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80921 Posts in 5765 Topics- by 8305 Members - Latest Member: Brultydrilt

June 19, 2013, 04:00:13 AM
The Official Anima ForumsAnima - Role Playing GameGame RulesWeaponmasters at high level
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Lizbeth
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« Reply #15 on: February 27, 2012, 09:52:28 AM »

So this means that Weaponmaster have to pay full cost?
That's discouraging.
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The Dread Polack
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« Reply #16 on: February 27, 2012, 01:36:42 PM »

As for me, if any class must change to other class, then it's a bad class from the beginning.

I agree. Personally, I don't see why Anima uses a class system anyway. Most of the classes dont give you unique abilities anyway, they're just a price list.
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Lizbeth
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« Reply #17 on: February 27, 2012, 02:52:45 PM »

I agree. Personally, I don't see why Anima uses a class system anyway. Most of the classes dont give you unique abilities anyway, they're just a price list.
So that no one will take best from each of different classes.
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alphawhelp
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« Reply #18 on: February 27, 2012, 08:32:58 PM »

if you're going to have a class system, I would rather it be a build-your-own-class, so you can do things like make an acrobatic warrior that parries instead of dodging and so on.
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Sharpandpointies
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« Reply #19 on: February 28, 2012, 08:56:28 AM »

That sort of thing is pretty easily covered with both GM permission and comparison, especially with looking at gifts from the main rules and the GM toolkit to help show 'relative worth'.

It's a lot easier to get pretty generalized ideas of what something is 'worth'.  Block and Dodge, pretty obviously, are worth about the same, so I don't personally have a problem if someone joins my group and wants an acrobatic warrior who parries. 

It's possible to powergame, of course - someone who trades in +5 Dodge (3 CP) from their Psychic Warrior for +15 Wear Armor per level (3 CP) and then specializes in Block is obviously powergaming - tossing out something they wouldn't normally use at all for the benefit of tremendous armor bonus.  I wouldn't allow that.

But small tweaks - switching a skill bonus from one skill to another, swapping block and dodge bonuses - these, I don't mind at all, so long as they're held up by the character concept and not simply a desire for a more efficient/powerful use of bonuses.
 
^_^
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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
tasuret
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« Reply #20 on: February 28, 2012, 09:28:36 AM »

Quote
It's possible to powergame, of course - someone who trades in +5 Dodge (3 CP) from their Psychic Warrior for +15 Wear Armor per level (3 CP) and then specializes in Block is obviously powergaming - tossing out something they wouldn't normally use at all for the benefit of tremendous armor bonus.  I wouldn't allow that.

Wait... how is +5 dodge translated to +15 to Wear Armor? A Warrior mentalist pays 2DP for either one. Now, trading in the +5s for Attack, Block, and Dodge would mean there's 15 points per level to spend...

I'm confused.
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Lizbeth
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« Reply #21 on: February 28, 2012, 10:55:02 AM »

if you're going to have a class system, I would rather it be a build-your-own-class, so you can do things like make an acrobatic warrior that parries instead of dodging and so on.
And it will work only until Block and Dodge are balanced against each other. And what about not so balanced things?
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Slayer_Requiem
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« Reply #22 on: February 28, 2012, 11:11:42 AM »

Quote
It's possible to powergame, of course - someone who trades in +5 Dodge (3 CP) from their Psychic Warrior for +15 Wear Armor per level (3 CP) and then specializes in Block is obviously powergaming - tossing out something they wouldn't normally use at all for the benefit of tremendous armor bonus.  I wouldn't allow that.

Wait... how is +5 dodge translated to +15 to Wear Armor? A Warrior mentalist pays 2DP for either one. Now, trading in the +5s for Attack, Block, and Dodge would mean there's 15 points per level to spend...

I'm confused.

He was talking about the advantages based off of both. Combat Sense and (The Armor one). Combat Sense (3 Creation Points) for +5 to Block, Dodge, or Attack up to the normal limit of +50 (this does stack with normal class bonuses allowing you to hit the limit at level 5). The Armor one gives a bonus of +15 wear armor per level.
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The Dread Polack
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« Reply #23 on: February 28, 2012, 12:39:11 PM »

Lots of games work just fine without a class system. Anima would look a bit different, but I think it could be done.
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Sharpandpointies
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« Reply #24 on: February 28, 2012, 01:50:41 PM »

He was talking about the advantages based off of both. Combat Sense and (The Armor one). Combat Sense (3 Creation Points) for +5 to Block, Dodge, or Attack up to the normal limit of +50 (this does stack with normal class bonuses allowing you to hit the limit at level 5). The Armor one gives a bonus of +15 wear armor per level.

Exactly.  Thanks, Slayer_Requiem.

Yeah, lots of games work fine without a class system.  I've played them, I enjoy them.  I also enjoy a well-made class system that allows for switching classes, which I'm cool with for Anima.

It's a question of style.  I understand people wanting to avoid classes in Anima.  Myself, I rather like them; I feel they fit the 'mood', so to speak.  :)
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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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« Reply #25 on: March 01, 2012, 12:20:10 PM »

Anima's class system is fairly broad, and the rules stipulate the ability to create alternate classes exists so long as the GM allows it.
 
The class system gives players something to base their character on, and shouldn't be considered something that is a limiter, but rather something to help define their character.
 
Tha Anima class system is a lot more flexible than most I've dealt with, which is a big plus for me.  I generally prefer skill based systems, but saw the use of classes and levels as fitting the anime genre better.
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Tarrant12
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« Reply #26 on: March 17, 2012, 07:32:20 PM »

I know it's been a while but I have a campaign that, if I can get my players interested in anima, should e for the long haul. What kinds of house rules or gm tricks should I employ to help a weapon master along later levels? House rules kinds of things or artifacts and stuff
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Lizbeth
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« Reply #27 on: March 18, 2012, 11:03:28 PM »

Weaponmaster is OK as for me.

I just house ruled that they pay only half DP cost for zodiac weapons Ars Magnus, they are weaponmasters after all.
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Zeru
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« Reply #28 on: March 18, 2012, 11:13:30 PM »

Another way is by allowing sufficiently high levels of Wear Armor reduce the penalty for layering armor as a house rule.

Say, double the Wear Armor to eliminate the -20 Penalty for Layered Armor.
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Tarrant12
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« Reply #29 on: March 19, 2012, 12:35:37 AM »

I like that idea zeru and yours lizbeth. Will the high armor help to negate the penalties for multiple attacks? By helping to dampen the damage not actually reducing the malus
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