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The RPS Guild is for RPing using the simply-named Roleplaying System (RPS) to manage combat. 

Tags: Role Play, Fantasy, Dungeon, Adventure, System 

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Menvra

PostPosted: Wed Dec 19, 2007 1:08 pm


I think such an ability might need a reagent requirement to balance it out.
PostPosted: Wed Dec 19, 2007 2:27 pm


Menvra
I think such an ability might need a reagent requirement to balance it out.

How about, you may only mix one potion per week of real time?

-A M P-


Master of Gladiators

PostPosted: Wed Dec 19, 2007 8:05 pm


How about a creation cost? Say, 25% of each original potion?
PostPosted: Wed Dec 19, 2007 9:41 pm


What about a chance of failure? I mean no person is perfect... And what of the need of things such as albemics, calcinators, and retorts? ((yes I've played TES: Oblivion)) I mean, any person can simply mix two liquids together.

random mistakes


DM of Death

PostPosted: Wed Dec 19, 2007 9:52 pm


Stun-Guard: 6CP
Increase the chance of a stun to fail, when used against you, by 25%.
PostPosted: Wed Dec 19, 2007 10:02 pm


DM of Death
Stun-Guard: 6CP
Increase the chance of a stun to fail, when used against you, by 25%.

I believe this already exists, at least tentatively. It just hasn't been introduced yet.

Enhanced Stun: 3CP, +25% chance to stun.
Stun Resistance: 3CP, -25% chance to stun.

Master of Gladiators


Wedry

PostPosted: Sun Dec 23, 2007 10:59 am


Magic Defender: (3 CP)
Once per turn, you may direct that an enemy Spell targeting one of your teammates must be directed at you instead. Cannot be used if you have already had enough damage allotted to you to knock you out.

Special Defender: (3 CP)
Once per turn, you may direct that an enemy attack or Action targeting one of your teammates that deals Special damage must be directed at you instead. Cannot be used if you have already had enough damage allotted to you to knock you out.
PostPosted: Sun Dec 23, 2007 1:01 pm


One question... For special defender... What about smash if they don't attack you?

random mistakes


-A M P-

PostPosted: Sun Dec 23, 2007 2:39 pm


Jordan Windsfury
Magic Defender: (3 CP)
Once per turn, you may direct that an enemy Spell targeting one of your teammates must be directed at you instead. Cannot be used if you have already had enough damage allotted to you to knock you out.

Special Defender: (3 CP)
Once per turn, you may direct that an enemy attack or Action targeting one of your teammates that deals Special damage must be directed at you instead. Cannot be used if you have already had enough damage allotted to you to knock you out.


Though I can see where you are going with this.. lets try the opposite and see if it balances...

Attack Sheild: 2CP
All of your allies block the first 5 damage from normal attacks.

Special Sheild: 2CP
All of your allies block the first 5 damage from anything that cause special damage.

Hmmm.... Actually the special sheild isn't to shabby...
Though Special and Magic are handled way different then normal attacks... so I don't think that using the base defender is a really good model for the ability. Though we do need something like that, I think thats the wrong way to go about it.
PostPosted: Sun Dec 23, 2007 3:16 pm


Jordan Windsfury
Magic Defender: (3 CP)
Once per turn, you may direct that an enemy Spell targeting one of your teammates must be directed at you instead. Cannot be used if you have already had enough damage allotted to you to knock you out.

Special Defender: (3 CP)
Once per turn, you may direct that an enemy attack or Action targeting one of your teammates that deals Special damage must be directed at you instead. Cannot be used if you have already had enough damage allotted to you to knock you out.


Lol I already have these abilities written up waiting to be submitted to to Fargore, though they have different nature like names. With the holiday season it will probably be wll after chirstamss till i get my specail location/organization fully approved and up and running. T.T

Menvra


Wedry

PostPosted: Sun Dec 23, 2007 4:31 pm


-A M P-
Jordan Windsfury
Magic Defender: (3 CP)
Once per turn, you may direct that an enemy Spell targeting one of your teammates must be directed at you instead. Cannot be used if you have already had enough damage allotted to you to knock you out.

Special Defender: (3 CP)
Once per turn, you may direct that an enemy attack or Action targeting one of your teammates that deals Special damage must be directed at you instead. Cannot be used if you have already had enough damage allotted to you to knock you out.


Though I can see where you are going with this.. lets try the opposite and see if it balances...

Attack Sheild: 2CP
All of your allies block the first 5 damage from normal attacks.

Special Sheild: 2CP
All of your allies block the first 5 damage from anything that cause special damage.

