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Paper Shadow's Combat Ideas

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Post  Paper Shadow Sat Feb 09, 2013 12:08 am

Right then, so, since all the existing talents for stacking conditions on yourself already have the main ideas in the somewhat-costly department, I've remade "Catch!" and Eat Fire into -2 minor talents and totally reworked Juggle into a -3 utility. This means there isn't as much as a large pip drain, but instead a small but more constant one, so I made No Safety! into a +3 with only gives a -5 penalty to saving throws. Of course, as a sign of how inconsistent I am, I went on to make a -5 channel and a -11 utility talent as well. Well, here's what the talents are looking like now, and most likely the version I add to the main page unless someone spots a big problem or I find something a bit less counter-intuitive to the build for Fire Dance's daze, as my self-imposed deadline approaches...

Fire Dancer's Combat Talents:
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Post  Jason Shadow Sat Feb 09, 2013 12:32 am

This... is glorious.
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Post  SilentBelle Sat Feb 09, 2013 2:43 am

So, a good combo would be to Dominate my ally and then use my ally to use Through the Fire and Flames to dominate 6 enemies. it shall be the most glorious use of 18 pips that we've ever used Very Happy
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Post  Paper Shadow Sat Feb 09, 2013 10:27 am

SilentBelle wrote:So, a good combo would be to Dominate my ally and then use my ally to use Through the Fire and Flames to dominate 6 enemies. it shall be the most glorious use of 18 pips that we've ever used :D
See, normally, I wouldn't think it would be much of a problem, but when you throw in things like No Safety! and Crazy Concoction, then it becomes an "Oh, oh my," moment...

I guess I can just remove TtFaF, but you can also do the combo with Juggle as well. Domination, you ruined everything!
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Post  thematthew Sat Feb 09, 2013 11:42 am

Yeah, but Juggle isn't really a problem since you could already do the same kind of things with Benediction of Maladies (Look Ma! Stunned (Save Ends) lol).

It's TtFaF that actually causes severe issues, since that can BoM to 6 things at a time. You could just give it a 'can't transfer Dominate or Stunned' clause, but then it becomes awkward and clunky.
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Post  SilentBelle Sat Feb 09, 2013 12:32 pm

Or just transfer 1 condition of your choice to up to 6 creatures and still heal all save-ends conditions from the creature? That might work.
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Post  thematthew Sat Feb 09, 2013 12:35 pm

That still gives access to sexadominate though.
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Post  Paper Shadow Sat Feb 09, 2013 2:25 pm

thematthew wrote:That still gives access to sexadominate though.
Sexadominate: Not as fun as it sounds...

I think that the best course of action if we wish to keep TtFaF is to decrease the pip cost, make it cure all (save ends) conditions on you, and have any conditions cured this way randomly distributed among up to six enemies, or something along those lines...
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Post  thematthew Sat Feb 09, 2013 6:16 pm

That sounds reasonable.
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Post  Paper Shadow Sun Feb 10, 2013 1:52 am

Sleepy Changelog...

  • Added the Fire Dancer...
  • Removed the Torturer and Ice Prison...
  • Fixed Small Wall and Small Fort insta-dying...
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Post  Paper Shadow Fri Feb 22, 2013 10:25 pm

Changey McChangelog!

  • Build Small Wall now costs a pip.
  • Torch Signal and Flare Signal has been merged together. Now, at -1, you can choose between giving an ally a minor action, or paying two extra pips to give three allies a minor action...
  • Since I made changes to the base class, I removed the tabletop variant of Snow Guard (which I don't really know why I made in the first place, since I've never played the tabletop version of the system).
  • Fixed some spelling mistakes...


I've also been thinking about the Ice Queen, and the Chill condition. I'm not sure if it's a good idea to have an easily available stun (even though the chance of the stun actually happening is 50/50, and suffering the stun removes the condition, but still). What is everyone else's opinions on it?
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Post  Ramsus Fri Feb 22, 2013 10:57 pm

I think it's good, it's reasonably comparable to Blind if you think about it.
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Post  Paper Shadow Sat Mar 16, 2013 10:39 am

We're going into the 21st century with this changelog...

