Absolutely Crazy Ideas
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Doc pseudopolis
AProcrastinatingWriter
The Warrior of Many Faces
Jason Shadow
tygerburningbright
SilentBelle
Videocrazy
Zarhon
Philadelphus
Stairc -Dan Felder
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Pony Tales: Aspirations of Harmony :: Developer's Corner :: Game Mechanics Discussion :: Combat Talents
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Re: Absolutely Crazy Ideas
Videocrazy wrote:Jason Shadow wrote:An interesting (albeit potentially overpowered) idea I had, potentially to be paired with some sort of gambler/risk-taker moveset.
[+4] Ace in the Hole
Special: You cannot use this ability unless A) you have used all other moves you have brought into this encounter at least once, B) you have a total of zero PiPs, and C) you are at 5 HP or below.
Choose any one of your [-] talents you didn’t bring into battle this encounter. You may immediately use that ability without paying the PiP cost. After that, that move replaces this one for the rest of the encounter, and you still have to pay the PiP cost to use it again.
How would this interact with Open Options, since Open Options brings in a different combat talent in?
Open options is a [+] talent, you can't use it with this... or maybe I'm not getting what your question is.
Re: Absolutely Crazy Ideas
SilentBelle wrote:Videocrazy wrote:Jason Shadow wrote:An interesting (albeit potentially overpowered) idea I had, potentially to be paired with some sort of gambler/risk-taker moveset.
[+4] Ace in the Hole
Special: You cannot use this ability unless A) you have used all other moves you have brought into this encounter at least once, B) you have a total of zero PiPs, and C) you are at 5 HP or below.
Choose any one of your [-] talents you didn’t bring into battle this encounter. You may immediately use that ability without paying the PiP cost. After that, that move replaces this one for the rest of the encounter, and you still have to pay the PiP cost to use it again.
How would this interact with Open Options, since Open Options brings in a different combat talent in?
Open options is a [+] talent, you can't use it with this... or maybe I'm not getting what your question is.
Does Open Options count as using an ability for Condition 1 is what I think he asked.
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Re: Absolutely Crazy Ideas
The Warrior of Many Faces wrote:SilentBelle wrote:Videocrazy wrote:Jason Shadow wrote:An interesting (albeit potentially overpowered) idea I had, potentially to be paired with some sort of gambler/risk-taker moveset.
[+4] Ace in the Hole
Special: You cannot use this ability unless A) you have used all other moves you have brought into this encounter at least once, B) you have a total of zero PiPs, and C) you are at 5 HP or below.
Choose any one of your [-] talents you didn’t bring into battle this encounter. You may immediately use that ability without paying the PiP cost. After that, that move replaces this one for the rest of the encounter, and you still have to pay the PiP cost to use it again.
How would this interact with Open Options, since Open Options brings in a different combat talent in?
Open options is a [+] talent, you can't use it with this... or maybe I'm not getting what your question is.
Does Open Options count as using an ability for Condition 1 is what I think he asked.
That is. I thought I made it clear, but I guess not. Sorry. :/
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Re: Absolutely Crazy Ideas
Jason Shadow wrote:An interesting (albeit potentially overpowered) idea I had, potentially to be paired with some sort of gambler/risk-taker moveset.
[+4] Ace in the Hole
Special: You cannot use this ability unless A) you have used all other moves you have brought into this encounter at least once, B) you have a total of zero PiPs, and C) you are at 5 HP or below.
Choose any one of your [-] talents you didn’t bring into battle this encounter. You may immediately use that ability without paying the PiP cost. After that, that move replaces this one for the rest of the encounter, and you still have to pay the PiP cost to use it again.
Now as for getting this to be a working talent, the idea of which I really like, and a similar one has been floating around in my head. (Inspired by Last Resort from Pokemon)... I say the restrictions are far too harsh for this move to ever be used practically. Then again, with no limit on the [-Pip] move that you can use you could just use that 17 pip barbarian smash and kill everything. So it would be exceedingly hard to balance... And what if they used a move that has variable Pip costs? Can they just pump up a lightning storm to infinite damage and nuke every single participant in battle for infinity damage? Well I guess this really is a crazy idea, far too specific for most players to choose, though I feel like we can actually get a more useable talent out of this if we try hard enough.
