Ziphion
Full Member
Resident Mathematician
Posts: 132
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Post by Ziphion on Jul 31, 2014 9:55:01 GMT -8
I was thinking about how in Simple System, by default, the initiative order is purely random, not influenced by any of the stats or anything. I also know that one of the players in my regular D&D group loves going first, and seeks out bonuses to his initiative at every opportunity. So I started thinking about how to give players ways of doing that in Simple System, and a very simple way would be to allow a character to flip two cards for initiative and choose the higher result. That should give you about a 75% chance (depending on the cards in your deck and your opponent's deck) of taking your turn before someone flipping only one card.
As for how much utility in combat this gives, compared to, say, upgrading your attack by one point, I don't know yet - still working on my combat sim. I should have results for that by tomorrow.
Do you guys have any skill ideas you'd like to share?
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Post by Arcanet on Aug 8, 2014 15:59:55 GMT -8
I'm working on a huge list of skills, some general purpose, some class-specific.
One example of a general purpose skill would be "Swift", which allows you to add your Agility to your Speed, so a character with green (+1) Agility would have 6 Speed.
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Post by Razorblade Shade on Aug 12, 2014 18:23:23 GMT -8
I'm currently deciding on how this one should work but:
Hover Flip Build or Agility, if successful, you can move over rough terrain unhindered at a speed of 4+(Strength or Agility/2) for two turns.
Supposed to be used as a skill for winged characters. Round up when you halve strength or agility. +5 strength/agility = +3 speed while hovering.
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Post by paulooshun on Aug 13, 2014 12:38:17 GMT -8
Hover... until you take massive damage I thought Travel Suppression was only for Fly
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Post by Arcanet on Sept 8, 2014 9:12:41 GMT -8
I'm trying to word this so it makes sense, is intuitive and unambiguous:
Bodyguard/Safeguard (name not final)
While adjacent with an enemy and a friendly unit, the friendly unit can use your Defense against that enemys attacks.
In other words, if the enemy could hit you with their attack, you flip for defense. But if you fail, the original target takes damage, not you. The 'can' clause makes it so they don't need to use your defense, incase theirs is higher.
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Post by directedbyme on Sept 8, 2014 9:39:15 GMT -8
Could this work for ranged attacks too?
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Post by Arcanet on Sept 8, 2014 9:55:30 GMT -8
Hm, potentially. You'd need to be between the attacker and their target, though.
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Post by LordAnubis on Sept 8, 2014 13:49:05 GMT -8
Here's a really simple way to do this type of skill. Most games with body guard skills tend to just boost an adjacent ally's defense, and penalize yours, so you could just have it read "When an adjacent ally is attacked you may take a complication to allow them to turn up their defense." The penalty to the body guard is usually to signify them maneuvering them self in front of their ward or just to signify that they are so focused on their ward that they kinda forget about their own defense.
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Post by Dashing Inventor on Sept 8, 2014 14:55:27 GMT -8
I gotta say, that is a very elegant solution LordAnubis.
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Post by Arcanet on Sept 8, 2014 15:12:35 GMT -8
Yep, that is very good.
This could work also:
"Every time an adjacent ally is attacked you may take a momentary complication to allow them to turn up their Defense."
This way you need to think about which attacks to block as the penalties will stack up. Blocking an attack dings your own offense and defense, but you won't be screwed for the rest of the encounter.
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Post by LordAnubis on Sept 8, 2014 15:22:17 GMT -8
Yeah it being momentary was my intention, (I kinda assume it's momentary unless otherwise mentioned, not sure if that's correct convention).
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Post by Arcanet on Sept 8, 2014 15:36:20 GMT -8
I think any effect that gives a complication should specify whether it is momentary or prolonged, considering how much more severe a prolonged complication is. You don't really want them to be ambiguous.
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Post by Arcanet on Sept 15, 2014 14:40:22 GMT -8
An NPC skill idea
Dominate Mind (Intellect/Resolve)
All players within line of sight must flip a card, the lowest Initiative must oppose with a (Resolve) flip. If they fail, they will move into melee with and attack the nearest player.
"Pfft, who needs Resolve, it doesn't add damage..."
/cue 'Mwahahahaa' from behind the GM screen ';..;'
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Post by LordAnubis on Sept 15, 2014 15:10:19 GMT -8
Nice, reminds me of a random dungeon in a Pathfinder game that had a Vampire Spawn in it, if it had managed to Dominate my character, party was dead. I was at Full hp and the monk wouldn't be a threat for another couple sessions when he gets a level up and we find some cool gear. The Cleric was spamming channels to kill undead in the room before the vampire spawn popped out of it's coffin, and we pointed out that the coffin was in range, gm gave the spawn some damage equal to what we could remember from the clerics rolls and that was enough to allow my character to one hit it (I was kinda hoping to miss and watch the carnage ^^, but of course my d20 always goes against my wishes).
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