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    Arro: Power Overhaul

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    Arro
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    Re: Arro: Power Overhaul

    Post by Arro on Fri Oct 11, 2013 7:38 pm

    I believe I understand, but I don't want to turn the level#1 attack into an accuracy enhancer, but a damage enhancer. Keeping it as it with the 2d/2c 2AP (one coin must HIT) stats for the default. With spending more AP only adding die.

    Would it be better if one less die was added?

    2d/2c 2AP
    3d/2c 4AP
    4d/2c 6AP

    Or perhaps if the six AP version used only 1coin. It could also cost more than 6AP, or have a cooldown, or all three.

    2d/2c 2AP
    4d/2c 4AP
    6d/1c 6AP+

    Alternate expenditures:

    2d/2c 3AP
    4d/2c 5AP
    6d/1c 7AP+
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    Re: Arro: Power Overhaul

    Post by Zurg on Fri Oct 11, 2013 7:46 pm

    The default will be pointless for you, as Arro is already Level 29 and thus in the second set AP cost-wise. You would be looking at 4d/2c and 6d/3c, like everyone else on the site. For one attack, you will have to do 2d/1c.

    I do not agree that a damage enhancer should have any bonus about it needing only one coin to HIT out of two for a Level 1 Power.


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    Re: Arro: Power Overhaul

    Post by Arro on Fri Oct 11, 2013 8:02 pm

    Why is the default pointless? It was approved before. I'm trying to develop a system for it that would work in balance with the damage/accuracy enhancer setup

    But for your suggestion-
    Does 4d/2c function as only one coin must hit, or 2d per 1c
    And how would 6d/3c function?
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    Re: Arro: Power Overhaul

    Post by Zurg on Fri Oct 11, 2013 8:12 pm

    2d/2c are no longer approved; the people who had them, including Arro, were mistakes as that scale in particular had been overlooked. You can only have one enhancer: damage or accuracy, but not both.

    No matter how many coins or die you roll, I cannot allow a "only one coin must HIT" for something as outrageous as 4d and 6d. That is way too overpowered for a Level 1 ability.


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    Re: Arro: Power Overhaul

    Post by Arro on Fri Oct 11, 2013 8:58 pm

    When was that changed? We've been talking about this for a while now with no mention of it. There are plenty of attacks that take advantage of multiple coins, granted I don't know if any are Level#1 Powers.

    I honestly thought plenty of my past suggestions were fair with some tweaking to make them more expensive. For example, switching from 4d/2c to just 4d/1c, and 6d/2c to 6d/1c.

    But regardless, if I'm left with no other choice but to go with this setup, can you explain how it works- Is it 2d per 1coin?
    If so, I don't understand how this is considered a damage enhancer. As it just naturally lays out the cost per the attack should I use the default twice or three times. It doesn't actually enhance anything. For example, using 2d/1c twice is the same as using 4d/2c once. No damage is enhanced.

    2d/1c 2AP
    4d/2c 4AP
    6d/3c 6AP

    I assume since the Talon Weaponry also does 2d/1c then it's AP cost must now equal 2AP as well? Currently it's 1AP
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    Re: Arro: Power Overhaul

    Post by Zurg on Fri Oct 11, 2013 9:11 pm

    It was changed as soon as you pointed out the error in the current battle system. Thankfully not many users had a 2d/2c Level 1 Power; they have already been notified and changes to their sheets are underway. There are attacks that utilize the system closer to its fullest, but they are also Level 10 Powers and beyond.

    As it stands, just because you think making a power more expensive is fair does not mean that I can accept it. If I do, then that means everyone must be allowed that same opportunity. For balance purposes, I must reject this proposal.

    2d/1c is an enhanced attack. Why? Because normal attacks are 1d/1c. If you do not have a damage/accuracy enhancer, then you cannot go above 1d/1c. See as follows below with my example attack. First set of die and coin will be a basic attack, while the second set will be a damage enhancer.


