SC's Rules
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SC's Rules
Agent/Sentinel
Attribute: Acumen
Skill Bonus: +4 Insight
Class Traits:
-Implacable Boy: +2 Fortitude.
-Invisible Hand: Whenever an ally gains Combat Advantage thanks to your actions, he gains a +1 bonus to all defenses against the enemies who are currently granting CA. Whenever you subject an enemy to forced movement, reduce his defenses by 1 until the end of his next turn.
Brutal Affront (lvl 2): Duty Fulfilled - 1d6 extra damage, and one ally regains 1d6 hit points. If the attack would bloody an enemy or reduce him to 0, deal 2d6 extra damage and an ally regains 2d6 hit points. (Grave Blunder: You take 1d8 damage and an ally loses 1d8 hit points. This damage may not be mitigated in any way.)
Choose two of the following aggrievements:
Cut the Chase
Standard action – At-will Melee- or Ranged-kind
Target: One creature
Attack: Acu + your level + weapon precision vs. AC
Hit: 1[W] + Acu modifier + level damage, and the target may not move through a normal movement action (but may still shift or move through powers).
Bodyguard Clash
Standard Action – At-will Melee- or Ranged-kind
Target: One creature
Attack: Acu + your level + weapon precision vs. AC
Hit: 1[W] + Acu modifier + level damage, and one ally within 2 squares of you gains a +2 bonus to a single defense.
Mobius Trap
Immediate Reaction – At-will Melee- or Ranged-kind
Trigger: One ally within 2 squares of your position is attacked.
Target: The creature that triggered the attack.
Attack: Acu + your level + weapon precision vs. AC
Hit: 1[W] + level damage.
Effect: You lose your next turn's Move Action.
HI AGAIN, IDIOT
Free Action – Encounter Close Burst 4
Trigger: An enemy starts its turn.
Target: One creature whom you have hit at least once before.
Attack: Acu + your level vs. Will
Hit: You pull the enemy up to 3 squares toward you, and he is now dazed.
Level 5:
Good Friend, Best Guardian!
Standard Action – Encounter Melee- or Ranged-kind
Target: One creature
Attack: Acu + your level + weapon precision vs. AC
Hit: 1[W] + Acu modifier + level damage, and you brand the target. You may activate this brand any time you like as a free action. When you do, make a secondary attack:
Secondary Attack: Acu + your level + weapon precision vs. AC
Hit: The target takes 1[W] damage and you can slide him up to three squares.
Boon (lvl 3):
Watchful Gaze
Free action - Encounter Personal - Communication
Trigger: An ally makes a Perception, Insight or Mysteries roll and you dislike the result.
Effect: The ally may reroll with a +1 bonus to the roll. He must take the new result, even if it's lower.
---
More to come as I write it up.
Attribute: Acumen
Skill Bonus: +4 Insight
Class Traits:
-Implacable Boy: +2 Fortitude.
-Invisible Hand: Whenever an ally gains Combat Advantage thanks to your actions, he gains a +1 bonus to all defenses against the enemies who are currently granting CA. Whenever you subject an enemy to forced movement, reduce his defenses by 1 until the end of his next turn.
Brutal Affront (lvl 2): Duty Fulfilled - 1d6 extra damage, and one ally regains 1d6 hit points. If the attack would bloody an enemy or reduce him to 0, deal 2d6 extra damage and an ally regains 2d6 hit points. (Grave Blunder: You take 1d8 damage and an ally loses 1d8 hit points. This damage may not be mitigated in any way.)
Choose two of the following aggrievements:
Cut the Chase
Standard action – At-will Melee- or Ranged-kind
Target: One creature
Attack: Acu + your level + weapon precision vs. AC
Hit: 1[W] + Acu modifier + level damage, and the target may not move through a normal movement action (but may still shift or move through powers).
Bodyguard Clash
Standard Action – At-will Melee- or Ranged-kind
Target: One creature
Attack: Acu + your level + weapon precision vs. AC
Hit: 1[W] + Acu modifier + level damage, and one ally within 2 squares of you gains a +2 bonus to a single defense.
Mobius Trap
Immediate Reaction – At-will Melee- or Ranged-kind
Trigger: One ally within 2 squares of your position is attacked.
Target: The creature that triggered the attack.
Attack: Acu + your level + weapon precision vs. AC
Hit: 1[W] + level damage.
Effect: You lose your next turn's Move Action.
