cntrstrk14 Posted July 2, 2016 Posted July 2, 2016 Ninja Academy 8.3.0(Retirement, Character Compatibility, Paid TXP Transfers, Response Phase, Types of Effects...) (Item Attributes, Game Master Approvals, Item Repair, Indestructible, Item Resale...) (Item Resale, Definition of Skip/Loss of Phases & Actions, Dynamic & Set Traps...)(Path of the Guardian, & Creating a Character page update!) Welcome members! Patch 8.3.0 is here! This patch is the first of a series of large changes that follow the lessons learned from the tons of battles that happened at the Chuunin Exams! Not all fixes are in here, but there are many topics that will span quite a few updates! As you may have noticed, this is so important that we have increased from 8.2 to 8.3! Expect some major improvements incoming! As always, if you have any concerns about these changes and how they effect your character please contact myself or a staff member and we can help you! Official 8.3.x Q&A thread Retirement, Character Compatibility, & Paid TXP Transfers So, in the last year since the creation of the Paid TXP Transfer we have seen a shift in the way NA is played and the needs of lots of players. A few months ago we introduced 'Character Compatibility' and while it was a great addition to help players who find they don't like a new character, it did not hit on all cylinders we wanted it too and there were some additional unclear points to it. In addition, Character Compatibility, Paid TXP Transfers, and Retirement all worked slightly different, and that was very confusing. The overarching goal is that we want all three of these things to work together and in similar ways.The first thing to understand, Character Compatibility was and has always meant to be the 'special case' of retirement. We saw that players were VERY against trying to retire their characters. Players would buy TXP transfers, ask for special permission Character Compability or even go on suicide missions to get their character killed so they could get the 'death' bonuses instead of retirement. This was concerning, and we're trying to fix that with these updates. Here are the goals we and philosophy that we are trying to encourage for Death and Retirement that these changes push towards. We believe that this is better for the overall health of the game.Death: The rules for death are meant for a player who plays in a way in which there is a risk of death, but not a player who wishes their character to die. This might seem foreign as 90% of the site does not play this way, but there are those who play NA with the knowledge that their character could die. In the case that this happens, that player is rewarded these rewards upon death.Retirement: Anything that is not the above is considered a retirement. Not enjoying a character, wanting to try something new, suicide missions in which you just want to get on with the next one, all of these fall under 'Retirement'. The key difference is that ultimately the choice of death was what you wanted as a player. The hard part about this has always been that it takes a bit of honesty on the player's behalf and a bit of detective work on the staff's side. Part of the enticement to 'fake' a death was that a 25% difference between 75% and 100% TXP was a very large gap, especially at later levels. Basic RPG Rules 1.10; Character Compatibility Basic RPG Rules 1.14; Death & Bonuses Donation: EXP Transfer! So what have we done? Well if you want to see the full changes you can scroll down to the following posts where I break down every little detail, but here are the cliff notes.Death & RetirementThe wording on 'Death' in the rules has been changed to be more clear that player intention matters strongly.Upon a 'Death', a player that wishes to roll for a Death Bonus may do so at 85% TXP. Previously 75%.The wording on 'Retirement' has been clarified to include player intention as the leading determination.Strong stands on collusion and lying about 'Death' intentions that carry strict penalties. This is to discourage lying to staff.Upon a 'Retirement', a player may gain 85% TXP for the next character. Previously 75%.Upon a 'Retirement', a player that wishes to roll for a Death Bonus may do so at 70% TXP. Previously 0%.Character CompatibilityClarified a lot of things that were not thought of originally. We found that some players were expecting different things than we were giving for character compatibility, and that was a bad experience. We want players considering compatibility to know EXACTLY what they should expect from the exchange.We also put 'limitations' on Character Compatibility. I say 'limitations' because the philosophy is that everyone gets one with no questions asked. After that you will need to discuss the situation with staff so that we can try and help you solve the problems you are encountering. No one wants to constantly make new characters, and we want to help you find something you are happy with.Paid EXP TransferThis will now just straight up use the Character Compatibility rules. They will function the exact same.We put a limitation on the amount of Paid Transfers someone can get. Now you may only purchase this ONCE per character slot with no questions asked. Every purchase after that will need staff approval before you donate. The reason for this is that we want to understand why you are transferring EXP a second time and what we can do to help. Response Phase Changing from multiple phases to simply be multiple actions in a single phase. This is how it always should have been but we've been lazy. We've finally caught the Response Phase up on the times. Welcome to the future gramps!Battle System 3.01: Response Phase Types of Effects This is advanced rules setup. Basically, all