[PnP] Predestination - Talk
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- Agent of Dread
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Re: [PnP] Predestination - Talk
Also, should we sticky this and unsticky The Rebellion?
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Re: [PnP] Predestination - Talk
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?
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?
- Agent of Dread
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Re: [PnP] Predestination - Talk
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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- ShellShocker
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Re: [PnP] Predestination - Talk
Ppst - Shade! This is your cue to make overpowered spells subtleyAgent 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.
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- ShellShocker
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Re: [PnP] Predestination - Talk
My character is just going to curl into a ball and cry for the rest of the game.Veles quickly holds a finger against his own mouth to signal the young swordsman to be quieter.
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- Agent of Dread
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Re: [PnP] Predestination - Talk
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.
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
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.Shade wrote:Woah, seriously? D:
All of those spells except Sluggish and Fade Out are completely terrible.
(Burden isn't bad, though - two turns without major actions is pretty powerful)
- Agent of Dread
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Re: [PnP] Predestination - Talk
+3 everything that doesn't have a base then, lol.
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Re: [PnP] Predestination - Talk
So then I can add +3 base damage to Fireball and RoF?
- Agent of Dread
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Re: [PnP] Predestination - Talk
Yes.
(Side note: Who actually clicked the BGM link?)
(Side note: Who actually clicked the BGM link?)
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- Jungle Warrior (Committed contributor)
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Re: [PnP] Predestination - Talk
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
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
Re: [PnP] Predestination - Talk
I did. Who introduces a story with heavy metal riffs?
- Agent of Dread
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Re: [PnP] Predestination - Talk
I've never heard of this "Ha" person.
Re: [PnP] Predestination - Talk
Alright then, here I go again~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.
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.