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Natso

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  1. There are plenty of precise rules that got blurred in the double-translation, we figure them out as we get evidence of them (like mastery at 200). Absolutely not surprising, best to just roll with them as you discover them. Translators aren't necessarily good logicians or mathematicians (no offense intended) and so accuracy is lost if it isn't double-checked by someone who recognizes the differences... as a fellow programmer you are no doubt familiar with situations like to this. Good luck with your app!
  2. Consider me interested. I've got a webcam & can handle skype, and have just the core rulebook for Anima. If you put up here a way to contact you I'll get in touch. Days of the week and times are generally not an issue for me.
  3. Tywyll said: I've been trying to wrap my head around Anima and one of the things I've been thinking of ways to 'sort out' some of my issues with combat. For one, I think that most of my players (and myself) would have real issues with 'lose initiative, lose your action'. So what if that were chucked? Also, I hate games requiring the declaration of actions prior to rolling init, and see no benefit to them (they always slow play in my experience). So, what about scraping that? You can only take a number of Active actions up to your maximum, as normal per the Agil+Dex chart, but you decide when its your turn. I don't know, it just seems faster and more 'anime' to me. So, since I've never actually played Anima before (unfortunately) what detrimental side effects would this have that I'm unaware of? Anima has nothing to do with anime... to quote wikipedia "Anima was significantly inspired by Japanese roleplaying video games such as Final Fantasy and Suikoden, and features manga-like art, Eastern concepts of honor codes, mysticism and martial arts. Additionally, the world of Anima combines those elements with traditional Western fantasy ones, such as magic and medieval arms." You don't lose your action based on initiative... Initiative just determines order of players turns. If someone has surprise on you, though, you won't be able to attack them, but you still get to take your turn. My players all sum up their initiatives on their own, I trust them. We don't use the initiative rules exactly though. On character sheets, there is a place to write your initiative, and it varies based on your current weapon. We use that, and tack on notable side effects like being immobilized or having all-action-penalties, stuff like that. I recommend against anyone having a character that doesn't get at least 2 actions. We also tend to ignore the penalty for taking multiple actions in one turn (because usually its just attack+movement, or movement+attack). For doing lots of stuff in one turn (moving, healing, attacking) we might start paying attention to the penalty for taking sequential actions, but that penalty isn't applied to initiative, and the last time that happened in our campaign is was the Tao, and he used a technique which gave him free actions at no penalty... so there wasn't a problem at all. So, we bend the rules some, but everything went fine for us (the campaign ended recently, about 9 months in length). Ignoring the sequential action penalty didn't seem to be a problem, however I do not recommend ignoring the penalty for making multiple attacks or defending multiple times (also note that these don't apply to initiative either). After the first few sessions (Anima has a very big learning curve) you'll find it is very flexible, and combat will run as fast as any other (non-lite) system.
  4. I remember reading that part. My interpretation was that the full ritual time applies to all summoning checks made that round, related to the monster the ritual was about. (Like, if you decided to do a long ritual to summon, control, and bind a particular monster, you shouldn't get that bonus if to banish any other monster that shows up later during the ritual) The example in the book also supports this interpretation (the month of preparation gives +60 to all of her summoning abilities). What I don't think the book talks about is how long this bonus lasts. If the ritual was for any long amount of time, definitely let the player have a couple of rounds leeway to use all of his abilities. So if he prepares for an hour, summons a demon, and quickly notices that it also bears a terrible trait that he hadn't expected, he should get the bonus to attempting to banish that particular monster. Or if he prepared the ritual, with a plan to banish a terrorizing monster, for a year or more, he should have several days, at least, to appreciate the bonus from the ritual, so that it doesn't turn into a one-shot failed-your-one-chance-this-year-to-banish, see you next year. I would be ambiguous when describing any of these time frames to my players, and I'm generally lax (the rule of cool definitely applies here) and would encourage a good strategy. If it becomes a problem because of, say, powergamers, then rule that each ability can only be used once (one summon, one bind, etc) or something like that. Lastly, long-term rituals give a place to work hooks into the campaign. The ritual (for a certain monster) might require an ounce of a particular rare dragon's blood, and the party will get to go hunt it down, rather than just fast-forwarding over an entire year waiting on the ol' summoner. Also, consider manifesting the results of the ritual as an artifact, like a staff or something the summoner thinks is cool, so he can wave it around while banishing his target. End rant, hope I answered your question somewhere in there. If someone knows more rules about summoning and I've said something wrong, please correct me!
