| Rank | - | Flat | + | ++ |
| A | 5 | 10 | 15 | 20 |
| B | 4 | 8 | 12 | 16 |
| C | 3 | 6 | 9 | 12 |
| D | 2 | 4 | 6 | 8 |
| E | 1 | 2 | 3 | 4 |
| Skill | E | D | C | B | A |
| Magic Resistance | +1 to your roll under number for Mana when rolling to resist Debuffs or Spells | +2 to your roll under number for Mana when rolling to resist Debuffs or Spells | +3 to your roll under number for Mana when rolling to resist Debuffs or Spells | +4 to your roll under number for Mana when rolling to resist Debuffs or Spells | +5 to your roll under number for Mana when rolling to resist Debuffs or Spells |
| Independent Action | +1 to your roll under number for Endurance when rolling to resist damage. | +2 to your roll under number for Endurance when rolling to resist damage. | +3 to your roll under number for Endurance when rolling to resist damage. | +4 to your roll under number for Endurance when rolling to resist damage. | +5 to your roll under number for Endurance when rolling to resist damage. |
| Battle Continuation | The first time in each combat your mana reaches 0, gain 5 mana. | The first time in each combat your mana reaches 0, gain 10 mana. | The first time in each combat your mana reaches 0, gain 15 mana. | The first time in each combat your mana reaches 0, gain 20 mana. | The first time in each combat your mana reaches 0, gain 25 mana. |
| Riding | +1 for your roll under number for Agility when controlling a vehicle | +2 for your roll under number for Agility when controlling a vehicle | +3 for your roll under number for Agility when controlling a vehicle | +4 for your roll under number for Agility when controlling a vehicle | +5 for your roll under number for Agility when controlling a vehicle |
| Presence Concealment | +1 for your roll under number for Agility when rolling to evade an attack. +4 for your roll under number for Luck when rolling to evade detection. When in direct combat, - to Strength and Endurance. | +2 for your roll under number for Agility when rolling to evade an attack. +5 for your roll under number for Luck when rolling to evade detection. When in direct combat, - to Strength and Endurance. | +3 for your roll under number for Agility when rolling to evade an attack. +6 for your roll under number for Luck when rolling to evade detection. When in direct combat, - to Strength and Endurance. | +4 for your roll under number for Agility when rolling to evade an attack. +7 for your roll under number for Luck when rolling to evade detection. When in direct combat, - to Strength and Endurance. | +5 for your roll under number for Agility when rolling to evade an attack. +8 for your roll under number for Luck when rolling to evade detection. When in direct combat, - to Strength and Endurance. |
| Item Construction | +1 for your roll under number for Mana when rolling to cast a spell. | +2 for your roll under number for Mana when rolling to cast a spell. | +3 for your roll under number for Mana when rolling to cast a spell. | +4 for your roll under number for Mana when rolling to cast a spell. | +5 for your roll under number for Mana when rolling to cast a spell. |
| Territory Creation | When not in combat, you can declare one non hostile area. When in that area, you gain 5 mana every action. | When not in combat, you can declare one non hostile area. When in that area, you gain 10 mana every action. | When not in combat, you can declare one non hostile area. When in that area, you gain 15 mana every action. | When not in combat, you can declare one non hostile area. When in that area, you gain 20 mana every action. | When not in combat, you can declare one non hostile area. When in that area, you gain 25 mana every action. |
| Madness Enhancement | +4 to your roll under number for Strength, Endurance, and Agility. -4 to your roll under number for Mana and Luck. +20 to your mana. +10 to mana costs. | +5 to your roll under number for Strength, Endurance, and Agility. -5 to your roll under number for Mana and Luck. +25 to your mana. +15 to mana costs. | +6 to your roll under number for Strength, Endurance, and Agility. -6 to your roll under number for Mana and Luck. +30 to your mana. +20 to mana costs. | +7 to your roll under number for Strength, Endurance, and Agility. -7 to your roll under number for Mana and Luck. +35 to your mana. +25 to mana costs. | +8 to your roll under number for Strength, Endurance, and Agility. -8 to your roll under number for Mana and Luck. +40 to your mana. +30 to mana costs. |
| Rank | Requirement | Effect |
| A | Avatars of a god or demigods who became deities after death | +25 Damage |
| B | Pseudo servants of gods, demigods who are very involved with their parents, and Pre-Ptolemaic Pharaohs | +20 Damage |
| C | Demigods who are distant from their parent, children of minor gods, figures heavily related to Jesus, and fallen deities. | +15 Damage |
| D | Descendants of gods, people who will achieve divinity in the future, children of a god and a monster, figures distantly related with holy figures, and Ptolemaic Pharaohs. | +10 Damage |
| E | Those with unrecognized or intentionally reduced divinity | +5 Damage |
| Rank | Cost | Bonuses |
| A | 50 | +4 Effects or +80 Damage |
| B | 40 | +3 Effects or +60 Damage |
| C | 30 | +2 Effects or +40 Damage |
| D | 20 | +1 Effects or +20 Damage |
| E | 10 | 1 effect or deal 20 damage |
If you don’t know the Fate series, what you do is essentially take a literary, historical, or mythical character and figure out skills, artifacts, and such that they have, and use that to build a character. Once you have those figured out, figure out what class they should be in, Saber, Archer, Lancer, Rider, Caster, Assassin, or Berserker. Sabers use swords, Archers use ranged weapons, Lancers use long weapons like spears and pikes, Riders ride things, Casters are magicians, Assassin rely on stealth, and Berserkers are insane. Then figure out the parameters based on their skills from the story, limited by the point buy system, and figure out what abilities and items you want to use for your skills and noble phantasm and what they should do based on their abilities in the story. Use the example sheets as examples and I’ll check it out afterwards and let you know what, if anything, needs to be changed.
All example sheets fit within the point buy system, I customized them to make sure of it. Further, the system is pretty simple, one point buys one higher rank in a parameter or class skill.
That’s one of the things I will be figuring out in testing, based on how much damage players end up doing per turn. In the mean times, it depends on the enemy. I think the starting test enemies will have 20 mana, but as the tests are starting with PvP, those numbers are liable to change depending on how much damage you guys do.
I can do some quick maths to tell you the chance of what damage with what rolls if you want.
Right now everything looks super rocket tagy since 100 damage to one enemy is enough to wipe out a maxed-mana servant minus whatever Endurance is.
I can do some quick maths to tell you the chance of what damage with what rolls if you want.
Right now everything looks super rocket tagy since 100 damage to one enemy is enough to wipe out a maxed-mana servant minus whatever Endurance is.
That is a concern of mine. I wanted to give players the option to go all in on damage and create effects like Clarent and Excalibur, and to make doing so with something, and while the system isn’t made with PVP primarily in mind, I want it to be able to be used for such. While logically, taking something like Excalibur, which is what one if the A rank pure damage NPs is supposed to be like, to the face wound kill most servant, and while most major enemies in my game will have ways to avoid being one shot by it, it’s a bit difficult in PVP to avoid that. Fortunately, that’s what testing is for.
Current damage plan for main attacks is that a normal attack does damage depending on your strength parameter if you get a success, which is doubled for a critical success. If your opponent rolls a success for endurance, it’s halved, and a critical success means it’s quartered. Before damage calculations, you roll agility for accuracy vs agility for evasion, and if you evade, then no damage.
A: 50
B: 40
C: 30
D: 20
E: 10
I am currently also working out if I should use modified rules for things such as firearms, and if so, what those modified rules should be.
Largely good, though in need of some slight edits.