  • I've put the combat stuff into a Google Document now. Hurray. You can find it here...

  • Archer Aim 12 no longer a free action, so you can do it more than once a turn...

  • Samurai's Heart 10 does 1d12 damage instead of 2d8.
  • Samurai's Heart 12 now weakens enemies who damage an ally, instead of enemies who make an attack which doesn't target you.

  • Savant's Master Plan no longer deals damage.
  • Savant's Master Plan 10 allows you to roll 3d12 instead of 2d12.

  • The Good Stuff now costs -1, down from -2.
  • Molotov now costs -1, down from -2.
  • Cider Keg now costs -4, down from -5.
  • On My Tab now costs -6, down from -8.

  • Added Hastened Preparations.
  • Gas Light now applies Lock (save ends).
  • Sabotage now costs -5, down from -6.
  • Sabotage now makes Target Creature lose a pip.
  • Hack now costs -7, down from -8.

  • Snowball now requires a successful coin flip.
  • Cold Blooded now costs -2, up from -1.
  • Frostbite now deals 1d8 base damage, up from 1d6.
  • Snowstorm now deals 1d6 bonus damage, down from 1d10.
  • Winter's Coming now costs -12, up from -10.

  • Huddle Up now gives a +7 bonus, up from +6.
  • Fireplace now costs -3, down from -4.
  • Light Grand Torch now costs -7, up from -6.
  • Light The Path now ignores weakness and resist.
  • Hearth Warming's reuse is no longer a free action.
  • Ward now provides resist 5, up from resist 3.
  • If Ward is interrupted, the Grand Torch vanishes.
  • Throw Torch now deals 1d6 bonus damage, down from 1d8.

  • Godfather reworded slightly so you can't give yourself infinite pips...


HOTFIX EDIT: Godfather now can only trigger once per creature every turn (stopping two creatures with Godfather getting infinite pips)...
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Post  Ramsus Tue Apr 02, 2013 3:12 am

I just noticed that Chill makes them flip at the start of every turn. Wouldn't the start of their turn be better? (I don't mean stronger, I mean better as a status effect.)
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Post  Paper Shadow Tue Apr 02, 2013 5:58 am

Flipping at the start of their turn (as opposed to every turn) is what is intended. Thanks for pointing this out. I'll reword it when I next get a chance...
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Post  Paper Shadow Tue Apr 09, 2013 1:03 am

Surprise! It was Changelog all along...

Also, since everyone is doing it, I made a new Special Move. It's pretty crazy...

  • If a channel is interupted, you are now dazed until the end of your next turn, instead of dazed (save ends).
  • Chill has been reworded, thanks to Ramsus (well, it already had, but I'm documenting it now). *Hic*, On My Tab, and Light Show have also all been slightly reworded.
  • Savant's Master Plan 12 now only gives half of the pips it did before, but gives a whole bunch of other new goodies.
  • Added a brand new Special Move called Invocation.
  • Most of Drunken Brawler's talents have been changed to target up to four target creatures, instead of you and up to three allies.
  • Cider Keg now only gives 1 pip instead of 2 pips, but now gives its bonuses to up to four target creatures, instead of just you.
  • All Prepare Talents have merged together to make one super-talent, Preparations.
  • Preparations and Hasted Preparations now have access to Daze (save ends).
  • Winter's Coming now only affects enemies, instead of all creatures.
  • Smuggle now gives an ally a combat trait they met the prerequisites for, instead of a combat talent they didn't bring into combat.
  • Firestarter now triggers on the initiative roll.


Check it out!
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Post  Paper Shadow Wed Apr 10, 2013 9:52 am

I've been thinking about Channels. Currently, you may choose to end channelling at the end of your turn, but I've been thinking of changing it to the start of your turn, because you already have to hope you don't take damage, or if you do, you succeed the coin flip. Should you also have to sacrifice a turn to stop? Changing it would make channelling more appealing to use. How do you all feel about this?

Other than that, have a quick Changelog...