Hmmm.... Actually the special sheild isn't to shabby...
Though Special and Magic are handled way different then normal attacks... so I don't think that using the base defender is a really good model for the ability. Though we do need something like that, I think thats the wrong way to go about it.
So? Don't just knock it, fix it!
PostPosted: Sun Dec 23, 2007 4:33 pm


Menvra
Jordan Windsfury
Magic Defender: (3 CP)
Once per turn, you may direct that an enemy Spell targeting one of your teammates must be directed at you instead. Cannot be used if you have already had enough damage allotted to you to knock you out.

Special Defender: (3 CP)
Once per turn, you may direct that an enemy attack or Action targeting one of your teammates that deals Special damage must be directed at you instead. Cannot be used if you have already had enough damage allotted to you to knock you out.


Lol I already have these abilities written up waiting to be submitted to to Fargore, though they have different nature like names. With the holiday season it will probably be wll after chirstamss till i get my specail location/organization fully approved and up and running. T.T
As far as the names go, I was trying to keep it as basic as possible.

Wedry


-A M P-

PostPosted: Mon Dec 24, 2007 1:19 pm


Jordan Windsfury
Magic Defender: (3 CP)
Once per turn, you may direct that an enemy Spell targeting one of your teammates must be directed at you instead. Cannot be used if you have already had enough damage allotted to you to knock you out.

Special Defender: (3 CP)
Once per turn, you may direct that an enemy attack or Action targeting one of your teammates that deals Special damage must be directed at you instead. Cannot be used if you have already had enough damage allotted to you to knock you out.


Hmmm well I'll see if I can fix it myself then... hmmm....

Well the only reason I'm aginst it is because there is going to be too many wrong things that will happen. Like how bellamin said, smash hurts only a thing that was targeted with the attack in the first place, and the attack had to be succesful, so if you pulled the smash, it just plain wouldt work, thats like a free stun, but without the chance of a roll. And for the Magic one, what if the person was only targeted with a little of the effect and not the whole thing? Like fireball. would you pull the whole fireball or just the portion that hit the ally you are defending?

My perposal is not to redirect the attack or spell or what have you, but just the damage portion of the effect...

Magic Pull: 3CP
Redirect the damage taken by one ally from one spell to you.

Special Pull: 3CP
Redirect the damage taken by one ally from one action to you.

This seems more balanced to me because attacks only come from attacks, so limiting one source per ability sounds right. Plus just pulling the damage, rather then the ability, will allivate all of the problems that may come up with any such powers like smash, Fireball, Meteor etc.

Better?
PostPosted: Mon Dec 24, 2007 2:15 pm


-A M P-
Jordan Windsfury
Magic Defender: (3 CP)
Once per turn, you may direct that an enemy Spell targeting one of your teammates must be directed at you instead. Cannot be used if you have already had enough damage allotted to you to knock you out.

Special Defender: (3 CP)
Once per turn, you may direct that an enemy attack or Action targeting one of your teammates that deals Special damage must be directed at you instead. Cannot be used if you have already had enough damage allotted to you to knock you out.


Hmmm well I'll see if I can fix it myself then... hmmm....

Well the only reason I'm aginst it is because there is going to be too many wrong things that will happen. Like how bellamin said, smash hurts only a thing that was targeted with the attack in the first place, and the attack had to be succesful, so if you pulled the smash, it just plain wouldt work, thats like a free stun, but without the chance of a roll. And for the Magic one, what if the person was only targeted with a little of the effect and not the whole thing? Like fireball. would you pull the whole fireball or just the portion that hit the ally you are defending?

My perposal is not to redirect the attack or spell or what have you, but just the damage portion of the effect...

Magic Pull: 3CP
Redirect the damage taken by one ally from one spell to you.

Special Pull: 3CP
Redirect the damage taken by one ally from one action to you.

This seems more balanced to me because attacks only come from attacks, so limiting one source per ability sounds right. Plus just pulling the damage, rather then the ability, will allivate all of the problems that may come up with any such powers like smash, Fireball, Meteor etc.

Better?
Much better! It was intended to only protect a single individual anyhow, your definition explains that better.

Wedry


-A M P-

PostPosted: Mon Dec 24, 2007 2:21 pm


Magic Pull: 3CP
Once per turn, you may redirect the damage taken by one ally from one spell to you. Cannot be used if you have already had enough damage allotted to you to knock you out.

Special Pull: 3CP
Once per turn, you may redirect the damage taken by one ally from one action to you. Cannot be used if you have already had enough damage allotted to you to knock you out.

Final draft smile
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