Right then. Some SM/Quirk changes.
the changes here are Custom SM's being made official, or buffs to neglected ones to make them a bit stronger with one exception.
While most of these will be welcome I know the single SM change here that will not be:Bind. People reacted extremely negatively the last time a change was attempted. A change, that quite honestly, wouldn't have even balanced the SM and would have actually made it more powerful at least 33% of the time!
. This new version on the other hand is in fact a harsher Nerf. But a needed one.
Bind is by far the most FPed SM in the entire game and there's a reason for it.
When this system was first made bind was actually a semi-balanced, but still very strong, SM. Primarily because all combatants had the same stats, any thing you used bind on was never anything beyond what a normal character could perform. With the introduction of boss monsters and their massive damage rolls it simply is not. It allows players to deal massive damage, with no turn cost, and -no- real draw back to them. Yes you need to be attacked to use it, this is true, but lets face it:You would have been attacked anyway! Bind or no! This isn't like sacrifice where the damage is something you forced upon yourself when the SM is used.
People have come up with examples of battles where the players 'wouldn't have made it out alive' if Bind hadn't been used. In many of these cases? Bind was used by the enemies they were facing! Or the players went through FP like candy to pull those binds off. FP that could have easily been used to heal players, give extra turns, and other such things that could have still given them the edge they needed without an overpowered SM.
For that matter if you folks are right.... if only a SINGLE SM is the sole thing that decides if you lose or win a battle...doesn't that sort of go to show how it's much better than any other?
The new version will still regularly give players attacks that Will often hit as hard (or harder!) then Desperation attack or charge attack with the cost of a single turn!
A single turn that ignores turn order to be performed on top of that! Allowing you to get the attack off even if the binded attack would have knocked you out giving it all the benefits of parting strike! The only cost being its more situational nature.
Are you seriously going to tell me that's underpowered?
Another argument I've heard is:Why change things at all? Why not leave everything as it is? Changing one SM isn't going to change game-play much so why bother upsetting people over it?
This argument has two flaws One:It can be used right back at the person complaining since if it really doesn't matter why is it bothering you? But more importantly Two:Every minor change is a set towards a more balanced system. One minor change isn't big. But ten minor changes is. Every minor change is a tiny improvement to the games balanced over all which will in the long run result in an, all together, better system.
Determination: Re-roll all 1’s for attacks and regenerate 1 health per turn for 3 turns. You may still act on the turn Determination is activated.
Reinforce:When attacked roll DEF as normal. If you survive heal yourself 1dVIT HP.
Invigorating strike:Attack the target at +2. If you hit the party heals 2 hit points. If the PC is already at full health they gain +1 to their next De-fence check.
Swift: If your SM is charged at the start of the round you may add a +6 bonus to your current initiative to determine your turn order for the rest of combat.
(essentially an 'optional' version of impulsive which costs an SM slot to have)
Retaliation: Roll for defense as normal against an attack. Instantly attack the target back rolling ATT+2 DEF+2 or VIT+2 as your roll, whichever is highest. May still be used if the character is reduced to 0 HP or less by the triggering attack.
Has been added to the top of the SM list: You made add an ‘element’ tag to any SM. Any attacks used when the SM is active are treated as having that element for the purposes of damage boosts or penalty's.
Has been added to the top of the Quirk list: Any quirk that grants a +2/-2 bonus may instead grant a less drastic +1/-1 bonus if preferred.
Bypass: Attack your opponent at +2 ATT; when your opponent rolls defense, he must divide his defense roll in half, rounding down. Bypass ignores any defensive SM's the target may be using, as well as protect, with the exception of direct bonuses to def (such as those from Omni-boost, defense boost, or Defensive Spin)
The +2 ATT does not apply to boss monsters using this SM they hit hard enough as is!
Counter: Attack all targets who attacked you since your last turn. Your attack roll is automatically set to the highest attack directed at you since your last turn.
Reflect: Roll for defense as normal. If your defense roll exceeds your opponent’s attack roll, you can deal damage to them equal to the difference plus 2. Reflect may be activated after the roll is made.
Bind: Roll for defense as normal against an attack. The enemy -also- rolls defense against the same attack roll as if he attacked himself including secondary effects (Such as those from offensive SMs). Using Bind causes you to loose your next turn, in addition to any turn lost caused by the attack. Critical strike is ignored for the purposes of this SM.
Swift Bind: Roll for defense as normal against an attack. The enemy -also- rolls defense against the same attack roll and takes half damage from the result (rounded up) as if he were attacking himself ignoring any secondary effects. Unlike bind Swift bind does not cause you to loose your next turn. Critical strike is ignored for the purposes of this SM.
Elemental Strike* All your attacks have a set element attached to them. Such as fire, ice, or lighting. Your targets DEF is treated as 2 points lower when this is an advantage, and two points higher when it's resistant. Instead of taking this as a quirk you may apply Elemental strike directly to SMs ‘gaining’ the element only for attacks related to the SM.
(This leaves it to the GM to alter the enemy's defense rolls so players don't need to wait for confirmation on if the element is strong or not!)
Impulsive: You gain a +6 direct bonus to your initiative roll, at the cost of being unable to use your special move until two turns of combat have passed. You may take a lesser version of impulsive that grants a +3 direct bonus to your initiative roll but you are unable to use your special move until one turn of combat has passed.
This post has been edited by Bribri: 06 January 2012 - 05:39 AM