abilities in the game fall into one of three categories of effects; Passive, Active, Triggered. Check out the new area in the Battle System if you want to learn more, but most of you can ignore these! Battle System 3.21: Types of Effects. Item Attributes Anti-Burn, Anti-Freeze, and Anti-Shock have been nuked from orbit. They were awful armor attributes and they needed to go. Two of them didn't even really do anything, and the other one people incorrectly thought gave immunity to 'Burning' which it did not.Parry, Defend, and Dispel have all gotten wording updates so prevent players from using multiple weapons to gain more than 2 uses of each ability per battle.Dispel has gotten an overhaul to allow it to actually do something. Previously it tried to block Ghost Damage, which cannot be blocked.If you would like to (or have to in the case of the Anti's) refund these attributes you may do so for the full price you paid, please create a sell thread add it to your logs, linking to this post in the sell thread. Item Repair + 'Indestructible' Attribute Very similar to the one above, but important enough to get it's own section! You know what is lame? Paying money to fix your items because some dweeb broken them all in your friendly spar. Well you know what, WE AGREE TOO! From here on out all items get repaired outside of battle for FREE*!* - With minor timing constraints. Quote "All destroyed items are repaired after combat given a reasonable amount of time to repair them is allowed. You do not need to role play the repair, but if your armor is broken in battle and two minutes later in role play you get in another battle those items will remain broken. There must have been a reasonable way for those items to be repaired in the IC time that exists." If you currently have an item with the attribute 'Indestructible' that was acquired in the last 12 months from this post you may be refunded the paid cost for the attribute. If you have an item with this attribute that was acquired more than 12 months ago the attribute is removed and you may not get anything else. This is because older items have likely saved you money from repairs already and given how small of a cost the effect is overall we have decided to only refund recent purchases. Game Master Approvals Game Masters can now approve the following things without any need for a moderator to approve them! - Arc/Gamemaster EXP- Training EXP- 3 EXP to $2- A bonus of up to 1.25x for good role play. Anything above that needs approval.- Training for Skills or Techniques as long as the training is a straight forward word count.- Item quest as long as the quest is straight forward in its rules. Item Resales Now when you sell items you get 50% of the paid cost and not the value! Sad day for merchants, but ends up making item balancing a lot easier for staff! Also a lot of players thought this was already how it happened, so for those individuals... NO CHANGE!These rules are actually reflected in the new thread 'Rules for Selling'. You can also check out the 'Rules for Buying' and 'Rules for Trading' threads as well! Definition of Skip/Loss of Phases & Actions The following has been added to the rules under Battle System 3.22: Losing Phases and Actions. There is no functional change here, but there was no where in the rules that described what 'losing' a phase actually meant. This is a semi small clean up that is attached with the Response Phase update above. Reveal hidden contents Battle System 8.22 Addition Losing Phases and Actions.If an ability causes a character to lose a Phase or Action as part of the effect or cost, the player must take no actions in the next Phase or Action that they have. If a player uses multiple abilities that lose a Phase or Action in a row, that player will lose the same number of Phases or Actions sequentially. A single Phase or Action cannot be lost multiple times or be used as the cost or target of an effect by multiple abilities. Glossary Addition Lose (a Phase or Action)Losing a Phase or Action means that you may not take any actions the next time you would have the designated Phase or Action. See "Losing Phases and Actions" for more information. Skip (a Phase or Action)Used interchangeably with Lose. See [Lose] for more information. Dynamic & Set Traps Traps had problems on both types. Dyanmic traps were too strong at early levels and became trash at later levels. We've changed their bonus to hit mechanic to be more balanced and scale with the user's rank.Set Traps were a bit of a degenerate strategy. Once laid they were 'heat seeking missles' in that they would eventually hit their target given enough time to trigger. This was not a very fun mechanic for anyone involved. As such, we've changed them to instead by a mechanic that trades time for bonus to hit, and the bonuses can get rather large if you give it enough time. These feel much more organic and hopefully you all like them as much as we do! Reveal hidden contents 5.26Trap Jutsu A trap is a technique that needs to meet certain requirements on the battlefield to be performed. They have a higher chance to hit and may have a better cost to damage ratios than regular techniques of their level based on how hard their conditions are to create. Traps can be Ninjutsu, Taijutsu, and Genjutsu just like any other techniques. There are two types of Traps: Dynamic and Set Traps, and each functions very different mechanically. All traps follow the normal rules for techniques of their type unless stated otherwise below. Dynamic TrapsDynamic Traps are the traps that are pulled off on the fly. When you use a previous attack to set up the next, or when you change the battlefield in your favor to create the conditions you need. At their base Dynamic Traps all have a bonus to hit. This bonus decreases based on how may times your opponent has had the technique used against them in a lifetime. See below for details.