![]() How about changing the duration to 4 + initation modifier in rounds +2 per level similar to a barbarian or bard, then scaling the bonuses by +1 per 4 levels to a max of +6 at 20? Maybe say the Protagonist can just always have a number of Nakama equal to his class level, that was it just starts at 7 people when the power turns on (Or 4 if I just say they can always 'give' rounds out to Nakama). I was intending to emulate that every encounter was a kind of 'mini episode' originally, but making every adventuring day "The episode" is just as good. Nakama probably should scale abit better, I was just worried about handing out too many free bonuses to the team on an encounter per encounter basis, though I suppose if I did change it to Rounds per day it might shore that up a little. I assumed that getting to do 3 manevuers in the span of a single turn with several additional bonuses to them already was more than enough for a "Nova" ability. I suppose I could just swap the Final Secret Technique and the End Sequence with each other to see how it looks yeah, and I intended for the Final technique to be used as a full round action, but forgot to change the wording when I was looking it over, thanks for catching it. Maybe nerf it to ignoring an amount of DR/Resistance equal to Initiation Modifier then to make it more static? I can change the CR reference to HD no problem (it was a holdover, been adding bits and pieces to this idea for a good few months), and well I was originally trying to emulate how 'mooks' just sort of roll over in the way of the main characters even if they start talking about "We got this fancy new armor! it's sure to protect us!". The gist is you go into a barbarian rage but need to make saves to end it after all the enemies are dead or else you stop caring and just attack anything that moves until the duration runs out. About the inner hollow bit, it's actually a feat I wrote up myself and just forgot to link. ![]() Thanks for the breakdown! These sort of things are really helpful. Then I learned that the anime *I* thought Just as Planned was from is different and that a fan translation had the According to Keikaku (Keikaku means plan) joke. I was going to make a joke about how All According to Keikaku was misnamed and link to the Just as Planned meme. So I apologize for the long ramble, but hopefully this has been helpful getting an opinion from someone who doesn't allow initiator characters in his game. I think a lot of it just needs some tweaking, which you seem to be well aware of already. A lot of the tropes feel appropriate as well (although I'm not sure what the Inner Hollow feat is, unless it was just a joke reference to Bleach).Īll of the abilities are really on theme and it actually feels like a real class. I love that you use the actual Trope names for powers. I like that there are three distinct pathways based on initiative modifier that change your available maneuvers. I should probably mention things that I really like. The nakama would get half the protagonists bonus. You could even then add additional "theme song" powers if you wanted to. It may also be better as a rounds per day mechanic, similar to bard song or a barbarians rage. Possibly starting with a +2, and going up by +1 more frequently to reflect other classes boosting abilities. I feel in conjunction with the nakama, the theme song ability should scale differently. If you're playing with any pets or more than 4 people, can you imagine being told you aren't part of the nakama? That would be just terrible. I'm not sure what's mean by "as the same action", which based on my limited experience implies either the boost's action (which is probably a swift, generally) or one of the strikes (a standard). Final Secret Technique seems extremely powerful (which it should be) and fits as a once per day ability. ![]() End Sequence Theme Song feels more like a capstone than Final Secret Technique does. I haven't messed around with Tome of War, but I did run multiple characters with 3.5's Tome of Battle as a GM. Also, when changing it, I would have it reflect HD and not CR, since I thought most abilities that were similar were figured that way. I guess I don't have that much experience with higher level, but it seems to be a bit much to completely ignore DR and resistances, since that's better than a fairly large combination of feats and other abilities. Glancing back through it again, I think Curbstomp Battle jumped out (Touch the Untouchable seems fine). TLDR: I would review Curbstomp Battle, End Sequence Theme, Final Secret Technique, and how theme song works mechanically both with and without Nakama.
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