HI AGAIN, IDIOT
Free Action – Encounter Close Burst 4
Trigger: An enemy starts its turn.
Target: One creature whom you have hit at least once before.
Attack: Acu + your level vs. Will
Hit: You pull the enemy up to 3 squares toward you, and he is now dazed.
Level 5:
Good Friend, Best Guardian!
Standard Action – Encounter Melee- or Ranged-kind
Target: One creature
Attack: Acu + your level + weapon precision vs. AC
Hit: 1[W] + Acu modifier + level damage, and you brand the target. You may activate this brand any time you like as a free action. When you do, make a secondary attack:
Secondary Attack: Acu + your level + weapon precision vs. AC
Hit: The target takes 1[W] damage and you can slide him up to three squares.
Boon (lvl 3):
Watchful Gaze
Free action - Encounter Personal - Communication
Trigger: An ally makes a Perception, Insight or Mysteries roll and you dislike the result.
Effect: The ally may reroll with a +1 bonus to the roll. He must take the new result, even if it's lower.
---
More to come as I write it up.
sapientComposition- Co-Gamemaster
- Posts : 8
BOONDOLLARS : -35
Join date : 2011-12-05
Re: SC's Rules
The following rule tweaks are part of a system review for Homestuck RPG, versions 1.1 and 1.2 Beta. I will cover the rules presented therein and give my opinion on them. In cases where the rules are found lacking, I will provide tweaks or reworks for them. Without further ado...
Rules 1: Systemic Changes
Rules 2: Classes
Rules 2a: The Heir
Rules 2b: The Seer
Rules 2c: The Knight
Rules 2d: The Witch
Rules 1: Systemic Changes
- Spoiler:
- Calculating HP: Imagination and Acumen are excessively punished by the current method of HP calculation. Realism is not a concern, nor is game balance from not allowing the two weakest stats to be used, while edge cases where a player can end up too weak to play may emerge from the system as it currently is. Modify the blurb as follows:
1st level Hit Points: Your Mangrit attribute value + Pulchritude value (not modifier! Use the value listed on your sheet instead of the plus or minus!). You may replace either or both values for your Acumen or Imagination minus 6, if the end result would be higher (So instead of Mangrit 6, you could use Acumen 14, gaining eight hit points from it).
Rules 2: Classes
Rules 2a: The Heir
- Spoiler:
- The Heir is, at his core, a Striker with a secondary role of Defender. He beats people up, but is hardy enough and versatile enough to control a target or two. With that in mind, let us proceed.
Traits: No complaints. The Will boost helps heirs not die to dominations, And the attack bonus is fine. Not amazingly powerful, but fine. The boon is vanilla, but most boons are.
At-wills:
Lucky Strike: Good concept, slightly lacking execution. MGT/Level damage is less than a fourth of the damage a real hit pumps out, and not at all comparable with the Heir's Bread-and-Butter.
Suggestions: change the miss line to half damage, allow the Heir to deal Level (or W + Level) to a secondary target on a hit.
Strong Stomp: Not a striker power and not really a defender power either.
Suggestions: Would work far better if it slid a bunch of squares instead, which would allow the Heir to put himself in a position to potentially block the enemies.
Dual-Grit Stance: The power of choice for the Heir. This is what lets him fulfill his role effectively, and is an automatic pick at the moment. It's perfectly fine, really - it just needs competition.
Suggestions: None. Keep as-is.
Wrinklefucked: Why does this power have a to-hit penalty? Why does it do less damage than Dual-Grit Stance? Why is this not awesome? Encounter powers can only be used once, which is a gigantic limitation compared to at-wills. They need to be not just good, but in a league of their own compared to their green brethren.
Suggestions: Take out that attack penalty, and double the Level and Mangrit bonus and it'll be a start. Not perfect, but a start.
Fortune Favored: Perfect. No changes necessary. Useful and balanced.
Fruit Crusher: Also not as good as Dual-Grit Stance, though it comes closer. Has a nice debuffing effect though.
Suggestions: 2*MGT and 2*Level instead of a single instance. This makes it straight up better than Dual-Grit Stance AND gives it neato effects on top.
Rules 2b: The Seer
- Spoiler:
- The Seer is a Leader/Controller hybrid. At the moment though, it's not really very good at either, as its abilities are not on the level of a Page or Mage. It needs to merge effects from both types together, not as good as either at their roles, but more versatile.