- When making a custom trap you MUST have at least two conditions, or one very specific condition. This is to prevent "accidental traps". If the conditions for a technique are deemed harder than the standard Dynamic Trap, the technique may gain additional bonuses decided at creation.- Dynamic Traps have a bonus +8x% Chance to Hit, where x is equal to the ninja rank of the user. This bonus is halved for Concentration based attacks.- Every time after the first that a character is the target of the same Dynamic Trap in their lifetime they lower the bonus chance to hit by 2x%, where x is equal to the ninja rank of the attacker. This bonus is halved for Concentration based attacks.- The minimum chance to miss for Dynamic Traps is 20% instead of the normal 15%. Set TrapsSet Traps are the traditional traps that you may think of when you think of the word "trap". These techniques are the type that you lay on the battlefield and wait for the perfect opportunity to trigger. Things such as a bear trap, a snare, a proximity explosive tag or other similar effects are all examples of Set Traps. The defining characteristic of a Set Trap is that it is laid on the battlefield and stays there until it is triggered.- Set Traps are set on the battlefield as a normal technique action.- At the start of the user's turn, the chance to hit for all Set Traps they have on the field is increased by 3x%, where x is equal to the ninja rank of the user. This bonus is halved for Concentration based attacks, rounded up.- The maximum bonus that a Set Trap may obtain is 15x%. - A Set Trap may be triggered by the character that created it as a free action in their Main Phase. A triggered Set Trap is considered a separate attack from any other attacks made by this character on this turn. Path of the Guardian The 'Elusive' choice on Path of the Guardian was worded very oddly. No functional change (at least not an intentional one). Reveal hidden contents Current- Elusive: User may take 'Iron Will', 'Knowing the Elements', and 'The Seeing Mind' for -1 SP and an additional time for every rank after Chuunin they have up to Sennin, and do so with at the cost of -1 SP on each rank. (Chuunin +1; Jounin +2; Sennin +3) Proposal- Elusive: User may take 'Iron Will', 'Knowing the Elements', and 'The Seeing Mind' for -1 SP. User may also take these skills an additional time for every rank after Chuunin at the same cost. (Jounin — 3 Total Ranks; Sennin — 4 Total Ranks) Walking a Different Path This was... worded in a way that was very different than most people played it, or assumed it worked. Previously you had to spend -1 SP to take this, and that did not cover the -1 SP you had to pay for the new path. There was also some unclarity with this so we've update it to be a lot more clear. If you have any questions about this please let us know! If you've ever taken Walking a Different Path, please make sure it is logged properly on your character sheet and follows the new guidelines. Reveal hidden contents Old Version —Walking a Different PathAfter a while, some Ninja decide that the 'path' that they are following is not suited for them. Instead, they will choose to embark upon a new career, hoping that it will be more suitable for them.Effect: You may chose a new Basic Path. You retroactively lose all bonuses and effects of your original Basic Path. If you bought any skills at a reduced cost with your original Basic Path, you may 'unlearn' those skills, otherwise you must pay full SP for their effects. Any other bonuses (such as additional JP) will be lost as well. If you do not have enough available JP to pay for techniques your character has previously learned, you will go into the negatives until you level up enough to pay the difference.Requirements:- Players may only use this option -ONCE-, and can only be done prior to learning an Advanced Path. You must meet any requirements of the new Path. This option may not be used for Advanced Paths.-1 SPNew Version —Walking a Different PathEffect: When taking this skill, the character may remove their current Basic Path from their character sheet. All bonuses and/or effects granted by this character's previous path are removed retroactively as if the player never had this Basic Path. Any skills, techniques, items, currency, or other bonuses that were obtained through the path may be refunded. If they are not, the character must pay the full SP, JP, money, or words required to normally purchase them if they still meet the requirements to learn them; the amount that must be paid is calculated as the difference between the total cost and the previously reduced cost. All refunds or payments made this way must be fully accounted for in the character's logs in addition with the name of the original path that was removed.Description: Different Path After a while, some Ninja decide that the 'path' that they are following is not suited for them. Instead, they will choose to embark upon a new career, hoping that it will be more suitable for them.Requirements: Players may use this option only once and may do so only prior to learning an Advanced Path. You must meet any requirements of the new path chosen and this may not be used for Advanced Paths.Cost: -0 Creating a Character Major as rewritten one of the oldest but also most crucial pages for new players. The Creating a Character page is one of the first things a brand new player unfamiliar with how role play forums work will click, and it has been in long need of an update. Major has gone above and beyond with writing this section. It is much better than before, even you veterans should take a look and learn a thing or two about creating your characters!Creating a Character