And this is essentially a versatile combat talent that has been floating around in my mind for a week or two, and that your talent has brought to the forefront of my mind at the moment, so why not?
[+2]Last Resort - Free Action
You can only use this ability when you have used all your other combat talents in this encounter at least once. Choose a [-pip] combat talent from any that you haven't brought into this encounter, it replaces this combat talent, and the new combat talent's [pip] cost is reduced by 1 for the rest of the encounter.
The idea was for characters who have some sort of 'special move' hidden up their sleeve, and they sacrifice versatility to focus on being able to use that special move, probably one turn sooner than otherwise possible.
Re: Absolutely Crazy Ideas
SilentBelle wrote:Jason Shadow wrote:An interesting (albeit potentially overpowered) idea I had, potentially to be paired with some sort of gambler/risk-taker moveset.
[+4] Ace in the Hole
Special: You cannot use this ability unless A) you have used all other moves you have brought into this encounter at least once, B) you have a total of zero PiPs, and C) you are at 5 HP or below.
Choose any one of your [-] talents you didn’t bring into battle this encounter. You may immediately use that ability without paying the PiP cost. After that, that move replaces this one for the rest of the encounter, and you still have to pay the PiP cost to use it again.
Now as for getting this to be a working talent, the idea of which I really like, and a similar one has been floating around in my head. (Inspired by Last Resort from Pokemon)... I say the restrictions are far too harsh for this move to ever be used practically. Then again, with no limit on the [-Pip] move that you can use you could just use that 17 pip barbarian smash and kill everything. So it would be exceedingly hard to balance... And what if they used a move that has variable Pip costs? Can they just pump up a lightning storm to infinite damage and nuke every single participant in battle for infinity damage? Well I guess this really is a crazy idea, far too specific for most players to choose, though I feel like we can actually get a more useable talent out of this if we try hard enough.
And this is essentially a versatile combat talent that has been floating around in my mind for a week or two, and that your talent has brought to the forefront of my mind at the moment, so why not?
[+2]Last Resort - Free Action
You can only use this ability when you have used all your other combat talents in this encounter at least once. Choose a [-pip] combat talent from any that you haven't brought into this encounter, it replaces this combat talent, and the new combat talent's [pip] cost is reduced by 1 for the rest of the encounter.
The idea was for characters who have some sort of 'special move' hidden up their sleeve, and they sacrifice versatility to focus on being able to use that special move, probably one turn sooner than otherwise possible.
Last Resort seems like a much more balanced talent with the same basic idea as Ace in the Hole. Certainly adds more depth to what talents you bring into combat. I personally think that "Ace in the Hole" works better than "Last Resort" for the talent name, though.
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Re: Absolutely Crazy Ideas
The Warrior of Many Faces wrote:SilentBelle wrote:Jason Shadow wrote:An interesting (albeit potentially overpowered) idea I had, potentially to be paired with some sort of gambler/risk-taker moveset.
[+4] Ace in the Hole
Special: You cannot use this ability unless A) you have used all other moves you have brought into this encounter at least once, B) you have a total of zero PiPs, and C) you are at 5 HP or below.
Choose any one of your [-] talents you didn’t bring into battle this encounter. You may immediately use that ability without paying the PiP cost. After that, that move replaces this one for the rest of the encounter, and you still have to pay the PiP cost to use it again.
Now as for getting this to be a working talent, the idea of which I really like, and a similar one has been floating around in my head. (Inspired by Last Resort from Pokemon)... I say the restrictions are far too harsh for this move to ever be used practically. Then again, with no limit on the [-Pip] move that you can use you could just use that 17 pip barbarian smash and kill everything. So it would be exceedingly hard to balance... And what if they used a move that has variable Pip costs? Can they just pump up a lightning storm to infinite damage and nuke every single participant in battle for infinity damage? Well I guess this really is a crazy idea, far too specific for most players to choose, though I feel like we can actually get a more useable talent out of this if we try hard enough.
And this is essentially a versatile combat talent that has been floating around in my mind for a week or two, and that your talent has brought to the forefront of my mind at the moment, so why not?
[+2]Last Resort - Free Action
You can only use this ability when you have used all your other combat talents in this encounter at least once. Choose a [-pip] combat talent from any that you haven't brought into this encounter, it replaces this combat talent, and the new combat talent's [pip] cost is reduced by 1 for the rest of the encounter.