Traits: Perfectly fine. The plus-granting trait is a bit gameable, but in a good way. No tweaks needed here.
Suggestions: Keep as is.
Harsh Deduction: The power is a controller power, but too weak to matter. It can nerf to-hit heavily, but only in specific circumstances that CA counteracts majorly. It needs more Leader oomph.
Suggestions: http://privatepaste.com/07f08d4f5f
Vigilant Observation: Great buff. If only you could grant it to somebody specialized in dealing damage...
Suggestions: Rework the power to this: http://privatepaste.com/d7e4e0cb46
This increases the leadership of it massively, turning it from a wayward striker power into a leadership tool with interesting choices to make.
Reaping Justice: The control effect is decent enough. The issue stems from being just that, simply *decent*, instead of good enough to be worth a slot by its lonesome. It needs more leader pizzazz.
Suggestions: http://privatepaste.com/6e531fc84e
Multitarget attack, multitarget buff. All is good.
Sinister Irony: Finally, a power that is 100% good from the get-go. Pure control, but it's very good control.
Suggestions: Keep it as is. It's good enough. If you want leader strength, you can always take the now-awesome Vigilant Observation. If it ain't broke, don't fix it!
Guidance from Beyond: Sweet buff. Versatile. All good.
Suggestions: Don't touch it. Great as-is.
Chilling Insight: Deadly control. Precise. Multitarget. You want this bad.
Suggestions: None.
Rules 2c: The Knight
- Spoiler:
- The Knight is a pure defender. And it's cool...but damn, it just doesn't work without a punishment mechanic. It has mostly great powers, great features, but it's missing the lynchpin ability. This is one case where I am not opposed to giving a class a must-take power, as it is a deliberate, important choice.
Traits: Excellent defensive bonuses, and a way to avoid terrible fails. All good. The affront is unbelievably great, as a mark penalty nerfs attacks to the ground in this system.
Can't Abscond, Bro!: No way to get away from the knight. All defender, all the time.
Suggestions: None. Gold star.
Chasing My Shadow: Footwork Lure, Gamma World edition...except it's better than usual. Bravisimo!
Suggestions: Platinum Star. Even better than CA,B!.
Threshecute: The thing that drags the Knight down. This at-will just doesn't work, at all. It' a complete load. It TRIES to be a Striker power...but what the eff is a Striker power doing on a pure Defender? No sir, this power has to change. And it has to change fast.
Suggestions: http://privatepaste.com/60ab37b207
Be The One: Want to get away from the Knight? WHOOPS NOW YOU CAN'T. Excellent power, really. All CA,B! needed to become worthy of an encounter slot was what this power provides.
Suggestions: No changes.
Be the Cool Kid: Cramps your defending style, but if you botch the Threshecute, you can still use your immediate action like a boss.
Suggestions: Perfectly fine.
Be the Knight: A proper capstone power, yessir. The enemy doesn't get a choice to take a punishment anymore, you just force him to attack you or do nothing.
Suggestions: None
Rules 2d: The Witch
- Spoiler:
- A very well designed class, the Witch is a hybrid between a Leader and a Defender, and competent at both. It only has a single weak spot - everything else is worthwhile.
Traits: Excitation combos amazingly well with the Knight and Thief's affront boosters, making it less of a gamble and more of a guaranteed pick to take the brutal affront. The rest is business as usual.
Interposing Strike: Pretty. Not as good as the Knight's punishment, but still very nice. This is what makes the Witch a blast to play.
Suggestions: Keep as-is.
Armamentify: THP aplenty from hitting the target. Excellent way to keep hope (and your allies) alive.
Gentle Culling: This power is a controller power that does very little. It only punishes the enemy after the fact, and only if he fails. It needs a total rework, honestly.
Suggestions: http://privatepaste.com/d114577868
Pure leadery goodness, and an honest to god way to regain HP.
Warning Shot: Some nasty debuffing, and good THP. No complaints here.
Suggestions: Perfect blend of roles. No changes needed.
Premonition: Ahhh, Leadery goodness! Nothing wrong with a bonus here and there.
Suggestions: There should be more of this power.
Protector's Duty: Interesting option-granting trick. Second Winds can be pretty potent with a Witch around, and well worth using.
sapientComposition- Co-Gamemaster
- Posts : 8
BOONDOLLARS : -35
Join date : 2011-12-05
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