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79937 Posts in 5723 Topics- by 8206 Members - Latest Member: n2gxdJ9BHU

May 22, 2013, 09:27:23 PM
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1  Anima - Role Playing Game / Modules and Adventures / Re: Crazy lv 1 builds? on: Today at 08:47:08 AM
Imbalance of characteristics is good for 1v1, but if there are more than 1 enemy in the fight, he gets a penalty against the others.

Do you mean the -25 for multiple defenses? Because If so I put him up against clones (normal ones) and it took 11 attacks (including the main person) to bring his bonus down to zero.

Otherwise i would really like the page number to show him this.

Was the multi-defense penalty changed in Core Exxet?  I haven't seen it used in any other way than -30/-50/-70/-90 (2nd/3rd/4th/5th+ defense), and never getting worse than -90.  I haven't heard anything about it being changed, so I think you may be using it incorrectly.  Correct me if I'm wrong, sages of translation. Wink
2  Off-Topic / Off-Topic / Re: Your Whereabouts on: April 26, 2013, 11:40:56 AM
Thread Resurrection!  Another Texan reporting in, though hundreds of miles east, in Houston.
3  Anima - Role Playing Game / Fan-made / Re: IndieGoGo Project needs funding! on: April 12, 2013, 12:13:48 PM
@Tashiro when do you need the character submission by?  I'm swamped and about to fly to the UK for a week, I figure it's not pressing, but don't want to push anything further back than is comfortable for you.
4  Anima - Role Playing Game / Fan-made / Re: IndieGoGo Project needs funding! on: April 10, 2013, 11:33:32 AM
For me, I knew the exact character I would submit when I first saw the art option. I'm going with my psychic butler/winery operator Heinrich Brauer (familiar to you, Ray) for two reasons:

1) I really like his backstory and style
2) There is so little art of the Togarense

For those of you with stables of good characters, think about what character types/races are underrepresented and let that be your tiebreaker.  Help flesh out the Anima art out there!  Grin
5  Anima - Role Playing Game / Game Rules / Re: Blakrana's guide to Summoners and Summoning on: April 04, 2013, 02:02:04 PM
Thanks for clearing things out.

*mumbles* that's insanity.. wtf AS thinking about

Yeah, I think that stays as a houserule for me.  Pay once on a perfect shield to have predetermined defense for as long as it stays up is just too much.  And I think this discussion on the summoner using it is a great example of why you shouldn't allow that.  Why should a character who literally puts zero DP into projection be able to have 440 defense against every attack for as long as his shield is up by paying some zeon ONCE?  Oh well, it is what it is.
6  Anima - Role Playing Game / Game Rules / Re: Blakrana's guide to Summoners and Summoning on: April 04, 2013, 08:31:39 AM
In the base book p.21 "Magic Disadvantages" reads as follows:
Quote
Only characters with the Gift of magic may choose Disadvantages from this list. Creation Points obtained with these Disadvantages may be used only to buy magic Advantages [meaning: out of the section "Magic Advantages", where "The Gift" is not included].

Struck me by surprise some months ago too. Smiley Adios, years of ignorance.
Well colour me convinced....!

Convinced and surprised.

Convinced, surprised and a little disappointed.

I'm really not sure I like that rule.  But it certainly is clearly stated.

That was my initial response, but it makes some sense to avoid scenarios like the following:

