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Posted

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Clash
Effect: When targeted by a physical attack that deals damage, a character with this skill may perform an offensive physical attack during their Response Phase. The total damage of the unresolved attack is reduced by an amount equal to the total damage of the attack used by the character with this skill. If the damage of the unresolved attack would be reduced to 0, then all effects are negated and any remaining damage and effects target the user of the negated attack during their next Response Phase. Techniques performed through the activation of this skill have a 10% chance to fail, and no action may be taken in the Setup or Main Phase in which this skill is activated. After use of this skill, no techniques may be performed in the Response Phase for 3 consecutive turns. This skill may be activated 1 time per battle.
Description: Combat among shinobi is a nuanced and subversive affair. The most successful shinobi are not always the strongest, and the strongest shinobi rarely live the longest. There is a whole other kind of shinobi though, these ninja value guts and confidence in one’s own power beyond all else. To them, an attack is nothing that can’t be overcome by a stronger attack. The best defense is a good offense, as they say.
Cost: -3


 

  • Like 2
Posted

Designer's Notes:
Oh boy, lookie here. I got permission from Nikkeru a bit ago to repost clash, and while I was working on the Academy jutsu, I kind of got to thinking that adding more effects to the main site that can really nuance how one battles is a good idea, and will help make members feel like they don't have to be players who have been here for 10 years to have access to cool things.

Anyway, effect-wise these are very straightforward. If there's a balance issue happening it's probably because 2 uses per battle might be too many. 

Posted

Clash: Would like to see this pushed down to once per battle. Even with the added downside it is still so strong. Also, does this work on Ninjutsu or Taijutsu that deal no damage?

 

For other reviewers reading this, in a 'fair' scenario this seems pretty tame and you might think "two uses isn't bad, he can't even use it until the fourth turn after the first!". Well, keep in mind that using this against a smaller attack an opponent is using because they are managing their resources can be a blow out, especially since they won't see the first one coming. Threw a small damage attack out because you wanted to land some status effect before your next turn? Nope, negated and now take a full power Rasengan -150 damage from your baby attack. Massive tempo change. And if that one surprise attack wasn't enough? If you don't win in the following three turns you are then forced to keep using large attacks or take a secondary tempo loss, either way you are losing the resource or the tempo game. 

 

Preparation: I like this skill, but it feels like a 2.75 SP skill to me. Not quite a 3 but definitely more than a 2. I would like to see this moved down to 1 use per battle or moved up to a cost of -3 SP, whichever you prefer.

 

 

Lastly, would you mind when these are finished if they were moved to the main site?

  • Like 1
Posted

Clash: Dropped to one turn. Didn't think about techniques that didn't deal damage, and with the wording the way it is, you could just mow down their attack for free and hit them full force. So that's been amended. This is now only useful against attacks that deal damage.

Preparation: 1 turn for -2 is good. That brings these about in line cost and usefulness-wise with Strategist.

Posted

One last nitpick to your fix. Can we say "When targeted by a physical attack that deals modified damage." ? Otherwise could be read as being able to be used against Poison / Burning with no other damage. Also would be pretty rough against anything with a small pittance of like 50 unmodified damage, etc.

Posted (edited)

Status effects are already set up in a way that Clash and most other blow-back style RPJ's don't interact with the damage that they deal. A technique can deal damage, or deal status effects. For instance, the technique can deal 2 turns of Burning; 100, but on the turn after the technique hits, it is the status effect that deals the damage.

While the unmodified scenario you present with the 50 damage is unfortunate, it isn't any more or less unfortunate than a small damage modified attack being blown back by this skill, and one could create a kit built around dealing unmodified damage that could pump out 800 unmodded damage for 400 Chakra if they capitalized on not needing a high offensive stat pool and put that surplus of stats into Concentration. I don't particularly think unmodified damage needs more help slipping by enemy defenses.

Edited by Cellar Door
Posted

We're discussing not allowing unmodified damage to be able to be used except in special cases when it is needed for balance. If you want this to work with unmodified damage attacks it will need to be put on hold for that discussion to play out. (Just started, spawned by your point because a jutsu that just deals unmodified damage with no effects it not something that really serves a purpose in the game and likely shouldn't be allowed).


Posted

Can I get a status report on that discussion? Also in either event, a small amount of unmodified damage getting reamed by this isn't any different than a small amount of modified damage getting deflected in the same manner. I would argue that they should be treated the same, especially if they had to be made unmodified for balance reasons. It further unbalances them if they get to be treated as something that isn't normal damage.

Posted

I think these are probably fine.

I'm fine with the unmodified damage portion, my beef mainly lies with unmodified techniques and not this.
 
Preparation is good too, but its also one time use so I don't see it being too devastating.

The best plays are a later game clone or a summon without loss of tempo.
 

Approved

Posted

I'm pulling this back specifically for Preparation. It for most intents and purposes gives the player two turns at the start of battle which just seems to allow a player to get too far ahead. I think the playtesting has shown the power of this -2 investment. I'm not sure how or if it can be fixed either. It seems to just be too open ended.

 

This skill can be continued to use during the tournament going on now as it was approved before.

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