01-16-2017, 10:43 AM | #11 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Two characters with atr.
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01-16-2017, 11:12 AM | #12 | |
Join Date: Dec 2012
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Re: Two characters with atr.
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You no longer can take a AoA then an AoD with ATR [Edit: You can take them, but it defines the action you take for the whole round]. Rather, ATR makes your attacks harder to block (because they come faster) and your defenses easier to do (because you can recover faster). Basically, if you have ATR your targets get -1 to active defenses against your attacks per every extra action you have compared to them and you get +1 to your active defenses per every extra action you have compared to your target. An example: in a fight between a speedster with ATR 3 (4 actions per turn) and a fast creature with ATR 1 (2 actions per turn), the speedster defends against the fast creature at +2 and the ATR 1 fast creature defends against the speedster at -2. An opponent without ATR, however, would defend against the ATR 3 speedster at -3 and the speedster would defend against them at +3. This rule, I think, would combine well with splitting an ATR character's actions throughout the turn (essentially giving them extra turns) because the ATR character gets to act more often, is more effective when he/she attacks and defends, and refreshes his/her defenses throughout the round making multiple defenses much better. EDIT: Also, if an ATR character takes AoA or AoD on one of his/her actions, the effects of that All-out action would last only until the character's next action. Last edited by phayman53; 01-16-2017 at 11:15 AM. |
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01-16-2017, 08:26 PM | #13 |
Join Date: Jun 2013
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Re: Two characters with atr.
Too much, I'm afraid. A +2 to all DX-based skills is worth about [30], and reducing that to only apply to deceptive attacks might get it down to [20] or less. +1 to all defenses is worth [30], implying the "can't safely AoA+AoD" Limitation would be worth somewhere in the neighborhood of -50% (as ATR is [100]/level, the above is functionally a +50% Enhancement), which is a bit much. However, if we treated it as a +1 to all combat skills - such that it also improves Block and Parry by +0.5 per level - and maybe a +0.5 per level bonus to Dodge would get it close to my suggested -20%. I'd probably go ahead and let it apply freely against foes with ATR, as their bonuses functionally cancel out your own anyway.
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altered time rate |
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