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79883 Posts in 5721 Topics- by 8189 Members - Latest Member: lovewine

May 19, 2013, 12:44:56 PM
The Official Anima ForumsAnima - Role Playing GameGame Rulestech trees dont seem to make sense
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vaxx01
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« on: June 29, 2012, 06:17:37 PM »

sorry folks but as I understand the rules, all techs have to build on each other.

yet, when I look at the "trees" there are alot that are listed under a tree that have really nothing to do with the rest of the tree's

can some one please explain a gm's view on this and how to modify it so that I can adjust for my players
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Kalis
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« Reply #1 on: June 29, 2012, 06:45:39 PM »

They don't have to build on each other. They can technically be all over the place. The idea is that they have a fluff that ties them together.

The dragon stuff in the core book, for example, has a 3 limited attacks technique for representing the claws of a dragon, and defensive tech to represent the tough scales, a distance attack to represent breath weapons and so on. None of techniques build on each other, but the fluff of the techniques is used bind them together in the tree.

I created a small tree for my login's namesake character that is techniques for going intangible(and maintaining it), another technique for lowering maneuver penalties, and a small attack boost and a multiple defense thing. None of them have anything to with each other when I describe them like that, but since they can all help with skirmish tactics, they can be fluffed as a tree ninja, scouts, thieves or assassins.
« Last Edit: June 29, 2012, 06:52:22 PM by Kalis » Logged
Spirit_Crusher
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« Reply #2 on: June 30, 2012, 04:16:45 AM »

My view as well. They have to have a common aesthetical or conceptual theme, and that's all.
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