War-king's effect should be written as "+5 to your roll under number Agility when rolling for evasion or accuracy in melee combat." and given it's B rank, probably +4 instead of +5.
For Blade of Kings, the effect would be more akin to the NP William Tell has, rather than doing 100 damage a hit, you can pay 50 mana to automatically deal 100 damage to one or more enemies. For instance, Tell's is "60 damage to one enemy." at the cost of 30 mana. Also a more minor thing, Fate NP types are generally written as "Anti-X" where X is something like Army, Unit, Fortress, to describe how big the effect is, or, in more specific ones, Anti-Demon, Male, or Mountain.
Yours would probably be
Noble Phantasms:
Blade of Kings (A) Anti-Unit
Cost: 50
Description: the noble sword of the king of the Tuatha De Danann, this blade cuts through flesh and steel like butter.
Effects: 100 damage to one enemy.
If you want the NP to just make your basic attack stronger... I can't allow it to just be +100 to damage, as that would be too powerful, especially as you already have +40. I'm thinking perhaps something along the lines ofLargely good, though in need of some slight edits.
War-king's effect should be written as "+5 to your roll under number Agility when rolling for evasion or accuracy in melee combat." and given it's B rank, probably +4 instead of +5.
For Blade of Kings, the effect would be more akin to the NP William Tell has, rather than doing 100 damage a hit, you can pay 50 mana to automatically deal 100 damage to one or more enemies. For instance, Tell's is "60 damage to one enemy." at the cost of 30 mana. Also a more minor thing, Fate NP types are generally written as "Anti-X" where X is something like Army, Unit, Fortress, to describe how big the effect is, or, in more specific ones, Anti-Demon, Male, or Mountain.
Yours would probably be
Noble Phantasms:
Blade of Kings (A) Anti-Unit
Cost: 50
Description: the noble sword of the king of the Tuatha De Danann, this blade cuts through flesh and steel like butter.
Effects: 100 damage to one enemy.
so how would i word the blade of kings thing just augmenting my sword, because thats what i want. other than that, i will make the changes.
sheet edited with the requested changes and clarifications.Thank you.
editedThank you as well.
Hmmm, considering taking part in this. If I do though I'll likely be fleshing out one of those Servant ideas submitted to the Fate/School Life contest, as otherwise my interests lie quite solidly in videogames and shows rather than literature, history, or mythology.
You could always do what Fate does and make a video game or show character and pretend they're a literature, historical, or mythological character.Eh, if Smoke is okay with that then we'll see.
Yes to both, and for Stirk’s suggestion, don’t be too transparent about it, but if you want to take a historical figure and give them the traits of a video game character you like.., I mean, this is Fate. Odysseus wears nanobot armor and controls the Trojan horse, which is actually a transforming mech. Romulus is a Saint Seiya character. I’d suggest more taking the concept than a specific character, but I’m not going to be upset if you take done liberties with the character as long as they are close enough to be recognized as the figure. Though Fate/School Life is a good starting point for anyone who isn’t sure what they want to do. Here (https://typemoon.fandom.com/wiki/Great_War_of_Heroes) is a link.So what you're saying is, making Zagreus as the version from Hades, or something similar for say, The Furies or Sisyphus, is perfectly valid?
It’s D10 rather than D20, so an A rank has a 9/10 chance to get one success, B has 7/10, etc. Also, the crit system where, for instance, if you’re at A rank and you roll a 2, you can roll again and if it’s less than an 8 it’s a crit. Yes, agility vs enemy agility, contested, then you do a strength check, then your opponent does an endurance check. If both fail to achieve any successes, I think count it as a failure for the person who initiated the action.I think the system is D10 based.
So here's a question best answered publicly: can a non-Caster Servant gain spells by giving themselves ranks in Item Construction or a Personal Skill with similar effects?
Edit: Another important question but... what size dice will we be rolling?
Jeeze... considering how easily you can get massive positive modifiers that feels almost excessively small. Granted of course, Servants are pretty insane in capability, but still, I feel like you'd have to have negative modifiers slung around like crazy to achieve a level of balance.
So I'd imagine probably a Dragon Tooth Warrior for the first, then a Wyvern for the Second, Third would probably be just an enemy Servant but maybe something like a dragon could work to, and Fourth would likely be somewhere along the lines of a Demon PillarI was thinking something similar, which means I probably already have 1, unless I want to figure out some further mechanics for enemy type Dragon Tooth Warriors. Expect the servant enemy to probably be something like a shadow servant, since I may want to test out a servant I may use as an NPC later without spoiling their name, or I may just grab one of the examples.
Everyone's characters are kinda DPS-beatsticky. Do you want to try out a healer/buffer/debuffer for the test too?
>.> Faye isn't a beatstick.Everyone's characters are kinda DPS-beatsticky. Do you want to try out a healer/buffer/debuffer for the test too?
Yes. While they may not do too well in the solo fights, I believe a buffer will be useful for the game proper, and thus probably the team fights. I'm also generally opposed to seeing all the players die horribly.
I can see Irine being viewed as DPS, and it's true we lack any healer/buffer/debuffer types right now.
OK it was actually hard to design a non-Caster support Servant with this setup >_>. Need to work on the numbers.ikr? I think the "Item Creation" class skill probably does have a ton of utility baked in, but it's not very clear what it actually does. I think everyone will have an easier time understanding the system and designing characters once the first test has gone through.
Interesting. I actually saw a version of Doc Holliday who was a Kariya Psuedo servant, but I suppose Okita works for largely the same reason. Anyway, I do see some things that need edits. Gambler's luck needs to express how much of a damage boost it grants. Marksmanship can be +5 or 6, given it's an A rank and has a limit. A-OK would cost 30, given it's rank, and I think -5 to all rolls for 3 actions is a bit much, especially along side the heal. I think -3 to a specific parameter for 3 actions along with the heal would be better.I can see Irine being viewed as DPS, and it's true we lack any healer/buffer/debuffer types right now.
I'll take up the torch then. This was really just an excuse for:Spoiler: Archer (click to show/hide)
OK it was actually hard to design a non-Caster support Servant with this setup >_>. Need to work on the numbers.
OK it was actually hard to design a non-Caster support Servant with this setup >_>. Need to work on the numbers.ikr? I think the "Item Creation" class skill probably does have a ton of utility baked in, but it's not very clear what it actually does. I think everyone will have an easier time understanding the system and designing characters once the first test has gone through.
Interesting. I actually saw a version of Doc Holliday who was a Kariya Psuedo servant, but I suppose Okita works for largely the same reason. Anyway, I do see some things that need edits. Gambler's luck needs to express how much of a damage boost it grants. Marksmanship can be +5 or 6, given it's an A rank and has a limit. A-OK would cost 30, given it's rank, and I think -5 to all rolls for 3 actions is a bit much, especially along side the heal. I think -3 to a specific parameter for 3 actions along with the heal would be better.
My second character made and current character of preference, though we'll see how I feel once I've made my Support Character. A character focused HEAVILY into the strategy of 'burn bright, burn fast'.Spoiler: Berserker (click to show/hide)
"No! I must defeat the machines!" he shoutedWe were just very short on classic Fate brand weirdness around here. The sheets present thus far just felt much too grounded. Thus, John Henry is now a steam powered cyborg.
The radio said "No. John. You are the machines"
And then John was a train
Hello there, are you tired of your historical figures being just like they are in the history book? Well maybe it’s time you should try some Fate Brand Weirdness."No! I must defeat the machines!" he shoutedWe were just very short on classic Fate brand weirdness around here. The sheets present thus far just felt much too grounded. Thus, John Henry is now a steam powered cyborg.
