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I have also havethe english version, and like I said: I don't read it, that the pushing only works in the first round, I read, that I can push the technique only at the activition, and not later. (So I can't push a technique, which I have already maintained for 3 rounds).
But, you are right, the wording is really unclear.
Also to the dimishing effect: I would also say, that this wouldn't make fun, because I must remember, how much turns I have maintained the technique (and I know my players, they love to forget this) and it involves more math for this (okay, most of my players have a calculator with them, when we play).
So long,
Without Signature
I believe the math isn't really a problem here, for the reason that players using a determinist have just to learn a very few numbers in order to apply th diminishing effect even without a calculator. A Determinist usually has a set of techniques. If you're going to take Technique Pushing, all you need is calculate in advance the "values" of the technique when pushed on turn 1-5, you write it down somewhere (back of the sheet?), then you check it when needed. Once again, I don't think a Determinist will push techniques most of the time, due to time issues, but will only do that when really needed, and a piece of paper with already calculated effects will work much better than a calculator in such case, since reading is much faster. It's much like a wizard holding by himself a list of his spells with the effects listed at the various casting levels, after all.
My name's Elric and I bear the Black Sword...
Nice work. I have to ask though, what is an "intelligence" as it refers to a specialization?
Do you mean like an intelligence operative, ie. agent?
Yep. Intellicence Agent, actually. An army man/woman who received both formal training in fighting but was left developing a wide array of knowledges, so he/she could offer logistic support in the most diversified situations.
My name's Elric and I bear the Black Sword...
I didn't have much time lately, sorry. I have some questions for you, along with some concerns about some of your Specialist Classes.
I'm a level 7 Acrobatic Warrior. At level 8 I decide that I want to become a Sword Dancer. How does that work exactly? Do I just add the Sword Dancer's bonus at level 8 instead of the normal bonuses I would get, making me an Acrobatic "Warrior 7/Sword Dancer 1" or do I recalculate all the bonuses from 1 to 7, making me a "Sword Dancer 8"?
If it's the first, I must say there is the cance of enormous abuse with some of the Specialist Classes, especially those, who get cheaper multipliers or trade innate attack or defense for other bonuses.
Special bonuses to attack/defense: I still have my problems with those. My greatest concern is the stacking of the bonuses at high levels. As you know, the average open roll in Anima is ~56. This means, that if the special bonus that some of your classes get, exceeds half that amount, it already is a very huge bonus. That's why I said +25 would be more than enough. That and the fact that this bonus is half the maximum innate class bonus to attack/defense.
True Blade: I still think this class deserves an additional bonus. Doesn't have to be huge. How about something small involvig initiative or something that affects the True Blade's ability to use block instead of dodge? Also, you may consider to take away the True Blade's Sleight of Hand bonus insted of it's Athleticism bonus, I think that would be more fitting. Or you could even give players the choice here.
Magnus Fighter: Do I read that right? This class gets +5 attack, +5 block as innate and +5 attack and block for every 30 or 40DP (you have a typo in the description) it spends on Ars Magnus and Impossible Weapons, AND halves the costs for using those? That's huge. Really huge. Yeah, no Ki Techniques, no Nemesis, but still…
Kensai: I have an awkward feeling reading this. Can't say more at this point.
Ninja/Stalker: Some bonus involving Umbra would be nice.
Acrobatic Warlock: Yeah, giving a mixed Fighter/Mystic class +10 initiative/ level. As if stacking initiative wasn't already overpowered enough. I woudn't have done this.
Bard: I like.
Assassin Mentalist: Ok, this is the same concern as with the Acrobatic Warlock, only on a much greater scale. I probably don't have to tell you, that Warrior Mentalists are alreay on my §$%& list for being able to stack unbelievably huge bonuses like no other class can. Instead. Of. Buying. Secondary. Abilities. For an unlimted amount of time. For almost no cost. +320 acrobatics, +8/4 on all physical stats, +200 initiative, +16 regeneration, Fatigue Elimination (can't be maintained, but spammed every round, I'm looking at you, „Use of Necessary Energy“)… Ok, I'm stopping already, I just don't like such potentially broken classes like the Warrior Mentalist.
I forgot something. At least one of your classes mentiones bonuses it would get at level 18. If you plan to play at levels that high, you should consider a change in the scaling of innate bonuses to attack and defense, or magic and psychic projection will begin to scale higher than attack and defense after level 15.
I let characters spend higher than 50% on Attack/Defense. Easy and fast. Works really good too, since characters with higher Att/Def still HAVE the big flaw of lack of flexibility. Besides at such high levels characters would almost never spend the full 60% on ATT/DEF, since they want to get magnus/martial arts/modules and things that just make their character do something else than basic hack'n'slash. Never had problems of balance with this ruling so far. Of course multi-class characters still hold little lower projection/att/def. But then again, multiclass are supposed to gain in flexibility what they lack in raw power.
My name's Elric and I bear the Black Sword...
Heart of the Tiger said:
I'm a level 7 Acrobatic Warrior. At level 8 I decide that I want to become a Sword Dancer. How does that work exactly? Do I just add the Sword Dancer's bonus at level 8 instead of the normal bonuses I would get, making me an Acrobatic "Warrior 7/Sword Dancer 1" or do I recalculate all the bonuses from 1 to 7, making me a "Sword Dancer 8"?
If it's the first, I must say there is the cance of enormous abuse with some of the Specialist Classes, especially those, who get cheaper multipliers or trade innate attack or defense for other bonuses.
I work the specialization change as retroactive (hence a level 7 acrobatic would become a level 8 sword dancer under all aspects). STILL, it would be just as much sensate making a character consider the new class only beginning with the level you're switching in…Choose the ruling that better fits your games, after all these are home rules anyway.
My name's Elric and I bear the Black Sword...
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