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| [PTU] Highlander; Because I play Etrian Odyssey too much | |
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| Tweet Topic Started: Nov 3 2014, 04:43 PM (2,163 Views) | |
| Anonyman | Nov 5 2014, 11:13 AM Post #11 |
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Snagger
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I like it, though I can't help but notice that Turn the Tides can have some drastically different value depending on the type of game. If the game focuses on one or two trainers you're healing up maybe 12 hp with it (assuming both trainers and their pokemon are hurt), an alright amount. If its got 4 people running around, or perhaps people keeping out many different pokemon, the amount could skyrocket, and even a level 1 highlander could pack an enormous wallop if you put him on a battlefield. It's probably not too big a problem since a GM tends to know what they're getting into with a homebrew class, but I'd probably stick some kind of upper cap on how many targets it can hit if it were me (perhaps based on combat rank). This is all also not taking into account getting more than one KO at once as well. PC's being able to 'turn the tide' of a giant battlefield is a good thing, but generally that kind of influence is built up, not available to a level 1 character. (That said, Turn the Tides and the base feature are both very good for a dip, and any weaponmaster would want to take it just to grab that. I'd probably move it farther down the tree or switch it with battle instinct.) Also, you have it classified as 'high AP' useage, but really the class by itself likely won't spend hardly any AP until it gets its capstone skill. Though then it goes from 'rarely use AP' to 'use all your AP till you run out' so maybe it does average out. Edited by Anonyman, Nov 5 2014, 11:16 AM.
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| DNA | Nov 5 2014, 03:49 PM Post #12 |
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King of Thought
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Kinda, yeah. Highlander normally doesn't spend much AP, but you have the options later on to spend extra AP beyond your usual features for more power - in which case you will end up spending a lot of AP (and HP). You don't have to play a Highlander like that, but it is an option. Turning Tides is intended to be a bit of a dip feature, yes. I will probably put a limit on its range (3 metres, probably, since a few other bits in the class will do that too) so it doesn't heal the entire field. Still working out kinks. Thanks for your input, though. I'll probably make another update to it in a day or so. Draining Thrust is probably going to be involved somehow, due to how swingy it is. |
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| Anonyman | Nov 5 2014, 05:20 PM Post #13 |
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Snagger
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Sure! I think putting a range limit like that would solve most the issues anyway. The *one* other thing that comes to mind however, is there is no current way in PTU to have a...how to put it...'consistent' heal. All healing moves/features, with the exception of things like Winter's Kiss, are daily; even to the point of the Medic (though for a medic the 'daily' is simply an AP drain). With someone with Turn the Tides, it can be cheesed so that between fights everyone is topped off for free (by carrying around some punching bag pokemon or a bad guy.) All the methods are pretty questionable in morals, but effectively this ability can be used as a super Theraputic Care feature. I may be wrong, but I think PTU tends to shy away from 'infinite' heals in most cases. Though in this case the problem only arises if the players are cheesy and the GM lets them. Ignoring potential abuses in the wrong hands however, I think the class is all around pretty clean, and gives some of the much-needed variety for weapon-masters looking to expand outside their class. |
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| DNA | Nov 5 2014, 05:27 PM Post #14 |
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King of Thought
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^ That'd be like forcing a loophole that isn't really there. If you just carry around a hostage bad guy to take advantage of Turning Tide, the GM has the right to smack the cheese out of you with a crowbar, and rightly so. (But you guys wouldn't do that, right?) Or if he doesn't, I will. |
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| Anonyman | Nov 5 2014, 05:54 PM Post #15 |
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Snagger
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Yea, the only easy way to take advantage of it would require such blatant cheese that it likely wouldn't pass. I could see someone just hunting down the nearest Pidgey or Caterpie for a quick party heal in a pinch though.
Edited by Anonyman, Nov 5 2014, 05:55 PM.
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| TM93 | Nov 5 2014, 06:38 PM Post #16 |
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Pokémon Trainer
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I'll smack people who break the rules with a crowbar for $5 an hour if you need it. Top-notch crowbar smacks, I swear. seriously, I need money. |
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| DNA | Nov 5 2014, 11:11 PM Post #17 |
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King of Thought
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I have made the following changes: ~Draining Thrust has been overhauled for the most part. It's now single-target, with a starting accuracy check of (Struggle Attack +1), instead of 3. The Smite keyword now only applies if the attack's DB becomes 11 or higher. Its accuracy and range (and, to an extent, damage base cap) are based on the type of Weapon of Choice. For example, using a Large Melee Weapon increases the AC by 1, but it lets the DB cap go up to 13. Allies within 3 metres of you can still pay to increase the DB, though. WORDS WORDS WORDS ~Turning Tide's range has been reduced to within 3 metres of you (and still includes yourself). Because Draining Thrust can no longer hit multiple targets, its second effect became useless, and that was also changed: once per day, you can make it infinite range (i.e. what it used to be), but it Drains 2 AP. ~Bloodlust has been altered slightly. There is now no longer a cap on how many times you can use it each round of initiative, but each use during a round past the first one Drains 1 AP. I'm not quite ready to declare this 'ready for playtesting' just yet, but I believe I am close. I'd like special attention given to the features I just edited (Draining Thrust, Turning Tide, and Bloodlust), but of course, suggestions for the other features are fine too. I think I'm on to something here, and would like to get it as reasonable as possible. |
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| DNA | Nov 7 2014, 09:39 AM Post #18 |
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King of Thought
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After finally toying with some of the feature ideas, and making this class less reliant on Virtuoso (seriously, I hate that feature), I have made the following changes to Highlander: ~I finally came up with a version of Draining Thrust that I really am satisfied with! First, the explanation now is substantially less wordy and easy to understand. Second, mechanically, there are 2 changes: first, the starting DB is fixed at a flat 6, instead of being based on your combat rank (either 5, 6, or 8), and the Smite threshold was tweaked slightly to DB+4. (Originally it had it at 11+, but that favored Virtuoso and Large Melee weapons, so I changed it so that all weapons benefit equally.) ~Blood Fortune now gives a flat +2 to Effect Range, and its duration was changed from [X minus 2] turns to [X/2] turns. ~Bloodlust now has a cap again on how many times you can use it in one round, except it's 3 times per round instead of 2 now. You still have to Drain AP for each use in a round beyond the 1st one. (I may change the cap back to 2 times per round, if urged. The penalty shall remain the same, though.) And, at this point, I think I can say Highlander is now ready for playtesting! (Comments, critiques, criticisms, and changes are still welcome, of course. I just now have a version I'm satisfied with that I think is okay to play in a game now. GM approval first, of course! This is homebrew, after all.) Answer: No, not completely. Poke Ball would be a short-range weapon, so Draining Thrust would be Ranged 4, not Ranged 8. Sorry. Edit2: Never mind, that has also been addressed. Thrown WOC are now distinguished. They're now Ranged 6 (the same range as the move Fling), but otherwise are the same as short-range weapons. (I did this on purpose so players can't use some insane throwing range to do Draining Thrust, which would be VERY BAD.) Edited by DNA, Nov 7 2014, 11:09 AM.
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