The idea was for characters who have some sort of 'special move' hidden up their sleeve, and they sacrifice versatility to focus on being able to use that special move, probably one turn sooner than otherwise possible.
Last Resort seems like a much more balanced talent with the same basic idea as Ace in the Hole. Certainly adds more depth to what talents you bring into combat. I personally think that "Ace in the Hole" works better than "Last Resort" for the talent name, though.
I'm totally okay with a name change
However, I am not about to just take someone else's names when they came up with them first. So unless Jason Shadow agrees, it'll stay as is, or if someone else can come up with a neat name for it
Re: Absolutely Crazy Ideas
SilentBelle wrote:
I'm totally okay with a name change
However, I am not about to just take someone else's names when they came up with them first. So unless Jason Shadow agrees, it'll stay as is, or if someone else can come up with a neat name for it
I'm okay with this. Go ahead and take the name; you have my blessing.
[Party Member SilentBelle has gained a +1 morale bonus on attack rolls and on saving throws against fear effects!]
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Re: Absolutely Crazy Ideas
Jason Shadow wrote:SilentBelle wrote:
I'm totally okay with a name change
However, I am not about to just take someone else's names when they came up with them first. So unless Jason Shadow agrees, it'll stay as is, or if someone else can come up with a neat name for it
I'm okay with this. Go ahead and take the name; you have my blessing.
[Party Member SilentBelle has gained a +1 morale bonus on attack rolls and on saving throws against fear effects!]
Aww, thanks
[+2]Ace in the Hole - Free Action
You can only use this ability when you have used all your other combat talents in this encounter at least once. Choose a [-pip] combat talent from any that you haven't brought into this encounter, it replaces this combat talent, and the new combat talent's [pip] cost is reduced by 1 for the rest of the encounter.
Re: Absolutely Crazy Ideas
SilentBelle wrote:Jason Shadow wrote:SilentBelle wrote:
I'm totally okay with a name change
However, I am not about to just take someone else's names when they came up with them first. So unless Jason Shadow agrees, it'll stay as is, or if someone else can come up with a neat name for it
I'm okay with this. Go ahead and take the name; you have my blessing.
[Party Member SilentBelle has gained a +1 morale bonus on attack rolls and on saving throws against fear effects!]
Aww, thanks
[+2]Ace in the Hole - Free Action
You can only use this ability when you have used all your other combat talents in this encounter at least once. Choose a [-pip] combat talent from any that you haven't brought into this encounter, it replaces this combat talent, and the new combat talent's [pip] cost is reduced by 1 for the rest of the encounter.
This is a really, really cool concept. However, wouldn't everyone take this talent and use it on turn 4 or so? I mean, it's unbelievably good.
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Re: Absolutely Crazy Ideas
Stairc -Dan Felder wrote:SilentBelle wrote:Jason Shadow wrote:SilentBelle wrote:
I'm totally okay with a name change
However, I am not about to just take someone else's names when they came up with them first. So unless Jason Shadow agrees, it'll stay as is, or if someone else can come up with a neat name for it
I'm okay with this. Go ahead and take the name; you have my blessing.
[Party Member SilentBelle has gained a +1 morale bonus on attack rolls and on saving throws against fear effects!]
Aww, thanks
[+2]Ace in the Hole - Free Action
You can only use this ability when you have used all your other combat talents in this encounter at least once. Choose a [-pip] combat talent from any that you haven't brought into this encounter, it replaces this combat talent, and the new combat talent's [pip] cost is reduced by 1 for the rest of the encounter.
This is a really, really cool concept. However, wouldn't everyone take this talent and use it on turn 4 or so? I mean, it's unbelievably good.
That's assuming you both have the PiPs for all four moves, and that you can actually use them all. If your talent is built around, oh say, Interrupt abilities, you may be waiting a lot longer.
Videocrazy- Very Special Somepony
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Re: Absolutely Crazy Ideas
Videocrazy wrote:Stairc -Dan Felder wrote:SilentBelle wrote:Jason Shadow wrote:SilentBelle wrote:
I'm totally okay with a name change
However, I am not about to just take someone else's names when they came up with them first. So unless Jason Shadow agrees, it'll stay as is, or if someone else can come up with a neat name for it
I'm okay with this. Go ahead and take the name; you have my blessing.
