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DragonRage

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Pokemon Reborn Development Blog

Pokemon Rejuvenation Development Blog

Everything posted by DragonRage

  1. Alexandria sheet revised! -Flaw penalties greatly increased. Removed extra immunity; flavor does not excuse buffing. Also added a clause that prevents the use of damaging actions on the first turn of combat, and altered the wording to make it clear that Alexandria always goes last. The original was not slow enough. This is slower. -Lowered plasma cannon damage further. Currently 3d6+int at action level 2, with 3 round cooldown on top of the previous 3 rounds to use. In Alexandria's native universe, plasma cannons will probably cook you with convection if you use them too frequently or
  2. He also said that the moment I use it every debuffing action the enemy has will be aimed straight at my face. GM balancing at its finest.
  3. The GM literally told me that he'd okay Plasma Cannon with higher potential damage than it currently has. 3d12 + int = 5-37 damage. 5d6 + int = 7-32 damage. Also, it takes 3 turns to use, not two. Charge turn, firing turn, cooldown turn.
  4. Okay, enough things have changed for Alexandria to need a new post, if only because I'm starting to have trouble finding the old one to change. Alexandria has been both nerfed (flaw penalties, taunt duration, and plasma cannon damage all got worse) and buffed (such beautiful immunities). Also, in case it isn't clear, the clause that prevents characters behind Alexandria's shield from attacking also affects her. She can't use her hammer or plasma cannon while the shield is up.
  5. Presumably, if we're fighting a single high threat enemy it will have enough raw damage and attacks per turn to mash anybody who drops a taunt on it. I have added some additional balancing edits to my latest Alexandria version. Awaiting final confirmation before I add it to the database all official and stuff.
  6. I was warned against giving my character Alexandria an ability that gives one or more allies a 50% damage reduction buff. Fair warning, It That Embraces presumably will not be allowed to do so either.
  7. FYI, this system doesn't distinguish between close and ranged combat. Also, you still have too many skills on Visrii. A level 1 skill costs 2 action points, and leveling a skill up costs 1. We each get 10 action points. You have 4 level 3 skills, which requires 16 action points. I get that you want your character to be awesome. If you look at my first entry in this forum, you can see that my first draft of Alexandria is stupidly, hilariously overpowered. It's actually kind of funny in hindsight. But you're going to have to choose some skills to drop levels from. Also, with the listed
  8. How about these tweaks then? Alexadria's plasma cannon damage becomes a straight, universal AOE, sort of generally melting whatever you point it at. Its damage (at level 2) increases to 3d12+int. The charge time and cooling time are unchanged. She loses her Targeting Laser action. Her HL Generator bauble now provides both immunity to and inability to apply hacking-based status without a hardline connection using a Faraday cage effect. Her Attract Attention action now automatically draws fire. Her HL Barrier ability now provides (at level 3) a [res] buff equal to 3 times her level while
  9. Oh. Ok then. In that case I will go back to the revised Alexandria build. My mistake. I did not see that. Are there any further problems with it, or can I go ahead and add it to the Google Docs character database?
  10. After a great deal of thought and attempted balancing, it occurred to me that as much as I like the OCs I submitted before, all my rebalancing was doing was taking them closer and closer to being Reinhardt, from Overwatch. If I'm going to make a Reinhardt expy with most of his abilities, why not just cut out the middleman and play as Reinhardt? He's a fun character, it doesn't feel like pulling teeth to power him down to level one, and I was mechanically going to be playing as him anyways. Sorry for the repeated posting. I think this actually is my final character draft. Should I do somet
  11. Okay. I used too much stats. I thought I might have, but it's good to know for certain. I had no idea how the encumbrance system worked... I think I do now. I will post a revised version, altered for balance. I dropped the hammer and armor stats to more reasonable current levels and improvement rates, nixed the regenerating shield entirely, somewhat nerfed the plasma cannon damage, and quantified a lot of the things that were vague before. Also, Alexandria needs intelligence a lot more now, to in addition to the obvious need for strength, resilience, and constitution. My experience wit
  12. No, you're misreading it. The rocket hammer as currently written does 1d6 damage for each point of constitution Alexandria has, plus her strength bonus. This means that it currently does 4d6+4 damage. It is intended to be balanced by being a strictly melee weapon on a very slow character, but if that doesn't provide a significant penalty in this system I will come up with an additional downside. She can't permanantly die without some extremely thorough measures, this is true, but there is little functional difference between a few weeks in the shop and actual death when something's trying
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