Post by p0x0rz on Aug 7, 2011 19:37:59 GMT -5
first off all the work in this material is amazing and well thought out. me and a few friends love bleach and love d20 so this was a perfect idea. we spent more than a few hours last night creating a couple characters and NPCs to play-test a bit. things went mostly smooth, but of course we came up with a few questions. we always think d20 mechanic first and then ring it through the source material filter right after.
!!!
FLASH STEP as defense
FLASH STEP (DEX)
The ability to use high speed movement. If specialized in, it can do quite a bit.
Check: When you wish to use high-speed movement, make a d20 roll and add your Flash Step skill modifier. The DC for
high speed movement is 2 per 5 feet covered (IE to move 15 feet, it's a 6 DC, to move 100ft, it's a 40 DC).
High Speed Dodge: You may attempt to use Flash Step to aid you in dodging your opponents attacks. If you are making
a defense roll, you may take an immediate action to roll a special Aid Another check using this skill.
Check: Roll a d20 + Flash Step. If you roll above a (10 + Opponent's Dexterity Modifier), you succeed. Should you
succeed, add 1 + 1 per 5 points of your total Flash Step Modifier (Minimum +2) to your Defense Skill for the entire round.
USING FLASH STEP TO ADD TO DEFENSE
Using the Flash Step skill can add to your defense rolls. Not
only does the Flash Step skill add a +2 synergy bonus to
the Defense skill for having 5+ ranks in the skill, but you can
actively use the Aid Another special action to aid yourself
with the Flash Step skill as a free action
this seemed extremely broken if not run the way i assumed it was.
i played it as
enemy ATK roll vs player DEF roll
if enemy wins attack happens, if player wins they can attempt a flash step to move out of attack range.
we figure that the defensive roll makes best sense as you are actively choosing to defend, and not parry, and the flash step action is a direct afterthought when your character realizes they have avoided the hit. the flash step synergy bonus would then make sense too, as this ability is part of your defensive training. and therefore a part of your characters' defensive thought process when avoiding damage. this method would also help avoiding a second hand attack by the enemy which i think makes for a great strategy against a higher level enemy.
also reading:
LIVING SHINIGAMI [CHARACTER, SOUL]
Prerequisites: Alive Feat, Shinigami Feat
Benefit: When in human form, you can gain part of your
shinigami abilities.
Special: If you are in human form, you can use your
shinigami powers, but your effective weapon attack ranks
for determining Zanpakuto damage, flash step ranks, and
any other ability that their saves and damage are
dependent on level, are halved. rounding down on uneven
level. You Zanpakuto is not with you at all times, and in
order to use your Zanpakuto (and it's abilities), you must
spend a move action that provokes an attack of oppritunity
to summon it from your soul. It materializes in your hand.
Does this imply that flash step is NOT a normally usable skill for humans?
!!!
Favored Skills
SKILLS
Each character chooses any 4 base skills and 8 standard
skills to be favored skills. All other skills are non-favored
skills. Favored Skills have ranks equal to your level + 3.
Non-Favored Skills have half those ranks.
but @ Leveling up...
FIRST LEVEL
At first level, you receive your choices from your character
creation process. You receive the following.
– Statistics as per your Point Buy
– 30 Hit Points
– Your 4 Favored and 8 Non-Favored Skills (See
Skills Section above)
– Your Starting 6 Feats. (See Feats Section above)
– 3 Action Dice per game session
– Damage Reduction 1/
Assumption: you get 4 BASE skills and 8 STANDARD(core)Skills as FAVORED.
there is also a slight confusion when it comes to the names of these attributes as they both are _____ skills. the term standard, core, and base are all used in the manual and that also sparked some confusion.
Possible fix to confusion: change the name of Base skills to "Attributes", "Traits" or something other than "Skill".i like the use of "Core" for description of what are traditionally considered skills. i had to explain that the use of the Seasoned Feat was for the D&D type skills and not the D&D class like abilities. i like the ability to use talented to purchase the BASE skills via its current rule, but feel like it may be more balance to have it only be able to buy 3 Standard skills, and have a separate feat that allows purchase of ONE Base Skill(or whatever the name could change to).
!!!
Spell Points: this one may be totally silly to ask, but i did a lot of searching for spell points in the document. can you only gain spell points by taking certain feats? such as ENLIGHTENED? or is there a calculation to figure out spell points of a character without a feat. it would seem that you would not have many spell points if it relies upon feat purchases. but i could be wrong. is it related to "Spell Score", i was unsure if this was the same term, i assumed not.
you seem to need spell score to know your reiatsu regen. so maybe it is the same? if they are not the same and not only feat based, what is the formula to calculate spell points?
spell points and spell score brought up slight confusing in my group. i just needed some extra clarification. we also wanted to play around with KIdo lists using current cannon spells seen in the series for now until the compilation is released by you
one last confusing point was:
WEAPON DAMAGE MULTIPLIER RULE.
If a feat or ability increases the damage of your weapon by
adding a dice of damage, it adds the weapon's damage
again instead. For example, if you wielded a Greatsword
which does 2d6 damage, if you got another attack through
the Weapon Attack skill, it would increase to 4d6 instead.
Another example, if you were unarmed, and had the
supersonic feat and the advanced unarmed strike feat, your
dice of damage would increase from 1d8 to 2d8. Only the
BASE damage of the weapon is multiplied. Effects that add
dice of damage as after effects (Such as magical
enhancements and shikai abilities) do not multiply the base
damage again, only adding their own dice of damage to the
attack.
more clarification needed? do you lose second attack entirely(throughout the game mechanic) and gain double the damage on the first hit? why would there be second attacks listed in the rules if you just drop them? is this an option for player instead of a constant rule?