The radio said "No. John. You are the machines"
And then John was a train
Hello there, are you tired of your historical figures being just like they are in the history book? Well maybe it’s time you should try some Fate Brand Weirdness.Nah nah, the latter two are just better. You want some real weirdness? Charles Babbage is a Steam Powered Mecha.
What’s Fate Brand Weirdness, you ask? Well, you know Thomas Edison? What if he was a lion in a superhero costume with the ghosts of the presidents of the United States?
You know Gilgamesh? Well, what if he shot swords out of portals?
You know Saint Martha? Well what if she punched the Tarasque into submission and beat the shot out of everything?
And that’s what Fate Brand Weirdness can do for your Characters. Order some today!
Parameters are Strength A (4) Endurance A (4), Agility C (2), Mana A (4).
Skills are Magic Resist D to C (1), Riding C to A (2), Independent Action A (5). That's 22, right?
I see. I would appreciate it if that was made more clear somewhere, because I find it unintuitive to need to spend points from my limited allotment on a parameter rank that I am forced to have.
Independent Action has been reduced from A to C (-2 points), Magic Resist has been reduced from C to D (-1 point), Strength and Endurance have each been reduced from A to B (-2 points total).
I can see Irine being viewed as DPS, and it's true we lack any healer/buffer/debuffer types right now.
I'll take up the torch then. This was really just an excuse for:Spoiler: Archer (click to show/hide)
OK it was actually hard to design a non-Caster support Servant with this setup >_>. Need to work on the numbers.
"Yeah, no."
Flame Dance the clearing, filling the area with moving orbs of fire and embracing setting the surroundings aflame while doing my best to keep the skeletons away from me. I'm including my own location within the area to burn on purpose, since I don't need to fear my own fire and want to make it risky to approach me.Spoiler: Irine (click to show/hide)
I can see Irine being viewed as DPS, and it's true we lack any healer/buffer/debuffer types right now.
I'll take up the torch then. This was really just an excuse for:Spoiler: Archer (click to show/hide)
OK it was actually hard to design a non-Caster support Servant with this setup >_>. Need to work on the numbers.
Holliday spits out some chewing tobacco and up his nickle-plated Colt Lightning.
"Y'all look like you could use some teeth pulling. The Doc is in."
He spins his gun before fanning six bullets towards the duel-wielding skeleton!"Yeah, no."
Flame Dance the clearing, filling the area with moving orbs of fire and embracing setting the surroundings aflame while doing my best to keep the skeletons away from me. I'm including my own location within the area to burn on purpose, since I don't need to fear my own fire and want to make it risky to approach me.Spoiler: Irine (click to show/hide)
"Hey watch it with that friendly fire little lady. They say the heat is good for my lungs but this might be a lick too hot."
I can see Irine being viewed as DPS, and it's true we lack any healer/buffer/debuffer types right now.
I'll take up the torch then. This was really just an excuse for:Spoiler: Archer (click to show/hide)
OK it was actually hard to design a non-Caster support Servant with this setup >_>. Need to work on the numbers.
Holliday spits out some chewing tobacco and up his nickle-plated Colt Lightning.
"Y'all look like you could use some teeth pulling. The Doc is in."
He spins his gun before fanning six bullets towards the duel-wielding skeleton!"Yeah, no."
Flame Dance the clearing, filling the area with moving orbs of fire and embracing setting the surroundings aflame while doing my best to keep the skeletons away from me. I'm including my own location within the area to burn on purpose, since I don't need to fear my own fire and want to make it risky to approach me.Spoiler: Irine (click to show/hide)
"Hey watch it with that friendly fire little lady. They say the heat is good for my lungs but this might be a lick too hot."
You're all currently in individual areas for the first stage of testing, I just did one post as the areas are indentical.
-snip-No cannons? Why not use cannons? Cannons are fine too.
For some reason I always have trouble understanding what you're saying >_>
Ignore the second part, it isn't canon! NOT CANON!
-snip-No cannons? Why not use cannons? Cannons are fine too.
For some reason I always have trouble understanding what you're saying >_>
Ignore the second part, it isn't canon! NOT CANON!
"This is why that was a bad idea. You really should run away, you aren't winning this."
Maintain the flame dance but don't cast anything further, since I don't think these things are going to be able to do as much damage to me as my spells cost.
((question to GM, shouldn't she have dealt 35 damage instead of 20 because of divinity? it doesn't matter much but seems like it should be asked))
Current Form: HybridSpoiler: Irine (click to show/hide)
((sounds good to me))same.Spoiler: long and unimportant (click to show/hide)
I just want to say, before there are any statements about the whole "rail spike" matter, even if there may not be any: I didn't actually plan for that. I kinda just realized when I was trying to think of a smart action that wouldn't be the same thing Nuada was doing that I technically canonically gave myself a throwable object
I murder the archer and then the swordsman.
((he did put them in an order, so maybe you could just resolve the stuff he has time for and skip the leftover?))I murder the archer and then the swordsman.
You can only do one of those as each attack is a separate action unless you have an ability or skill that allows you to do multiple.
((he did put them in an order, so maybe you could just resolve the stuff he has time for and skip the leftover?))I murder the archer and then the swordsman.
You can only do one of those as each attack is a separate action unless you have an ability or skill that allows you to do multiple.
((So my first observation: having anything less than B rank Agility is helplessly Punishing because you practically don't even get to attack at all if you don't crit your Agility rolls, regardlessof what kind of attack you use))I'm going to be honest, you've just been rather unlucky. Your roll under number for Agility against these guys has been 9, 6 from your parameter, +4 from Madness Enhancement, and then -1 from Single Mindness. The enemies have a straight 6 for agility. The first time you rolled a 10, and the second time the enemy rolled a 2 and a 1, which is close to as good as possible. Most of the time, you'd be winning, as the enemies should be failing their attempts to dodge you over half the time.
Smash. The. Greatsword. Skeleton.
I think that the Archer DTW was much more dangerous than the other two because it seemed to have the same accuracy, defenses, and damage capabilitity without needing to get into range like the others did.
I think the way to-hit and damage numbers are calculated wasn't very clear, but that a lot of things hit really hard in general.
I think that the non-Irine servents seemed to be able to do enough damage to kill other servants in 1-2 blows, leaving me concerned for how Irine will fare against other servants since it seems like 1v1 fights will be very short. I think most of them can kill her before she properly gets rolling.
I think spells and Noble Phantasms cost so much mana that they'll be risky to use, since it's guaranteed self-damage for activation. Again, I'm concerned for Irine in this (and I think any other Caster types will have the same problem) because with how much damage people are putting out, I think if she tried to use her Noble Phantasm vs Nuada for example, he'd take advantage of her spending 50 mana to land a single hit on her while her NP is at E strength, and kill her on the spot that same turn.
I think that one thing we aren't keeping good track of with this combat system is movement and positioning. I don't know if that's actually a bad thing, but I think it should be pointed out.
I think that the DTW as a whole were able to cause some harm but weren't threatening to Servants, and could serve some purpose as backup fodder to other threats. Not sure how strong you think they should be so I can't say offhand if they're strong or weak. But they aren't totally ignorable, despite being trivial to deal with individually.
I think that the Archer DTW was much more dangerous than the other two because it seemed to have the same accuracy, defenses, and damage capabilitity without needing to get into range like the others did.
