Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

80057 Posts in 5730 Topics- by 8215 Members - Latest Member: drop4isidro

May 25, 2013, 10:26:31 AM
The Official Anima ForumsAnima - Role Playing GameGame RulesRules questions: jump, grapple, ki heal
Pages: [1] 2
Print
Author Topic: Rules questions: jump, grapple, ki heal  (Read 605 times)
Hirahira
Newbie
*
Posts: 21


View Profile
« on: April 26, 2012, 04:26:15 AM »

Hi all, some random question from my campaign, maybe i miss something on the books, but really i can't find more infos:

1. Is Ki Healing a passive action? If is so HOW CAN BE?
2. Jump is stated to be 1/4 of movement... i think this have to be some limits, i have a player with movement 19... he should jump 3km high, how this make sense?
3. Is there any malus in trying to grapple a bigger adversary? My player 1,70m for 50kg wanted to grapple a Gaira Dragon... try to be conprensive with me Sad

Thanks in advance^^
Logged
Spirit_Crusher
Sr. Member
****
Posts: 479


View Profile
« Reply #1 on: April 26, 2012, 08:24:08 AM »

1- Yes. The author specifically answered this question. Any Ki ability is a passive action unless otherwise specified. Notice that, while very powerful, Ki healing still requires "generic" Ki accumulation, so if you heal you're cutting your accumulations for tecnique-use purposes. So it isn't THAT powerful. It's a nice trick to make the already durable but not-tecniques-using weaponmaster even more durable.

2-It makes a whole lot of sense. Reaching movement 19 is difficult, and you need Zen to perform such an act. Flying is easier anyways. This is a game about superpowered, jrpg-styled heroes.

3- I would require Inhuman to grapple an opponent up to 20 times bigger than the character, and Zen for grappling anything of any size, but this is an houserule. Anima allows such playmodes, and if you're throwing a Gaira Dragon at your players, YOU should be comprehensive to them. Ki and Martial Arts are supposed to reach the "cheesily superpowered" level.
Yes, Accumulation creatures suck against grappling.

Logged
Hirahira
Newbie
*
Posts: 21


View Profile
« Reply #2 on: April 26, 2012, 08:44:31 AM »

1. Ok. Anyway there was no weaponmasters there. Just a freelance/mentalist that healed the party while in combat using ki @_@

2. As you can see from the level of power we are playing at, i have no problems with superpowers and i love jrpg-style. But measuring jump (a Str ability) on the Movement Rate (agi+dex) seems totally random to me. All my PGs can fly and i find that more realistic than jump 3km having jump skill at 0.

3. She does have Zen of course. But i applied (houseruled) a -50 to attack for trying to grapple something hundred times bigger than her.
Logged
Spirit_Crusher
Sr. Member
****
Posts: 479


View Profile
« Reply #3 on: April 26, 2012, 09:40:52 AM »

1- Are you aware that the ki healer needs to be in physical contact with those he heals? And still, being healing limited by accumulations, I don't see the character being able to heal more than 50 points of damage, which spread on multiple guys are not that much.

2- To each their own. For me it isn't any more absurd than flying.

3- Sounds fine, maybe even to low a penalty.
Logged
Lia Valenth
Hero Member
*****
Posts: 500



View Profile Email
« Reply #4 on: April 26, 2012, 11:10:31 AM »

1- Are you aware that the ki healer needs to be in physical contact with those he heals? And still, being healing limited by accumulations, I don't see the character being able to heal more than 50 points of damage, which spread on multiple guys are not that much.

As a point of note, 12LP/round (all 6 accumulations at 1, allows 36/round with 2 fatigue used) is a lot of LP over time (even if it can only heal 1/2 damage taken) but your right it would be slow. Ki Healing isn't a big problem due to being a touch ability (your mentalist has to go into melee to get the fighter healed). How big their Ki pool is would matter, but with 5 in all 6 that's 30 (60LP) they can heal, and will probably have more Ki than that (The POW and/or DEX Ki pool in example).

The problem that occurs is when they get Superior Healing, healing 5 per Generic Ki Point. Allowing 30hp/round (with 6 acc at 1, 90hp/round with 2 fatigue used.) and still having 5's in all 6 that is up to 150LP...But it is still touch and I would note the rules for having low Ki pools (causing fatigue damage over time). I have HOUSERULED that low Ki or Zeon due to drain do not have any effect (so a fighter or a wizard/mentalist can't be taken out by targeting what they do not use) but if a character uses the Ki/Zeon it does have the official effect.

2. ... But measuring jump (a Str ability) on the Movement Rate (agi+dex) seems totally random to me...