[Party Member SilentBelle has gained a +1 morale bonus on attack rolls and on saving throws against fear effects!]
Aww, thanks
[+2]Ace in the Hole - Free Action
You can only use this ability when you have used all your other combat talents in this encounter at least once. Choose a [-pip] combat talent from any that you haven't brought into this encounter, it replaces this combat talent, and the new combat talent's [pip] cost is reduced by 1 for the rest of the encounter.
This is a really, really cool concept. However, wouldn't everyone take this talent and use it on turn 4 or so? I mean, it's unbelievably good.
That's assuming you both have the PiPs for all four moves, and that you can actually use them all. If your talent is built around, oh say, Interrupt abilities, you may be waiting a lot longer.
Indeed, the idea was that this would limit your character's effectiveness for about 4 turns by having at least 4 smaller moves with you and probably no reaction moves. I figured it would make the archetype of a character with one flashy finishing move, like and 9 pip summon, or Ice Storm or something. If it's a matter of it being too good, then I'd be happy to try and balance it.
Like this:
[0]Ace in the Hole - Free Action
You can only use this ability when you have used all your other combat talents in this encounter at least once. Choose a [-pip] combat talent from any that you haven't brought into this encounter, it replaces this combat talent, and the new combat talent's [pip] cost is reduced by 1 for the rest of the encounter.[/quote]
This way it can still capture the feeling of giving your move something special, although it will certainly be harder to use a 9 pip move, by approximately one turn, and I'm certain fewer people would choose this talent if it gave no pips when using it.
Any critique is appreciated.
Re: Absolutely Crazy Ideas
SilentBelle wrote:Philadelphus wrote:
Hmm...ok, how about two versions?
[-3]Healing Pulse
Target ally is cured of a save-ends condition of their choice. For an additional 2 PiPs, they may choose 2 effects to end.
[-5]Healing Surge
All allies may make a saving throw against one of their save-ends conditions, of their choice.
Hmm, Healing Surge in this case isn't good enough, because they make a saving throw instead of being instant-cured, so there's still a 45% chance of failure, lower it to [-3] and it should be balanced.
On a second look at Healing Pulse, maybe lower the cost to [-2] and keep the kicker [-2]. It's just that I'm comparing it to this move:
[-4] Benediction of Maladies
Transfer all (save-ends) status effects on target ally to target enemy.
Right, right. That move is what inspired this, actually, after one of our party used it in a battle where we had two enemies that just kept blinding ponies. I was looking for a sort of "heal everyone" move for save-ends effects, although this discussion has left me wondering just how often an entire party will have enough such effects to make it a viable choice. Maybe for a dedicated medic character.
Making the changes you suggested, they sound good to me. I'm better at coming up with ideas than polishing them, thanks for the help.
[-2] Healing Pulse
Target ally is cured of a save-ends condition of their choice. For an additional 2 PiPs, they may choose 2 effects to end.
[-3] Healing Surge
All allies may make a saving throw against one of their save-ends conditions, of their choice.
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Re: Absolutely Crazy Ideas
Philadelphus wrote:SilentBelle wrote:Philadelphus wrote:
Hmm...ok, how about two versions?
[-3]Healing Pulse
Target ally is cured of a save-ends condition of their choice. For an additional 2 PiPs, they may choose 2 effects to end.
[-5]Healing Surge
All allies may make a saving throw against one of their save-ends conditions, of their choice.
Hmm, Healing Surge in this case isn't good enough, because they make a saving throw instead of being instant-cured, so there's still a 45% chance of failure, lower it to [-3] and it should be balanced.
On a second look at Healing Pulse, maybe lower the cost to [-2] and keep the kicker [-2]. It's just that I'm comparing it to this move:
[-4] Benediction of Maladies
Transfer all (save-ends) status effects on target ally to target enemy.
Right, right. That move is what inspired this, actually, after one of our party used it in a battle where we had two enemies that just kept blinding ponies. I was looking for a sort of "heal everyone" move for save-ends effects, although this discussion has left me wondering just how often an entire party will have enough such effects to make it a viable choice. Maybe for a dedicated medic character.
Making the changes you suggested, they sound good to me. I'm better at coming up with ideas than polishing them, thanks for the help.
