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| Binding Body Parts; I play EO too much | |
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| Tweet Topic Started: Dec 14 2014, 09:02 PM (829 Views) | |
| DNA | Dec 14 2014, 09:02 PM Post #1 |
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King of Thought
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So, in my odd quest to make more Etrian Odyssey classes, I happened upon a conundrum. In addition to status conditions and weapon types (which, conveniently, Game of Throhs includes, nearly identical to the cut/stab/bash distinction), one of the series' staples is binding body parts (head, arms, and legs, respectively), thus prohibiting certain attacks. In my challenge to port that over to PTU, I want to make it neither too broad as to be overbearing, nor too narrow as to be situational. I bounced some ideas off myself and got some ideas: Head Bind: Unable to use 'Strong Jaw' moves and Headbutts, or certain special moves, or reduced accuracy (?) Arm Bind: Unable to use 'Iron Fist' moves, or certain physical moves (?) Leg Bind: Unable to use Kick moves, might cause Slowed/Trapped (?) What I don't want to do is make a laundry list of what moves are used by which limbs - not only would it be too big, it also wouldn't work. There's also nothing that says I can't craft something entirely new, either. So, I ask you all out there - what might be good ways to represent one's head, arms, and/or legs being bound? |
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| Domo | Dec 14 2014, 09:39 PM Post #2 |
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Kawaii Detective
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There really aren't any. You either say that binding a part disables a certain class of moves or you just make it equal another, pre-existing status (head = blindness, feet = slowed, arms = give them Klutz, etc). I also feel it's worth mentioning that unless you make the binds extremely broad and useful, they're pretty much always going to be inferior to another class's raw damage output. The real question isn't how do you make this work, but why do you feel you need to make an already exceedingly complex system moreso? New statuses are not the right answer. |
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| Corporal Lance | Dec 14 2014, 10:08 PM Post #3 |
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E-4
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Legs: Should inflict Stuck, probably overruling the "can't affect Ghosts" bit. Disable kicking moves. Temporary negative combat stages to Speed until the binding effect wears off. Circumstance penalty to save from tripping combat maneuvers. Arms: Target cannot use Iron Fist-related moves. Temporary negative combat stages to Attack and Defense (can't attack or defend self as well), can't benefit from Defense Evasion. Circumstance penalty to grappling combat maneuvers. Target drops all Held Items, Trainers cannot use or equip any items until bind ends (can't pick up dropped items, can't use restoratives, etc.). Head: Target can't use Headbutt, Zen Headbutt, or Strong Jaw-related moves. Temporary negative combat stages to Sp.Attack and Sp.Defense, can't benefit from Sp.Defense Evasion. Target becomes Suppressed (can't concentrate) until binding ends, possibly inflicts Blindness instead. Binds could follow Vortex-class attack moves in how long the bind lasts and how high the saving throw is, unless the bind follows a set number of turns or (x)d(y) turns instead. Taking a Breather could also save from binds. That's all the stuff that came to mind, anyway. Edited by Corporal Lance, Dec 14 2014, 10:10 PM.
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| DNA | Dec 16 2014, 09:08 AM Post #4 |
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King of Thought
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Meant to reply to this earlier, slipped my mind.
I know. That was the challenge. That's why I came asking for ideas. These won't be status conditions proper, of course. I'm just thinking of ways how they could be visualized. @Lance: That's...wow. That's actually really good. I hadn't thought of how they'd wear off (I probably should have), and the Vortex DC idea looks pretty good. Going to write all that down; you've given me a lot to work with, thank you! |
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| KujiUn | Dec 17 2014, 10:46 PM Post #5 |
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Data Manager
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I personally think PQ's binds would work better, since not all Pokemon have arms/legs. PQ has a Strength, Magic, and Agility binds. We could translate it as not being about to use ATK/SPATK moves, and for Agility it would be no (SPD) evasion and stuck. |
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| Corporal Lance | Dec 17 2014, 11:04 PM Post #6 |
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E-4
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@DNA: Thanks! I try. I thought that the Stuck status already nulled Speed Evasion anyway, but that might be Trapped instead. I agree with Kuji though, either way it shouldn't apply. |
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12:22 PM Jul 11