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Post by Amanojyaku on Mar 9, 2020 16:20:59 GMT -6
D&D 3PP thing. He just... references it.
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Post by Lestat on Mar 9, 2020 16:23:55 GMT -6
How would people feel about me attempting to make an exaltation based around being born with a special eye (unsure about the fluff) ...etc... Maybe there's a later power where you wear an eyepatch to seal your strength and removing it activated a sort of super Mode. Look up the Condemned Exaltation. I and others have noted "sealed strength" as being a trope that isn't limited to a single body part. Not every Exalt needs a large tent of what it covers, but you need to know if you are primarily making an "eyeball/sight" exalt, or a "sealed power" exalt.
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Post by lanugo1984 on Mar 9, 2020 16:40:05 GMT -6
How would people feel about me attempting to make an exaltation based around being born with a special eye (unsure about the fluff) ...etc... Maybe there's a later power where you wear an eyepatch to seal your strength and removing it activated a sort of super Mode. Look up the Condemned Exaltation. I and others have noted "sealed strength" as being a trope that isn't limited to a single body part. Not every Exalt needs a large tent of what it covers, but you need to know if you are primarily making an "eyeball/sight" exalt, or a "sealed power" exalt. The exalt is primarily "Eyeball/Sight", with the caveat of having the person not appear as an exalt if their eye is covered. Like magic camouflage. Right now, in my draft, the fluff is that ancient worshippers of the gods that were all dying off (I was inspired by how many gods die in the DtD fluff), like the Eldar gods, Tiamat, etc, tried to utilize those gods body parts for power, but only found a way to gain power from their eyes, which were windows into their souls. The current exaltation are the descendants of those people, the eye power being a trait that manifests randomly in descendants, like dragon-blooded. I'm also diversifying from anime bullshit. Vecna is one of the options. The actual Balor from mythology will be one of the special asset ones. How does this resource stat sound? Power Stat: Aspect As Balor become more powerful, the symbols within their pupils grow ever more complex, and those looking into them can see visions of ancient battles between gods. Resource Stat: Tears The watchers mourn for the dead gods with every use of their powers. Balors have maximum Tears equal to their Aspect. They may regain 1 tear by spending a half action to blink, or all of their tears by spending a full action to use some eye drops. Blinking may create tears over the Balor's maximum, to a maximum of double their Aspect. However, tears in excess to their maximum are lost at the end of the scene.
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Post by Lestat on Mar 9, 2020 17:00:00 GMT -6
Not a fan of the 'over the maximum' part, especially when you have a power that gives you 'all of your [Resource]' back. Does that mean I get set to my normal maximum? If I'm already above my normal maximum does it simply do nothing? Also having more than your maximum number of tears seems like a side power that won't come into play enough to warrant existing. A half action for a single resource point is pretty bad inside of combat unless you have a build (likely a ranged gun build) that only cares about doing one standard attack and nothing else. It also would take 5 turns to reach double your maximum of tears, and there's not much point in saving up your tears to above 5 since you could just use them all, then either gain 1 back from a half action, or all of them back from a full action. Also it's not like you can save them up, or want to save them up since you effectively have infinite resource points out of combat.
It also is very unlikely anyone will get a lot of use out of the Full Action regain until later levels since the action:resource-gained ratio is too great until you are basically max Power Stat. The only way to incentivize people to use these actions in combat like this is to have very OP powers they can be used on which is bad because you will start every combat with max Tears and be able to nova whatever OP abilities you can use Tears on at the start with no real sacrifice.
tl;dr It's an inherently micromanage-y resource system that makes you use your actions not doing cool stuff in combat, but potentially losing entire turns for a payout that would have to be OP to balance. I find the most engaging resource systems have one more passive way to get them back, and one unreliable thematic/risky way to get them back.
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chippo
Full Member
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Posts: 214
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Post by chippo on Mar 9, 2020 17:53:30 GMT -6
I'mma have to agree with Lestat on the resource stat. The regain mechanic isn't great for all of the reasons he listed, and kinda just eats up actions you could spend more awesome-ly. I will say though, fuck does just the name get me excited to try it out. There is some kind of powerful vibe to saying "I am a Balor". Really, I'm digging the fluff so far, and I'll be waiting with bated breath for more.
