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June 20, 2013, 02:43:37 AM
The Official Anima ForumsAnima - Role Playing GameGame RulesRandom questions thread
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vytzka
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« Reply #75 on: May 10, 2012, 05:56:15 AM »

And what about large two-handed weapons?

Well, that works.

I mean, I think it's best to go by "is a larger version of the weapon an actual thing that already exists". Like, a yo yo is normally not very big but there's no such thing as a larger yo yo in the table so an oversized version would be reasonable if you really want to be seen murdering people with an oversized yo yo (and who doesn't). If it's a dagger, well, we already have things that have blades much like a larger dagger would, so why not just use those.

Also, swords sort of don't make sense by the above rule because an oversized sword = two handed sword normally. But then Final Fantasy happened and I suppose it depends on whether you want it to look and feel like the Buster Sword, or something out of Exalted, or an actual very large sword that people ostensibly used at some point (i.e. a Zweihander).

But I don't know, if some player picks up a role model from a videogame that does in fact use an oversized dagger or whatever I don't see the issue with putting it in the game I guess. But it has to have style justification, not just a wish for more bonuses for it to persuade me :>
« Last Edit: May 10, 2012, 06:28:49 AM by vytzka » Logged

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Lia Valenth
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« Reply #76 on: May 10, 2012, 08:24:20 AM »

I pretty well scrapped the entire weapon module thing. Yes, it makes sense coming from a realistic standpoint, but if I wanted realism I would be playing GURPS (and I do when I want realism). When I want an epic adventure of mid-level superheroes Anima actually works really well if you take out and/or modify a lot of these ridiculously low powered rules.

As per large weapons, it makes sense that it would work, but some would not matter. Mono wire weapons would be longer, giving better reach, but you would ruin them by making them thicker. Larger musical instruments wouldn't do anything except make them heavier, and harder to hide, as that Ki is the weapon not actually the music(ish). So for musical instruments making them smaller would make them easier to hide, lighter, and not decrease their stats at all.

Throwing really big weapons and making them bigger is a good idea, but making the really small items bigger would not help, making them smaller might be helpful though...
« Last Edit: May 10, 2012, 08:33:19 AM by Lia Valenth » Logged

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Lizbeth
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« Reply #77 on: May 10, 2012, 10:23:05 PM »

take out and/or modify a lot of these ridiculously low powered rules.
What kind of rules beside weapons modules do you mean?
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Lia Valenth
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« Reply #78 on: May 11, 2012, 07:48:29 AM »

What kind of rules beside weapons modules do you mean?

Some rules need a replacement to not be overpowered, including weapon modules. This is how I create a higher-powered but not necessarily indecently powered game, in order of importance (of what I have listed anyway).

1) Remove or modify ALL existing organisations. If there is one thing that stops Anima from being a story of superheroes it is that there are 6-10 organisations of people 10x stronger, some with nukes and lazers, that say, "No! No supernatural stuff on our watch".
This is definitely the most important thing, the setting has to be changed because it is designed to be low-powered.  Wink

2) Decrease the rarity of magic items. As with #1, the setting is the main thing lowering the power in the game, and this is no exception. Increase the maximum quality bonus all metals can be crafted into by 5, decrease the difficulty of crafting such items. Make "Artifacts" much more common, including things to increase Magic and Psychic Projection, and things to increase the size of Zeon Pools and Psychic Potential. There is too much in this area to do to go over in this section...

3) Give the choice of [Use of Ki and Ki Control] or [Use of Nemisis] as a free ability to everyone. Make 'The Gift' and access to Psychic Powers cost 1CP instead of 2. The begining investment into Ki, Magic, and Psychic abilities are high, so make them cheaper. Giving The Gift or Psychic Powers away for free is too strong, but making them 1CP makes them much cheaper without allowing everyone to have them.

4) Weapon Modules. Replaced with: All Fighter and Fighter/Prowler archetypes start with 2 Whole Class Weapon Modules (such as Barbarian, Ninja, etc). Prowler, Domine, Novel, and any other half-Fighter archetype (Fighter/Domine or Mystic or Psychic) start with one Whole Class Weapon Module. Anyone else (which is just Wizards, Mentalists, and the like) get one weapon as per the original rules. All weapon Modules are also cut in half in price (Weapon Masters get them for 1/2 that).

5) Costing DP to switch classes, this is low powered in general. A few classes can become stronger, but it normally weakens or at least just displaces skill instead of becoming stronger.
Replaced with: Needing a thematic reason to switch classes. If the story makes sense they can switch, but this is obviously up to the GM, if it is just for mechanical benefits they shouldn't be allowed to do it.