I think the way to-hit and damage numbers are calculated wasn't very clear, but that a lot of things hit really hard in general.
I think that the non-Irine servents seemed to be able to do enough damage to kill other servants in 1-2 blows, leaving me concerned for how Irine will fare against other servants since it seems like 1v1 fights will be very short. I think most of them can kill her before she properly gets rolling.
I think spells and Noble Phantasms cost so much mana that they'll be risky to use, since it's guaranteed self-damage for activation. Again, I'm concerned for Irine in this (and I think any other Caster types will have the same problem) because with how much damage people are putting out, I think if she tried to use her Noble Phantasm vs Nuada for example, he'd take advantage of her spending 50 mana to land a single hit on her while her NP is at E strength, and kill her on the spot that same turn.
I think that one thing we aren't keeping good track of with this combat system is movement and positioning. I don't know if that's actually a bad thing, but I think it should be pointed out.
I think that the DTW as a whole were able to cause some harm but weren't threatening to Servants, and could serve some purpose as backup fodder to other threats. Not sure how strong you think they should be so I can't say offhand if they're strong or weak. But they aren't totally ignorable, despite being trivial to deal with individually.
I agree with those general points. moreover, i would like to add the fact that i, personally would rather fight 1-2 stronger enemies than 3+ weaker enemies. i think it gives a greater sense of challenge. Out of Curiousity, how are you calculating damage?
Current damage plan for main attacks is that a normal attack does damage depending on your strength parameter if you get a success, which is doubled for a critical success. If your opponent rolls a success for endurance, it’s halved, and a critical success means it’s quartered. Before damage calculations, you roll agility for accuracy vs agility for evasion, and if you evade, then no damage.
A: 50
B: 40
C: 30
D: 20
E: 10
hmmm, the BASE numbers seem fine, it's the crits that can get out of control. then again, those DTW had E defense didn't they?
Could you really quick just go through what Nuada attacking Irine would look like? I don't mean actually rolling dice, just like, what the dice would need to be for different results, especially damage amounts at the end.
Considering that you're seeing those kinds of damage numbers from so many, it really seems like it's a system problem instead of a character problem. maybe put +damage effects AFTER crit multiplication?That’s the thing, I do. At B rank, Nuada deals 40 damage on a successful hit. At a crit, this is 80. If the opponent fails their endurance roll, this stays 80. Otherwise, it would fall to 40 with one success, and 20 with 2. Even 1 passed endurance roll automatically halves the damage taken. When his NP is activated, he has a total +80 to damage. This, against the enemies who had D rank endurance, he often dealt 80, and then +80 for 160.
Ok, I suppose I can leave the decisions of what to do with Doc's power up to Stirk, but I feel Nuada's bonus definitely needs to be decreased, as adding a flat 80 to the damage is a bit too much. BlackPaladin, do you want to talk to me about figuring out how to decrease it, or do you want me to suggest something and you can then give your opinion on it? One of my thoughts is to let you keep the +20 from Silver Handed Combat, but have it apply an accuracy malus for the same reason it does a damage bonus, his hand is very heavy, given John Henry also has +20, but at a cost.
I'd say that, if Doc's bonus is decreased, the downside should be as well, as right now it literally drops his damage to 0 with a failure. Maybe halve his damage instead. And also to be fair to him, he is very much a Glass Cannon build. If he actually got hit there would have been effectively no reducing the damage.
I think that, with the ability to use Strength to attack instead of only Agility for the slow but powerful Servants, the change to make failed hits still do damage is unnecessary. After all, less hits will be getting failed in the first place now.
Also, I gave a negative opinion on the poll, but only in reference to this current system, I have no doubts my thoughts will improve with the changes already mentioned... so I actually probably should have given the neutral opinion I suppose.
Divinity is weird tbh. I don't get why it gives a damage bonus. if anything I'd expect it to give defense / defense penetration, not actual damage.
I think if I personally have to decrease it, I just want to do less damage.I'm planning to modify divinity to be a luck boost, and I'll let you edit or replace your Silver Hand skill, and then I think you should be able to keep the +40 on your NP.
Noted. May I also point out that the only thing my character is built for is damage? No team buffs, no AoE, just damage.
Also, wont the changing of the divinity effects bring mu damage output bonus to 60?
Come to think of it, that's another good point. nobody but Irine had AOE. is there something with the system that makes getting AOE hard?
So what if i put the bonus to ten?
Come to think of it, that's another good point. nobody but Irine had AOE. is there something with the system that makes getting AOE hard?Yeah, simple fact is that it's kinda hard to get AoE through non-NP means if you aren't a Caster. There's only one skill I know of that would allow such a thing, that being Kingproteas "Area Crushing", which lets you target an area for an attack rather than a single entity, and that skill never actually even gets used.
Just thought Of something. Instead of reducing my damage bonus, could we remove the - to the enemy’s stats in my noble phantasm?To be honest, that didn’t end up factoring in much in this match, and as stated, even if your opponent rolls the best defense they can, your +damage is applied after that is calculated, which is part of the issue, but if I make it part of damage calculations it would probably be a bigger issue. Essentially, even if your roll only 1 success for damage, and your opponent rolls double success for endurance, you’d still deal 70 damage thanks to your damage buffs, and that’s with divinity being changed. That’s more than a servant who put only 1 point less than you into strength deals if they roll a critical for strength and the opponent fails both endurance rolls.
Oh, I know, lets compare Nuada to Rama (the premade Saber)!+1 to this.
now, Rama has the super-high-level divinity bonus, but you're talking about reworking that, so I'm going to strip him of it for this sim.
and since I think Nuada is OP, I'll give Rama the first turn, to see if stacking the deck slightly in Rama's favor changes anything.
Now then, Rama uses his NP on turn 1, to give him maximum firepower. spends 50 mana (dropping to 30), and automatically deals 60 damage to Nuada. Rama's PS blessing of martial arts activates, adding another 15 damage, dealing a total of 75 damage, automatically, on turn 1. (if he had his divinity, that would be an automatic 100 damage, holy crap, um, maybe this premade is broken too? GM!!)
Nuada gets to respond, and starts off with 25 mana, his passive activates, giving him +10, so he has 35 mana, I would have him use his NP, but he doesn't have enough mana to do that. wow, okay, welp, Nuada swings anyway, agi vs agi to hit. b + 4 vs a, so nuada has to roll (equal to or) under a 12 on a 10 sided die to succeed and rama has to roll (equal to or) under a 10 on a 10 sided die to dodge? what? I think they both get automatic successes? is that right? that can't be right. I'm going to pretend it's right. so..... what. I'm going to pretend it hits and just ignore the rest because what.
so Nuada hits, roll for damage, strength b vs endurance b. lets say Rama and Nuada both get 1 success because fk math atm, I'm hungry. So Nuada does 40 damage base, +20 from his passive, cut in half by rama making 1 end roll. so nuada does 30 damage to Rama, Rama is down to 0 mana. Rama's passive that is identical to Battle Continuation triggers. Rama is now at 10 mana.
Rama's turn. Rama's passive that is identical to Nuada's triggers. Rama now is at 20 mana. Nuada is at 35 mana, and I'm hungry. fk this, fk math, hits, damage = (50+15)/2 = 37.5. Nuada at 0, Battle continuation triggers. Nuada at 10.
Nuada, now at 20, identical turn to last turn. Rama's dead.
