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Post by CJ on Nov 20, 2009 10:59:50 GMT -5
In this thread I will list the tweaks and changes to the system that I have made. Please read these carefully and be aware of them.
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Post by CJ on Nov 20, 2009 11:35:08 GMT -5
INTERRUPTION
A couple of small tweaks to make Interruption less spammable. We'll try them for a while and if everyone completely hates it, I'll drop the idea, but I do want to try it out at least. -----
Plan A, the one currently in use.
Interruption can no longer be done with special attacks that aren't specially stated to be Interrupts. Such specials will generally be weakened to compensate.
One is free to Interrupt with a normal attack, but doing so will cost 2 Act instead of the usual 1 due to the burst of speed required. This extra cost can be negated by stating that one is actively 'watching' an ally, which can be done freely but prevents one from taking any other action. Like Combo, preforming an Interrupt with only 2 Act won't knock you down to 0. You will remain at 1/2 Act and thus not suffer the effects of Exhaustion.
-THE BELOW ARE NOT BEING USED CURRENTLY, BUT ARE SIMPLY ALTERNATE PLANS I WILL TRY IF THIS ONE FAILS. Plan B
Require a speed check rather than simply having the higher Speed instantly win.
Plan C
Rather than having an Interrupt utterly foil an attack, it simply reduces the final damage by a certain amount. This amount can however be reduced to 0, effectively killing it.
Plan D
On a successful attack that pre-empts that of the Interrupted, rather than the attack fizzling then and there, a Check is made between of the damage stat of the attack used VS their Defense/Special Defense.
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Post by CJ on Nov 20, 2009 12:44:53 GMT -5
ENEMY DEFEAT
Rather than hitting 0 HP and simply dropping dead, certain enemies will now simply enter Crisis Point. You'll never know whether or not an enemy is capable of this until they hit the big zero, but it's pretty much a given with bosses. At this point it becomes a matter of slaying the enemy or simply subduing him or her. These two things can be done in various ways detailed below, but act quickly. If an enemy is healed while in Crisis Point, they will still be in it, but their HP must be brought back to 0 either by the attack that is intended to slay them or one before it. Some monsters may even become -stronger- in this state. IE; A Crisis Point enemy hits 0, but heals by 40. A Fatal attack that does 30 damage still won't kill them, but one that does 40 will. Likewise, if their HP is whittled back to 0, a Fatal attack will do its job.
Curing Crisis Point in the course of a battle is completely impossible. Any being in this state is living on borrowed time, plain and simple, and they will likely die even if they defeat the party. They must be nursed back to health outside of combat.
If a CP capable monster is successfully afflicted with Instant Death status, they are forced into the state prematurely, but their HP is only halved. If an attack deals both damage and an ID chance, the damage is calculated before the HP halving. If the damage portion reduces the target to 0, the ID portion will bypass Crisis Point and slay them.
DISPATCHING CRISIS POINT ENEMIES
The following circumstances will lead
- Successfully Armor Piercing an enemy that is helpless, such as from Sleep status, being Grappled or bound, or even if they are reeling from another Stun. In this case, AP is rolled even if the target isn't wearing armor. - Successfully inflicting Instant Death. - Striking a Critical Hit with a Cutting weapon. - Striking a Critical AP with a Piercing weapon. - Hitting with a special that was specifically designed with the Fatal tag on creation. These will be fatal even if preformed with a bludgeoning weapon. - 'Final Blow' Heroism effect preformed with a Cutting or Piercing weapon. - Ultimate Attacks (See below for details)
SUBDUING CRISIS POINT ENEMIES
The following circumstances will lead to a subduing of the enemy, though as stated above, they will still require fairly prompt medical care to survive.
- Doing BLUDGEONING damage (base stat included) equal to the monster's max HP. This doesn't need to be in one shot. - Inflicting Stun on an enemy that is helpless, such as from Sleep status, being Grappled or bound, or even if they are reeling from another Stun. - Successfully inflicting Petrify or Freeze. - Striking a Critical Stun with a Bludgeoning weapon. - Striking with a special attack specially designated with the Knockout tag on creation. - 'Final Blow' Heroism effect preformed with a Bludgeoning weapon. - Ultimate Attacks (See below for details)
ULTIMATE ATTACK
Ultimate Attacks bypass Crisis Point completely. If the target hits 0 HP from one, that's all she wrote, it's over. On preforming the attack, you can decide to 'go light', which will result in a KO instead of a death. If the target is already in Crisis Point, only a level 1 Ultimate can be 'gone light' on. On a side note, Final Blow can be gone light on as well, likewise only if the target isn't already in Crisis Point.
KARMA
Mind your karma when deciding whether to dispatch an enemy or knock them out. Only in extreme cases will 'killing' an enemy result in bad karma, but it is still in bad conscience to just go around slaying everything that stands in your way. Likewise, only intensely evil creatures who go on to abuse your mercy will generate bad karma. Many cases will be neutral either way and entirely up to your ability to sleep at night.
Note: There is no real 'karma' score in place, it is simply up to the whim of the GM. The good and bad mentioned above simply refer to whatever penalties or bonuses said GM feels like giving out for making the right call.
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