6) There is the option of giving more CP. This is the easiest and fastest way of increasing the power of the game. However it is also dangerous, giving even 1 more is a lot more power to everyone. I wouldn't give more than 5 unless I wanted an extremely powerful game.

I know there are more, but I can't think of them at the moment. Also, remember these are all HOUSERULE options to purposely increase the PCs power. They are most likely not completely balanced, but this is intentional.

EDIT: The more I think about it you really would not have to change the rules at all. All you have to do is change the setting. Add more tolerance to the Supernatural and more magic items and you have instant high fantasy. (Also known as Instant High Fantasy, just add Magic.)
« Last Edit: May 11, 2012, 07:56:26 AM by Lia Valenth » Logged

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Lizbeth
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« Reply #79 on: May 11, 2012, 02:23:24 PM »

Thanks!
1) Remove or modify ALL existing organisations. If there is one thing that stops Anima from being a story of superheroes it is that there are 6-10 organisations of people 10x stronger, some with nukes and lazers, that say, "No! No supernatural stuff on our watch".
This is definitely the most important thing, the setting has to be changed because it is designed to be low-powered.  Wink
My players are generally ok about this. They just tend to go up in ranks in the organisations available to inore any restricts.

Quote
2) Decrease the rarity of magic items. As with #1, the setting is the main thing lowering the power in the game, and this is no exception. Increase the maximum quality bonus all metals can be crafted into by 5, decrease the difficulty of crafting such items. Make "Artifacts" much more common, including things to increase Magic and Psychic Projection, and things to increase the size of Zeon Pools and Psychic Potential. There is too much in this area to do to go over in this section...
I quit DnD because of christmas tree effect. However in the Anima there is no guidelines about how much stuff the characters should have by level, so I see no trouble with providing them with described items as I see fit.

Quote
3) Give the choice of [Use of Ki and Ki Control] or [Use of Nemisis] as a free ability to everyone.
Hm.. great idea. Bare 40MK prerquisite is pointless if it gives nothing but serves as a pure prerequisite.

Quote
Make 'The Gift' and access to Psychic Powers cost 1CP instead of 2. The begining investment into Ki, Magic, and Psychic abilities are high, so make them cheaper. Giving The Gift or Psychic Powers away for free is too strong, but making them 1CP makes them much cheaper without allowing everyone to have them.
Sounds reasonable.

Quote
4) Weapon Modules. Replaced with: All Fighter and Fighter/Prowler archetypes start with 2 Whole Class Weapon Modules (such as Barbarian, Ninja, etc). Prowler, Domine, Novel, and any other half-Fighter archetype (Fighter/Domine or Mystic or Psychic) start with one Whole Class Weapon Module. Anyone else (which is just Wizards, Mentalists, and the like) get one weapon as per the original rules. All weapon Modules are also cut in half in price (Weapon Masters get them for 1/2 that).
I just decreased the cost  group modules to 20 DP and allowed to spend secondary DP on them.

Quote
6) There is the option of giving more CP. This is the easiest and fastest way of increasing the power of the game. However it is also dangerous, giving even 1 more is a lot more power to everyone. I wouldn't give more than 5 unless I wanted an extremely powerful game.
Not for our powerplaying group. They already are cutting base monsters with ease.

Quote
EDIT: The more I think about it you really would not have to change the rules at all. All you have to do is change the setting. Add more tolerance to the Supernatural and more magic items and you have instant high fantasy. (Also known as Instant High Fantasy, just add Magic.)
I prefer Dark Fantasy.  Smiley
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alphawhelp
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« Reply #80 on: May 12, 2012, 02:55:52 PM »

1) Remove or modify ALL existing organisations. If there is one thing that stops Anima from being a story of superheroes it is that there are 6-10 organisations of people 10x stronger, some with nukes and lazers, that say, "No! No supernatural stuff on our watch".
This is definitely the most important thing, the setting has to be changed because it is designed to be low-powered.  Wink

2) Decrease the rarity of magic items. As with #1, the setting is the main thing lowering the power in the game, and this is no exception. Increase the maximum quality bonus all metals can be crafted into by 5, decrease the difficulty of crafting such items. Make "Artifacts" much more common, including things to increase Magic and Psychic Projection, and things to increase the size of Zeon Pools and Psychic Potential. There is too much in this area to do to go over in this section...