  5. #1 1/5th of your movement value is how high you can jump. Also note that how you roll to jump does not directly determine how high you jumped: the roll to jump should be based on the difficulty of achieving that jump (which is often just based on the distance or height that needs to be covered, but still) There is a chart in the book that shows what numbers to use for difficulty rolls. Table 7, Page 44. #2 Sort of. Anyone could gain experience and increase their agility, which will increase their movement value. There are also ki techniques, spells, and psychic abilities that will augment character attributes. Lastly, some abilities will directly augment the movement ability of a character, for instance the Automatic Transmission ki technique. In the case of Automatic Transmission, while it does say it is instantaneous... the limits are still the same and aesthetically you can just describe it as your character just running faster, or wings that make him lighter and more quick on his feet. Magical sources for speed are going to be temporary solutions, though.
  6. I can't provide references at this time, but from what I understand: You're allowed to perform each active action once per turn (provided it is within your actions-per-turn limit which is determined by dex+agi). You can't split up your active actions (so if you have two normal attacks, you can't take two attack actions with one attack during each of them). But if your action limit is 3, you could move, cast a spell, and attack all in the same turn. About initiative: Your physical attack initiative when multi-weaponing is equal to whichever one is lower (worse). So I would assume that if you're doing multiple things with varying initiative, your initiative (which is only rolled once per turn, by the way) would be equal to the lowest of them.
  7. Ki is probably where the most "broken" abilities can be designed, but if you're not working with powergamers it doesn't become a problem I think. Of course a player will want to develop techniques that give him an advantage within the scope of a campaign, and I don't see any problem with that either. In fact, of all of the systems Ki is the "least flexible" (thats how I describe it). You can vary the power of magic spells and have many spells, you can vary the power of matrixes and there are many of those to choose from, unlike Ki which makes you set your abilities in stone. In fact, our own house-rule is that Ki techniques can be improved by paying & training the difference in MK, and you can never add new abilities to an existing technique. So you could increase a "+2 limited attacks" to "+3 limited attacks" but you couldn't add on "+25 inititative" if it didn't already have a +x inititative when it was originally made. Any character that gains enough ki and puts in enough time to develop techniques should be allowed to do so, I think. Technicians certainly should create their own custom powers, thats the point of the class. Lastly, I've seen other DMs recommend this and I currently must recommend it as well, require characters to learn at least one defensive technique (if they are ki-based, I mean). A technician most certainly should have a defensive technique amongst his level 1 arsenal.
  8. I believe that maximum actions is based on the sum of both agility and dexterity, not just agility. Most players will have 2 or 3 actions they can perform per turn. Also understand that being able to make multiple attacks is completely unrelated to being able to take multiple actions.
  9. I don't believe the core rulebook addresses making "magical items" outside the standard +5 to +25, (or +0 -5, and so on). This would be something your DM could probably decide if he wanted to allow. Also, some other users here may have read books that aren't released in english yet... there might be rules in one of those books, but not in the Core or DM book.
  10. SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS I like what Arcaia is saying and here's my 2 cents: Consider making the government (or FBI or whatever) similar to one of the big organizations (you DMs know what I'm talking about). Depending on your players, some of them will want to act like they're a TeamFortress2 Heavy and measure their firepower by how many hundred thousand dollars worth of ammo they can fire per second. In this case consider letting them have [heavy weapon of their choice] from the black market. If you're required to be Government to have the license to pack powerweapons then their use would be similar to supernatural things in Gaia... if you're caught with the gun its game over, and any witness to their use might turn in the violator for a bounty (again leading to a game over). Of course handguns and other non-illegal guns would be "acceptable" and wouldn't carry the risk. I don't know what your players are going to expect from a modern setting and what they're going to want in the way of modern firepower... in my case I would use the above compromise if it really mattered... since it is about letting the players have fun. On the other hand, if all the players just want a hack-and-slash picknick: consider letting them have their favorite insane guns and just make it a one-nighter (when balance really doesn't matter, haha)
  11. The problem with advancing into a modern setting with "realistic" stuff is that it just compounds on how ridiculous supernatural things are and how ridiculous much of the Anima system is entirely (by this I mean that it clashes horribley with reality). (Don't misunderstand, I think Anima and its magic and stuff are all wonderful, but in the end it really isn't real) Anima does have some rules for guns: Look up the Pistol and Arquebus (its like a rifle). My biggest suggestion would actually be to look into the D20 Modern system and see how it handles things... adapt the equipment and numbers they use into the Anima system. I don't know how D20 Modern handles it all, personally, but surely it will provide a lot of insight on the topic since they can hardly have released the book without addressing the problems that you've mentioned. Also, if you haven't already, go and read the Modern Anima section in the core Anima rulebook, it discusses (a little) about modern guns, magic, and AT.
