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    Arro: Power Overhaul

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    Arro
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    Arro: Power Overhaul

    Post by Arro on Mon Oct 07, 2013 4:22 am

    Been browsing battle sheets. I'm moving things around, trying to make Arro's abilities more competitive/fun while still retaining balance. Some abilities may have new names but are otherwise the same. New things and changes will be highlighted.

    WEAPONS

    Name: Jaws
    Type: Physical/Melee
    Appearance: The jaws of a dragon contain multiple types of teeth. Canines for holding onto prey, tough carnassials for shearing flesh and crunching bone, and curved serrated daggers for all of the above.
    Description: Able to crush bone, sever large chunks of flesh and muscle, suffocate windpipes and shear through light armour types. When hunting they're used to deliver a quick death.
    Specifics: 3d/2c + 1 duration die
    x1 HIT: All dice hit, normal damage.
    x2 HIT: All dice hit, opponent cannot attack more than once for the duration rolled

    AP Cost: 5AP per use

    (Jaws have been made more powerful with a higher AP cost)





    POWERS
    LEVEL #1

    Name: Fire Breather
    Description: (unchanged)
    Specifics:
    Low Flame~
    2d/2c ; only one coin must be HIT in order to be successful
    High Flame~ (burn)
    3d/2c + 1 duration die + 1 die half opponent's level
    x1 HIT: all three die hit
    x2 HIT: all three die hit, opponent takes additional damage from damage die rolled for that many turns

    AP Cost:
    Low flame~ 2AP per use
    High Flame~ 5AP, 3 turn recharge

    ((This is an attempt to give Arro more flexibility with how he uses fire, and to bring it more in accordance with his natural ability to manipulate how much fuel he puts into each attack. He can attack as normal with the original lower level version of this ability. Or he can spend more juice and produce a flame that has a chance of burning the opponent. If he were of a lower level he would not have access to high flame until reaching level 10))


    POWERS
    LEVEL #10

    Name: Ferocity (tier reducer)
    Description: Intimidating without trying, terrifying when on the offensive. Arrogath as a dragon drapes fear onto even the largest opponents, and can tap into the inner prey responses of his foes.  
    Specifics: Cuts opponent's die tier in half for three turns.
    AP Cost: AP Cost: 5AP; three turn recharge

    (This is just taking the damage out of "Aerodynamics" and turning it into a straight tier reducer without any extra effects)


    POWERS
    LEVEL #20

    Name: Redirect (damage reflect):
    Description: (Unchanged)
    Specifics: If an opponent is lower in level than Arro, 50% damage is redirected ; if the opponent is higher in level than Arro, only 25% damage is redirected. Arro sustains the rest of the damage.
    AP Cost: (Unchanged) 10 AP ; three turn cooldown

    (Level #20 is unchanged, just here as a place-holder in case things need to be moved around)


    POWERS
    LEVEL #30

    Name: Restoration (healing):
    Description: (Unchanged)
    Specifics: Heals 25% of total health at a time. Cannot attack while in use.
    AP Cost: 15AP; five turn recharge

    (This was changed from flipping 3 die to a straight heal of 25%, I've browsed other power sheets with this version of healing and judging by many dice tests it's consistently more effective than rolling 3 die)

    POWERS
    LEVEL #40

    Name: Paralyzer (stun)
    Description: (Unchanged)
    Specifics: Roll one die, flip a coin, and roll a duration die; stun only works if damage rolled is equal to HALF OR MORE of Arrow's current level, provided the coin HITs. Opponent is stunned for whatever the duration die rolls.
    AP Cost: 20AP; five turn recharge


    POWERS
    LEVEL #50

    Name: Agility (unmissable):
    Description: (Unchanged)
    Specifics: Three (3) dice, no coins
    AP Cost: 25AP; five turn recharge

    (The same as before, only a name change)


    POWERS
    LEVEL #60

    Name: Predation (finisher):
    Description: Arro rises as high as he can before diving straight for the enemy at nearly 200 mph. Massive force is applied to the spine, or neck.
    Specifics: Flip four (4) coins

    x0 HIT: total failure
    x1 HIT: opponent loses 25% of health
    x2 HIT: opponent loses 50% of health
    x3 HIT: opponent loses 75% of health
    x4 HIT: opponent loses all health; death or KO
    AP Cost: Costs ALL of stamina bar, and requires that at least HALF of the stamina bar be filled prior to this power

    (The same as before, only a name change)


    Last edited by Arro on Mon Oct 07, 2013 6:19 pm; edited 1 time in total
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    Re: Arro: Power Overhaul

    Post by Zurg on Mon Oct 07, 2013 8:37 am

    Already I cannot approve the Level 40 Power. Who uses two die during a stun attack?


