04-13-2017, 10:09 AM | #61 |
Join Date: Jul 2011
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Re: Naruto like campaign, beginner needs help
For the substitution technique (and also the shunshin speed stepping) you might look at Warp with the Ghostly Movement modifier from Horror. Combined with a successful use of the esoteric skill Invisibility Art, that'd cover, mechanically, both a dodge that moves you to another position and the ability to appear as though you were moving faster than the eye can follow. Leaving behind a dummy that doesn't do anything after a dodge would be a special effect.
Now, if you want the dummy to do things (like Kankuro's puppet, for example) that'd be a separate linked advantage, possibly based off of Snatcher. But that'd be something separate from the ability to have retro-actively been somewhere else when your opponent thought they were attacking you. |
04-13-2017, 10:21 AM | #62 | |||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Naruto like campaign, beginner needs help
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Emergencies Only isn't really appropriate for the source material, because characters use the substitution technique in training matches and other non-serious fights all the time. Quote:
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04-13-2017, 10:30 AM | #63 | ||
Join Date: Mar 2017
Location: Brazil
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Re: Naruto like campaign, beginner needs help
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Oh, thank you so much, I've been looking for that for a while now and couldn't find the damn thing... I'll transcribe that as to not lose it again |
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04-13-2017, 12:39 PM | #64 |
Join Date: Apr 2017
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Re: Naruto like campaign, beginner needs help
I seem to like your (though complex) work through of the cosmic dodge. Warp to me seems a bit too powerful, and still quite costly. If the math is not right for what you worked out, then I would change it, but the mechanics fit what I want. I don't want it to be too easy to just warp away from everything.
My big issue is the leveling of the skills/powers. For instance the final generic substitution dodge I have as follows: Substitution Dodge/Kōtai dojji (Basic Dodge level 3, enhanced (Cosmic : Displacement, +50%; Elemental Chi, -15%)[16pts]). Each additional level is 6pts. At level 5 you have the option to buy an elemental innate attack that you substitution element does on the attacker at the relevant point cost per school. The math actually works out that you are paying .75 more points per level, and I will probably work that off the cost of the elemental effect of hitting the dummy at skill level 5. With this, it starts as a low chance to be able to actually do the substitution. Back to my other problem with cost of the power and the skill (with skill leveling up the power), do I work in the increases (the 0.3 to add +1 to the damage) into the skill cost? with it at Hard, I would guess the base skill increase cost would be 4 pts? I feel so close, and I have worked on a few of the powers, but just want to make sure I am doing this right... Feels like BEDMAS for GURPS... |
04-13-2017, 02:08 PM | #65 |
Join Date: Mar 2017
Location: Brazil
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Re: Naruto like campaign, beginner needs help
The skill is independent from the power. Just like a fire arm's function is independent of your skill with firearms. If you roll well you hit, if you crit fail you shoot your feet (or your friend). But the gun will fire nonetheless, and it may malfunction because of a flaw of the weapon itself, not because of your skill (even if a crit fail with the skill could cause the malfunction, thats a meta game mechanic, not an in game consequence).