  • In order to prepare for future changes, I've added some items. Some may not be 100% serious...
  • Build Small Wall and Build Small Fort have been merged. This new talent, called Build Fortifications, comes with a new trait which allows you to spend pips to give it temporary HP, as well as a reworked Weak so it now takes damage instead of being immediately destroyed...
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Post  Ramsus Wed Apr 10, 2013 3:27 pm

That would make channeling more appealing imo.
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Post  Xel Unknown Wed Apr 10, 2013 4:49 pm

I agree, channeling as is, kinda looks just pointless and not needed in the system... That minor change would totally make it seem like a worthwhile new add on to try and test.
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Post  Paper Shadow Wed Apr 10, 2013 9:30 pm

Changelog is not an actual change log, but a changeling. He doesn't know though, so don't tell him...

  • Channel can now be ended at the beginning of the turn, as opposed to the end.
  • Added a new class, the Inventor. At first, I was making conjurer talents which either supported or didn't involve actual conjuring. Then something happened and I made weird stuff. In retrospect, I may change Iron Giant's talents to be more supporty, but I'll think about that later...
  • Documenting some new items I've added over the day here: Perfected Pointed Stick, Gloves of the Weaponmaster, Perfected Blade, Magician's Robes, and Quick Draw Holster.

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Post  tygerburningbright Wed Apr 10, 2013 9:39 pm

Is the Gauntlet of the Gods supposed to be a joke...?
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Post  Paper Shadow Wed Apr 10, 2013 9:43 pm

tygerburningbright wrote:Is the Gauntlet of the Gods supposed to be a joke...?
Most likely, since Vorpal Sword does the job better in every way, and when I added the items I said some may not be 100% serious. But it would be pretty funny to have...

EDIT: It's also a homage to all those DnD stories where a cool character is wrestling which an incredibly large beast or is in a fight to the death with the BBEG, and manages to get a natural 20 when they needed it the most, causing the awesome times for everyone...
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Post  Paper Shadow Sun Apr 14, 2013 12:15 pm

Changelog. Changelog never changes...

  • Added a bunch of new items. They are: Toxic-Tipped Knife, Wrist-Blade, Light Wraps, Heavy Wraps, Spellbook, Beads of Meditation, Warlord Banner, and Spellbook of the Grand Magus...
  • Added Traits. There's a good chunk at the moment, but I ended up making most of them be like the Conjurers Pet in the fact that you have one base trait, and then you use other traits to improve it...
  • I've also pressed the enter button a lot so talents don't creep over pages...
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Post  Paper Shadow Wed Apr 17, 2013 8:03 pm

Paper Shadow wrote:Changelog. Changelog never changes...
Or does it?

  • Added new items: Brass Horseshoe, Mobster Suit, Hat of the Family, and Fedora of the Godfather...
  • While I haven't done it yet (in case the new items are overpowered), Family Discount is going to be removed (as it is now an item), and Protection Money is going to be renamed (as I preferred the name for the Mobster Suit, even though it's a bit less accurate to what Protection Money actually is, since the pun was too good to miss out on). Eventually, Payout will also be removed, and remade into a trait...


Also, I'm considering adding some example builds for people to look at for ideas of how the talents, items, and traits be used in conjunction with both each other and the official stuff. If you think it's a good idea and have any suggestions, feel free to post them here. They should be Level 1 or Level 2, but obviously if you have ideas with the traits, higher level builds would be okay as well...
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Post  Paper Shadow Thu Apr 18, 2013 8:37 pm

Paper Shadow wrote:
Paper Shadow wrote:Changelog. Changelog never changes...
Or does it?
No, it doesn't...

  • A creature can only trigger Godfather once per round, instead of once per turn...
  • Snake Bite now uses a d6 (requiring a 6 to be rolled) instead of a d4...
  • Snake Bite now activates when you deal damage to a creature with an attack, instead of attacking a creature with a single-target attack...
  • Renamed Spit Venom into Here's Poison In Your Eye!
  • Conjure Mirror Image now costs -4, down from -5...
  • Mirror Image now has 5 HP, up from 1 HP...
  • Mirror Image now has a trait called Unreal, limiting the amount of pips it can have at any given time to 3...
  • Reflection is now a Standard Utility, instead of a Minor Utility...
  • Added Quick Change Act, which makes Reflection into a minor action...
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