Both of those characters are stupid, rocket tag is bad, Nuada > Rama OR Noble Phantasms kill yourself. I think it's the latter and that both are OP, I'm leaving for food. brb.
edit: am eating now, thinking better again. I think that Nuada is perfectly reasonable when compared to the sample character Rama. I think that because mana is health, using spells and Noble Phantasms is problematic due to self-damage.
also, if we play out Nuada vs Irine, i think it goes like this: Irine uses NP, Nuada takes 10 damage, has to make opposed Str rolls, B vs E, Nuada wins easy. Nuada heals 10 damage (now at 100) Uses NP (now at 50), hits, no crit, irine gets 1 end success, Nuada does 50 damage. Irine is at exactly zero and doesn't have battle continuation. I THINK you need at least a little overkill to actually take someone down, so I'll keep Irine alive but it's iffy. Irine's turn, I'll be generous and give her full power passive +25 mana to put her at 25 mana. Nuada takes 20 damage (now at 30), and has to make opposed str rolls B with bonuses vs D, Nuada wins hands down. Nuada's turn, heals 10 (now at 40) and hits Irine again for the same damage as last turn. 25-50 = -25, Irine's dead, if divinity still added damage, Nuada would have killed her on turn 1 because of her own NP doing an automatic 50 damage to herself. Also, over the course of the fight, Nuada did more damage to himself by using his NP than Irine did over the entire thing.
regarding Nuada's NP. lets compare it to a burst damage NP for a second. if he had a straight-up Excalibur NP, it would deal 100 damage for 50 mana AND 1 turn's action.
with Nuada's NP, it does 40 damage / turn for 50 mana and ZERO turn's actions.
I actually don't have any problems with letting him keep it at full power, because he is paying the mana price for that kind of damage, and it takes 3 separate hits for it to outpace a straight-up excalibur. I think you should just make it take his entire turn to activate. time is a very valuable resource. case in point, look at Irine's NP. IF you pretend that it starts at A-rank power, it'd be stupidly OP. Why is it not a problem? because it costs a ton of time to get there. I think you can let BP keep the +40 damage for Nuada that he likes so much, just charge him a time cost for it.
Okay here's a thought: I feel like the problem isn't so much the high damage, as it is the low health. Since mana is both health and spellcasting energy, it makes Servants incredibly fragile. You need to pop your NP right away in order to beat the enemy before they reduce your mana to lower than you need to cast it.
So I propose that Servants specifically(and maybe bosses) get double the amount of Mana from the stat. I feel like it'd be a good way to ensure that Battle Continuation isn't the only way for a fight between Servants to last more than 2 turns.
Also, gonna be honest, I'm realizing from my calculations that John Henry has an awful NP. Assuming maximum damage from his NP at its minimum rank, he just spent 40 mana to deal 80 damage. Period. Meanwhile assuming those exact same conditions he would have done 100 damage for only 10 mana by attacking normally.
Only assuming the enemy rolls critical on damage resistance does his NP at D-Rank(so 40 mana cost) deal more damage than a regular attack, and it's only 10 more.(40 vs 50)
The other two levels meanwhile, do 20 and 60 more damage than a normal attack at best respectively and give the enemy a fairly hefty endurance debuff, but give John Henry an even heftier debuff to match. I feel like paying 80 mana and crippling yourself should be worth more than 160 damage and a -4 to endurance rolls for the enemy.
Wait, don’t d-rank NPs only cost 20 mana?Berserkers spend more nana to use an NP
So… any further questions or edits?Nope.
((which characters do you want in on this test?))The plan was to keep the same character for all of the 1. tests, 1.1-1.5, so I could get a better image of the strength of the enemies by using a consistent metric. I’ll pick a new batch starting with 2.1, which I currently think will be the first team combat test.
It may take me a bit to get back into the swing of how to run this, but I'm going to do my best to get back to stable updates.
Right, so new rule, if a Player/Allied NPC and an enemy are completely tied for a contested roll, I'll just do a coin toss, heads for players, tails for the enemy. Also, as You can tell, I figured I'd just run turns with whoever posted an action an then when the absent player returns, I'll just go back to their turns. That should work as long as we're running the solo tests.((I like.))
Irine began channeling her mana into her tail, willing the air to heat up and combust. She flicked her tail and, with a small flash and pop as the heat caused the air to expand, a orb of fire popped into the air. Irine whisked it towards the wall of the cave as she began to make another.((yes please, 3 orbs and full mana, then she re-engages))
((Do you want to just skip until you have enough fire orbs?))
Is the actually game like...going to start at some point?
I changed divinity to a luck modifier, A rank is +5, B is +4, and so on. I also don’t think I can accept Cleanse by Fire, given AOE effect removal and territory creation is a bit much for a spell, and more of a noble phantasm. Maybe something more like a single target buff removal or territory effect negation, or an AOE debuff cleanse.Divinity updated to the new version, Raised cleanse from D to C, with mana cost to match, and removed territory creation from it. My thought had been that by combining the effects into a single effect, it greatly decreased the utility of each individual effect.
I'd say that it has reduced effectiveness depending on how *physical* an effect is. So things like magically created items would get bonuses on their rolls to resist being dispelled, and things like curses get minuses on rolls to resist being dispelled.
Oh, and in case it wasn't clear, I've been assuming that the cleanse can be resisted.
Seems solid to me, it also gives you a lever to adjust if the variety or power of spells turns out to be a problem.I'd say that it has reduced effectiveness depending on how *physical* an effect is. So things like magically created items would get bonuses on their rolls to resist being dispelled, and things like curses get minuses on rolls to resist being dispelled.
Oh, and in case it wasn't clear, I've been assuming that the cleanse can be resisted.
Ok, I think that I can accept it at least for the time being, given this is testing so if it turns out to be busted, then it can be changed later, though I probably need to work out more of how spell resistance work. I think it may make more sense for it to be a contested roll, so that a character with above 10 Mana doesn't always resist a spell and the strength of the caster vs target fits in, though spells like Flame orb or summoning would have separate rolls for use and resistance as it's not created with a specific target.
Alright, now to figure out what John Henry's ability would be. His whole kit is kinda covered pretty nicely already.
I could, but frankly it feels like if anything that would make the healing weaker. After all, theoretically John Henry can spam-heal his way through the damage dealt by a weaker opponent.
Although, I suppose that in itself is kind of an exploit best patched.
Hmm... what if the healing is based on the amount of Overload damage he has received since the ability was last used? Essentially he sacrifices a turn to undo the negative effects of Overload.
Will need to think of an alternative passive for him though...
I can new character Thursday probably, are we just testing passives this time?
Spoiler: Archer (click to show/hide)
20 (20) -> 40 (60) -> 60 (120) -> 80 (200) -> 100 (300)
to
17 (17) -> 34 (51) -> 51 (102) -> 68 (170) -> 85 (255)
parens is total damage up to that point assuming every attack hit for full damage. as you can see, if you simply cut flame orb's damage by 3, it results in roughly an extra turn before reaching every single significant health breakpoint, with a massive 45 damage difference after a 5 round combat.editedOk, I’ll just note that the active skill’s rank would be C, given that’s the highest they go, and the cooldown will be 6 given it’s rank C.
~Snip~Ok, I’ll keep this in mind, but I’m not planning to implement it for now given you’ll soon be going against enemies with higher mana stats and greater chances to resist or even negate your spells, so I’ll want to see how Irine goes against those before I implement nerfing.
Nuada leaps into cover behind one of many still-standing trees. if he is hit again, he pretends to die and waits for his attacker to come closer.So… when servants die, they fade into particles and disappear, so it’s a bit hard to fake, especially given they give off a mana signature that goes away on death unless they have presence concealment.
break into a dash, going around through the trees, trying to get into melee with the attacker. activate active skill and NP.You can’t activate active skill and NP at the same time as both individually take up an action. You also don’t know where the enemy is so that would require a check to run in the right direction.