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    Re: Arro: Power Overhaul

    Post by Arro on Mon Oct 07, 2013 2:27 pm

    Level 40 wrote:(My reasoning for the upping of the die amount from one to two is that I've browsed other power sheets in which characters have an identical stun ability but for a lower AP cost. To compensate for this attacks higher AP cost I added the second die)
    "Identical" as in specifics, 'Roll one die, flip a coin, and roll a duration die'. There are stuns like this for a lower AP cost. As Arro's stun does the same thing but for a higher AP cost I added the extra die to compensate.
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    Re: Arro: Power Overhaul

    Post by Zurg on Mon Oct 07, 2013 2:45 pm

    Again, what specific stuns are there that utilize two die instead of one? I cannot allow a two die stun.


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    Re: Arro: Power Overhaul

    Post by Arro on Mon Oct 07, 2013 2:54 pm

    I never said there were any that utilized two die. But if it's impossible either way then ignore that idea. I was just trying to think of something that would justify the stun costing 20AP.
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    Re: Arro: Power Overhaul

    Post by Zurg on Mon Oct 07, 2013 2:57 pm

    Stuns are 10AP if placed at the Level 20 spot; they are otherwise 20AP when placed at the Level 40. I cannot, and will not, unbalance the game by allowing more than one die for a stun. If you wish to have a cheaper AP cost, you will then have to place your stun in the Level 20 slot.


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    Re: Arro: Power Overhaul

    Post by Arro on Mon Oct 07, 2013 3:04 pm

    So AP cost is determined by the level at which the power is unlocked, not the actual effects of the power? I assume then that would mean if level 40 was switched with level 20 then Redirect would cost 20AP. In which case might as well leave both those powers as they are. And to reiterate, I'm not asking you nor trying to create an imbalance in the game. My only intention with that move was to have the power reflect the AP cost. If this is not possible then I'll leave it be.
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    Re: Arro: Power Overhaul

    Post by Zurg on Mon Oct 07, 2013 3:11 pm

    Correct, AP is determined (at base value) on what level the power is. The key to powers is not their inherent effects or abilities that they may bring to battle, but the strategy involved. There are some powers that do fluctuate, but that is only on a case-by-case basis. As it also stands; no, you did not ask me. However, there are no two die stuns in the game - that should already come off as imbalanced due to the fact that such an improvisation has never been approved. At least not to my current recollection.

    That having all been said, it is more beneficial to keep the Redirect where it is (as you may be using it more often than not) rather than to switch it with your stun. Stuns and Dodges are, interestingly enough, not used as often as one may think.


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    Re: Arro: Power Overhaul

    Post by Arro on Mon Oct 07, 2013 6:21 pm

    Alright, leaving the stun as it is then. How do the rest of the changes sound?
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    Re: Arro: Power Overhaul

    Post by Zurg on Tue Oct 08, 2013 1:34 am

    I am currently debating about High Flame; if you can find me a character sheet that is active and recently updated for this current battle system with similar allowances, I will approve it. If not, the addition for a Level 1 Power operating on par with a Level 10 Power is questionable. The same is true for the Level 30 Power heal.

    Find active examples of each on character sheets that are updated and I will give it new consideration. Everything else seems fine; although Arro's jaws may struggle against larger opponents.


