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Heart of the Tiger
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« on: October 22, 2011, 05:49:58 AM » |
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What are your houserules/clarifications for Anima? So here I go:
DP spending: DP converted to MK can be converted back. The limit of how many MK can be converted to DP is the amount of DP already converted to MK.
Advantages: Martial Mastery: You can get a refund of your creation points by "paying back" the martial knowledge you got from this advantage. (not my idea originally)
Ki Recovery: Mostly unchanged, we use the recovery values of Dominus Exxet.
Legacies of Blood: We don't use the level adjustment for most legacies, meaning you don't have to pay another CP to avoid LA. Exception: The Eyes of Death.
Characteristics: Even if a character posesses Zen, he cannot improve his characteristics above 18 (not even temporarily), unless he has a gnosis of 40. To have a characteristic above 19 you need a gnosis score of 45. This is also true for tables that use a characteristic's value to directly calculate it's effects such as maximum load or movement value, to be able to benefit from their next to last row's effect you need gnosis 40, or respectively 45 for the last.
Ki Abilities: Characteristic Augmentation: A character using Characteristic Augmentation or Superior Characteristic Augmentation ceases to regenerate ki points and has to pay maintenance costs just as any other character.
Modules: Elusive Weapons: This module let's a character add his weapon's quality bonus to dodge as well as to block. This is only usable if he/she is not using a shield. (not my idea, but very cool) Cost: 30 DP
Currently being tested and modified: General: Permanent powers can reduce the cost of an ability if the ability has this power's effects included. For example someone who has the permanent(NOT maintained) power to perform actions of inhuman difficulty would reduce the cost of the ki ability "Imhumanity" by 50%. If he lost the power somehow, he would have to pay back back the refund, or be unable to use the ability.
DP spending: Saved DP are limited by the class they come from in terms of how they are spent, meaning you cannot save 100 DP and then change your class to spend them using a lower muliplier, they can be saved, but must be spent using the original multiplier.
Stacking limits: Two temporary powers primarily improving the same ability cannot stack with each other, the higher one counts. If someone used a power to increase his initiative and then another power to increase his initiative those two wouldn't stack, regardless of their source (unless specifically noted otherwise), but if someone used a power to increase his agility and then another power to increase his initiative, those two powers would stack in terms of bonuses to initiative.
Advantages: Martial Mastery: You get 50 MK for each point of Matrial Mastery.
Quick Reflexes: +15 initiative for 1 CP, +35 for 2 and +60 for 3. They don't stack of course.
Ki Abilities: Arcane Characteristic Augmentation (Cost 40 MK): Using Arcane Characteristic Augmentation, a character can raise his characteristics up to five points higher than his original values. The costs for maintaining the augmented characteristics are the same as if he used Superior Characteristic Augmentation, but the activation costs are halved (round up). A character using Arcane Characteristic Augmentation ceases to regenerate Ki points and has to pay maintenance costs just as any other character.
Ki Techniques: The base damage of ki techniques is either equal to the weapon's base damage or equal to double the characters base presence + power bonus.
Most classes get a bonus to the MK they get each level: Warrior +10 Acrobatic Warrior +10 Paladin +10 Dark Palad in +10 Weaponmaster +5... uncertain Technician +0 Tao +5... uncertain Ranger +10 Shadow +10 Thief +10 Assassin +10 Wizard +5 Warlock +5 Illusionist +5 Wizard Mentalist +5 Summoner +5 Warroir Summoner +5 Mentalist+5 Warrior Mentalist +5 Freelancer +5
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« Last Edit: October 22, 2011, 09:30:35 AM by Heart of the Tiger »
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girigm
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« Reply #1 on: October 22, 2011, 01:19:00 PM » |
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I like some of those ideas, but the that stood out the most to me as giving too much to the players is the added to most classes in MK. I def agree the weapons master gets hosed and deserves another 5mk/lvl. And personally i would reign in the Freelancers by 5mk. The fact a weapons master who trains in combat every day of his life would have half the martial skills as a free lancer is absurd. Thats why i think most classes dont deserve or need MK for any purpose other than to give them the ability to use things found in dominus exxet. Obviously a personal opinion, but thats why you can spend DP to convert to MK or use CP to gain Martial Mastery.
**side note, this read a bit strange when i reviewed it. so if its overly unclear i would be happy to clarify.**
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Heart of the Tiger
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« Reply #2 on: October 23, 2011, 01:22:46 AM » |
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Yeah, the MK bonus idea is kind of a characteristic of our campaign. But we feel many classes need kind of an MK boost without having to throw away CPs or DP, they are limited enough. Weaponmasters get fewer MK than other classes because they get such a high bonus to wear armor and can have the most life points of all classes(and because their concept of physical combat is less metaphysical than that of other classes).  No problem with your post btw.
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« Last Edit: October 23, 2011, 03:58:11 AM by Heart of the Tiger »
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Heart of the Tiger
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« Reply #3 on: October 28, 2011, 11:49:41 PM » |
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OK, v2.0:
General:
Secondary abilities: Natural bonuses are capped at 100 + the characteristic bonus.