Irine
current form: Hybrid
mana: 50/200
I go silent, and keep running, making as much distance as I can. In the distance I blindly maintain my Flame dance in the area it was ongoing as best I can from afar.Spoiler: Irine (click to show/hide)
Just a warning that if you go too far away, you lose your territory.I'm zoned, and can create a new a new territory elsewhere. Irine has zero plans to re-engage or attempt to take out her enemy, her plan here is literally just "fk this, i'm out, goodbye". She isn't coming back until she's healed and preferably with backup. Treat this as a forfeit if you want.
I wasn’t telling you to change the action, just warning you about the potential issue. I’m ok with playing running and regrouping, though given their is no backup, since rounds technically take place inside a small self contained universe with just the combatants and the terrain, do you want me to run it as forfeiting?Just a warning that if you go too far away, you lose your territory.I'm zoned, and can create a new a new territory elsewhere. Irine has zero plans to re-engage or attempt to take out her enemy, her plan here is literally just "fk this, i'm out, goodbye". She isn't coming back until she's healed and preferably with backup. Treat this as a forfeit if you want.
If you want her to break action and instead attempt to win, she still isn't going to stay for the territory, her goal in that case if she HAS to try to win here is to hide as far away as she can, and then use her NP to destroy the entire region.
Her coming back to attack would break character. Her attacker seems like a guardian of the area that is simply overzealous, and Irine is the tresspasser here.
If however Irine is trapped then her reaction would be to hide and firestorm the entire region.
In either case, it wouldn't really help your combat system test since it would boil down more to a stealth game or test of hiding ability.
But as for a direct confrontation? Irine has no reasonable chance here. This opponent hits way to hard for her to withstand their attacks long enough to build up. Even if Irine hadn't ceeded the first turn in an attempt to talk things out, I don't see her winning a 1v1 with this.
I am fine with treating this as a forfeit, considering the circumstances.
Ok, I did not expect this round to be so hard, and given it's a problem that at least 3/4 players have had, I'm going to go ahead and accept it's my fault. Whether it was the pairings, the use of cover, or what, I seem to have made this too hard. The good news is, I don't have any current plans for you guys fighting 1v1 with other Rank 3 servants in the actual game, you'll tend to have a numbers advantage in return for the enemies tending to be more able to decide on the circumstances of the battle, so matters like this are less likely to occur. When we go to multiplayer battles, we'll revisit these with circumstances more similar to the actual games.
So I'd look hard at your crit system and try to figure out what % your crit chances actually are, and deciding just how influential you want them to be. something to bear in mind is that crit systems naturally favor NPCs very heavily because a NPCs tend to only ever be in one fight, whereas PCs have to survive a bunch of them. So any given PC is worlds more likely to be hit by a crit than any given NPC. If your crits are fight-determining, let alone if they're instant-kill, then the life expectancy of PCs is going to be very very short. for example, lets say that your campaign has 8 fights, and on average someone will get a crit in every other fight.
>.> I assigned stats using modeling instead of giving a care about good distribution, since I was working with a pre-established character. and so I barely even looked at what they do.
why is my build crit-focused?
oh, the "you" after you quoted me to directed to Smoke, not me, gotcha. I was confused since it's really hard to say that Irine's build is "focused" on anything other than mana:
Strength: E
Endurance: C
Agility: C
Mana: A
Luck: C
I actually did expect Doc to win, and I think he might have if it wasn’t for the failed strength roll right at the end, and especially that crit. I do think you’re right about me needing to change how critical rolls work, at least for enemies. A thought is to keep it the same for PCs and change it for enemies to require a particularly low roll or something, such as a total below 4.
Adding the element of surprise was a mistake in this round as, as I stated, enemies in the actual game will tend to be the ones who get to choose the situation of the battle, so I wanted to reflect that, but on the same token, you’ll probably have them outnumbered in those battles, so trying to reflect that in a one on one just made it harder for you guys.
Honestly, I think a big problem is just that, like I said before we even started, a d10 is way too small. I get that the intent was to make Servants feel powerful, like they rarely ever fail, but the problem is that it feels like... pretty much everything else feels that powerful too. Increase the Roll Under Number for Servant and Rank 4+ unit Parameters instead maybe. As it is it feels like even the most basic mook enemies are still fighting only moderately worse than the Servants are, which ends up making the Servants feel weak instead.
Frankly, I'm surprised and impressed that you're bothering to have so much flavor and environment in combat tests.
trigger active ability. attack.A. You can’t trigger ability and attack on the and turn.
SnipI’m going with what the dice say. Let’s see how it goes
Doc leans up against a tree and coughs. A bunch. Blood drips out his mouth.You can just head right in if you want. Prep is optional.
I don't have any preparation things so this will have to do~
I just looked up Asterios (Doc's opponent) and that is one monster of a charsheet. All the A ranks.
Stirk, I agree that you can't win if you fight fair... do you have to fight fair?
Yeah, your dice roll was not great, but I’m not opposed to you going off mechanics and trying to get creative.
Smoke, would it be a problem to let Irine and Doc's fight be a 2v2? Here's irine's 1v1 fight as an automated combat:
Both casters create territory.
Irine uses NP. Asclepius (now A) brings out the snake.
Irine NP T2, snake sheds skin to reach Irine, A has a 50/50 of even getting to act, probably heals self, lets say to full.
Irine Np T3, snake constricts irine for 20dmg and prevents physical actions. Irine is regening 25/turn, attacks non-physically, and ignores this.
Irine NP T4, A behins actually taking lasting dmg, still can't hurt Irine, and is stunlocked.
Irine NP T5+, see above.
The simple problem is A can't hurt her. So skip this match and lets 2v2 it so it'll be interesting.
If you both want we could try a 2v2. It does seem like Irine’s NP is a bit broken in 1v1.
I'm still in the opinion that this test is taking way too long and the actual game should have started :Vsame but I figure Smoke is getting into a writing rhythm and that there's no point pushing.
So… Lenglon and Stirk, do you want to modify your actions for being in a 2v2?
I don't - step 1 for me is to use my range advantage. Instead of me coming to them, I plan on making them come to me.Just making sure you know, you are in the attacker position. If both groups sit around and do nothing indefinitely, that’s to the advantage of your opponent, so they have no reason to attack.
Doc leans up against a tree and coughs. A bunch. Blood drips out his mouth."What?! Doc, what happened?"
I don't have any preparation things so this will have to do~
Single-Mindedness targetting Hassan, throw the rail spike.Like I said to Paladin, you’re currently not close enough to immediately engage in combat, especially you, given Hassan’s presence concealment.
Doc leans up against a tree and coughs. A bunch. Blood drips out his mouth."What?! Doc, what happened?"
I don't have any preparation things so this will have to do~
I run over to my companion and grab him, first making sure he isn't about to fall and then transitioning into a hug, rubbing against him and making this as easy as possible as I expand my soul-self to encompass him, attempting to clean out whatever corruption is making him sick. using Cleanse by Fire
Irine
current form: Human
mana: 200/200Spoiler: Irine (click to show/hide)
"Hey! There's no need to rush this. Couldn't you let me build up some flames to work with first?"
engage noble phantasm. murder her.You can’t activate your NP and attack on the same turn.
My body dissolves into flame and then reforms again in my Hybrid form as I switch forms and prepare to fight.