Therefore, you buy any power skill as a regular Hard skill, independently of the power itself (and you may "improve" the power by buying of limitations or adding enhancements or extra levels for leveled traits independently too) |
04-13-2017, 02:21 PM | #66 | ||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Naruto like campaign, beginner needs help
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Warp (Accessiblity, Only to locations you could have plausibly moved, -20%; Blink Only, -60%; Elemental Chi, -15%; Extra Carrying Capacity, Extra-Heavy Encumbrance, +50%; No Strain, +25%) [80]. You could maybe get it cheaper by reducing the Carrying Capacity enhancement, and slapping on "can only be fuelled by Energy Reserve", -5% on it, but the former means that if a character goes over their encumbrance limit, they just can't do it at all (rather than be penalized, the way my Cosmic Dodge build is), and the restriction on spending from ER only saves 5 points. Also, the Warp build only lets you Dodge once per turn this way. Technically, you're also supposed to end up in a random spot with it - I've sort of fudged this here, assuming that the Accessiblity effectively restricts the random location, but it's something to think about for balance. The Cosmic Dodge lets you use it more than once per turn - I can't think of any examples in Naruto of characters doing so, but I can't think of reasons why they couldn't, either. Quote:
If you want to tie high power to skill, you could always declare that there's a cap on leveled abilities, set by how much you have in the skill. That wouldn't change the cost of either the ability or the skill, though - in general, GURPS doesn't treat other prerequisites for an ability as a limitation, because the points you've already spent aren't being limited, just your options for spending more. |
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04-13-2017, 03:07 PM | #67 |
Join Date: Apr 2017
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Re: Naruto like campaign, beginner needs help
I guess I'm used to other game formats when it comes to levelling.
I was going with the assumption that as they got better with the power, it got better as well. I also wanted a set progression with how the powers grow, but this is more for the fact that I am making this for 9 year olds. So I guess I can make both power advancement levels, and skill levels for each. Was hoping to combine them, but that might make the costs too high. I can go then with the premise that they either train the skill, the power, or both as they see fit. Same amount of work I guess on my part. Now as I see what's been posted here, when you make a skill for a power, it is defined as hard or very hard, though innate attack is DX/Easy. So if I make powers based on innate attack, the skills for these attacks are easy or hard? |
04-13-2017, 07:15 PM | #68 | |
Join Date: Jul 2005
Location: Albuquerque, NM
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Re: Naruto like campaign, beginner needs help
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If an ability requires both an attack roll and an activation roll, you need a power skill for that ability and an Innate Attack skill. If it only requires an activation roll, you only need the power skill; if it only requires an attack roll, you only need an Innate Attack skill. |
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04-14-2017, 06:56 AM | #69 |
Join Date: Apr 2017
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Re: Naruto like campaign, beginner needs help
I kind of understand what you are saying, but there are skills listed in the Basic Set that actually incorporate abilities. Let's look at Karate. It gives you ambidexterity, and also increases base damage. It also gives you a version of enhanced dodge.
So the skill is basically being trained up to learn an ability. That's what I am looking for in my game. The ability would be the access to the Chi powers of your element. So I guess the abilities would be Earth, Water, Air or Fire Chi control. The 'powers' would really all be accessable, once trained to use it. Does this make sense? So would this mean that all the schools would have innate attack basic, and based on the skill they develop from it, how the power is shown? Like with Kelly's definition of Arms of Stone. The skill incorporates Damage Resistance, that as you improve the skill the ability gets better. Also a special buy of enhanced block at every 5 levels. The cost of the skill and the abilities is all payed at the same time. This is how I envisioned it. Can I not do the same for an innate attack? Have the skill incorporate the abilities and the leveling of said abilities? What thing that might be said, is that as the GM I can do it if I want, but I still want to stay within the main guidelines of the rules. |
04-14-2017, 05:19 PM | #70 |
Join Date: Mar 2017
Location: Brazil
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Re: Naruto like campaign, beginner needs help
Skills are NOT integral to abilities.
For example: DR. DR is automatic always on. Make it "requires attribute roll - HT", and give it a skill - Skill Skin of Stone (HT/H). You can increase your DR as much as you like. Your skill Skin of Stone is bought separetly. For example, lets say you have HT 15. You buy 10 levels of the ability "Skin of Stone", giving you DR 10. If you dont put ANY points on the SKILL (not the ability) Skin of Stone, your activation roll will be at default - for a hard skill, that's 9. If you put at least 1 single point on the skill, you'll roll at 13. Now, if instead you only buy DR 1, thats how much you'll have. Only DR 1. If you buy your skill "Skin of Stone" to be as high as HT+5 (for 24 pts), you'll roll with skill level 20 to activate your DR 1. Got it now? |
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