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Alright, found a Lancer I have ideas for. Should submit it today or tomorrow.
This seems to make it impossible to cooperate.Mad Enhancement: Increases Parameter Ranks when activated. Roll a d20 per turn if allies are present, as they are at risk for being targeted in the user's madness. A Sanity Roll of 10 or higher is required to not harm allies.
A: Rank-Up to all Parameters, but loses all ability to think. User becomes a killing machine that roars with unbridled animalistic rage. Bonus to intimidate enemies; an extra d20 is rolled with a DC of 10 to successfully intimidate, but is blocked by D-Rank resistance to Mental Interference. -5 to Sanity Roll.
B: Rank-Up to all Parameters, but robs one of most of their sanity. User cannot communicate with allies or enemies. -4 to Sanity Roll.
C: Rank-Up for all Parameters except Mana and Luck. User cannot speak or think clearly. -3 to Sanity Roll.
D: Rank-Up to Strength and Endurance. User's language is simplistic and cannot speak in complex sentences. -2 to Sanity Roll.
E: Rank-Up to Strength. User is always angry when active. -1 to Sanity Roll.
How about I change the effect to making the user attacking a different enemy than the one targeted if more than one is present instead of harming allies? I'm trying to stick with an underlying theme of Mad Enhancement making the user unfocused and imprecise in combat with the reduced sanity.This seems to make it impossible to cooperate.
You're literally more likely to hurt your allies than your enemies. Unless you've only got E Rank. Then you've only got a 50% chance.
Seriously, "User is angry" shouldn't equate to (1d20-1) > 10 needed to not turn around and try and murder your friends.
With higher ranks, it could be helped by clarifying you're not gonna turn around from your enemies to attack your allies until the guy you're attacking is dead, but as it stands, Mad Enhancement makes Berserker literally worse than useless in a raid.
That might make it too small a drawback, though... Still, it's the best solution I can think of. I started thinking of something bigger for higher levels, but attacking your allies is kinda awful, and unless it's a DC1 or something, the penalty will push it beyond acceptable levels.How about I change the effect to making the user attacking a different enemy than the one targeted if more than one is present instead of harming allies? I'm trying to stick with an underlying theme of Mad Enhancement making the user unfocused and imprecise in combat with the reduced sanity.
How about having the user of ME take damage every time they miss/fail an attack, with the Rank determining the amount of HP they lose?
A: 10
B: 8
C: 6
D: 4
E: 2
So Mad Enhancement would allow a Berserker to confront multiple enemies by aggroing them all into attack range, but if a Berserker engages the same enemy their teammates are fighting, the allies would also get damaged by Berserker's widespread attacks?What about splash damage? Like if an ally gets to close they're in risk of getting harmed, at the same time this could be seen as a benefit when dealing with multiple enemies?
So Mad Enhancement would allow a Berserker to confront multiple enemies by aggroing them all into attack range, but if a Berserker engages the same enemy their teammates are fighting, the allies would also get damaged by Berserker's widespread attacks?
*Thumbs up*How's about this?
Mad Enhancement: Increases Parameter Ranks when activated. Can engage multiple enemies in range with the same attack, but any allies close to those targeted enemies will receive splash damage.
A: Rank-Up to all Parameters, but becomes a killing machine that howls with infectious bestial rage. Can use a Primal Roar to forcibly aggro a single target once per battle.
B: Rank-Up to all Parameters, but robs one of most of their sanity. User cannot communicate with allies or enemies.
C: Rank-Up for all Parameters except Mana and Luck. User cannot speak or think clearly.
D: Rank-Up to Strength and Endurance. User's language is simplistic and cannot speak in complex sentences.
E: Rank-Up to Strength. User is always angry when active.
As long as it isn't abused to be a proxy battle continuation, I would think it would lose quite a bit of its perks in a scenario where there are no masters and stuff.... Independent action is obnoxiously abusable.
So. What does Divinity do, since Im apparently losing half of one of my skills to make up another one that Im going to have no ranks in for forever and a half.
Divinity: Ability to harness the divine power in one's bloodline. Protects against methods of spiritual corruption/possession. Allows the user to bypass religious/divine means of protection, such as Protection of the Faith or Enlightenment of the Sacred Fig, of equal Rank. May possess secondary effects that vary depending on the deity from which the user is descended.... Independent action is obnoxiously abusable.
So. What does Divinity do, since Im apparently losing half of one of my skills to make up another one that Im going to have no ranks in for forever and a half.
Go to town with Noble Phantasms, abuse Vitrification to avoid battle beginning before you refill your mana, repeat.As long as it isn't abused to be a proxy battle continuation, I would think it would lose quite a bit of its perks in a scenario where there are no masters and stuff.
Well since there's no master to draw a physical form sustenance tax from, doesn't basically everyone have that "drawing from one's own reserves" clause applied to them now? Sort of like everyone's incarnated.Go to town with Noble Phantasms, abuse Vitrification to avoid battle beginning before you refill your mana, repeat.
Reread IA's description. E rank is 1 per turn. Thats where it starts. At a A rank, a Archer can now reuse that A rank Nible Phantasm they used last fight two turns after the battle finished.Well since there's no master to draw a physical form sustenance tax from, doesn't basically everyone have that "drawing from one's own reserves" clause applied to them now? Sort of like everyone's incarnated.
... You know, besides trivialising non-boss encounters and punishing everyone who doesnt come into a boss battle at full mana because the Archer easily can.TBH I think it's fine. If Archer is being forced to use their NP every battle, there's either something wrong with enemy scaling or something wrong with how Archer is skilled and statted.
Besides, there's not much else IA can do other than ghetto-rig Battle Continuation or give bonuses for lone-wolfing, but then that defeats the point of it being called Independent Action and the RP being a dungeon crawler, respectively.