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[PTU] [Class] Adept; Yes, the ones from Golden Sun
Topic Started: Dec 31 2014, 03:28 PM (2,904 Views)
DNA
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King of Thought
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Between castfromhp wanting to make a Golden Sun TTRPG system, and I replaying through Golden Sun: Dark Dawn for about the 5th time (I know it's not as good as the first two, but it's still great and fun), this really inspired me to make a Golden Sun-themed class for PTU.

So, if there's anything wrong with this class, it's all cast's fault.

I've been tweaking and toying with the idea of this class for at least a week. My original plan was to let the Adepts pick a main element and a sub element, letting them use Psynergy from both. After some fleshing out of the features and Psynergy themselves, I decided that was a horrible idea, since there's type subdivision even within elements (Venus Adepts getting Grass-type moves as well as Ground, for example). Thus I decided to let each player pick only 1 element, and gave most of the moves unusual or non-standard effects. (Most of them also have Blast radii of some kind, but that's another story.)

Working partially off how I developed Slimelord, I decided to go a similar path with this class, which is called Adept. (It's not to be confused with the Adept Skill Rank, I know, but that is the official name used for them. And I suppose it could be worse.)

There are still a lot of rough edges (at least to me, there is), and I'm not exactly sure how I chose to handle move trees was the smartest idea. Nevertheless, I present this idea to you guys - because that's what proofing is for. I give to you the Adept class.

(Oh, and I know the moves and stuff look really messy. The final draft of this class will be put in an Excel file, not in Notepad. Like Slimelord would have been, except Slimelord was never properly proofed.)

If you are playing PTU 1.05, the stat tag is just [+SpAtk]. Otherwise, it may be played as-is.

~~~

Adept Features



Adept Moves


As always, comments, suggestions, feedback, and constructive criticism are appreciated!

[The "PTU" file attached is the class as shown above. The "PTK" file attached is a slightly altered version, tweaking things such as how Adept learns its moves (normally it learns moves as it takes the features normally, but the other version has a feature specifically for learning the moves), as well as incentivizing the use of lower moves in the tree (standardly by reducing effect ranges and accuracy).
If you deem the standard "PTU" version too strong for your campaign, consider the "PTK" version instead. Any changes from the normal Adept are written in blue.]
Attached to this post:
Attachments: Adept_PTU_Class.xls (48.5 KB)
Attachments: Adept_PTK_Class.xls (52.5 KB)
Edited by DNA, Jun 11 2015, 09:40 AM.
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Bowyer
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Pretty sure delaying when you get moves until you have certain skill levels was frowned upon. Something about doubledipping? The capstone seems really powerful as well.
I really do like the idea since I loved what little of Golden Sun I played but as it stands it is rather clunky
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GrayGriffin
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For the Cure tree, does that mean you don't add stats to your DB roll as well, or just that it doesn't get reduced by Defense?
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DNA
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@GrayGriffin: The latter.

@Bowyer: I don't think I heard this idea before; who frowned upon it?
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Major
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Its pretty much a general problem. Nothing goes solely based on skills for development or its a dipper's wet dream. If I can dip a class and then go spend all my feats on other stuff while my edges get me both moves, skills, and more why bother? NEVER progress a class solely by skills without requiring feats.
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DNA
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Hmm, I see. I'll try to re-do the skill trees not requiring skill levels, and try and find a method that works similarly. First reaction is to do it based on TL, though I will give it thought.

Other than that...how does it flow?
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Domo
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You can organize it like new Dancer and have the entry feat provide new Moves each time you acquire another Adept feature.

That said, I think the class is super overloaded because you've gone for the 1::1 translation. The trios of scaling damage moves are the most egregious bloat - once you have Serpent Fume, you really don't need Fume on your list at all, particularly if you go for a Signature Technique. Few other combat classes have Moves that become 100% obsolete.
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Major
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DNA
Jan 1 2015, 04:31 PM
Hmm, I see. I'll try to re-do the skill trees not requiring skill levels, and try and find a method that works similarly. First reaction is to do it based on TL, though I will give it thought.

Other than that...how does it flow?
The issue is you can't give a trainer free stuff without tying it to the class or they just dip the class and never touch it. Any progression for a class should come from progressing that class.

As the example of dancer was given. Each time you take an Adept feat you get X. But don't tie it to level and don't tie it to skills. Or anything that can be nabbed outside the class.
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Kairose
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...I really don't get the complaint about tying the moves to skill levels. It's not really any different from Hatcher's Birthright, you basically get one move and having higher skill ranks lets you use that move with more power.
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GrayGriffin
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"Ah, you unmasked me. Whatever shall I do."
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Kairose
Jan 1 2015, 07:49 PM
...I really don't get the complaint about tying the moves to skill levels. It's not really any different from Hatcher's Birthright, you basically get one move and having higher skill ranks lets you use that move with more power.
Birthright doesn't let you use moves. -_- There's a difference between getting moves and getting other ways to improve your Pokemon. Furthermore, Pokemon Education doesn't get used in a lot of classes, while physical skills are pretty useful for a lot of other combat classes.
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