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SSB_Shadow

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Posts posted by SSB_Shadow


  1. Hrathen said:

    I will just say to just about all of your questions that the game does seem daunting at first.  I would defenatly recommend running a practice fight even before you build characters.  But over time you will find that a little work ahead of time and the GM screen can speed things up.

    I will say that Anima is not the sort of game where you will get 5 to 10 fights done is a session.  That being said, I find the more involved combat system more engaging and it make what fights you do have more fun.

    Don't get me wrong, I like the dynamic of the game. It's just so slow, that's all. =,3
    But I've ordered the GM toolkit thingie, as you guys recommened, so I hope that will help me a lot. ^^

    All your comments have been very helpful. I don't know what I would have done should this forum and its members not exist.


  2. #1. Allright, but I got a follow-up related question for this...

    #2. Thanks. ^^

     

    So my new questions:

    Skill Difficulty question
    On Table 7 at page 44 (as Natso kindly referred), there are the difficulty levels. I presume that it's up to the GM to decide how hard a certain action is to do, right? I am used to play with already-done tables for each skill so most of these secondary abilities are a bit out of my grasp to measure. How hard is it to flip over an opponent to reach his back, for example? Do you guys have any special guidelines you use or are you used to think up the difficulty level with no sweat?

    #3: How do you decide the difficulty on secondary abilities?
    #4: And what would you say the difficulty to jump/flip/push yourself to get around your enemy?

    Attack of Opportunities?
    In other games such as D&D and more, opponents threat spaces adjacent to themselves. When you move around or through the foe's threat area, you leave yourself open and grant him an Attack of Opportunity.
    I don't know if the game has any such rules or not. I like to use miniatures when showing the battlefield so this is a kind of important for me to know. And since elements such as flanking, attack from behind, etc., are very relevant in the game, so should the movement of positioning be as well.

    #5: Are there any kind of penalties to move pass adjacent or through foes?


    And lastly...
    Soooo slooow...
    As practice, I tried to simulate a battle between two enemy guards and three heroes with varied levels. I found the phazes to move so very slowpaced...
    First, you have to nail down everyone's relevant stats. Attack, defense, lifepoints, armor and AT, movement, number of actions, ki, etc, etc, etc.
    Then, as combat goes, one has to first measure the attack-defense difference, check up the AT, calculate the outcome (damage or counter-attack), and resolve it. I found this work super tedious and even more so as I am not so very good at quick mental number calculations. On top of that, the Initiative has to be re-rolled every round. @_@ And when a different weapon hits a different armor, I have to check up the darn armor page again as it doesn't bother with stating up the AT in the statblock of the book for various mobs.
    And this is without accounting for any other special or supernatural elements.
    The games feel more as a chore than a game. I am used to Star Wars SAGA edition and the combat there is very dumbed down but at least it's fast-paced.

    #6: Do you have any useful tip to speed up the game or lessen the time to scroll through the book back-and-forth?


  3. Hey there!

    As I said in another topic, I am a newbie when it comes to Anima. I occasionally get questions about the rules and I will use this topic to ask them. Hopefully, you are kind and can help a rookie out. ^^

    For now, I got only one. But I will surely post in more as it goes.

     

    My first question:

    - Jump and movement distance -
    I am trying to build a character who has an unnatural agility and speed, but I just noticed it doesn't say how high or far the Jump can allow me to go. Chapter 6 says that I can jump only 1/5th of my Movement Value. This is kinda low... and there doesn't seem to be any speed increasing skills; not even Ki ability!
    So..

    #1: How does some secondary skill measure how much the success it is when it's not opposed? Say, 10 m up in the sky? (or around 35 feet).

    #2: Are there any Movement Value-increasing abilities?


  4. Ah, Warlock, of course! How could I have missed that?

    Well, Tao works in most cases. And if you're wondering, I am just curiously looking if Anima rules can work to make some kind of Naruto RPG (for futural work, perhaps). And many of these classes works well, I think. Although some may miss, or I am just missing them again.

    Is there any Illusionist warriors? The Illusionist itself doesn't seem too powerful in magic either as it only gets cheap bonuses on Zeon and Magic Projection, and tons of secondary skill bonuses. It's more like a weak Wizard and good Thief combo. Am I missing something here? (I probably am).


  5. I know people will bash me asking this, but I am mostly curious.

    Has anyone attempted to make any new classes?

    Some I would like to see are perhaps a Warrior-Wizard class ala Naruto ninja. Or a pure secondary-skill user who is not a freelancer. Perhaps a Noble, too.


  6. Hey, I hope it's ok if I borrow this topic. I am also new to Anima and I didn't want to spam with another threat with the exact same name.

    So anyway, unlike the TC, the rules are a bit foggier for me to understand but I have still much to read before I am through.

    I got a simple question to begin with:
    What are the requirements to use magic? Does my character need to have The Gift ability or can anyone rack up Magic Projection, Zeon or MA to use magic?

     

    So far, I love the system and how it's done, but I am a bit worried about the complexity of magic, ki, psychic, summoning, and the other supernatural things. I will ask again when I need to.

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