"Doc I have range from out here, but I don't want to hit you too. could you please hold back instead of entering their controlled area just yet? Please?"
If he insists then I'm going to have to go in with him. it makes sense, but it also means I'm going to have to hold back to avoid burning him too.
If Doc's willing to hold out here then I can use my NP on the forest before us as a whole, burning them out and making them come to us so they won't have territory advantages. But if he's going in then I'll switch to using Flame Dance to the sides while I follow him in, the goal isn't to hit anything with it, it's to have it already going so I can maintain and reposition it in following turns using Soul of Fire, and also to regain some of the mana spent generating the effect as the forest catches flame.
Irine
current form: Human
mana: 200/200Spoiler: Irine (click to show/hide)
"I'm not bluffing."
(sorry for dropping the in-character speak, as I said I'm really just kinda growing tired of this particular character. He's a bit too one-dimensional)Understandable. Yeah, a berserker who can't speak, or only speaks about one thing can get kind of boring after a while, especially without anyone to bounce off of, which is why GO changed up how they did Berserkers after a bit. I'd offer to let you switch out, but not only are we in the middle of a round, but I think it would be a good idea to keep the same character for a whole test to get a good picture of how the enemies are actually scaling. However, when the group combat tests start, I'll let people switch out to new characters or let people step out and let new players take part in the test.
Doc decides to gamble his way through. He takes a bullet and spins it on the ground, going to whatever door it is closer to pointing to.Given this would fall to a luck check, and I want to accurately make it so a better roll is actually the outcome you would want, what is Doc’s goal in this case?
Doc decides to gamble his way through. He takes a bullet and spins it on the ground, going to whatever door it is closer to pointing to.Given this would fall to a luck check, and I want to accurately make it so a better roll is actually the outcome you would want, what is Doc’s goal in this case?
Doc decides to gamble his way through. He takes a bullet and spins it on the ground, going to whatever door it is closer to pointing to.Given this would fall to a luck check, and I want to accurately make it so a better roll is actually the outcome you would want, what is Doc’s goal in this case?
Escaping the labyrinth
Keep the fires raging via Soul of Fire while I continue attempting to reach Doc.
how many turns left on my cooldown?4 turns remain. I'm only counting the ones you had actions in.
Effects: requires continuous channeling to maintain.
No, I can't keep the NP going. I'm refering to the environmental flames. I figure the NP fading before it does anything significant is a foregone conclusion, but having the exit from the labyrinth be directly into a forest fire still favors me a ton.Quote from: the NP's descriptionEffects: requires continuous channeling to maintain.
DANG IT. i think my char got nerfed a little too much.I don't think that's the case. We already discussed the reason for the damage debuffing, and when his NP is active, Nuada gains +30 damage, ignoring his active skill, and a high Strength and Agility stat that boosts his damage further by increasing the odds of crits. Fran, who also gets +30 damage, has it at the downside of taking an additional 15 damage per attack. The reason for Nuada losing the fight wasn't decreased damage output, as seen, in the attack he landed he pulled off a double crit and dealt 60 damage against an opponent's critical defense roll, which is as much as a character with C rank strength does if they get a critical attack roll and their opponent has no defense.
huh. can i do another test?Eh, sure. I think the other test will probably go for a bit longer, but I’ll need to start it later as I need time to roll for the opponent and, if it’s one of the servants I haven’t already updated, I’ll need to edit the sheet.
how far below me is Doc? does it look like he'll be able to climb up?Yes, Doc is able to climb up on his own.
that's an insane amount of damage. I did not expect anything like that. The way that doc's luck flat damage bonus combos with irine's multiattacks is insanely good synergy.
EDIT: Is there a way for me to transfer mana to Doc?
Assignments have been shifted around, and I admittedly forgot that I was meant to do the turn today, and with how busy tomorrow is likely to be turn is more likely to be Sunday. I apologize, I have a lot on my plate with classes, midterms, and papers right now.all of that takes priority over this, no worries.
include themCan’t activate active ability and attack in the same turn.
activare ability and kill girl
“Wait if they’re both in there you didn’t fight nobody. Why is everything on fire?”"The attack I wanted to do before entering the forest landed. Problem is I can't do it again while still protecting you from the heat, meaning I don't think I can hit the labyrinth from out here without you getting burned."
“Wait if they’re both in there you didn’t fight nobody. Why is everything on fire?”"The attack I wanted to do before entering the forest landed. Problem is I can't do it again while still protecting you from the heat, meaning I don't think I can hit the labyrinth from out here without you getting burned."
do other battleOk, that might not be next update, as I need to work on the sheet.
"Nah, we're better off going in I think. Their smart move is to hang out near the entrance and wait for you to do exactly that, then rush me 2v1 while we're split."
((does Doc ask Irine that question?))
<Flag?>
I'm also currently looking into some ideas for an actual HP system besides Mana, potentially based on the Endurance stat. Servants will still be able to use their mana as an extended health pool, but this will be present so you aren't eating up HP to use spells and NPs, as well as for non servant enemies or masters.((I like!))
I'm not sure what the attack actually stops me from doing. So I'll use Western Climate on myself in the assumption this active skill doesn't actually involve any moving and can be done while in the snake's grasp.I think the simplest way to say it would be it stops you from doing things that need agility or strength rolls except for rolling to break out, so using your active skill is allowed.
I was already thinking about holding for another night to give others a chance to post, given the high intensity scene at the moment, but in light of next week being finals and my classes working on prepping us for finals, I think this might be a good time to put the game on hold until the end of the semester. I promise to actually come back when I'm free again rather than have this on indefinite hiatus until I kick myself into starting it up again like last time, but I'm not sure it's a good idea for me to try to work on this while also studying for finals.that'd be helpful, i've been rather busy for similar reasons.
((@ multiple action problem - understood. To my thoughts it was a specific double-action: manipulate pre-existing flames via Soul of Fire, and generate another flame orb, which was a specific combo allowed by flame-orb. I'm guessing the problem is that the manip was too detailed?))Yeah, I’m not sure if I’d count the manipulation as 1 or 2 actions, I’ll admit that the fire manipulation is a bit difficult to classify sometimes, and I think of it was just the manipulation it would have been fine, but I think the flame orb happening at the same time kind of pushed it over the edge.
okay, finally done with that bs, time to try to catch up on actions - annnnnnnd the turn was run while i was busy. fucking great.Sorry, we've just been auto idling and I wasn't sure what to do, as I didn't want to make up an action for you as I didn't know what you might want to do. I'm willing to edit the turn tomorrow and put your action in retroactively, I just didn't know what I should do for you in this situation. I didn't want to hold another night, and your action came in at around 1 AM where I am, an hour that while I do often find myself working on the turns by, I'd rather not. In the future, would you prefer I try to come up with some action for you to perform if there isn't one submitted in time? Apologies, I've never been in a game where autoactions were a thing that occured.
no autoaction either? just idle and let enemies hit me? that's really shitty to do to someone in combat, especially with zero warning. and yes, your post 3 hours before the turn does not count. I was busy from then to now.
generate another flame orb and burn the minotaur with my collection. ((here's the obvious autoaction I'd have expected you to have run previously))
and then for the turn after:
<OW!>
run from the berserk minotaur back through the flame dance, burning the pursuing minotaur with my flame orbs as I run.