[-2] Healing Pulse
Target ally is cured of a save-ends condition of their choice. For an additional 2 PiPs, they may choose 2 effects to end.
[-3] Healing Surge
All allies may make a saving throw against one of their save-ends conditions, of their choice.
Hey, no problem. I like working off of all the creative ideas that are being thrown around in here, I do my best to help out.
Re: Absolutely Crazy Ideas
You're a good pony, SilentBelle.
Now, here's a couple Vinyl Scratch-inspired crazy ideas!
(-5)Put your Heart into It!!
Deal 1d12+X damage to target creature where X is equal to your highest skill rank.
(-6)Bass Cannon
Deal 3d10 damage to target creature. If target creature is knocked unconscious by this attack, it is automatically considered defeated (-50% HP).
The second one's effect is just plain iffy, but Put Your Heart Into It!!...I know and accept and encourage the fact that skills and battle stuff are supposed to be separate, but the thing is that this wouldn't change anything or require any specific skill to use - merely that you have a skill that is higher-numbered than the others. And you always will have a skill that is higher than the others, so...nothing changes! Right?
Now, here's a couple Vinyl Scratch-inspired crazy ideas!
(-5)Put your Heart into It!!
Deal 1d12+X damage to target creature where X is equal to your highest skill rank.
(-6)Bass Cannon
Deal 3d10 damage to target creature. If target creature is knocked unconscious by this attack, it is automatically considered defeated (-50% HP).
The second one's effect is just plain iffy, but Put Your Heart Into It!!...I know and accept and encourage the fact that skills and battle stuff are supposed to be separate, but the thing is that this wouldn't change anything or require any specific skill to use - merely that you have a skill that is higher-numbered than the others. And you always will have a skill that is higher than the others, so...nothing changes! Right?
Last edited by AProcrastinatingWriter on Wed Aug 15, 2012 8:34 pm; edited 2 times in total
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Re: Absolutely Crazy Ideas
AProcrastinatingWriter wrote:You're a good pony, SilentBelle.
Now, here's a couple Vinyl Scratch-inspired crazy ideas!
(-5)Put your Heart into It!!
Deal 1d12+X damage to target creature where X is equal to your highest skill rank.
(-9)Bass Cannon
Deal 3d10 damage to target creature. If target creature is knocked unconscious by this attack, it is automatically considered defeated (-50% HP).
The second one's effect is just plain iffy, but Put Your Heart Into It!!...I know and accept and encourage the fact that skills and battle stuff are supposed to be separate, but the thing is that this wouldn't change anything or require any specific skill to use - merely that you have a skill that is higher-numbered than the others. And you always will have a skill that is higher than the others, so...nothing changes! Right?
Aww, that's nice of you to say
Let's see, Put Your Heart Into It!! would give a bonus between +7 and +10, or +12 if you play as a mule. Which is an average of 15 damage for a typical pony. Which means the pip cost is too much, with that sort of damage you could get away with making it [-3]. I'm not sure that we should mix any out-of-combat into combat, but as you said, it's not too terribly exploitable.
Bass Cannon suffers from a similar pip problem. you could change it to [-6] probably. Enemies that bring back other creatures from unconsciousness are generally not as common as those who don't, but I wouldn't call them rare either. I like this move's concept of crippling enemies that can bring their allies back.
Re: Absolutely Crazy Ideas
It doesn't require any specific skill (which is good), but it does reward players who stack their cutie mark and training (+8 max) more than those who don't (+5 max). I'm not sure if that's really a big problem, just thought I'd point it out there.
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Re: Absolutely Crazy Ideas
Philadelphus wrote:It doesn't require any specific skill (which is good), but it does reward players who stack their cutie mark and training (+8 max) more than those who don't (+5 max). I'm not sure if that's really a big problem, just thought I'd point it out there.
Ah, derp.
It was pretty early in the morning when I read that, I thought it had was the player's ability score. Oops.
I think I'll reassess the skill now that I'm more awake.
Let's see, the numbers now look to be a min bonus of... 10 and max bonus would be 18. Okay now I'd have to tweak the price. So that's an average of 20.5 damage to a single target. Min of total damage = 11 and max of 28 damage. This move is kind of hard to put a price on. I'd have to place it at 5 pips. It would be something of a finishing move on your run-of-the-mill creatures.