As a point of note, Movement is based on AGI, not AGI+DES, so they would have to have 19 AGI to have movement 19 (base book page 54). AGI is your movement ability - how well you dodge, move, do fancy tricks, etc. so in my oppinion it makes sense as far as I can tell to use AGI for jump distance as well, mechanically anyway.
« Last Edit: April 26, 2012, 11:29:09 AM by Lia Valenth » Logged

"One who says it can't be done should not interrupt the person doing it"
Hirahira
Newbie
*
Posts: 21


View Profile
« Reply #5 on: April 26, 2012, 02:15:19 PM »


As a point of note, 12LP/round (all 6 accumulations at 1, allows 36/round with 2 fatigue used) is a lot of LP over time (even if it can only heal 1/2 damage taken) but your right it would be slow. Ki Healing isn't a big problem due to being a touch ability (your mentalist has to go into melee to get the fighter healed). How big their Ki pool is would matter, but with 5 in all 6 that's 30 (60LP) they can heal, and will probably have more Ki than that (The POW and/or DEX Ki pool in example).

The problem that occurs is when they get Superior Healing, healing 5 per Generic Ki Point. Allowing 30hp/round (with 6 acc at 1, 90hp/round with 2 fatigue used.) and still having 5's in all 6 that is up to 150LP...But it is still touch and I would note the rules for having low Ki pools (causing fatigue damage over time). I have HOUSERULED that low Ki or Zeon due to drain do not have any effect (so a fighter or a wizard/mentalist can't be taken out by targeting what they do not use) but if a character uses the Ki/Zeon it does have the official effect.


He has Superior Healing^^
But i can't find the rules for having low Ki pools, can you give me a reference?
Logged
Lia Valenth
Hero Member
*****
Posts: 500



View Profile Email
« Reply #6 on: April 26, 2012, 02:59:37 PM »


He has Superior Healing^^
But i can't find the rules for having low Ki pools, can you give me a reference?


They are early in Dominus Exxet. I do not have the book on me right now so I can't say the exact page, but I think its early on, in the first 25 or 50 pages. Will give a better answer later.
Logged

"One who says it can't be done should not interrupt the person doing it"
wizuriel
Jr. Member
**
Posts: 84


View Profile Email
« Reply #7 on: April 26, 2012, 03:06:20 PM »

low ki pools I think is a dominus exxet rule.

Also core exxet has some tables that help with the physical secondary abilities.

unfortunately the forum isn't letting me upload anything right now so this will be messy

Code:
Value Difficulty Movement Value
--                 -1
40 Easy                 0
80 Moderate         0
120 Difficult         +1
140 Very Difficult         +1
180 Absurd                 +2
240 Almost Impossible +2
280 Impossible         +4
320 Inhuman                 +5
For Horizontal Jump you do the roll and your final jump distance is 1/5 of your modified movement (rounding down)
Not sure how pure vertical jumps work. I would say probably 1/10?

3) Personally I don't think I would let players grapple a creature that is more than 1 size category bigger than them. I can see a few people grappling a dragon, or getting a really big net, but how does 1 person manage to grapple a creature that is 100x bigger then them?

« Last Edit: April 26, 2012, 03:15:52 PM by wizuriel » Logged
Spirit_Crusher
Sr. Member
****
Posts: 479


View Profile
« Reply #8 on: April 26, 2012, 05:05:03 PM »

Simple, in the same way a person throws a small mountain or rides a beam of light.
Logged
Lia Valenth
Hero Member
*****
Posts: 500



View Profile Email
« Reply #9 on: April 26, 2012, 06:11:01 PM »

I would apply a penalty, even if they have Zen. Zen allows the impossible, not makes it easier.  Not all Zen actions should be the same difficulty (it would, taking the example above, be easier to run on wind than run on light).
   For Example: if you say it requires Zen to grapple someone 10x your size, then HOUSERULE for every time that doubles (20x, 40x, 80x, 160x, 320x, etx.) I would apply a -20 to the check. So someone 100x larger would apply a -60.

As per low Ki, the rule is in DE page 7 - if you have 10 Ki or less you take 1 fatigue every 5 minutes, if you hit 0 you take 1 fatigue every 5 rounds. Then the low fatigue penalties apply.
   This is not Necissarily the place, but I changed the Low Fatigue penalties as well, cause I don't like them. I HOUSERULE if you are at 50% fatigue you take -10, 30% -20, 20% -40, 10% -80, and 0 is still -120. (instead of a static 4 fatigue -10, 3 -20, 2 -40, 1 -80, and 0 -120).
« Last Edit: April 26, 2012, 06:16:43 PM by Lia Valenth » Logged

"One who says it can't be done should not interrupt the person doing it"
Tarrant12
Full Member
***
Posts: 122



View Profile Email
« Reply #10 on: April 26, 2012, 09:08:14 PM »

That house rule on fatigue is kind of silly. It makes having a lot of fatigue points less useful and this devalues the tireless cp imo
Logged
Lizbeth
Hero Member
*****
Posts: 1616



View Profile WWW Email
« Reply #11 on: April 27, 2012, 12:42:48 AM »

That house rule on fatigue is kind of silly. It makes having a lot of fatigue points less useful and this devalues the tireless cp imo
I mostly agree with this. fatigue is made to favour Con builds — to gain 20 hp from Con is less important than raising attack/defence/projection or accumulation.
Logged

Lia Valenth
Hero Member
*****
Posts: 500



View Profile Email
« Reply #12 on: April 27, 2012, 07:09:00 AM »

That house rule on fatigue is kind of silly. It makes having a lot of fatigue points less useful and this devalues the tireless cp imo
I mostly agree with this. fatigue is made to favour Con builds — to gain 20 hp from Con is less important than raising attack/defence/projection or accumulation.