Irine
current form: multi-tailed-fox
mana: 200/200 - I have not removed the mana from damage taken during the turn that hasn't happened yet from my perspective.
active flames: 1 flame dance, 4 flame orbs, forest fire flames.Spoiler: Irine (click to show/hide)
sorry about snapping at you, stressful, and very long, day for me. Re-reading what I wrote, I was harsher than I meant to be. Really could have phrased that a lot better.It's understandable. In the future, I might post a message the morning of the day I'll be updating to remind anyone who hasn't posted yet so as to give ample time, but as for how to handle missing actions during combat scenarios, how does each player want me to handle it for them? I can understand not wanting to auto-idle during combat, since it could get you hurt, and for you I'll do "attack enemy" or "avoid attack" actions, as you requested, but I can also see some players not wanting me to come up with actions for them.
Transforming into Spirit mode is supposed to leave you especially vulnerable to attacks according to Strange Fake, which is probably why we never see anyone try that maneuver in story. Game ruined forever V_VCharacters used here are not excluded from use in the actual game, which, for the record, I've been working on while running this test so as to try and have a solid portion of the work done by the time I feel confident with the mechanics, but the matter of Irine's flame orbs is more something I've noticed and think is worth patching now more than one of the major mechanics changes like switching to a D20 or the inclusion of PI, though it's not out of the question someone might have a similar multi-hit attack so it's best to figure that stuff out.
Are we even going to use these characters in the actual game we are theoretically building towards? Testing should really be focusing on universal things instead of things not going to be in the game.
“Now shoot the doctor! It’s not a war crime if they did it first!”
Ok, I edited the post. While I've mentioned a few times thoughts about nerfing Doc's damage boost, I think the issue might actually be how Irine's flame orbs are being calculated, with each one being an individual attack, meaning each gets a +40 to their damage, which adds up a lot. Lenglon, would you be willing to have it be modified so that while they can still hit multiple targets, when they are hitting one target, instead of being several individual attacks, they count as one attack with each orb used being an added 20 damage? I think it might work a bit better, with three orbs buffed by Doc coming out to 100 damage rather than 180, while the damage when not buffed remains the same as multiple individuals all succeeding.That's perfectly reasonable, that synergy is way too strong as-is.
honestly, 1-shotting the guy feels super absurd and cheap. if that broken synergy wasn't a thing she'd have *only* done 120 damage if I understood what happened correctly. instead she did 240 as well as bypassing one-shot protection granted by battle continuation. That's silly.Do you want to rewind again have Irine’s attack act as we just agreed to so Asterios is still around?
Yeah, I just don't like asking for multiple retcons in rapid succession like this so I wasn't going to ask for it.honestly, 1-shotting the guy feels super absurd and cheap. if that broken synergy wasn't a thing she'd have *only* done 120 damage if I understood what happened correctly. instead she did 240 as well as bypassing one-shot protection granted by battle continuation. That's silly.Do you want to rewind again have Irine’s attack act as we just agreed to so Asterios is still around?
I'll just note that you guys don't properly know where Asclepius is, as while you have the idea he's in the chamber, you can't see him, so there would be a demerit to hitting him.
You know his location as being in the chamber, and his NP confirmed that, but that still means you'd be essentially shooting at him blind as you don't know where in the chamber he is. You can shoot in the right direction, but you can't see him, so you don't know exactly where to aim.
I'm going in the chamber and getting physically close, which should be giving me exact knowledge of his position with at least three of my senses right?Yes, physical entrance to the chamber would remove the need for the luck check, though Irine would need a luck check if she were to aim at Asclepius without closing in as well, and I can guarantee that the path into the chamber isn't going to be an easy one with the Glycons and Asterios still active.
I'm going in the chamber and getting physically close, which should be giving me exact knowledge of his position with at least three of my senses right?Yes, physical entrance to the chamber would remove the need for the luck check, though Irine would need a luck check if she were to aim at Asclepius without closing in as well, and I can guarantee that the path into the chamber isn't going to be an easy one with the Glycons and Asterios still active.
Didn't you state she's attacking first in an attempt to clear your way to the chamber? You would need to be in the chamber before she attacked to give directions.
Loudly complain about how the Snake’s unlimited construction ability is over powered while trying to not die to it.I’ll take this note into consideration and work out something that works better.
I'm getting ready for round 1.4 if anyone else is still interested in it.
| Rank | 75% | 66% | 50% | 33% | 25% | 10% |
| A | 0 | 0 | 0 | 0 | -1 | -2 |
| B | 0 | 0 | 0 | -1 | -2 | -3 |
| C | 0 | 0 | -1 | -2 | -3 | -4 |
| D | 0 | -1 | -2 | -3 | -4 | -5 |
| E | -1 | -2 | -3 | -4 | -5 | -6 |
Irine runs away from the enemy as fast as she can and looks desperately around at the surrounding terrain, attempting to find the most favoroable ground possible for her to build up her flames before engaging with a superior foe.
I can’t remember where my character sheet is.Here's an old version copied from one of your old posts, you're going to need to update it to get the current version, but it'll get you started.
((Different people are going to want to reserve different amounts of mana. Irine for example needs to save a lot to cast with. As a result I'd prefer hitting PI before mana, with the option to transfer mana to PI to fix it.))
As your PI decreases, your physical parameters (Strength, Endurance, and Agility) do too, by an amount determined by your Endurance parameter.This is why its good to burn mana earlier.
So, yes I need to consolidate all the changes better, plan was to do that after the solo fight rounds but I might as well just change it sooner to better be kept track of, but regardless
You guys are Rank 3, so your stats go, from E to A, 4, 8, 12, 16, 20, while the opponent for this round is, as stated, Rank 4, so his stats would go, from E to A, 5, 10, 15, 20, 25. A + to a stats is always 1.5x and a ++ is 2x, and a Rank 4 gets one free + to put on any stat, which this guy has on Agility, giving him 37 Agility, (25 x 1.5 = 37.5, rounded down), ignoring skills.
While in general, the intent was for this round to be a loss, as a Rank 4 enemy is intended to be fought only on a number's advantage, with my plan for the greater number of actions on your side to make up for the divide in stats, this round has basically shown that such high levels of agility go a bit too far, as the ability to dodge and completely ignore damage is perhaps too powerful in combat, compared to endurance, which can only reduce damage to 1/4 even on a crit success, while A+ strength has become kind of useless for enemies in combat, given a crit on strength doesn't add damage unless it's low enough, which is all on luck.
Unfortunately, I work tonight, and I'm writing this as I prepare to go to work, so I don't have the time to work out how to fix that, though I've currently just been changing the enemy Rank 4s who I have a + to Agility for to something else, but I will be working on what can be done to fix it.
(Honestly, I can actually see a definite way this round would work if it was the 4 of you versus this guy, with all of you defending Irine, who would get her sure hit damage in, but that would just have the issue of a fight like this having to focus on defending only 1 unit who can do anything, which is a different issue.)
I’m not fantastic at modeling things without actually seeing them in actionThis is completely understandable. Playtests exist for exactly this kind of thing. The fact that you're trying to base off of a known to be flawed system and improve on it while keeping it simple and avoiding departing too far from the base material creates a significant challenge in of itself.
(Honestly, I can actually see a definite way this round would work if it was the 4 of you versus this guy, with all of you defending Irine, who would get her sure hit damage in, but that would just have the issue of a fight like this having to focus on defending only 1 unit who can do anything, which is a different issue.)I don't think this would work, because Irine's NP causes friendly fire (which if you remember, is one of the major balancing factors keeping her NP from being overpowered). Or, well, we would only win by technicality, because only Irine would be left when it was all over. I don't think having all but 1 party member die in the encounter would really count as a proper win.
Snip