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| Modal Combat; Homebrew Ability | |
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| Tweet Topic Started: Nov 17 2014, 02:18 PM (464 Views) | |
| rlrichey | Nov 17 2014, 02:18 PM Post #1 |
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Rival
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I have an idea for a home-brew ability I'd like to try out in my campaign. It was inspired by some video-gamey enemies I've seen before, like the Gun Volts, Mets, and Hoganmers in the Megaman series: Explanation of Source Material Here's my take on it:
Does this look fair? Is it too strong? I think the standard action offsets a lot of the potential abuse If it's too much, I could break it down a little bit, like:
What are some thoughts? Is this even usable? Edited by rlrichey, Nov 17 2014, 02:19 PM.
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| Marhatus | Nov 17 2014, 02:30 PM Post #2 |
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Avid Lurker
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My first thought is that since it's a static number, there's no scaling... so it will likely be really great at low levels and not really matter so much at higher levels. But that's also the case with the heavy and light shields, so I'm not sure if that's too bad. If you wanted to make it scale a bit better, though, perhaps it would change the default combat stages for your attack, defense, special attack, and special defense by 1 stage each, depending on what mode you're in. |
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| rlrichey | Nov 17 2014, 02:46 PM Post #3 |
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Rival
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Good idea. That was actually my first thought, but since it changes so frequently and CS take time to calculate, I went away from that idea. Plus Combat Stages raise more quickly than they lower, so unless I wanted it to be oblique numbers (1 in increased stats and -2 in decreased stats) in addition to handling 4 stats at a time for an ability that you could potentially use, I'd be better off with static values, I think. Maybe increasing/decreasing each by half level? As an advanced ability that means it starts as +10/-10 and scales very slowly moving upward. |
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| Robot | Nov 17 2014, 03:07 PM Post #4 |
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Giant Mecha Enthusiast
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Consider looking at the ability "Bulletproof" and an ability like "Strong Jaw" or "Tough Claws" and have them swap between the two maybe. |
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