!!!
FLASH STEP as defense
FLASH STEP (DEX)
The ability to use high speed movement. If specialized in, it can do quite a bit.
Check: When you wish to use high-speed movement, make a d20 roll and add your Flash Step skill modifier. The DC for
high speed movement is 2 per 5 feet covered (IE to move 15 feet, it's a 6 DC, to move 100ft, it's a 40 DC).
High Speed Dodge: You may attempt to use Flash Step to aid you in dodging your opponents attacks. If you are making
a defense roll, you may take an immediate action to roll a special Aid Another check using this skill.
Check: Roll a d20 + Flash Step. If you roll above a (10 + Opponent's Dexterity Modifier), you succeed. Should you
succeed, add 1 + 1 per 5 points of your total Flash Step Modifier (Minimum +2) to your Defense Skill for the entire round.
USING FLASH STEP TO ADD TO DEFENSE
Using the Flash Step skill can add to your defense rolls. Not
only does the Flash Step skill add a +2 synergy bonus to
the Defense skill for having 5+ ranks in the skill, but you can
actively use the Aid Another special action to aid yourself
with the Flash Step skill as a free action
this seemed extremely broken if not run the way i assumed it was.
i played it as
enemy ATK roll vs player DEF roll
if enemy wins attack happens, if player wins they can attempt a flash step to move out of attack range.
we figure that the defensive roll makes best sense as you are actively choosing to defend, and not parry, and the flash step action is a direct afterthought when your character realizes they have avoided the hit. the flash step synergy bonus would then make sense too, as this ability is part of your defensive training. and therefore a part of your characters' defensive thought process when avoiding damage. this method would also help avoiding a second hand attack by the enemy which i think makes for a great strategy against a higher level enemy.
also reading:
LIVING SHINIGAMI [CHARACTER, SOUL]
Prerequisites: Alive Feat, Shinigami Feat
Benefit: When in human form, you can gain part of your
shinigami abilities.
Special: If you are in human form, you can use your
shinigami powers, but your effective weapon attack ranks
for determining Zanpakuto damage, flash step ranks, and
any other ability that their saves and damage are
dependent on level, are halved. rounding down on uneven
level. You Zanpakuto is not with you at all times, and in
order to use your Zanpakuto (and it's abilities), you must
spend a move action that provokes an attack of oppritunity
to summon it from your soul. It materializes in your hand.
Does this imply that flash step is NOT a normally usable skill for humans?
!!!
Favored Skills
SKILLS
Each character chooses any 4 base skills and 8 standard
skills to be favored skills. All other skills are non-favored
skills. Favored Skills have ranks equal to your level + 3.
Non-Favored Skills have half those ranks.
but @ Leveling up...
FIRST LEVEL
At first level, you receive your choices from your character
creation process. You receive the following.
– Statistics as per your Point Buy
– 30 Hit Points
– Your 4 Favored and 8 Non-Favored Skills (See
Skills Section above)
– Your Starting 6 Feats. (See Feats Section above)
– 3 Action Dice per game session
– Damage Reduction 1/
Assumption: you get 4 BASE skills and 8 STANDARD(core)Skills as FAVORED.
there is also a slight confusion when it comes to the names of these attributes as they both are _____ skills. the term standard, core, and base are all used in the manual and that also sparked some confusion.
Possible fix to confusion: change the name of Base skills to "Attributes", "Traits" or something other than "Skill".i like the use of "Core" for description of what are traditionally considered skills. i had to explain that the use of the Seasoned Feat was for the D&D type skills and not the D&D class like abilities. i like the ability to use talented to purchase the BASE skills via its current rule, but feel like it may be more balance to have it only be able to buy 3 Standard skills, and have a separate feat that allows purchase of ONE Base Skill(or whatever the name could change to).
!!!
Spell Points: this one may be totally silly to ask, but i did a lot of searching for spell points in the document. can you only gain spell points by taking certain feats? such as ENLIGHTENED? or is there a calculation to figure out spell points of a character without a feat. it would seem that you would not have many spell points if it relies upon feat purchases. but i could be wrong. is it related to "Spell Score", i was unsure if this was the same term, i assumed not.
you seem to need spell score to know your reiatsu regen. so maybe it is the same? if they are not the same and not only feat based, what is the formula to calculate spell points?
spell points and spell score brought up slight confusing in my group. i just needed some extra clarification. we also wanted to play around with KIdo lists using current cannon spells seen in the series for now until the compilation is released by you
one last confusing point was:
WEAPON DAMAGE MULTIPLIER RULE.
If a feat or ability increases the damage of your weapon by
adding a dice of damage, it adds the weapon's damage
again instead. For example, if you wielded a Greatsword
which does 2d6 damage, if you got another attack through
the Weapon Attack skill, it would increase to 4d6 instead.
Another example, if you were unarmed, and had the
supersonic feat and the advanced unarmed strike feat, your
dice of damage would increase from 1d8 to 2d8. Only the
BASE damage of the weapon is multiplied. Effects that add
dice of damage as after effects (Such as magical
enhancements and shikai abilities) do not multiply the base
damage again, only adding their own dice of damage to the
attack.
more clarification needed? do you lose second attack entirely(throughout the game mechanic) and gain double the damage on the first hit? why would there be second attacks listed in the rules if you just drop them? is this an option for player instead of a constant rule?