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    Re: Arro: Power Overhaul

    Post by Arro on Tue Oct 08, 2013 1:44 am

    Healing Example: Kev's Level#10 Photon Healing

    Fire Example: Prixlezub's Level#10 Flame Tongued

    Would the modified Fire Breathing be more acceptable if it switched places with Ferocity?
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    Re: Arro: Power Overhaul

    Post by Zurg on Tue Oct 08, 2013 2:12 am

    The healing stands; I will allow it. However, tier reducers cannot be placed at Level 1. That is typically reserved for Level 10 Powers and up. You may switch the Fire Breathing with Ferocity, but Ferocity will then have to change.


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    Re: Arro: Power Overhaul

    Post by Arro on Tue Oct 08, 2013 2:41 am

    What do you recommend? As far as I've observed, certain level 1 powers "level up" in terms of damage and AP cost. For example, damage and accuracy enhancers. I thought creating a higher cost/effectiveness version of Fire Breather would fall along those lines of acceptability.
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    Re: Arro: Power Overhaul

    Post by Zurg on Tue Oct 08, 2013 3:09 am

    Yes, damage and accuracy enhancers do level up but they only bring +1 die or +1 coin to the table. They don't add stronger effects that, say, a Level 10 Power would be better off performing.

    For example: if I wanted to do utilize +3 die at Level 60, it would cost me 9AP. Same with adding +3 coins at Level 60 - again, 9AP. But to add +2 die and +1 coin with a better chance to hit for full damage so long as one or both coins are HIT? Along with a DoT that burns over time on top of that damage? That is fairly strong for a Level 1 Power. You would also not be able to utilize your AP efficiently, as using something like Fire Breath twice would be 6d/4c with both potential for a better HIT ratio and a DoT will be costly; 10AP at minimum, followed by a cooldown. You will surely burn through your AP, should you also employ the rest of your Powers.

    It is far cheaper to have a power like Fire Breather placed into the Level 10 Power slot, as that would cost 5AP with a three turn cooldown and thus free up your Level 1 Power slot to be something else in the meanwhile the Level 10 is recharging. It is also easier to spam 6d/3c or 3d/6c for 9AP at Level 60 while your powers wait to be used. You can gauge yourself better, if that makes any sense.

    In essence, adding +1 die or +1 coin does not demand a higher cost as adding +2 die and +1 coin with an added HIT bonus and DoT. I suggest you keep the tier reducer at Level 10, as this type of power is handy, and do something else with Fire Breather. Because, if I go by our scales, the AP as-is will stagger to 5AP/10AP/15AP.

    That is a lot for a Level 1 Power.

    Perhaps have a damage enhancer with an added armour piercing ability as you had before? It could be something like:


      Level #1 POWER

      Name: Fire Breather
      Type: Damage Enhancer/Armour Bypass ; fire damage
      Appearance: Flavour text.
      Description: Flavour text.
      Specifics: +1 die to Arro's flaming breath ; for additional AP, he may intensify his attack to bypass armours and shields - 2d/1c normal, 3d/1c with armour bypass

      AP Cost currently for normal: 1AP per use Level 1 - 19 ; 2AP per use Level 20 - 39 ; 3AP per use Level 40 - 60
      AP Cost currently for bypass: 2AP per use Level 1 - 19 ; 3AP per use Level 29 - 39 ; 4AP per use Level 40 - 60


    At Level 60, you would be looking at 9AP/12AP respectively if you capitalized on this power fully. Of course, you do not have to use this example. You may come up with something else, but keep in mind it must fall in what is acceptable for a Level 1 Power to achieve. Hopefully this helps you.


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    Re: Arro: Power Overhaul

    Post by Arro on Fri Oct 11, 2013 12:07 am

    I'd rather not lower the base fire attack from 2d/2c to 2c/1d as then it's just a re-skin of his Talon weaponry. And then there's not much of an incentive to use fire. It's also his only projectile weaponry and so needs to stand on it's own fairly competently. (I'd switch it to Weaponry if I could but that sheet is full up (I beleive you can only have three)). Is there a way to make that setup work with his base fire statistics left intact?

    If not, maybe I should just bite the bullet and switch it out with something to a higher power level, but I'm not sure what is able to move to slot #1. I want this to be balanced but logically fire should be his most versatile weapon, so perhaps it should be moved higher up. I just don't know where.


    Last edited by Arro on Fri Oct 11, 2013 12:31 am; edited 1 time in total

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