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Post by lanugo1984 on Mar 9, 2020 18:33:22 GMT -6
Not a fan of the 'over the maximum' part, especially when you have a power that gives you 'all of your [Resource]' back. Does that mean I get set to my normal maximum? If I'm already above my normal maximum does it simply do nothing? Also having more than your maximum number of tears seems like a side power that won't come into play enough to warrant existing. A half action for a single resource point is pretty bad inside of combat unless you have a build (likely a ranged gun build) that only cares about doing one standard attack and nothing else. It also would take 5 turns to reach double your maximum of tears, and there's not much point in saving up your tears to above 5 since you could just use them all, then either gain 1 back from a half action, or all of them back from a full action. Also it's not like you can save them up, or want to save them up since you effectively have infinite resource points out of combat. It also is very unlikely anyone will get a lot of use out of the Full Action regain until later levels since the action:resource-gained ratio is too great until you are basically max Power Stat. The only way to incentivize people to use these actions in combat like this is to have very OP powers they can be used on which is bad because you will start every combat with max Tears and be able to nova whatever OP abilities you can use Tears on at the start with no real sacrifice. tl;dr It's an inherently micromanage-y resource system that makes you use your actions not doing cool stuff in combat, but potentially losing entire turns for a payout that would have to be OP to balance. I find the most engaging resource systems have one more passive way to get them back, and one unreliable thematic/risky way to get them back. Agreed on all points. Thanks for the awesome feedback. Does something like this sound better? Tears: When you fix your gaze on someone, regain 1 tear. In narrative time, recover 1 tear every 24 hours. Fixing your gaze is the first level power and works something like this. Gaze(wip): As a free action at the start of combat, you may fix your gaze on anyone you can see. If the subject of your gaze is killed, becomes jaded, or leaves line of sight, you may switch your target as a free action.[it does something else too] This allows for the potential of multiple resources each combat, with slower gain outside of combat. It does tie the exaltation more into combat, but it would make sense why Balors are generally either peaceful or seek out danger. Those who are power hungry have to seek battle like the gods their powers come from.
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Post by Lestat on Mar 9, 2020 19:27:38 GMT -6
Unfortunately if you can swap your gaze any time you lose sight of them you can forcibly cause yourself to lose sight. You should be incentivized to continually keep your eye on someone/a group of people, not figuring ways to swap targets as much as you can (even if it only swapped on kill it would still want you to focus for a minimal amount of time).
Also a note about gaze is that it shouldn't/doesn't need to be tied to happening "at the start of combat", you could start the scene around a corner with nothing to target. It probably shouldn't be tied to any action to activate. Your sight having an effect passively is very difficult to make work in practice as you are constantly looking at various things, but having activated powers that do classic vision powers (petrification, hypnotism) makes more sense and should probably be more about the target not being able to look away themselves. Either way "locking" your vision is awkward and should be a temporary thing, not a constant thing that starts and never ends throughout the scene with no input.
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Post by lanugo1984 on Mar 9, 2020 20:19:01 GMT -6
Unfortunately if you can swap your gaze any time you lose sight of them you can forcibly cause yourself to lose sight. You should be incentivized to continually keep your eye on someone/a group of people, not figuring ways to swap targets as much as you can (even if it only swapped on kill it would still want you to focus for a minimal amount of time). Also a note about gaze is that it shouldn't/doesn't need to be tied to happening "at the start of combat", you could start the scene around a corner with nothing to target. It probably shouldn't be tied to any action to activate. Your sight having an effect passively is very difficult to make work in practice as you are constantly looking at various things, but having activated powers that do classic vision powers (petrification, hypnotism) makes more sense and should probably be more about the target not being able to look away themselves. Either way "locking" your vision is awkward and should be a temporary thing, not a constant thing that starts and never ends throughout the scene with no input. Alright how do you feel about this. 1. Raise the resource point cap to be something like "Aspect+Perception" 2. The resource stat is "Regain 1 tear for each round you eye remains covered" that way if you nova your resource points, you're done using the eye powers for multiple rounds since covering your eye seals its powers. maybe a way to regain them in combat by taking wounds? Like your eyes start bleeding as you force out power.
