And with this and the skill mechanics (here:
https://www.plurk.com/s/... we nail down the basics. Now onto Powers, Special Attacks so on and so forth.
Commenting on this so I don't forget. I need to work on podcast episode first.
Just saw this! I will check this out when I'm done tutoring.
Here comes the First draft of Powers and base Stats:
Ignore the first table (the one with Fighting Styles), the correct one is here below:
I'm admittedly having a hard time figuring out exactly how attacking works, since it seems to be based on both a Hit stat and a Evade stat? I'd need some examples.
- "Negate your (own) attack" is kind of weird wording in English, I'd probably go with 'In lieu of attacking' or something similar, make it clearer they're giving up their attack action.
- My immediate thought is there's a lot of healing being able to proc in these power sets, which isn't necessarily a bad thing but you'll want to account for that.
- It seems like the intended synergy of Power Origins would be having the whole group be the same origin. Is this the intent? Is Original considered a sort of 'group gen' choice aside from the others?
- Again with the fighting styles, is 'Negate The Attack' meant as 'Giving Up You (The Player's) Attack Action'?
1) Lets say you got a hit stat of 5+ and your target got a Evade stat of J+. This means that every time you use a 2, 3 or 4 to attack you miss (lower than your HIT); if you use a 5, 6, 7, 8, 9, 10 you hit, and if you use J, Q, K or A you miss (higher than enemy dodge)
2) Negate your attack: Whenever you use a power, you discard a card along with a normal attack. Most powers do their effects AND process the attack (the other card) as normal. Powers with "negate your attack" ignore the attack and process only the power. I'll write a better wording whenever doing the text, these tables are just a quick way to create them
3) I really need to check how much healing is too much. Only playtesting can help me in that regard.
3 cont) and same applies to stats, both player's and enemy's. Needs playtest to find a good balance
4) Each character may choose its own Power Origin. The idea of sinergies between origins is a soft nudge behind the tradition of most Sentai (at least that I know) usually have the same Origin for the whole team (I might be wrong with that).
No that's typically correct, I wanted to ask because it feels like if you don't have same origins then activating your origin power is a bit of a dead draw.
So it's in a weird sort of 'all or nothing' setup.
All origin powers work even if you're the only one around, and actually I think most time having like 5-man on the same team a bit overkill. I think the strongest setup may be having 2 with one origin and 3 with a second origin. Thats another thing I intend to playtest
Yeah, just pointing out things as I see them.
Also okay that makes sense, Dodge Stat is 'you hit too high', I didn't quite grasp that on a first skim of combat mechanics.