cntrstrk14 Posted July 2, 2016 Author Posted July 2, 2016 1.14 Death, Retirement, and Bonuses Death A death is when a character is killed through battle or other course of the game naturally. A player who colludes to have their player killed to get the bonuses of death rather than retirement is subject to getting bonuses for a retirement instead, and may be docked retirement rewards for attempting to collude. Death is meant to be rules used for players who are killed in the normal actions of the game. - Staff decide the amount of bonus you get depending on the circumstance of death. You may choose any % of your TXP lower than what the staff says you may have. - A new character for this character slot may have up to 100% TXP from the killed character based on staff decision. - A new character for this character slot that wishes to roll for a Death Bonus may have up to a 85% TXP from the killed character based on staff decision. See the Death Bonus section below for more information. - A character who is above level 0 when created gets money according to the following equation. [$125 + $25x; whereas 'x' is equal to the level of character at creation.] Retirement A retirement is when a character is killed or set aside purposefully by the player who controls them. This often happens when the love for a character is lost and a player wants to try something new. The key different here from a death is that a retirement is a choice made by the player to end their relationship with a character. - Before you retire, check the Character Compatibility Rules to see if you qualify for this special type of retirement. - Staff decide the amount of bonus you get depending on the circumstances of the retirement. You may choose any % of your TXP lower than what the staff says you may have. Collusion of any kind revolving around a retirement may result in lowered TXP or money awarded for the new character. This includes, but is not limited to, giving away items before retirement or purposefully losing battles to give away items. - A new character for this character slot may have up to 85% TXP from the retired character based on staff decision. - A new character for this character slot that wishes to roll for a Death Bonus may have up to 70% TXP from the retired character based on staff decision. See the Death Bonus section below for more information. - A character who is above level 0 when created gets money according to the following equation. [$125 + $25x; whereas 'x' is equal to the level of character at creation.] Death Bonus Death Bonuses were created as a means to give consolation prizes to characters who were killed against their will in game. Since then they have changed and are now a sought after bonus that you may have on up to one character that you control. All bonuses are designed to be boosts at a particular level, but are just as effective as leveling up. Please refer to the following list of guidelines for Death Bonuses and the following descriptions for each. - All Death Bonus rolls must be approved by staff beforehand. The staff reserves the right to reject Death Bonus rolls to players based on, but in no way limited, to their judgements on the role play and actions surrounding the retirement or death. - A player may only have one (1) character approved in game with a Death Bonus at a time. If they would ever be granted a Death Bonus roll but currently have a character approved and in game that has a Death Bonus, they instead do not get a roll. - Whenever a player is allowed a "Character Slot" for the first time beyond their first character, they may make a Death Bonus roll for this new character. - If a player is allowed a Death Bonus roll for any purpose and they currently have two (2) or more characters approved and in game, they may roll a second time after their first roll. If the player chooses to roll a second time they MUST take the second roll result. - Death Bonuses are non-transferable. If your character dies or is retired, the bonus is lost. - Death Bonus rolls are made on 1d100. Your result will determine the type of bonus you get. - Death Bonus rolls are made only when you are planning to make the character who it will be applied to. The character sheet must be posted within 14 days of the roll or the roll will become invalid and you may not be able to roll again. Appeals can be made to staff for final decisions. - You may only roll once for your Death Bonus. Any attempts to circumvent this will result in the loss of any Death Bonus and possible other punishment. Appeals can be made to staff for final decisions. Normal: 1-50 Gifted: 51-70 Genius: 71-85 Prodigy: 86-95 Legend: 96-100 Normal- Considered the 'average' shinobi, without special gifts or abilities. Gifted- A gifted shinobi is one of high latent potential and great promise. These ninja tend to have an IQ far above that of an average person, and seems to represent their battle mind through tactical advantage and intuition, more so than typical training exercises and the normal procedures of combat. Advantages: - +100 Stats (does not count as levels) - +1 Skill Point - +20 Jutsu Points - Character is treated as being one (1) ninja rank and ten (10) levels above their own for the purposes of learning Bloodline and Advanced System skills. - Character is treated as being one (1) ninja rank and ten (10) levels above their own for the purposes of learning and using techniques. - Character gains +10% EXP from Training, Battles, Gamemasters and Missions. Does not stack with Quick Learner. Genius- A genius shinobi is one of incredible improvisation and tactic, relying upon