  12. Here's how me and my players do it (it goes a lot faster than it may look). Note that 2 of my 3 players use calculators, the other can do it in his head pretty fast. I use a TI-30X so I can watch as I build up the whole formula. On my calculator I make sure that attack numbers are always positive, and defense numbers are negative... and you need to be quick with adding modifiers: if its in the attacker's favor add it, defender's favor subtract it. If I'm attacking the player with an NPC: >Player rolls, adds base defense, adds in modifiers that I've made him aware of (like if I tell the party they've got a +10 bonus to rolls for this fight, or if he's aiming at a specific part of the body... this is all his job to sum and the player can do it pretty fast) when he's done he'll call out his total to me. >I roll, add npc'd base attack, add in the rest of the roll modifiers the player's aren't aware of, and then subtract the total he calls out to me. Note that up to now no armor has been included in calculations. If its the defender's favor: (in this case, the calculator shows negative) the player may counterattack with a bonus half of what my calculator shows (make it positive, of course, since it is a bonus for the player not a penalty) If its the attacker's favor: (in this case, the calculator shows positive) subtract 10x the armor of the defender. If it goes negative the attack hits armor and fails. If the calculator STILL shows positive (say it shows 36) then I type it back in quick as 0.36 while asking for the player's base damage (or in this case, checking the NPC'd base damage) and I multiply by that base damage to find how much damage was taken. (I don't like dividing by 100 in the middle of a calculation without using proper parentheses, and adding parentheses is too much of a hassle compared to typing it back in with a dot three six) If I'm defending with an NPC things are pretty much the same, just remember: >I roll and enter the roll with a - sign, subtract stuff thats in the npc's favor, etc >Player still rolls and sums, I add what the player calls out (attacks always positive) (the rest with counter/hit/armor is the same as I stated above) * This method is technically incorrect if the armor is less than or equal to 2. For roll differences over or equal to 50, though, the formula I use gives correct results, and me and my players don't care: this technique we use goes quite fast and we're ok with being a tad different in rare cases. The main difference is just that the chart uses increments of 10%, and the calculated method is much more precise. > -(attacker sum - defender sum)/2 = counterattack strength > (attacker sum - defender sum - (armor * 10) ) * 0.01 * attacker base damage = damage delt (don't actually bother using these formulas, but this is the results my method should give... you can check these against the combat tables)
  13. > Anyone here know if they have plans to keep this going? Only based on what we've seen so far: 1 book a year > D&D plays best with 5+ players (including DM), how does Anima play with 1 GM and 2 players? When I started it was 1DM (me), 2 Players. A third player joined in so theres 4 of us total... and I think it works just fine. 3 players seems to be the optimal size for most games (in my opinion). > Are there any pre-generated adventures out there for Anima? Anima comes with an absolute ton of "fluff": including plenty of plot devices. You're welcome to use your own, of course, as always. You'll want the DM book which includes an module, but from what I've heard it is very difficult for new players (the system being rather confusing at first means you won't want to throw them into the tomb of horrors on night one : ) You seem experienced though you really shouldn't have any problems. You'll want to stage a few cheap fights to begin with (doesn't need to be hard, but try and touch most of the player's combat options), to get people used to all their skills and the flow of combat... its worth it. > Don't want to jump on board if the ship is sinking. Not sinking... sturdy but its slow sailing. Extremely flexible system, it should be more than enough with the core book & dm guide. If you need more fluff you can get the Gaia book (I don't think it comes with a module, but maybe someone will correct me?). Anima is rules intensive but also flexible and sound~ I'd encourage investing in Anima even if they weren't translating any more books (which they are, so thats not an issue) ~ hope you enjoy it.
  14. Based on what you've said here, I would say that the effects don't stack. (so an ambidextrous person wouldn't feel the special effect of that weapon, wielding it with -10 for an extra attack seems just as natural as anything else)
  15. DarknessEternal said: Where can I find a reference that all multiples start at 1x instead of 0x or that it is per characteristic? I think the 1x vs 0x is mentioned somewhere in the book, if you're up for a hunt start looking for it yourself, Anima is like this... Elric of Melniboné said: If I have base ki accumulation 2 in a stat and I buy a ki accumulation multiple for that stat, do I get 2 ki accumulation points instead of 1? Thanks in advance for any reply. Now I'm answering this quote and the previous "per characteristic" request: again you could hunt for it. Or, try it the other way (make it apply to all characteristics, and make it multiply by the base accumulation instead of adding them together) and you'll see you have a horribly broken mess on your hands. A lot of the info we are able to provide you with on this board is simply things we've learned that aren't explicitly stated in the books (did you know they were translated from spanish to french, and then to english?).
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