DP spending: DP converted to MK can be converted back. The limit of how many MK can be converted to DP is the amount of DP already converted to MK.
Modules: Only 50% of the DP cost of any module are considered to be from your primary DP (round up).
Advantages: Martial Mastery: You can get a refund of your creation points by "paying back" the martial knowledge you got from this advantage. (not my idea originally)
Ki Recovery: Mostly unchanged, we use the recovery values of Dominus Exxet.
Legacies of Blood: We don't use the level adjustment for most legacies, meaning you don't have to pay another CP to avoid LA. Exception: The Eyes of Death.
Characteristics: Mental characteristics cannot be raised above 13 without inhumanity and not above 16 without zen, physical characteristics cannot be raised above 11 withot inhumanity and not above 15 without zen.
Even if a character posesses Zen, he cannot improve his physical or mental characteristics above 18 (not even temporarily), unless he has a gnosis of 40. To have a characteristic above 19 you need a gnosis score of 45. This is also true for tables that use a characteristic's value to directly calculate it's effects such as maximum load or movement value, to be able to benefit from their next to last row's effect you need gnosis 40, or respectively 45 for the last.
Ki Abilities: Characteristic Augmentation: A character using Characteristic Augmentation or Superior Characteristic Augmentation ceases to regenerate ki points and has to pay maintenance costs just as any other character.
Modules: Elusive Weapons: This module let's a character add his weapon's quality bonus to dodge as well as to block. This is only usable if he/she is not using a shield. (not my idea, but very cool) Cost: 30 DP
Currently being tested and modified: Class balance: All classes have a DP spending limit of all their primary abilities added together. That limit is 70%. So if a Warlock used 50% of his overall DP to buy magic, that would leave him with 20% for his combat abilities. To compensate for this restriction, all classes that belong to two archetypes and have no primary field at 60% limit, get a bonus of +10 to two secondary skills of their choice. The mentioned classes are Warlocks, Warrior Mentalists, Wizard Mentalists, and Warrior Summoners. These bonuses count as class bonuses.
General: Permanent powers can reduce the cost of an ability if the ability has this power's effects included. For example someone who has the permanent(NOT maintained) power to perform actions of inhuman difficulty would reduce the cost of the ki ability "Imhumanity" by 50%. If he lost the power somehow, he would have to pay back back the refund, or be unable to use the ability.
DP spending: 80% of the DP of any character can be spent buying primary abilities, with the 50% or 60% limit counting seperately for each of the themes. For example, a Warlock could spend 50% of his/her DP in combat abilities and 30% in magic, but not 80% in magic.
Saved DP are limited by the class they come from in terms of how they are spent, meaning you cannot save 100 DP and then change your class to spend them using a lower muliplier, they can be saved, but must be spent using the original multiplier.
Stacking limits: Stacking temorary bonuses is limited. For example, two temporary powers improving initiative stack, but the one giving a smaller bonus only stacks for 50% of it's bonus(same as with armor). Should the power giving the higher bonus be canceled, switched off or whatever, the power giving the smaller bonus will provide it's full bonus. If two powers provide the same bonus, one still only adds half it's bonus.
Class bonuses to secondary abilities do not stack with temorary powers increasing the same secondary ability.
Advantages: Martial Mastery: You get 50 MK for each point of Matrial Mastery.
Quick Reflexes: +15 initiative for 1 CP, +35 for 2 and +60 for 3. They don't stack of course.
Ki Abilities: Arcane Characteristic Augmentation (Cost 40 MK): Using Arcane Characteristic Augmentation, a character can raise his characteristics up to five points higher than his original values. The costs for maintaining the augmented characteristics are the same as if he used Superior Characteristic Augmentation, but the activation costs are halved (round up). A character using Arcane Characteristic Augmentation ceases to regenerate Ki points and has to pay maintenance costs just as any other character.
Ki Techniques: The base damage of ki techniques is either equal to the weapon's base damage or equal to double the characters base presence + power bonus.
Most classes get a bonus to the MK they get each level: Warrior +10 Acrobatic Warrior +10 Paladin +10 Dark Palad in +10 Weaponmaster +5 Technician +0 Tao +5 Ranger +10 Shadow +10 Thief +10 Assassin +10 Wizard +5 Warlock +5 Illusionist +5 Wizard Mentalist +5 Summoner +5 Warroir Summoner +5 Mentalist+5 Warrior Mentalist +5 Freelancer +5
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« Last Edit: October 29, 2011, 12:00:42 AM by Heart of the Tiger »
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GlauG
Newbie

Posts: 23
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« Reply #4 on: October 30, 2011, 05:57:57 AM » |
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While I'm not sure about getting back CP by "buying back" Martial Mastery, I do like the idea of being able to buy off DP traded for MK at a later date. I'd probably include it in any game I ran.
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alphawhelp
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« Reply #5 on: October 30, 2011, 04:59:54 PM » |
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I don't have a lot of house rules, most of the rules are printed in a book somewhere even if it's not released yet.
One of my house rules is you can spend Martial Knowledge as development points to purchase Ki points and Ki Accumulations.