Last edited by SilentBelle on Wed Aug 15, 2012 8:25 pm; edited 4 times in total
Re: Absolutely Crazy Ideas
Philadelphus wrote:It doesn't require any specific skill (which is good), but it does reward players who stack their cutie mark and training (+8 max) more than those who don't (+5 max). I'm not sure if that's really a big problem, just thought I'd point it out there.
That is a very good point. But then again, that's a total difference of 3 damage...I don't really think any player is going to complain or min/max a character different than what they originally dreamed up over that 3 damage. Which isn't to say the move is definitively okay or anything, just that that's also something to consider.
As to pip costs, acknowledged and altered. I'm not very good at determining exactly what should cost what, unfortunately.
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Re: Absolutely Crazy Ideas
AProcrastinatingWriter wrote:Philadelphus wrote:It doesn't require any specific skill (which is good), but it does reward players who stack their cutie mark and training (+8 max) more than those who don't (+5 max). I'm not sure if that's really a big problem, just thought I'd point it out there.
That is a very good point. But then again, that's a total difference of 3 damage...I don't really think any player is going to complain or min/max a character different than what they originally dreamed up over that 3 damage. Which isn't to say the move is definitively okay or anything, just that that's also something to consider.
As to pip costs, acknowledged and altered. I'm not very good at determining exactly what should cost what, unfortunately.
Ahh, you kind of ninja'd my post I was editing. So just in case you missed it, I reassessed the Put Your Heart Into It skill. And decided you're original pip cost is actually pretty good for it. My sleepy brain, derped earlier
Re: Absolutely Crazy Ideas
[+X] Rising Dawn - Immediate Interrupt/Reaction
This ability has two triggers, with different effects. It can only be used once and only one player can bring this ability into a battle. This ability cannot be swapped out or otherwise replaced by other combat talents, nor can other abilities be swapped to gain it.
Trigger 1: An ally is knocked comatose by an attack
Trigger 2: An ally would be killed by an attack
Trigger 1 Effect - You immediately gain 4 PiPs and perform any one of your three special moves. You also may perform another special move on your next turn, instead of a standard action.
Trigger 2 Effect - You gain all the benefits of the above trigger, but in addition, you prevent the damage to the ally and gain temporary hit points, equal either to the amount of damage that would be dealt, or a rolled 4d12 value. All enemies are forced to attack you for as long as you are conscious.
This ability has two triggers, with different effects. It can only be used once and only one player can bring this ability into a battle. This ability cannot be swapped out or otherwise replaced by other combat talents, nor can other abilities be swapped to gain it.
Trigger 1: An ally is knocked comatose by an attack
Trigger 2: An ally would be killed by an attack
Trigger 1 Effect - You immediately gain 4 PiPs and perform any one of your three special moves. You also may perform another special move on your next turn, instead of a standard action.
Trigger 2 Effect - You gain all the benefits of the above trigger, but in addition, you prevent the damage to the ally and gain temporary hit points, equal either to the amount of damage that would be dealt, or a rolled 4d12 value. All enemies are forced to attack you for as long as you are conscious.
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Re: Absolutely Crazy Ideas
I'm gonna throw this out here
- Spoiler:
Grappler skillset
Focused around the lift/grab tech, most of the attacks gaining additional effects. The various attacks are supposed to to be balanced between single-target damage and debuffing (most of the attacks causing stunning, weakening or vulnerability when used with lift/grab) With multi-target damage creeping in at the higher end attacks.
[+2] Lift/grab: Stun target enemy (save ends) and gain an additional effect from your next attack (you can only this, if the target saves against the stun from this or you use an attack that does not get an additional effect the additional effect is lost.
[+2] Limber up: gain a +2 damage bonus on your next attack.
[+1] Grab another: can only be used after Lift/Grab, stun a target you do not have under the effects of lift/grab and they are considered to be under the effects of lift/grab and are automatically selected as an additional target when using an ability with an additional effect, this does not cause you to lose the additional effect.
[-4] Shell crusher: Deal 1D6 damage, if the target is under the effects of lift/grab they take an additional 1D6 damage and get vulnerability 1 (save ends).
[-4]Pile driver: Deal 1D6 damage, if the target is under the effects of lift/grab they take an additional 1D6 damage and is stunned (save ends).