3) Give the choice of [Use of Ki and Ki Control] or [Use of Nemisis] as a free ability to everyone. Make 'The Gift' and access to Psychic Powers cost 1CP instead of 2. The begining investment into Ki, Magic, and Psychic abilities are high, so make them cheaper. Giving The Gift or Psychic Powers away for free is too strong, but making them 1CP makes them much cheaper without allowing everyone to have them.

4) Weapon Modules. Replaced with: All Fighter and Fighter/Prowler archetypes start with 2 Whole Class Weapon Modules (such as Barbarian, Ninja, etc). Prowler, Domine, Novel, and any other half-Fighter archetype (Fighter/Domine or Mystic or Psychic) start with one Whole Class Weapon Module. Anyone else (which is just Wizards, Mentalists, and the like) get one weapon as per the original rules. All weapon Modules are also cut in half in price (Weapon Masters get them for 1/2 that).

5) Costing DP to switch classes, this is low powered in general. A few classes can become stronger, but it normally weakens or at least just displaces skill instead of becoming stronger.
Replaced with: Needing a thematic reason to switch classes. If the story makes sense they can switch, but this is obviously up to the GM, if it is just for mechanical benefits they shouldn't be allowed to do it.

6) There is the option of giving more CP. This is the easiest and fastest way of increasing the power of the game. However it is also dangerous, giving even 1 more is a lot more power to everyone. I wouldn't give more than 5 unless I wanted an extremely powerful game.


I don't agree with any of this.  my players are already absurdly powerful and I haven't done any of this.
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Lia Valenth
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« Reply #81 on: May 12, 2012, 03:14:53 PM »

I don't agree with any of this.  my players are already absurdly powerful and I haven't done any of this.

Well, most importantly, "to each their own". Also, "absurdly powerful" is relative.
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Lizbeth
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« Reply #82 on: May 13, 2012, 10:01:54 AM »

I don't agree with any of this.  my players are already absurdly powerful and I haven't done any of this.
Well, that's a matter of taste.
However I want to point that 4) won't increase power level in general — no one (save the NPCs) bothers to take the weapons modules, and the point 5) actually weakens some chars — rather than pay some rather insignifican ammount of secondary DP they have now to have story-based justification — for example Weaponsmaster/Tao who wish to switch to Tech at level 10 will have hard time finding adequate tutor to do this.
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« Reply #83 on: May 13, 2012, 10:33:12 AM »

About 5): Don't players always need a thematic reason for any dramatic change to their character. I wouldn't let players just switch classes anyway.

I'm with alphawhelp on this, none of these measures is really worth the trouble for me.
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vytzka
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« Reply #84 on: May 13, 2012, 11:19:38 AM »

Organizations are some of my favorite things in the setting so I definitely wouldn't want to remove them! Others I could take or leave, but point 3 is a little odd unless in your experience non-supernatural characters are overpowered (which sounds hella weird, but YMMV).
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Lia Valenth
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« Reply #85 on: May 13, 2012, 08:11:35 PM »

These will not change the characters power, only make them more 'fantasy-esque'. A real person who trains 20 years can use one weapon. A fantasy warrior can pick up any weapon and be an expert at it. None of these will make PCs stronger, because everyone increases in strength the same amount. All this will do is make the PCs more cinematic and less realistic.

Remember, with a good GM, even playing while playing gods the PCs can be scared witless by the right creatures. Power is relative, High Fantasy and Dark Fantasy are not mutually exclusive. I prefer High Dark Fantasy over Low Dark Fantasy (albeit Anima is in no way Low fantasy...) but I digress.
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Lizbeth
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« Reply #86 on: May 14, 2012, 06:01:27 AM »

Power is relative, High Fantasy and Dark Fantasy are not mutually exclusive. I prefer High Dark Fantasy over Low Dark Fantasy (albeit Anima is in no way Low fantasy...) but I digress.
Yes, it is so. I also prefer High Dark Fantasy. And the "overpowered" is the word I usually hear about the BBEG, not about the PC.
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« Reply #87 on: May 28, 2012, 02:30:35 AM »

Two more questions.

1. Some character don't have the Inhumanity. then he rolls 325 on some roll due to streak of open rolls. What result he'll end with, 280 or 319?

2. Warlock (Warrior Mentalist or Technician qualifies too) have active shield. Shield suffers two attacks and then breaks. Will the block/dodge defence suffer penalties for previous attacks?
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vytzka
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« Reply #88 on: May 28, 2012, 02:38:16 AM »

I'd go with 319 and no (because they didn't dodge any).
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« Reply #89 on: May 28, 2012, 02:59:23 AM »

Ok, thanks.
I prefer the 280 version because 319 makes no real sense — it's hard to roll above it on most levels.
I agree on second.
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