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New Special Moves - Designs needed!

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Post  Stairc -Dan Felder Sat Nov 09, 2013 6:58 pm

With the upcoming combat revamp, we're redoing special moves. We're looking for a bunch of cool designs for new special moves to add - based on the following.

New Math
From now on...

An 8 crit will be worth 8 damage.
A 10 crit will be worth 12.5 damage.
A 12 crit will be worth 18 damage. 

These numbers need to be followed, so that our combat talents can calculate the value of rolling dice. When suggesting your ideas, keep them as close to this balance as you can. However, don't worry about getting it exact if you're not entirely sure how to balance something - we'd much rather see your cool idea and change the numbers later to make it balanced. 

Also, don't feel constrained by the old special moves. Feel free to get seriously creative. Here are two of the new concepts we're already exploring.

1) A special move that gives you access to several defender-based interrupts simply by having the move. However, you can't use the interrupts without spending defender tokens - which you gain when you trigger your special move (different crits give you different amounts of tokens). This way you can save up your crit's value for when you really need it, and you have a choice of which move you'd like to spend your crit on (as the tokens can be spent on either of the move's talents).

2) A special move that comes with a table of 10 effects. When you trigger your 8 crit, you roll twice on the table and use both results. Triggering your 10 crit has you roll 3 times and your 12 crit has you roll 4 times.


Of course, we're also going to be using classic crit designs - but feel free to get seriously creative.

Looking forward to your ideas,

Dan


Last edited by Pingcode on Fri Apr 11, 2014 3:50 am; edited 2 times in total (Reason for editing : Unstickying)
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Post  Lapis-Lazily Sat Nov 09, 2013 7:32 pm

Here are some things to keep in mind for balancing crits:
Healing is Worth 1.5x Damage

Rolling dice is worth the following amounts of damage:
d4: 2.5 damage
d6: 3.5 damage
d8: 5.5 damage
d10: 6.75 damage
d12: 8 damage
d20: 10.5
Explanation of Damage:
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Post  Paper Shadow Sat Nov 09, 2013 7:38 pm

What about things like non-damaging status conditions? Where do they fit in?
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Post  Stairc -Dan Felder Sat Nov 09, 2013 7:41 pm

Now aint *that* a can of worms. It's actually the last thing we're working on in combat balance - getting hard numbers for all of them.

In general, don't worry *too* much about the balance for those right now, just guesstimate. We can fix them later and will eventually provide all the information on everything. We just need cool ideas and designs right now.
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Post  Fury of the Tempest Sat Nov 09, 2013 8:01 pm

Hmmmmm.... I like that no.1 idea. Lets see what I can do...

Guardian's Valor.

[0] Adrenaline Burst - Immediate Interrupt
Trigger - An Ally is targeted for an attack while you have one or more adrenaline mark's
Effect - Consume a Adrenaline Mark, the attack hits you instead.

d8: Gain 2 Adrenaline Mark's.
d10: Gain 3 Adrenaline Mark's
d12: Gain 5 Adrenaline Mark's

Samurai's Oath

[0] Samuari's Wrath - Reaction Attack
Trigger – An enemy damages one of your allies with an attack while you have one or more adrenaline mark's
Effect - Consume a Adrenaline Mark, Deal 1d12 damage to the triggering enemy.

d8: Gain 2 Adrenaline Mark's.
d10: Gain 3 Adrenaline Mark's
d12: Gain 5 Adrenaline Mark's

Thoughts?
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Post  Xel Unknown Sat Nov 09, 2013 8:02 pm

Loss of Life = ? damage
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Post  Xel Unknown Sat Nov 09, 2013 8:05 pm

Fury of the Tempest wrote:Hmmmmm.... I like that no.1 idea. Lets see what I can do...

Guardian's Valor.

[0] Adrenaline Burst - Immediate Interrupt
Trigger - An Ally is targeted for an attack while you have one or more adrenaline mark's
Effect - Consume a Adrenaline Mark, the attack hits you instead.

d8: Gain 2 Adrenaline Mark's.
d10: Gain 3 Adrenaline Mark's
d12: Gain 5 Adrenaline Mark's

Samurai's Oath

[0] Samuari's Wrath - Reaction Attack
Trigger – An enemy damages one of your allies with an attack while you have  one or more adrenaline mark's
Effect - Consume a Adrenaline Mark, Deal 1d12 damage to the triggering enemy.

d8: Gain 2 Adrenaline Mark's.
d10: Gain 3 Adrenaline Mark's
d12: Gain 5 Adrenaline Mark's

Thoughts?
Neat idea, but just getting marks out of a crit... Is totally meh reaction, I'd suggest having it do something more then just gaining marks to spend. Also a problem I see with getting crit effects that can be spent later, you'd have to spend a good deal into rolling as many crits as possible asap, just to get such effects to use. But I do like the idea that having the "marks" all mean the same, allowing for possible ways to gain marks in other ways somehow. That could be cool.
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Post  sunbeam Sat Nov 09, 2013 8:05 pm

Lose life=damage, currently. This may change, since vulnerability will become more scarce/harder to activate, but it will probably stay constant.
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Post  Fury of the Tempest Sat Nov 09, 2013 8:20 pm

You do have a point there Xel... Hmmm.... lets see what I can do...