[-4]Limb bar: deal 2D6 damage to target, if the target is under the effects of lift/grab you can choose to either cause an additional 1D6 damage and weaken the target while ending the lift/grab effect or deal no extra damage while maintaining the lift/grab effect.
[-5] Hurricane throw: Deal 1D10 to target, if that target is under the effects of lift/grab deal an additional 1D10 damage to that target you may deal 1D10 to another target.
[-6]Counter throw: Immediate interrupt
Trigger – an attack would damage the user of this technique.
Nullify the damage and select an attack you know that cost fewer PiPs than this and use it on the triggering enemy.
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Re: Absolutely Crazy Ideas
Doc pseudopolis wrote:I'm gonna throw this out hereWhat do you people think of it? and should I put it in a separate thread so it doesn't take up space here?
- Spoiler:
Grappler skillset
Focused around the lift/grab tech, most of the attacks gaining additional effects. The various attacks are supposed to to be balanced between single-target damage and debuffing (most of the attacks causing stunning, weakening or vulnerability when used with lift/grab) With multi-target damage creeping in at the higher end attacks.
[+2] Lift/grab: Stun target enemy (save ends) and gain an additional effect from your next attack (you can only this, if the target saves against the stun from this or you use an attack that does not get an additional effect the additional effect is lost.
[+2] Limber up: gain a +2 damage bonus on your next attack.
[+1] Grab another: can only be used after Lift/Grab, stun a target you do not have under the effects of lift/grab and they are considered to be under the effects of lift/grab and are automatically selected as an additional target when using an ability with an additional effect, this does not cause you to lose the additional effect.
[-4] Shell crusher: Deal 1D6 damage, if the target is under the effects of lift/grab they take an additional 1D6 damage and get vulnerability 1 (save ends).
[-4]Pile driver: Deal 1D6 damage, if the target is under the effects of lift/grab they take an additional 1D6 damage and is stunned (save ends).
[-4]Limb bar: deal 2D6 damage to target, if the target is under the effects of lift/grab you can choose to either cause an additional 1D6 damage and weaken the target while ending the lift/grab effect or deal no extra damage while maintaining the lift/grab effect.
[-5] Hurricane throw: Deal 1D10 to target, if that target is under the effects of lift/grab deal an additional 1D10 damage to that target you may deal 1D10 to another target.
[-6]Counter throw: Immediate interrupt
Trigger – an attack would damage the user of this technique.
Nullify the damage and select an attack you know that cost fewer PiPs than this and use it on the triggering enemy.
Well, these moves definitely need some reworking. As a rule in making moves, never make a stun effect that has a [+pip] value. It's just not balanced in the slightest.
I do like Counter Throw, and seems fairly balanced; however every other move isn't really balanced at all. The attacks do far too little damage for their pip cost. But I do like the idea behind this group of abilities, it does need reworking though. (Keep in mind that all abilities can be chosen by anyone, so these abilities need to not be dependent on the other specific abilities. There are ways around this, it just takes some rewording and clever thinking.)
If you decide to make a separate thread for it, then I'll help make suggestions for balance.
Re: Absolutely Crazy Ideas
Right, been a few days since I've bothered editing/creating new stuff and that is far too long.
So first of all I have a couple ideas from the normal battle thread that seemed to have crossed into Crazytown.
Then I've got some new stuff, born and raised in Crazytown. The last one, I figured, would be an effective way to duplicate the effects of the Twilight Gatling Gun. With proper balancing, of course.
(+X)Stampede
For the next X rounds, where X is equal to the result of 1d4, you gain the following attack. However, all your standard actions for the next X rounds must be the following attack.
(0)Trample
Do 2d8 damage to a random target besides yourself.
(+1)Gentle Poke
Flip a coin a guess the result. If you guess correctly, deal 3 damage to target enemy. If you guess incorrectly, deal 1 damage to target enemy. If a creature is knocked unconscious due to this attack, you gain 5 PiPs.
(+2)"Hey You" Haymaker
Deal 2d10 damage to target creature that has not attacked you in the last three rounds. This attack cannot be used if three rounds have not yet passed while you are in battle.
(??*)Headsmash
Target two creatures. Each creature takes damage equal to the other creature's current PiPs.
