FallOnMyBlade
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And here's an altered move set. It hits a lot harder but involves some serious chicanery. I found a potential exploit using a combination of discounts for moves without damage, the wind up element, and the power up control option. If you roll anything higher then a 1 on the turn you decide to throw out a wind up move with the power up element, you can get up to +5 damage just on the control die with a 0 control stat. As a GM, I would rule that this combination actually be based off the moves original level instead of wind ups ability to throw out huge if albeit, delayed damage for 1 control. So for example: the attack is a level 3 move with wind up and power up. This means that the fighter must roll at least a 4 on the control die to get further damage bonuses from power up even if he only needed a 1 to throw out the delayed move. This gives him (considering only 3 time count has passed) between +2 and +4 damage for the turn. My move set will take this ruling in mind. Here's the new move set. Damage totals are considering a -1 str versus a stam 1 opponent.
Hunters Ruse LV3 MP2
Fake +3 tactics, vulnerable
Master's Insight LV3 MP2
Buff: defense tactics switch 3, power enhancer added to Hunter's Ruse: effects Tiger Rend and Hidden Dragon Palm, Tiger Rend gains increased damage 1 and power up control, HDP gains increased damage 1 and gradual effect, limited movement: no move before attack, limited uses, vulnerable.
Tiger Rend LV3
Add must move forward 1, wind up.
Damage: 1+1 per 3 time count.
Buffed version: 2/1d4+1 +1 per extra control up to +3 Max (determined by assuming pre charged for one round and then 3 time count has passed between rounds until buff is about to end for 5 rounds total) : 10/15
HDP is unchanged.
Buffed version:
2/1d4+1.
Note that due to how gradual effect works, the damage is actually a consistent 3 points for 3 turns. You do a guaranteed 9 after a few rounds which isn't bad.
So this version, which I'm still considering switching the strength and stamina scores around for, is potentially far more damaging with a bit more set up, but with the same defense ability, if not improved because of the increased mobility. The only downside is that a few bad die rolls in control will hurt quite a bit, as will getting hit during either utility move, but ya know... With great power right?