Less useful? True, but only for extremely high fatigue/CON (16+) does it really matter (see table below). It is also more realistic, high fatigue is still useful, and this allows normal people to use a fatigue without taking penalty (the main reason I created it). People get tired faster when they have less, but you take a penalty relative to your maximum strength, not an arbitrary numbers. Anyway, here is the math as per why I did it

Max Fatigue-10-20-40-80-120Notes
4/521N/AN/A0Works much better for normal people. This is the main reason I created the rule.
6/73N/A1N/A0Still in "normal person" range. Still beneficial
8/943210Point it equals out
10/1153210Most are still the same, get tied a little faster (1 fatigue) than original rule
12/1363210Same as above, but take the -10 penalty 2 fatigue faster.
14/1574210Admittedly this gets a little annoying for the players, but you have to spend 7 fatigue for -10, 10 for -20 (instead of 10 and 11 respectively) so still not much change
16/1784310This is when someone could have a complaint that makes sense, due to the -40 increasing slightly.
18/1995310
20106420This is really where it gets annoying because the -80 changes, but really you have to use a lot fatigue to take negatives.

In terms of realism I prefer this because you get tired as you reach your limits, instead of reach arbitrary limits. I have not ever had a player complain about this (but then I only have had one campaign which ended after 9 months, so we only got to level 4~5). I prefer to make it as you reach your limits, instead of arbitrary small numbers. Albeit after doing the math for here, maybe should change the -10 to 40% instead of 50%, but it never really came as an issue because I didn't have a player with 16 CON.

However you raise a good point about the Tireless advantage. I did not consider it as that no player took it, but I will be adding a rule to make it so that the Tireless advantage changes these numbers.
  For Example; HOUSERULE: In addition to its normal effect Tireless also changes when you take a penalty for low fatigue. You tire at 1 less fatigue than someone of your normal fatigue level (except when completely out of fatigue). So, for example, if they had 12 fatigue they would take -10 at 5 (instead of 6), -20 at 2, -40 at 1, not have a -80 and -120 at 0 (as always). Of course this makes Tireless even better than it was originally, as that it does not make the -80 exist until 20 Fatigue, so it needs work before use.

With the rules for low Ki I would probably HOUSERULE them to taking fatigue damage after you hit 10% (1 per 5 minutes) and 0 (1 per 5 seconds). so someone with 200Ki would be annoyed for taking fatigue from getting to 20, but really it makes more sense than a static amount.
« Last Edit: April 27, 2012, 07:26:05 AM by Lia Valenth » Logged

"One who says it can't be done should not interrupt the person doing it"
Lizbeth
Hero Member
*****
Posts: 1616



View Profile WWW Email
« Reply #13 on: April 29, 2012, 12:54:47 PM »

Lia Valenth, I use slightly different method of calculations. Btw burning through fatigue is easy with the Use of Necessary Energy which is always present in my practice.

Con   Base   HR5
5   0   2
6   1   3
7   2   3
8   3   4
9   4   4
10   5   5

First value is the amount of fatigue character have at his disposal without penalties and the second is same value after house rule. Basically your hr nerfes Con (which was not top stat anyway) and also reduces Tireless usefulness in half. Paying 1 CP to get 1.5 fatigue point is ridiculous.
Logged

Lia Valenth
Hero Member
*****
Posts: 500



View Profile Email
« Reply #14 on: April 29, 2012, 01:56:44 PM »

First value is the amount of fatigue character have at his disposal without penalties and the second is same value after house rule. Basically your hr nerfes Con (which was not top stat anyway) and also reduces Tireless usefulness in half. Paying 1 CP to get 1.5 fatigue point is ridiculous.

I do not understand. Until 9 CON my original HOUSERULE improves how effective CON is, and only decreases it after 12. Further, due to this argument, I have changed the percentages to 40%/30%/20%/10%/0% as that this lines up with the 4/3/2/1/0 of the original better. This thus changes the table above to

ConBaseHR
502
613
723
834
945
1055
1166
1277
1387
...
16119
...
201611

Also, while extremely high CON builds are slightly weakened by this, more normal CON works better. It takes 13CON for this to not be better, after that it is a bit unfortunate.The purpose of the rule is that the original rules do not work well with low CON (5 or less it does horribly, 8 or less it does not do well) and this does fall apart at the other end (almost exactly inverted after the mod from 50% to 40%) as that this does not do 13+ well and 16+ it is just bad at (the top 8 and 5 respectively). One solution would be to cap them at what they are in the books, so it only affects things with CON less than 10... That would solve the Tireless problem, work with low CON, and not nerf high-CON builds...
Logged

"One who says it can't be done should not interrupt the person doing it"
Pages: [1] 2
Print
Jump to:  

Theme orange-lt created by padexx