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    Re: Arro: Power Overhaul

    Post by System on Fri Oct 11, 2013 9:11 pm

    The member 'Zurg' has done the following action : Dice Rolls

    #1 'Attack/Heal (56-60)' : 14, 54, 23

    --------------------------------

    #2 'Coin Flip' :


    --------------------------------

    #3 'Attack/Heal (56-60)' : 22, 31, 46, 32, 7, 25

    --------------------------------

    #4 'Coin Flip' :
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    Re: Arro: Power Overhaul

    Post by Arro on Fri Oct 11, 2013 9:35 pm

    So you're saying Level#1 powers can only be damage or accuracy enhancers to basic attacks? A level#1 power can't be an actual power of it's own.
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    Re: Arro: Power Overhaul

    Post by Zurg on Fri Oct 11, 2013 9:59 pm

    For the Level 1 placement (as you are not getting a hefty power at Level 1) and the fixed AP cost, damage and accuracy enhancers are the norm. They have proven to be flexible and AP efficient in times of battle, and it is generally expected that a Level 1 Power be the weakest power out of the entire character sheet. Sometimes a user will suggest a power unique to their character, but they must also realize that the power will be under a higher level of scrutiny.


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    Re: Arro: Power Overhaul

    Post by Arro on Fri Oct 11, 2013 10:43 pm

    I was not aware what I was requesting was considered "hefty" at the time, or during any of the other variations that were subsequently proposed.

    Here, I've gotten rid of the stun to make room for fire and reverted to the original idea for the attack. Everything should be shifted accordingly.

    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







    POWERS
    LEVEL #1

    Name: Prailox (Damage Enhancer)
    Description: A life lived through death makes any hunter strong. Arro is pure muscle and may choose to unleash his strength in a variety of ways.
    Specifics:  Specifics: +1 die to basic attacks

    AP Cost:
    Level 1–19:
    2 dice, 1 coinflip = 1 AP
    4 dice, 2 coinflips = 2 AP
    6 dice, 3 coinflips = 3 AP

    Level 20–39:
    2 dice, 1 coinflip = 2 AP
    4 dice, 2 coinflips = 4 AP
    6 dice, 3 coinflips = 6 AP

    Level 40+:
    2 dice, 1 coinflip = 3 AP
    4 dice, 2 coinflips = 6 AP
    6 dice, 3 coinflips = 9 AP



    POWERS
    LEVEL #10

    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


    POWERS
    LEVEL #20

    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: 10AP; three turn recharge


    POWERS
    LEVEL #30

    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) 15 AP ; three turn cooldown


    POWERS
    LEVEL #40

    Name: Restoration (healing):
    Description: (Unchanged)
    Specifics: Heals 25% of total health at a time. Cannot attack while in use.
    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


    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
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    Re: Arro: Power Overhaul

    Post by Zurg on Sat Oct 12, 2013 1:49 pm

    If you had glanced at a dozen character sheets, both current and updated, then you should have noticed the majority having 2d/1c or 1d/2c configurations. Nevertheless, everything but the Jaws add-on is approved. Jaws, as it currently is written, is fine. I will not accept it given the rest of Arro's powers and the fact that Jaws (with the add-on) cannot work against larger or heavily-fortified foes.



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    Re: Arro: Power Overhaul

    Post by Arro on Sat Oct 12, 2013 3:40 pm

    Jaws as it is tends to be consistently ineffective as whenever only one out of the two coin hits the damage is halved. And thus usually ends up being weaker than a well rolled basic attack or if Arro just used his talons. There is little incentive to use it given how rare it is for it to actually be completely successful. Arro's powers currently are also no stronger on average than anyone else's. I'd be happy to work out a version for it that was less effective against large fortified enemies.

    I had also proposed an option under fire to be able to use a weaker version of it. (Which would have been the old default as seen above and lacked any additional effects for a lower AP cost). For cases in which AP may be low but the situation still calls for range. Why would voluntarily weakening a power be unacceptable?
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    Re: Arro: Power Overhaul

    Post by Zurg on Sat Oct 12, 2013 3:55 pm

    If you are going to utilize Jaws, then you may work out something else. However, I am not going to accept the added bonus: opponent only able to attack once for a rolled duration. As for Fire Breather, you do not use the weaker variant as it is now a Level 10 Power - the AP cost is fixed at 5 and cannot be negotiated.

    Also for Jaws, it is not ineffective. Why? Because you still have a chance to HIT, even if it is for half damage.


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