Oath of the Guardian:

Samurai's Wrath:

Hunter's Prey:


Last edited by Fury of the Tempest on Sat Nov 09, 2013 9:14 pm; edited 3 times in total
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Post  sunbeam Sat Nov 09, 2013 8:47 pm

If I'm reading it correctly, does Oath of Sacrifice nullify most of an AoE? That is, multiple people would be hit, but you're only hit once? Because as it is, you can use Oath of Protection to redirect an AoE towards you multiple times, but that would make Oath of Sacrifice a much more powerful ability.
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Post  Fury of the Tempest Sat Nov 09, 2013 8:49 pm

Oath of Protection works like Defender. It can only redirect a single-target attack.

And yes, Oath of Sacrifice does currently nullify most of the AoE
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Post  Xel Unknown Sat Nov 09, 2013 8:54 pm

Now your just upgrading the old Knight's Presence Fury.... To possible OP levels I'd agrue. And what I had meant was more that there being some type of "marks" mechanic added to the system that factors into crits, maybe... But that's a non-issue for the moment. I say it's better to keep the Crit-Talent to be only one per crit type. Or have there be a passive talent that can allow one to gain a Mark involved with the system. Or something... I'm not totally sure what my mind's really feeling on this. Just the idea of a Crit-Talent while cool, I perfer having some way that doesn't relay on the player's build to fully gain nothing but crits to be able to use it. Or even trying to rely on it. Just having other options is always a good idea in my opinion. Other then the pure min-maxed to insanity type of thing.
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Post  sunbeam Sat Nov 09, 2013 8:55 pm

I actually asked two days ago, Defender can redirect an AoE to strike you instead of an ally, even if you're already being targetted by it. You just get hit by multiple copies of the same attack (If the whole party gets attacked, and you use defender twice, you would get hit by the AoE three times).

On the subject of the other effects, the d12 is definitely too powerful. That was one of the most powerful crits of the old set, and it definitely needed to be weakened. Here's the WIP version of Knight's Presence:

Knight’s Presence
You gain access to the following combat talent:

[0] Defender - Interrupt Utility
You must spend 1 defender token to use this talent.
Trigger – An ally is targeted by an attack.
Effect - The triggering attack hits you instead.

8: You gain 7 temporary HP. You also gain 2 defender tokens.
10: You gain resist 1 until the end of your next turn and 8 temporary HP. If you have resist from another source, increase that resist by 1 until the end of your next turn. You also gain 2 defender tokens.
12: You gain resist 2 until the end of your next turn and 10 temporary HP. If you already have resist, increase it by 2 until the end of your next turn instead. You also gain 2 defender tokens.

The oath flavoring is definitely cool, We can definitely use that. How does it look?

EDIT: The biggest problem with fueling multiple moves with the same "token" is that each move has to be equal in strength, or the token can't be given a balanced cost (Well, it can, but it will be more expensive than it should be). It's also much easier to keep track of tokens if you can just say "okay, I have 3 free uses of Defender left right now," because the tokens are synonymous with a use of the move.
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Post  Fury of the Tempest Sat Nov 09, 2013 8:59 pm

... Very helpful feedback Xel. So VERY helpful.

That looks underpowered to me Sun. Honestly, I think with a bit of tweaking, the Oath of Sacrifice will work well. As for what you gain as well as the marks... well, just giving you resist and temporary hit points doesn't exactly excite me in anyway, shape of form...

Besides, we aren't here to discuss the numbers remember? Its the concepts we are here to give

Anyway, I edited the post so it now has a second special move in it.
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Post  Stairc -Dan Felder Sat Nov 09, 2013 9:01 pm

sunbeam wrote:EDIT: The biggest problem with fueling multiple moves with the same "token" is that each move has to be equal in strength, or the token can't be given a balanced cost (Well, it can, but it will be more expensive than it should be).
What's the issue with having those moves cost varying amounts of tokens? Like (and this is bad design, just an example).

[0] Hit Em - Free Utility
Spend 2 example tokens. Deal 10 damage to target creature.

[0] Hit Em Harder - Free Utility
Spend 3 example tokens. Deal 15 damage to target creature.


The abilities don't need to be exactly the same in power, while the token can be the same cost.
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Post  sunbeam Sat Nov 09, 2013 9:09 pm

Alright, I needed the phrase "equal per token" in there. I meant for something like Fury's setup, where one move was markedly more powerful than another (nullifying damage is worth an awful lot more than redirecting it. If 1 token is worth 1 use of defender, then an AoE nullifier would be worth at least 3 tokens, probably more). This means that the crit has to give out enough tokens to allow the use of that super move, which severely detracts from what the rest of the crit can do.

Also, Fury, what would excite you on a protector crit? I was thinking of working with Paper Shadow's Samurai ideas and your recent suggestions to make more of a "punisher" crit that damages enemies who attack your allies, instead of protecting them. Is that more to your style?
EDIT:Um, I just read wrath of the spirit, and if I'm reading it correctly, isn't it more effective to just activate wrath of the blade repeatedly? 1 results in Xd8 damage, and 1 results in Xd12 damage. Am I missing something? Each ally being damaged is a separate trigger, so there's no reason you can't activate wrath of the blade repeatedly for an AoE.


