[PnP] Predestination - Talk

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Agent of Dread
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Re: [PnP] Predestination - Talk

Post by Agent of Dread »

Also, should we sticky this and unsticky The Rebellion?
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Re: [PnP] Predestination - Talk

Post by Shade »

Woah, seriously? D:
All of those spells except Sluggish and Fade Out are completely terrible. Shouldn't they have some kind of base effect? Not only because healing something by 2 HP or dealing 2 damage to something is lol, but also because this ignores the given possibility of negative INT/WIL. So if a debuff would send me to -3 INT, I'd "heal" my allies by -3 HP when using Invigorate?
(The wording of Fade Out also makes it seem more like a buff for my party than a debuff for my enemies, tbh.)

Can I have a spell that paralyzes my enemies instead of Poison Cloud?
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Re: [PnP] Predestination - Talk

Post by Agent of Dread »

Look I don't know how to make these things, hence me putting them off for so long. I know you can be trusted to be balanced, so feel free to redesign them better.
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Re: [PnP] Predestination - Talk

Post by ShellShocker »

Agent of Dread wrote:Look I don't know how to make these things, hence me putting them off for so long. I know you can be trusted to be balanced, so feel free to redesign them better.
Ppst - Shade! This is your cue to make overpowered spells subtley ;)
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Re: [PnP] Predestination - Talk

Post by ShellShocker »

Veles quickly holds a finger against his own mouth to signal the young swordsman to be quieter.
My character is just going to curl into a ball and cry for the rest of the game.
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Re: [PnP] Predestination - Talk

Post by Agent of Dread »

Hmm, we're going to have a Four Man Band pretty soon methinks.
Red is the Butt Monkey, Mulok is The Stoic, and we don't really know about the others yet.
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Re: [PnP] Predestination - Talk

Post by Ditto »

Shade wrote:Woah, seriously? D:
All of those spells except Sluggish and Fade Out are completely terrible.
Yeah, my fire magic isn't the best : considering I'm pretty much fully specialized to deal AoE damage, 7 damage a target with terribad accuracy on multiple targets isn't really what I was aiming for. A little more damage would be nice.

(Burden isn't bad, though - two turns without major actions is pretty powerful)
"It only hurts when my squad won't f***ing heal me."

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Re: [PnP] Predestination - Talk

Post by Agent of Dread »

+3 everything that doesn't have a base then, lol.
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Re: [PnP] Predestination - Talk

Post by Ditto »

So then I can add +3 base damage to Fireball and RoF?
"It only hurts when my squad won't f***ing heal me."

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Re: [PnP] Predestination - Talk

Post by Agent of Dread »

Yes.

(Side note: Who actually clicked the BGM link?)
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Re: [PnP] Predestination - Talk

Post by Ditto »

NOT ME MUHAHAHAHAHAHAHAHAHAHA

EDIT : Also, I can't help but lol about how my Fireball spell becomes more and more obsolete. Maybe I shouldn't have bothered to take it in the first place
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Re: [PnP] Predestination - Talk

Post by Cimeries »

I did. Who introduces a story with heavy metal riffs?
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Re: [PnP] Predestination - Talk

Post by Agent of Dread »

Ha.
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Re: [PnP] Predestination - Talk

Post by Cimeries »

I've never heard of this "Ha" person.
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Re: [PnP] Predestination - Talk

Post by Shade »

Agent of Dread wrote:Look I don't know how to make these things, hence me putting them off for so long. I know you can be trusted to be balanced, so feel free to redesign them better.
Alright then, here I go again~
When thinking about how effective to make spells, consider how effective they'd be at certain stats.
Good thresholds to check usually are (INT/WIL) 0/0, 3/3, 5/0, 0/5, 5/5, and anything negative.


[Invigorate]
(Current: +10 HP)
Restores [10 ± 1.5xWIL] HP for a single target.

[Delusion]
(Current: -3 Hit for 2 turns, DG 12 vs. WIL)
Forces all enemies to do a WIL check against a DG of [10 ± INT]. Every enemy that fails the check suffers a [3 ± WIL/2] Hit malus for [2 ± INT/3] turns.

[Immobilize]
(Current: 2 turns, DG 10 vs. FOR)
Forces all enemies to do a FOR check against a DG of [8 ± INT]. Every enemy that fails the check is paralyzed for [2 ± WIL/4] turns.

- Rain of Flame -
(Current: 4-9 base Dmg, +2... base Hit vs. AGI)
(Current with Impact: 6-14 base Dmg, +5... base Hit vs. AGI)
Rains a volley of molten rock upon the target enemies.
Targets all enemies with a rain of fireballs, attacking all targets for 1d[4 ± WIL/2]+3 fire damage. Has a -[3 + #targets] penalty to Hit.

- Fireball -
(Current: 7-19 base Dmg, +5 base Hit vs. AGI)
Mulok creates a basic ball of fire that strikes his target.
Targets a single enemy, attacking for 2d[5 ± WIL/2]+5 fire damage. Normal accuracy.

- Burden -
(Current: 4 Turns, DG 16 vs. WIL)
Mulok creates a heavy magical force over the target, preventing them from taking action.
Forces the target to make a WIL check against a DG of [11 ± INT]. If it fails the check, it cannot act for [2 + WIL/2] turns.


And for consistency:

[Sluggish]
(Current: -5 AC for 3 turns, DG 11 vs. WIL)
Forces the target to make a WIL check against a DG of [12 ± INT]. If it fails the check, it suffers a [5 ± WIL] AC penalty for [3 ± INT/2] turns.


That ok?
Last edited by Shade on Sat Apr 21, 2012 2:26 pm, edited 1 time in total.
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