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Heart of the Tiger
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« Reply #6 on: October 31, 2011, 02:53:47 AM » |
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One of my house rules is you can spend Martial Knowledge as development points to purchase Ki points and Ki Accumulations.
That's a very sweet houserule.
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Valthek
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« Reply #7 on: October 31, 2011, 02:14:11 PM » |
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I completely threw out the rules for buying attack, defense and whatnot and instead gave players a number of points per level to be spent in said abilities (attack, block, dodge, various forms of projection)
Because, honestly, my players can be pretty big munchkins and this sort of helped.
Also threw in a limit on how high a resistance check a character can force, based on his/her level, to prevent ridiculous things like: save dif 4million or die
Can't be bothered to look up specifics now, but if anyone wants to know, shoot me a PM or something
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"what do you mean the world is going down? all i did was press this big red button that says: don't press... EVER"
last words of a char in a roleplay
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Lia Valenth
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« Reply #8 on: October 31, 2011, 04:27:16 PM » |
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The most major change I made was was;
Martial Arts and Modules: A character may spend an additional percentage of their DP on Martial Arts and Modules depending on their classes’ archetype. Fighter or Novel may spend 10% DP in addition to their Combat Primary. a Half-Fighter or Prowler: may spend 5% DP in addition to their Combat Primary. Mystic and Psychic: gain no additional DP for modules. Special: The Technician, Taoist, and Weapon Master can spend 5% DP in addition to their Combat Primary.
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"One who says it can't be done should not interrupt the person doing it"
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Sharpandpointies
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« Reply #9 on: November 01, 2011, 08:38:42 AM » |
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The only houserule I use that I can dredge up off-hand is 'I give you guys less experience points'.
Given our game sessions last ten+ hours with bucketloads of RP, I'd like people to get to their next levels a little more slowly. The players discussed this and decided they were fine with it as well. So these days I cut out the 'experience points for showing up'.
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Also the problem is that every time someone pulls such a combo he gets killed by some kind of Lazarus or such.
- Lizbeth
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Gimp
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« Reply #10 on: November 01, 2011, 10:34:51 AM » |
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We allow characters to learn weapons used in martial art forms in our world for the same martial arts in Anima. Weapons like the staff are far too common in martial arts training not to allow for those that use them. Others are acceptable if people want to do the research for them. We use the 5% per penalty point for Nephilim alternative suggested some time ago on the forum, as a straight penalty was too variable.
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Sharpandpointies
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« Reply #11 on: November 01, 2011, 10:55:21 AM » |
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We use the 5% per penalty point for Nephilim alternative suggested some time ago on the forum, as a straight penalty was too variable.
I'd probably do that as well...were anyone in my group actually playing Nephillim. :)
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Also the problem is that every time someone pulls such a combo he gets killed by some kind of Lazarus or such.
- Lizbeth
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Spirit_Crusher
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« Reply #12 on: November 01, 2011, 04:32:56 PM » |
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1- I completely ignore the suggested "times" for learning martial arts and spells.
2-I completely ignore the breakage rules for weapons; in exchange I boosted the stats of all the heavy weapons not to make them underpowered.
3-Energy armor does absolutely zero to stop "animic" effects. It's already too good, allowing it to stop animic effects makes it crazy.
4-The hide matrices power works even against the "see the supernatural" advantage. The ones with the advantage have to reach a difficulty of 80 while being hindered in "levels of success" terms as described in the power. Same with magic stuff: magical apprisal to hide magic and notice to spot, maluses on both sides depend on the situation.
5-I cut a number of redundant skills from the game jump falls either under acrobatics or athletics, run goes into athletics as swim, notice and search rolled up in one, as stealth and hide and a good number of the thievery ones also. Yes, this makes characters more powerful.
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Sharpandpointies
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« Reply #13 on: November 01, 2011, 05:51:44 PM » |
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1- I completely ignore the suggested "times" for learning martial arts and spells.
Cripes, who doesn't? :) Okay, exaggeration, but if I followed those rules, nobody would ever learn anything. No joke. We're playing 9-10 hour game sessions that on average cover perhaps a day or two of in-game time. So I've basically waived those as well, and allow people to buy stuff as they get the points. At least the players have their characters practicing oodles in the game.
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Also the problem is that every time someone pulls such a combo he gets killed by some kind of Lazarus or such.
- Lizbeth
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Lia Valenth
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« Reply #14 on: November 01, 2011, 07:35:34 PM » |
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1- I completely ignore the suggested "times" for learning martial arts and spells.
Okay, exaggeration, but if I followed those rules, nobody would ever learn anything. No joke. We're playing 9-10 hour game sessions that on average cover perhaps a day or two of in-game time. So I've basically waived those as well, and allow people to buy stuff as they get the points. I have 4-5 hour game sessions that go through between 1 hour to 2 months of in-game time. I have my characters have at least 2-3 weeks off after each adventure. Due to this time I keep the time for learning martial arts and spells, but it does not take any time in-session. I deal with that between sessions during the characters "normal" lives (one is a blacksmith, another is a court jester, during down time). As long as you have enough down time it works...otherwise it does not.
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"One who says it can't be done should not interrupt the person doing it"
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