Last edited by sunbeam on Sat Nov 09, 2013 9:18 pm; edited 1 time in total
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Post  Fury of the Tempest Sat Nov 09, 2013 9:17 pm

sunbeam wrote:Also, Fury, what would excite you on a protector crit? I was thinking of working with Paper Shadow's Samurai ideas and your recent suggestions to make more of a "punisher" crit that damages enemies who attack your allies, instead of protecting them. Is that more to your style?
A protector crit wouldn't just buff my defences, but help focus the enemies onto me and buff my allies defences. Like how the current Knights presence does.

The punisher crit is a good idea as well, and as for being 'more to my style'... Depends on the character. So I would like both.

And tbh, I was using Paper Shadow's Samuari ideas for my punisher crit as well... Didn't like the THP gain though.

Oh and I've edited a third talent into now. This one being an assassin based crit
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Post  sunbeam Sat Nov 09, 2013 9:30 pm

Forcing enemies to attack you is a serious pain in this system, and it's largely what the marks were for. Buffing an ally's defenses could definitely be done, but if the crit gets stretched too thin, then none of the abilities look cool. From my perspective, if the goal is to center all the damage on you, then you need to be as tanky as possible to that you don't die. Maybe some of the abilities can buff your allies, and some of them can buff you?
EDIT: Actually, what if we just made another crit for people who wanted to make their allies invincible? Your tokens could activate Blink whenever an ally was targeted.

The Assassin's crit is a cool idea, but there are a few odd bits to it. First off, if Focus Target is a free action, then you don't actually have a target. You can switch it to whoever you want whenever you want. Maybe if we could limit it to a 1/round thing? That way you have some incentive to actually focus on attacking one guy. Find Opening is definitely weaker than Focus Target (+1d8 damage is usually enough to overcome resist), and it might be smoother to just make them one move. Double damage is still pretty much impossible to balance, sadly, but I'm sure we could come up with something else cool. Cool ideas, though. I like the idea of being able to do extra damage to one guy, and I have been looking for something to fill the gap left by the old Assassin's Gambit.


Last edited by sunbeam on Sat Nov 09, 2013 9:34 pm; edited 1 time in total
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Post  Stairc -Dan Felder Sat Nov 09, 2013 9:31 pm

It's worth noting that if you make yourself impervious to damage, enemies will not attack you. A defender needs to be able to draw fire and survive it too.
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Post  sunbeam Sat Nov 09, 2013 9:35 pm

Again, that's what the Defender Tokens are for. You make yourself impregnable, then point everything towards yourself forcefully.
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Post  Stairc -Dan Felder Sat Nov 09, 2013 9:37 pm

Exactly. I'm simply pointing out the error of doing all of one or all the other.
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Post  Fury of the Tempest Sat Nov 09, 2013 9:40 pm

... I guess having two crits. One that buffs your allies defenses, and another that focuses the enemy on your does make more sense.

And for the later, having the crit also buffing your defences does work... I just hope there's a more creative way than simple 'X Resist and X THP'

Updated special moves:

Samurai's Wrath:

Hunter's Prey:
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Post  sunbeam Sat Nov 09, 2013 9:43 pm

Do you have any other ways to make someone more bulky? I'll use whatever tools I'm given. It's just that last I checked, when you made a character that you wanted to survive, you got a good source of resist and grabbed temp HP whenever you possibly could.

Also, the "focus" move still has the problem of being a free utility. what if it worked like this:
At the start of each turn, Choose a creature. That creature is your Prey until the start of your next turn.
[0] Hunting Strike - Interrupt Utility
You must expend one Hunter token to use this attack.
Trigger:You make an attack that only targets your Prey.
Trigger: That attack does an additional 1d8 damage. (and possibly ignores resist. I just haven't set a cost to that yet.)
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Post  Fury of the Tempest Sat Nov 09, 2013 9:51 pm

sunbeam wrote:Do you have any other ways to make someone more bulky? I'll use whatever tools I'm given. It's just that last I checked, when you made a character that you wanted to survive, you got a good source of resist and grabbed temp HP whenever you possibly could.
Regeneration and healing work as well.

sunbeam wrote:Also, the "focus" move still has the problem of being a free utility.
How? You can only do it once per turn. Who cares if its a free utility?
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Post  Xel Unknown Sat Nov 09, 2013 9:54 pm

Perosnally what bugs me and what I belive is why I'm not giving great feedback is because I'm fearful to what Crit-Talents will do the metagame of the combat system. And in my opinion the only thing it will do is make critfisher builds what will feel like the only way to get the best out of the crit-talent. It's a can of worms that might not work the way you think it will. While I do personally love the idea of this "Token" mechanic (It's basically the craft talent, but can be used for more then one talent, which is cool)... Paring it up with Crits, might not be the way to work it, because they might make such talents appear too strong, or make people feel the only way to work them is with critfisher type builds.
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