever it was before.


What this combat is, in a nutshell: Two players gain a small pip increase from each other and can easily combo their attacks, but get the penalty of sharing whatever enemies inflict on either of them. I was inspired by this.

Anyone got an idea of how to reword it, without it being vague (in regards to reactions/interrupts and such)?

Also, would the talent be overkill if I added this as an effect?

-Both you and target ally may now contribute to paying each others PiP costs (optional anti-abuse rule: This affects only abilities both players own or can use).
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Post  SilentBelle Mon Jan 21, 2013 10:02 pm

Zarhon wrote:
[-6] Duality - Standard Utility
Before paying for this talent, choose a single willing ally, who may contribute from their own PiPs to pay for this talent. When you do, both you and the ally are under the effects of "duality", which does the following:
- The chosen ally now takes its turns either before, during, or after your own turn, by their choice.
- Once a round, whenever you gain PiPs from any source, the chosen ally gets +1 Pips.
- Once a round, whenever the chosen ally gains PiPs from any source, you get +1 Pips.
- Single-target abilities that target one of you will also target and affect the chosen ally, and vice versa. Both are individual, single-target abilities for the purpose of reactions/interrupts.
- Both you and the ally are considered adjacent to each other, as well as to the players before and after you in initiative order.

Duality ends when one of the player is knocked unconscious, or may be cancelled by having you and the chosen ally spend a minor action, reverting the initiative order to whatever it was before.


What this combat is, in a nutshell: Two players gain a small pip increase from each other and can easily combo their attacks, but get the penalty of sharing whatever enemies inflict on either of them. I was inspired by this.

Anyone got an idea of how to reword it, without it being vague (in regards to reactions/interrupts and such)?

Also, would the talent be overkill if I added this as an effect?

-Both you and target ally may now contribute to paying each others PiP costs (optional anti-abuse rule: This affects only abilities both players own or can use).

Actually, Duality might make a really good Class Stance. I could see that being a very neat way to encourage combos Very Happy
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Post  Zarhon Mon Jan 21, 2013 10:05 pm

[+2] Pair off - Standard Utility
Choose target willing ally. For the next two turns, both you and the ally now share/copy effects from single target abilities that target either of you, and you may both use each others chosen combat abilities. This effect can be used on multiple allies, "adding" them to the effect.

Similar to duality, only with combat abilities in mind, and as a pip booster. This one ability can potentially replace the need for other pip boosters, by letting you share/borrow them from allies.

Also, to clarify:
-pips are gained/lost only by the player using the ability.
-only effects that target the players AND allow targeting are shared/copied. Healing salve and draw blood would copy, psychic anomaly wouldn't (it targets an enemy first), trance wouldn't (it affects the caster, not targets them).
-items, traits, reactions and interrupts trigger individually.
-copied effects still count as a "single target" attack on the other players, allowing triggering interrupts/reactions.
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