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Post by Lestat on Mar 9, 2020 20:27:01 GMT -6
Instant out of combat resource regen + taking wounds for more resource points is not very engaging since you can fully heal your hit points out of combat. You should prepare to lower the power of everything else your Exalt does if you give them instant regen. I think you should figure out the rest of the Exaltation first before deciding how many resource points they have, and what their cap is. It is almost always the last thing I decide upon.
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Post by GuardianTempest on Mar 9, 2020 21:25:23 GMT -6
Well, while we're at it... I don't have much in the way of mechanics, but I consider myself fairly adept at hunting down images As appropriate as using Shiki is, the Mystic Eyes of Death Perception is waaaaay too powerful for even DtD.
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Post by Amanojyaku on Aug 30, 2021 21:50:56 GMT -6
So, back to throwing things at the wall...
Mugen Ittoryu Fencing/Ordinary, Ready Theme: Draw and discard Sources: Soul Eater (Mifune), Kamen Rider Saber (X-Saber)
Refining an idea that scrap brought up awhile ago now, picture the "golf bag" fighter of old... except he deliberately throws his bag of pigsticks all over the battlefield, picks up one at a time and smacks the nearest enemy with it before letting it go and hitting him with something else nearby. Lather, rinse, and repeat. Bonuses for not using the same weapon consecutively, for only using a single one-handed weapon at a time (no dual wielding!), and possibly for using the right tool for the job in terms of damage.
Werebadger Ratels, specifically. Inbuilt rage and durability, because honey badger don't give a shit. Beyond that... I got nothing. You can probably blame Killing Bites for getting this stuck in my head.
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Post by masmanus on Sept 18, 2021 11:06:42 GMT -6
I got curious while digging through the homebrew techniques thread and decided to make a list of what weapons/skills/maneuvers were covered in existing techniques, both homebrew and otherwise. Of course, this also resulted in a list of things that aren't covered by one or more techniques. I figure this might be a useful brainstorming tool.
Maneuvers not represented in a Sword School: Full Move, Healing Surge, Opportunity Attack, Run, Spend a Hero Point, Tactical Advance, Withdraw
Maneuvers not represented in a Gun Kata: Brace, Dodge, Fight Defensively, Focus Power, Full Move, Grapple, Half Move, Healing Surge, Knock Down, Opportunity Attack, Parry, Stand, Use a Skill, Withdraw
Skills not represented in a Sword School: Disguise, Pilot, Politics
Skills not represented in a Gun Kata: Animal Ken, Brawl, Charm, Drive, Larceny, Pilot, Stealth
...certainly some fertile ground yet to be covered in this list. Related - do we seriously not have any 'brew techniques that work with opportunity attacks?
Note: this list was compiled by referencing the current forum only - I'm sure a bunch of these were covered by posts on the old homebrew form, but I wouldn't know.
Note the 2nd: I didn't account for the various vehicle-based sword/gun techniques in this list, since that's a different can of worms.
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Post by Traskus on Sept 18, 2021 13:12:34 GMT -6
Huh. That’s wild. There really is a lot to work with. The real hurdle is figuring out what they’d do. I’m terrible at technique schools but… I could see knock down/charm gun kata work for something like a mafia hitman.
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Post by Lestat on Sept 18, 2021 13:27:04 GMT -6
Opportunity Attacks let you do Standard Attacks so no Opportunity Attack school exists because without special bonuses to it the line of "use X with Opportunity Attacks" does nothing extra. I already think things like Opportunity Attacks, and certain reaction maneuvers can be abused to churn out 50 points of effects or so a round with very methodical setups. Because Opportunity Attacks work only with melee attacks by default there is actually more design space for ranged weapon opp attack schools, for example "you can opp attack with trick shots using the opp attack action" as a passive, and "you can make opp attack trick shots" makes a school where you MUST make trick shots using the opp attack action to benefit as you can't simply make a standard attack that pulls double duty.
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Post by Amanojyaku on Sept 18, 2021 14:29:30 GMT -6
Viae Furoris was an Opportunity Attack school when first written. Not anymore.
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