Pay 1 CP for incomplete gift, take several disadvantages that only hurt your magic use, never use magic at all, enjoy your free CP.  It would allow you to have CP that you really didn't pay anything for since you won't actually use the magic, so you won't suffer the disadvantages.  That's obviously against the spirit of the rules, and thankfully it's against RAW as well.  Grin
7  Anima - Role Playing Game / Game Rules / Re: the Wizard Mentalist... on: March 13, 2013, 07:54:41 AM
All this talk makes me feel like I'm not part of some cool club.  Looks like you've got a pretty good game/group.  Smiley
8  Anima - Role Playing Game / Fan-made / Re: IndieGoGo Project needs funding! on: February 15, 2013, 10:44:28 AM
Contributed.  I have to admit that while I really want this as a tool, I also am excited about the chance to get art for my Togarense Psychic Butler.  There isn't enough Togarense art out there!   Grin
9  Anima - Role Playing Game / Fan-made / Re: IndieGoGo Project needs funding! on: February 13, 2013, 03:18:04 PM
A tablet version would be phenomenal.  I've been using my tablet and the gaming table more and more lately, and this would be great.  Brb, digging out wallet. Smiley
10  Anima - Role Playing Game / Game Rules / Re: Psychics in low-magic settings on: February 13, 2013, 07:27:20 AM
Maybe the problem is that psychic points are too cheap?

Or perhaps some techniques should just be banned. Telephathy and Recover Fatigue, I'm giving you a pretty hard look right now.

The following statement is purely my opinion: I don't think Recover Fatigue has any business existing.  Why should anyone have a power that doesn't cost a resource, that recovers a different resource?  Especially one as good as fatigue.  It seems to be created explicitly for munchkins.  None of my players have wanted it, so it hasn't come up.  I'm pretty sure I would either outright ban it, or harshly limit it (useable once a day or something).

What is your problem with telepathy, if I may ask?
11  Anima - Role Playing Game / Fan-made / Re: IndieGoGo Project needs funding! on: February 13, 2013, 07:20:13 AM
As house rules go, I think it would be nice to have access to toggle costs on an existing class.  I suppose building a new class could do it, but I know several people who will tweak just one or two costs, and otherwise leave the class intact. I think it would be nice to have the ease to tweak that in the houserule scenario.  That's the main thing that pops to mind for me right now!
12  Anima - Role Playing Game / Game Rules / Re: Rate of Fire and Number of Attacks on: February 12, 2013, 09:04:04 AM
This allows you to bypass the normal limit of your attacks.  A character with 100 attack and 180 sleight of hand could throw 7 stilettos.  They have ROF 30 so every 30 points of attack OR sleight of hand lets you throw another at -10 to all attacks.  So going all out in this scenario would be 7 stilettos at 40 attack each (1 base attack, 6 additional, so -60 attack to all).  Throwing that many is usually much more useful at getting people up to multiple defenses than it is about doing damage.  I've found that if you want to add in a spike of damage, combine this with ambidextrous and throw the most damaging thing you can with your offhand.  Something like 4 stilettos at -30 with the main hand to get the person to 5th defense, then one powerful weapon at -10 (offhand) to get some damage in.  But even that is unlikely to be too damaging; better to soften them up for your teammates to drive in the real big hits.  This build can also be good at denying active actions to several baddies, which is quite useful when it works.  You do need to be careful to not split so far that you just can't hit anything!
13  Anima - Role Playing Game / Game Rules / Re: Monster creation question on: February 11, 2013, 03:40:26 PM
No worries from me.  Just trying to help others get good translations, since I was in the same boat using that interpretation and nearly killed a player! So, um, what was this topic about again? Smiley
14  Anima - Role Playing Game / Game Rules / Re: Monster creation question on: February 11, 2013, 02:38:10 PM
I agree with you, the new formula reduces damage quite a bit for everyone. Even a "heavy hitter", he won't be able to deal as much damage. But that is simply how it is.

I have to disagree with this point.  The method you describe actually provides less armor against heavy hitters (meaning high base dmg) because it removes straight damage instead of percentage.  Example:

Final Atk: 200, Final Def: 100, Base Dmg 200, AT 4

Original table: 200 - 100 = 100 in favor of attacker, AT 4 column = 60% dmg = 120 dmg

Method A: 200 - 100 = 100% dmg, 200 - 20 - 10*4(AT) = 140 dmg

Method B: 200 - 100 = 100% - 20 - 10*4(AT) = 40% dmg = 80 dmg

As you continue to raise the base dmg, you will find that Method A gets worse and worse compared to the original, and Method B is consistently exactly 2 AT better (20% reduced damage, additively).

