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Full release striking as wind

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2 minutes ago, AtoMaki said:

It is bad in a way that rolling 6 of 6 dice and replacing one or more results with your reserved die if you so desire is considerably better. 

also. that would be "ok" i suppose. not as good as simply adding your reserved dice, but kind of a compromise that makes it swallowable at least.

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Just now, ExplodingJoe said:

Keep in mind Striking as Void is a Rank 5 technique, and should be meaningfully more powerful. I don't think Earth/Water are overwhelmingly great. They're nice minor bumps, but the same criticisms JBento applied to Striking as Air can go for the two of them.

striking as earth can make you very tanky, against all attacks for the whole round.

striking as water, you do that on a "boss" or big monster, and your whole party gets to get lot more dmg in for the whole turn.

they both are very good.

good catch on the striking as void rank.

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Striking of Earth is always good, unless you're ranged. Less damage to the face is never not good.

Striking of Water turns Opps into damage, and I find it particularly desirable when wielding Razor-Edged weapons, so that they don't get Damaged.

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1 minute ago, JBento said:

Striking of Earth is always good, unless you're ranged. Less damage to the face is never not good.

Striking of Water turns Opps into damage, and I find it particularly desirable when wielding Razor-Edged weapons, so that they don't get Damaged.

hey Bento, if Coiled Serpent, replace the 1opp usage by increase TN by 1 for checks using that weapon(instead of the "cannot use attack actions lol").

too strong? too weak?

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4 minutes ago, Avatar111 said:

hey Bento, if Coiled Serpent, replace the 1opp usage by increase TN by 1 for checks using that weapon(instead of the "cannot use attack actions lol").

too strong? too weak?

That's the sort of numerical stuff you need to test in practice. At first sight, it's still very good, but at least it doesn't make me go "What in the unholy hells IS THIS?" like the current version.

EDIT: Actually, it's still ridiculously good - it's basically Strike as Earth that affects your whole team, with the added possibility of 0 damage outright.

Edited by JBento

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1 minute ago, JBento said:

That's the sort of numerical stuff you need to test in practice. At first sight, it's still very good, but at least it doesn't make me go "What in the unholy hells IS THIS?" like the current version.

current version is busted.

but a rework still need to stay strong, its like the main "snaring" weapon shtick... and they are not super good stats for dmg/deadliness.

1opp for +1tn on opponent

2opp for immobilize.

seems not bad...

 

now what to do with the tetsubo, which is a giant pile of garbage as is :P 

Edited by Avatar111

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1 minute ago, JBento said:

 

Check above edit.

I'm actually curious about the first errata, see what (if anything) they do with it.

yeah, im just hoping our random discussions on these forums are going to give them some ideas, or concern about different things. if not, well, too bad :)

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I did a tweak to Striking as Wind:

 

Quote

 

Activation: When you make a Martial Arts [Melee, Ranged, or Unarmed] (Air) check, you may spend in the following way:

Air +: If you fail, reserve one of your rolled dice, plus one addi­tional die per ✱✱ spent this way. These dice become dropped dice. When making a check with the same skill (Air) before the end of your next turn, you may add the reserved dice to your roll as rolled dice. When making a check with the same skill before the end of the next turn, but not using Air, roll one fewer per reserved and one fewer per reserved , then add the reserved dice to your roll as rolled dice.

 

The rationale is that I think Striking as Air was balanced this way because it would be too dangerous if used to prepare a really nasty effect with a Fire/Water kata. So I kept it as it was if the character changes their stance in the next turn, but made it much stronger if they attack again while in Air. I don't know if the kata deserves the "if you fail" trigger, but I actually like it to avoid people stocking overexplosions as I don't think it thematically fits with my idea what this new SaA represents (feints and whatnot) and the new effect makes it much, much stronger now if you could stock an overexplosion. I think this new version is a tad too strong, so I will playtest it at my table and see how it goes.

I also tweaked CSS.

 

Quote

 

Activation: When you make a Martial Arts [Melee] or Martial Arts [Unarmed] check using a Snaring weapon, you may spend ✱ in the following way:

 

✱+: Choose one weapon a target has readied; that weapon cannot be used for Attack actions unless they take fatigue equal to your ranks in Martial Arts [Melee/Unarmed] (the one you used to activate this opportunity) plus every extra ✱ spent this way. This effect persists until the end of your next turn.

✱✱+: One target of your action per ✱✱ spent this way becomes Immobilized. This effect lasts until the end of your next turn.

 

 

 

 

This makes CSS still works as an entangle that stops an attacker on its tracks, but it now dissuades them from attacking instead of being a full stop restriction. Maybe it scales too well in the later ranks, but I think at Rank 2 it is now pretty balanced.

 

Edited by omnicrone

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It becomes a bit complicated for Striking as Air. But i see your rational. 

I still liked that you could "voluntarily miss a strike" to boost your next one, so the have to fail condition is not something i like. And sure, you can use your reserve dice with a fire strike next turn, but hey.. honestly unless you have a 4/4 dicepool or something insane like that, you'll never reserve more than 1 good dice. so i'm fine with my tweaks.

 

for CSS

I really like your 1+opp rule. interesting. strong, but probably legit.

For the 2opp immobilized rule, I don't like it, because Snaring weapon quality, by default, can immobilize people (check the equipment section).

I will think about it some more and see how i do it for my game. thanks for all inputs.

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3 minutes ago, Avatar111 said:

for CSS

I really like your 1+opp rule. interesting. strong, but probably legit.

For the 2opp immobilized rule, I don't like it, because Snaring weapon quality, by default, can immobilize people (check the equipment section).

I will think about it some more and see how i do it for my game. thanks for all inputs.

Actually, that's from the original CSS. It bypasses the Vigilance part of it.

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1 minute ago, JBento said:

Actually, that's from the original CSS. It bypasses the Vigilance part of it.

yeah I know, its like a bit better than the regular snaring option. but its kind of redundant. i find.

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Just now, Avatar111 said:

yeah I know, its like a bit better than the regular snaring option. but its kind of redundant. i find.

It's... a LOT better, presuming you ever want to apply the Immobilised condition. My dude has Vigilance 3 starting out, meaning CSS is saving you one Opp RIGHT NOW (possibly allowing you to apply the Immobilise condition in the first place), and it only gets worse from there.

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17 hours ago, Avatar111 said:

hey Bento, if Coiled Serpent, replace the 1opp usage by increase TN by 1 for checks using that weapon(instead of the "cannot use attack actions lol").

too strong? too weak?

try making it work like defensive part of mirumoto school, scaling with opp instead of rank

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43 minutes ago, JBento said:

It's... a LOT better, presuming you ever want to apply the Immobilised condition. My dude has Vigilance 3 starting out, meaning CSS is saving you one Opp RIGHT NOW (possibly allowing you to apply the Immobilise condition in the first place), and it only gets worse from there.

it is. true. i just found it redundant with the fact the snaring weapons could already immobilise.

your point makes sense. for sure.

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37 minutes ago, Avatar111 said:

you mean, more opps would increase the TN more ? 

Not increasing the TN directly, but making the target reroll Successes = Opp you spent. Which is both more fair and less binary than out-right turning off, and will on average make every 2 rerolled successes into 1 success and 1 non success result.

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1 minute ago, WHW said:

Not increasing the TN directly, but making the target reroll Successes = Opp you spent. Which is both more fair and less binary than out-right turning off, and will on average make every 2 rerolled successes into 1 success and 1 non success result.

interesting idea. got some scaling to it.

it can help a guy who's fishing for opportunities though but thats about it. will check the mirumoto school exact ruling to see how it works and the power level of it.

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