stratagem and intelligence to overcome a foe, more so than raw power. These ninja are calculating and meticulous, surprising even the most experienced of shinobi in combat with well timed traps or mastery over a unique bloodline. Going above and beyond the expectations of others, these ninja take the world by surprise with their incredible ability to overwhelm with sheer prediction and maneuver. Advantages: - +200 Stats (does not count as levels) - +2 Skill Points - +30 Jutsu Points - Character is treated as being one (1) ninja rank and fifteen (15) levels above their own for the purposes of learning Bloodline and Advanced System skills. - Character is treated as being one (1) ninja rank and fifteen (15) levels above their own for the purposes of learning and using techniques. - Character gains +10% EXP from Training, Battles, Gamemasters and Missions. Does not stack with Quick Learner. Prodigy- A prodigy shinobi is one of fathomless untapped potential, just waiting to shine through the exterior of the ninja in the form of overall balance and mastery over the elements and the realms of combat. Typically seen boasting uncanny foresight and tactful mentality, these ninja can manipulate their bloodline traits with ease, and seem to dominate elements effortlessly. Great things await these ninja, and due to their impressively adaptive nature, those heights are certain to be reached. Advantages: - +300 Stats (does not count as levels) - +3 Skill Points - +40 Jutsu Points - Character is treated as being one (1) ninja rank and twenty (20) levels above their own for the purposes of learning Bloodline and Advanced System skills. - Character is treated as being one (1) ninja rank and twenty (20) levels above their own for the purposes of learning and using techniques. - Character gains +20% EXP from Training, Battles, Gamemasters and Missions. Does not stack with Quick Learner. - If this character does not have a Bloodline they get -1 jutsu points on all techniques, to a minimum of one (1). Legend- A legendary shinobi is one who shows unequaled promise and untapped latent potential, capable of mastering elements with ease, and dominating every realm of combat without any difficulty. More likely than not, they choose one to master, and do so with unparalleled efficiency and grace. These are the ninja that are remembered in history, and make their marks with everything they do. Great heroes or villains, their faces are remembered forever. Advantages: - +400 Stats (does not count as levels) - +4 Skill Points - +50 Jutsu Points - Character is treated as being one (1) ninja rank and twenty five (25) levels above their own for the purposes of learning Bloodline and Advanced System skills. - Character is treated as being one (1) ninja rank and twenty five (25) levels above their own for the purposes of learning and using techniques. - Character gains +30% EXP from Training, Battles, Gamemasters and Missions. Does not stack with Quick Learner. - If this character does not have a Bloodline they get -2 jutsu points on all techniques, to a minimum of one (1).
cntrstrk14 Posted July 2, 2016 Author Posted July 2, 2016 Character Compatibility If a player creates a character and decides that they no longer desire to play the character for any reason, they may transfer all statistics of that character to a new one. This may only be done if the character in question is within ten levels of their starting level at creation. For characters over level 50, there is a six month limitation to this exchange. All players are guaranteed one Character Compatibility per Character Slot with no questions asked*. To do so, please contact a staff members and inform them of your decision so that they may move your character sheet to the appropriate area. Staff reserve the right to deny or approve character compatibility requests given extreme circumstances. The original character is considered retired. The following is a list of statistics that transfer over:- 100% of the character's Total Experience Points.- Death Bonus (only transfers once**).- All items and equipment are liquidated into money***.- All remaining money****. The following is a list of statistics do not transfer:- Jounin taught Techniques or Skills.- Out of character non-item rewards or gifts (Holiday Gifts, Prizes from Contests, etc).- Character Bundles (JP and Money).- Skills & Techniques (only the points transfer).- Training to unlock items, skills, techniques or other abilities.- Yokai or other non-item GM Bonuses that were given. * - If you wish for a second+ Character Compatibility you must contact staff and have a 1 on 1 meeting about your character and the problems you are having. Staff want to help you solve the problems you are coming across.** - If a player does a second Character Compatibility, the Death Bonus will not continue to transfer without special staff permission.*** - Items and equipment that are transferred are first liquidated into money. That means that if the item was purchased with money, that money is refunded for the purchase price. If the item was a reward given by a gamemaster, the item will be turned into its monetary equivalent. If an item for whatever reason does not have a list price, contact staff and they will give a price. **** - This excludes any monetary gains that are listed above as non-transferable.
cntrstrk14 Posted July 2, 2016 Author Posted July 2, 2016 EXP Transfer! Donation Requirement: $10You may preform a 'Character Compatibility' transfer on one character of your choosing who is outside the normal level or time restrictions for this bonus. This may only be purchased once per character slot. Additional purchases per character slot need to be approved by staff before they can be made.