(-3) Choreography
At the end of the current round switch places in the initiative order with one creature of your choice.
(-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.
*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.
So first of all I have a couple ideas from the normal battle thread that seemed to have crossed into Crazytown.
AProcrastinatingWriter wrote:
(+1)Blue Bolt
Deal 1 damage to selected target. If that target does not have a vulnerability to Blue Bolt, it gains 2 Vulnerability to Blue Bolt. If it does have a vulnerability to Blue Bolt, its new vulnerability to Blue Bolt is equal to its previous vulnerability plus one.
(??*)Sonic Boom
Target every creature but yourself on the battlefield, one at a time, in the order of your choosing. Every time you target a creature, roll 1d8. That creature takes damage equal to the roll. On a roll of 8, your special move is not activated, but the currently targeted creature is stunned (save ends).
Then I've got some new stuff, born and raised in Crazytown. The last one, I figured, would be an effective way to duplicate the effects of the Twilight Gatling Gun. With proper balancing, of course.
(+X)Stampede
For the next X rounds, where X is equal to the result of 1d4, you gain the following attack. However, all your standard actions for the next X rounds must be the following attack.
(0)Trample
Do 2d8 damage to a random target besides yourself.
(+1)Gentle Poke
Flip a coin a guess the result. If you guess correctly, deal 3 damage to target enemy. If you guess incorrectly, deal 1 damage to target enemy. If a creature is knocked unconscious due to this attack, you gain 5 PiPs.
(+2)"Hey You" Haymaker
Deal 2d10 damage to target creature that has not attacked you in the last three rounds. This attack cannot be used if three rounds have not yet passed while you are in battle.
(??*)Headsmash
Target two creatures. Each creature takes damage equal to the other creature's current PiPs.
(-3) Choreography
At the end of the current round switch places in the initiative order with one creature of your choice.
(-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.
*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.
Last edited by AProcrastinatingWriter on Tue Aug 28, 2012 8:46 pm; edited 1 time in total
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Re: Absolutely Crazy Ideas
AProcrastinatingWriter wrote:
(+1)Blue Bolt
Deal 0 damage to selected target. If that target does not have a vulnerability to Blue Bolt, it gains 2 Vulnerability to Blue Bolt. If it does have a vulnerability to Blue Bolt, its new vulnerability to Blue Bolt is equal to its previous vulnerability plus one.
(??*)Sonic Boom
Target every creature but yourself on the battlefield, one at a time, in the order of your choosing. Every time you target a creature, roll 1d8. That creature takes damage equal to the roll. On a roll of 8, your special move is not activated, but the currently targeted creature is stunned (save ends).
Well, I'll just focus on these two right now. Just, first off, Blue Bolt needs to do 1 damage at least, otherwise all the vulnerability in the world won't help it. And does the vulnerability last for the entire encounter, or is it just supposed to be until the end of next turn and is extended with each Blue Bolt you use?
Now, I'm not really a fan of Sonic Boom, unless it were reworked a bit. I dislike moves that hurt my allies and enemies without some sort of benefit. How about making it do something like this:
[-2] Sonic Boom
Target every creature but yourself on the battlefield, one at a time, in the order of your choosing. Every time you target a creature, roll 1d8. That creature takes damage equal to the roll. On a roll of 8, your special move is not activated, but you may instead stun one creature of your choice until the end of your next turn.
Unless you are aiming to make it into a +pip move.
And I'll take a look at the other abilities later on, but I need to prep for my Ponytales game in an hour.
Re: Absolutely Crazy Ideas
I am not aiming to make it a +pip or -pip move. I just didn't know what its cost should be. 'Course, now that I'm not so tired, I can see that "cost" isn't exactly the right word to be using, here.
Point taken on Blue Bolt, though. Altering it.
...also, the vulnerabilities are meant to last through the whole battle. Am I unaware of some sort of rule that would state otherwise? I think I must be.
Point taken on Blue Bolt, though. Altering it.
...also, the vulnerabilities are meant to last through the whole battle. Am I unaware of some sort of rule that would state otherwise? I think I must be.
Last edited by AProcrastinatingWriter on Wed Aug 29, 2012 12:26 pm; edited 1 time in total
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Pony Tales: Aspirations of Harmony :: Developer's Corner :: Game Mechanics Discussion :: Combat Talents
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