Obviously, there are ways to penetrate armor, but they aren't particularly relevant to this conversation.  The point is simply to compare how armor protected before vs how it protects in these two possible interpretations, all else equal. Smiley

EDIT: I see your eureka moment.  I had the same thing as I was doing it the other way based on a post I read elsewhere.  I have someone who tends to throw lots of stilettos and daggers and, while she cares more about getting enemies to defense #5, she use to at least do a little damage here and there.  I switched to Method A and suddenly she basically did zero damage unless she open rolled twice.  Needless to say, she wasn't excited.

15  Anima - Role Playing Game / Game Rules / Re: Monster creation question on: February 11, 2013, 12:12:04 PM

We first do ~ Final Attack - Final Block = 100 - 40 = 60% Damage
Then ~ 60% of 50 damage (Longsword) is 30
Then we have ~ 30 (Damage Taken) - 20 (Absorption) - 10*2 (AT) = 0 Final Damage Taken (would be -10, but attacks don't heal)
So the character is hit, but just got cut or a bad bruise.

Now if I have to clarify this even more... I'll cry Cheesy

I've seen this stated two ways. One is the way stated above (I'll call it Method A), the other is as Dargoking mentioned (Method B), broken down as follows:

Final Attack - Final Block = 100 - 40 = 60

Difference - Absorption = 60 - 20 - 10*2 (AT) = 20 (this is the % dam)

20% of Longsword Base Damage 50 = 10 Damage


I cannot read Spanish and haven't bothered trying to use a translation program, but Method B is almost certainly correct.  Method A makes it nearly impossible to to do any damage with weapons that have a low base damage, and is worse at stopping damage than the original system against weapons with high base damage.  Method B works out exactly like the original table (excepting the wonky part of the low AT, low % section) except it gives everyone a free 2 AT.  The way absorption is worded indicates that it's made to be a simpler way to calculate damage without a major change to the way AT protects you.  Method A above makes a pretty large change in the way armor protects.  It makes small, mundane attacks even less consequential, and it makes the big hitters hit even harder.  I can't see any reason why that would be a desired change.  The big hitters are lethal enough.

One last example to clarify my point:

Using Method A, let's look at a skilled Acrobat Warrior who completely specializes in throwing lots of stilettos.  They have a base damage of 40.  For fun, let's look at a level 4 Acrobat warrior who is maxed out in attack/def with 10 Dex (150 attack), Mastery in Sleight of Hand (can throw 7 stilettos per turn at -60) and ambidextrous (one more throw at -10).  This guy should clearly be able to tear to shreds the poor level 1 guard wearing a breastplate (75 block, 4 THR AT), right?

Let's up the stakes for the AW to really decimate this guy, let's assume every roll he rolls 30 points higher than our poor guard.  This guy should be toasted.

Final Att   120   120   120   120   120   120   120   170
Final Def   45   15   0   0   0   0   0   0
Dif           75   105   120   120   120   120   120   170
Pre Abs Dam   28   40   48   48   48   48   48   68
Abs           60   60   60   60   60   60   60   60
Final Dam   0   0   0   0   0   0   0   8

EDIT: This table is a mess, sorry.  I don't really have the time/patience to figure out how to format it correctly.  You can still figure it out without too much trouble if you really want to. Smiley



So, in all that, the guard was outclassed in every way, was beaten by a decent margin on every roll, and was successfully hit 8 times, yet he only ends up taking 8 LP of damage?  Because he's wearing a simple breastplate?  I personally think that just cannot be right.  Honestly, I'd love someone fluent in Spanish to confirm, but as far as I'm concerned if Method A is RAW, then I'm houseruling to Method B and calling it a day.  I've used both recently and B is very preferable, equally to my lightly and heavily armored players and monsters.
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