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Unread 12-08-2009, 09:26 PM   #101
Truce
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You people post fast.

I'm treating the armor bonus as pre-level 1. Or in other words, HP/MP is calculated last after all the other things on the character sheet are completed.

Tomorrow is when I'll be able to start the game. Of course, expect the threads to be created during the evening; before that, I've got a lot of stuff to take care of first.
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Unread 12-08-2009, 09:30 PM   #102
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While you're here. Could you clarify the issue of taking Attack(Physical) and Attack(Magical) together and/or multiple times.


Quote:
Originally Posted by POS Industries View Post
Ah, it seems I have misread the description. Easily solved, however, as I removed debilitate and redirected the points toward Attack (Magic) and Elemental (Shadow), which actually fits the theme of the ancient 12-sided die of doom a bit better.

Thanks!
Now it's 2 points over the lvl 15 limit.

Taking Shadow/Holy as attack element costs 3 instead of 1.

Last edited by Naqel; 12-08-2009 at 09:32 PM.
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Unread 12-08-2009, 09:31 PM   #103
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Quote:
Originally Posted by krogothwolf View Post
I was going along the lines of 2 areas, defensive and offensive

Offensive level: 25
Status Booster: STR
Area Effect(foe)
Attack(magical)
Drain HP
Drain MP

I'm still working out some other options but this is what options I have as of right now.
Ignoring all the other ones, this one seems odd because you boost your physical attack and then attack magically... Wouldn't it be highly advisable to use your physical attack so you get the benefit of the boosted STR stat which would also increase your HP and MP gains?
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Unread 12-08-2009, 09:32 PM   #104
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Element is only 3 if you take Holy it says.

Yeah that was a goof on my part. That was one of the older ones I was writing out and got the 2 mixed up.
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Unread 12-08-2009, 09:32 PM   #105
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Quote:
Originally Posted by Naqel View Post
Now it's 2 points over the lvl 15 limit.

Taking Shadow/Holy as attack element costs 3 instead of 1.
Nope, only Holy costs 3. Shadow is 1.
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Unread 12-08-2009, 09:38 PM   #106
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Anyhow, I made a few extra Limit Breaks, so anyone can feel free to choose the ones I didn't choose if you want. :3 (The one I chosen has ***** beside the name.)
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Unread 12-08-2009, 09:42 PM   #107
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I think it's just one of the many minor flaws/typos/whatever in the book.

Whenever something refers to Holy, it also applies the same to Shadow, and vice versa.

Think of it as Good and Evil in comparison with Fire and Ice. You have simple elements, and you have the very foundations of all existence.
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Unread 12-08-2009, 09:42 PM   #108
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I'm going to have to think about some limit breaks. I'm thinking about some that I might be able to combine with crimson seal or Runic (which I intend to take).

Also, I am considering one of Menarker's suggestions.

Last edited by Bard The 5th LW; 12-08-2009 at 09:45 PM.
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Unread 12-08-2009, 09:59 PM   #109
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Quote:
Originally Posted by Naqel View Post
I think it's just one of the many minor flaws/typos/whatever in the book.

Whenever something refers to Holy, it also applies the same to Shadow, and vice versa.

Think of it as Good and Evil in comparison with Fire and Ice. You have simple elements, and you have the very foundations of all existence.
You're thinking of Holy and Shadow's relation in character affiliation alignment as opposed to combat element. The manual refers to there being "seven basic combat elements: Fire, Ice, Water, Wind, Earth, Shadow, or Lightning." (p. 26 and 45). More specifically, Holy is referred to as "Without any doubt... the dominating force in the magical world" whereas "Shadow, on the other hand, is Holy magic which has become tainted or corrupted through various means. Holy magic is incredibly rarer than the other venues of magical means, and is often treated with an intrinsic level of respect." (p. 141)

Thus, Shadow as a magical element is reduced to the same level as the other natural forces due to its inherent corruption and treated as such within the game mechanics, while Holy requires a little something extra to utilize.
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Unread 12-08-2009, 10:08 PM   #110
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Quote:
Originally Posted by Menarker View Post
Adjusted the order of the selected skills for max benefits because I was bored. :3
Like 99.9% sure that it doesn't matter what order you put your skills in, as the limit break is a single attack that does all of those things, not a series of attacks that builds on what the last did, and therefore it would all resolve at the same time. Kind of like Full Life says it heals and resurrects all party members, yet resurrect obviously happens first as it would need to in order to affect dead members--except not really. Both effects happen at once. You just revive someone SO GOOD that it also fully heals them.

Basically, I'm saying it's pretty obvious that the whole thing is supposed to be an area attack, or whatever, so it's silly to make the order the affects are listed have any difference.

I just put them down in the order I picked them out from the book for this reason.

Quote:
Also, Poison Blades seems weird because the opponent can't attack his friends due to confusion if he's already asleep. Also, sleep disappears when he takes damage, which poison would do nigh instantly (Confusion would also disappear 25% of the time). I would personally replace Confusion and Poison with Seal or Power Break or some combination so they don't conflict.
It's meant to debilitate anyone and everyone with the highest success. Everything doesn't have to affect them, just one or two things. For this reason seal would be suboptimal as it would only have serious effects on a limited number of enemies. I don't think I want to seal a group of skeleton warriors or beasts or even the vast majority of fighters, for instance, as it would be pointless. Sleep, poison, and confuse, however, are still quite useful against them.

Also, I'd need a ruling on whether poison breaks confuse/sleep, as that it didn't in any of the games this system was based off of, and would actually make marlboro breath pretty tame in comparison to the games as all the confuses/sleeps would wear off on the first round. EDIT: Apparently it will wake/unconfuse, so I have to redesign that one. This is, apparently, for the best interests of the party.

Quote:
Or use one of the 6 point affliction with one of the 2 points affliction like Curse with either sleep or poison or stop with poison.
My original had stop and poison, however:

"Each negative status effect also grants a negative modifier to the attack roll. If multiple status effects are used – say, Poison and Petrify – only the largest attack penalty is used. In that case, -4."

"Curse, Stop, Haste 6 -2"

"Poison, Sleep 2 -1
Confusion, Seal 4 -1"

I wanted to stick to -1 modifiers to give my limit the best chance of hitting.

Edit: New Version, more reliable than the old.

Level 15
Crippling arts
Jal seems to produce multiple small daggers from nowhere, flicking them out with his wrists they strike each enemy in various places, cutting the straps of armor, severing ligaments in legs, and driving into the insides of their elbows leaving them crippled.
+5 Area Effect
+3 Attack
+4 Armor Break
+4 Power Break
+4 Speed Break

Cleared with Ecurt Truce that it's +4 for the break arts, and the 5 was a typo.

Krylo Killian (9:34:06 PM): On the break things, am I right to assume that 4 points gets you a fixed break and 5 gets you the choice to choose? Or was the 4 or the 5 a typo?
Krylo Killian (9:34:23 PM): Break Arts (4 Points) Similar to Status Effects, Break Arts damage an opponent's stats in battle. Multiple Break Arts of the same type are not cumulative. 5 points will allow any of the following, of your choice:
Truce's AIM name that I'm not giving out 'cause I don't know if he wants it given out (9:35:55 PM): It's a typo.
TANTINGOCIDKIHWIGO (9:36:00 PM): I'll say it costs 4.
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Last edited by Krylo; 12-08-2009 at 10:37 PM.
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