cntrstrk14 Posted October 10, 2011 Posted October 10, 2011 This will be open for general use with my permission. May also just be put on the main site. Natural Perception Description: Some ninja have a knack for exploiting weaknesses, some ninja are just lucky, and some have honed their abilities through countless hours of practice. Whatever the cause, this ninja can find openings that give them an edge on their opponent. Whether it is through surprise, careful planning or just plain lucky- the enemy will never see what hit them. Effect: For each rank in this skill the user may, in their Main Phase, choose to have any jutsu used in the Response Phase against attacks they make on a single target this turn have an addition 45% chance to fail. The user may exhaust two ranks of this skill at once to increase the fail chance by 90% instead of 45%. May not be used with any abilities that do not allow the opponent to roll to dodge or that reduce their chance to dodge below the natural 15% cap. May not be used with any other activated skills that modify attacks made in the Main Phase. May not be used against ninja of a higher rank. Ranks: 2 Cost: -1 1
Ravage Nocturne Posted October 10, 2011 Posted October 10, 2011 (edited) This will be open for general use with my permission. May also just be put on the main site. Natural Perception Description: Some ninja have a knack for exploiting weaknesses, some ninja are just lucky, and some have honed their abilities through countless hours of practice. Whatever the cause, this ninja can find openings that give them an edge on their opponent. Whether it is through surprise, careful planning or just plain lucky- the enemy will never see what hit them. Effect: For each rank in this skill the user may, in their Main Phase, choose to have any Response Phase jutsu used against attacks they make on a single target this turn have an addition 45% chance to fail. The user may exhaust two ranks of this skill at once to increase the fail chance by 90% instead of 45%. May not be used with any abilities that do not allow the opponent to roll to dodge. May not be used with any other activated skills that modify attacks made in the Main Phase. Ranks: 4 Cost: -1 EDIT: Seems like it might be best to have 2 ranks, just to make it more of a tactical decision and less of a 'go to' skill. This also makes it feel less 'mandatory' in such that everybody won't feel obligated to pick it up. But that's just personal opinion, I like the idea behind it. Edited October 10, 2011 by Ravage Nocturne
cntrstrk14 Posted October 10, 2011 Author Posted October 10, 2011 Well, I do think the ranks might need to come down, 4 may be a bit too many. I guess that stemmed from me originally wanted to make a 2 rank skill that gave a like 80% increase to fail chance. So when I broke it up it became 4 instead of 2. Only usable once might be a better idea though, but it is rather situational. Also, the sentence "May not be used with any abilities that do not allow the opponent to roll to dodge." was meant to prevent abuse, but I will have to edit that too because as you pointed out that is abusable with full opening! Good eye, haha.
Kouta Posted October 10, 2011 Posted October 10, 2011 If it is going to be a General Permission Skill, would you consider making it a "Tactics" skill? It seems pretty tactical to me.
Major Posted October 10, 2011 Posted October 10, 2011 (edited) So if someone declares that they use this and the person responding doesn't use a response phase technique, this skill is still 'used' and wasted, right? I suppose I'd like to see "the user must declare that they are using this skill during their turn" regardless. It's still tactical and forces the opponent to choose. Edited October 10, 2011 by Major
cntrstrk14 Posted October 10, 2011 Author Posted October 10, 2011 Yes, if they do not use a response phase technique this is still considered used. Also, I am not sure if I would make this a tactics skill just because I feel that though this could be tactical, it could be role played as just luck. I was also never a huge fan of the "tactics" skill line, to be honest. They always felt hard to use, so many words.
Ravage Nocturne Posted October 10, 2011 Posted October 10, 2011 Although I'm fairly certain I know the answer, I'd assume that this cannot be used in conjunction with AoE damage, correct? On that note, so far as 'multi-hit' jutsu go where you target multiple opponents, how would that work? (Or can you even do that any longer? Been so long) And for 'chain' attacks, like basics or weapon attacks? Does it allow one to effectively land or all? Just seems best to polish 'absolutes' so no one has misunderstandings
cntrstrk14 Posted October 10, 2011 Author Posted October 10, 2011 Dropped down to two ranks, I think four is too many. And it is for all attacks made in a single turn towards a single opponent. So if they use an AoE with this, they would choose only one opponent to be affected by this skill.
Ravage Nocturne Posted October 10, 2011 Posted October 10, 2011 (edited) One more question: how about 'non-reactive' response phase jutsu? Suppose you use two ranks of this skill, and in response I use a 'self-targeting' buff, say, to defense. As I understand it, the only 'fail rate' response jutsu are the sorts that prevent damage or negate damage in some way. So firstly: Do *all* responses have a failure potential? [i have a feeling that 'all' have a failure rate, and I just haven't noticed] Either way: Would the example have an implied failure as a result of this skill? EDIT: By non-reactive response I mean instead of attempting to respond to the attack(s), you fortify yourself in some manner Edited October 10, 2011 by Ravage Nocturne
cntrstrk14 Posted October 10, 2011 Author Posted October 10, 2011 All response phase jutsu have a fail chance (the RP side of that is that you are preforming an action in a very quick and short amount of time, unlike the main phase which is a bit more leisurely. The mechanics side to it just make it much more fair, lol). As for this skill, I want to say all jutsu would have an increased fail chance just to make things cleaner. The idea to the skill is that the attack is a "surprise" or intelligent use of an opening so that the opponent has even less time than normal to react. This would then lower the "window of opportunity" I mentioned above and increasing their chance to fail, whether it is to boost their own stats or to deflect the technique itself. At least that is how I thought about it. I have edited the skill wording slightly to be more clear.
Azure Posted October 11, 2011 Posted October 11, 2011 I think there should be a 10% penalty if this is used with a jutsu of higher rank than the user. Or if the opponent is hire rank, whatever you think is the most logical considering this is intelligence based.
cntrstrk14 Posted October 12, 2011 Author Posted October 12, 2011 I wanted to keep this as closely mirrored to Strategist as I could, but I'll edit in a line about it.