Don't think I don't see what you're doing. You're attempting to steer the narrative in directions it wouldn't otherwise go by offering writing prompts which are too fun for the QMs to turn down. It is munchkinry par excellence.

Edit: Looks like I have additional motivation to get this system stuff sorted out. I have plenty more ideas for romantic and/or romantic comedy updates, but there's only so much that can realistically take place before the Chūnin Exams.

Flattery and confirmation that including rom-com elements for the purposes of munchkinry, despite being blatantly obvious, is not only tolerated but encouraged?

Today marks the day that Marked for Death becomes a romantic come-


Ehem.

As I was saying,

The update after next marks the day that Marked for Death becomes a romantic comedy for the sake of optimal efficiency and enjoyment.

I'm looking forward to it.
 
One moment:

Abilities (STR 0, STA 0, AGL 0, DEX 0, FGT 0, INT 0, AWE 0, PRE 0.) @ 0PP
Defences (Dodge 0 [+0], Fortitude 0 [+0], Parry 0 [+0], Toughness 0 [+0], Will 0 [+0].) @ 0PP
Skills () @ 0PP
Advantages () @ 0PP
Substitution (Enhanced Trait: Dodge.) @ 0PP
Clone (Enhanced Trait: Dodge.) @ 0PP
Pangolin Training Jutsu (Protection.) @ 0PP
Neutral Ninjutsu (Array, max:
.) @ 0PP
Element 1 Ninjutsu (Array, max:
.) @ 0PP

Can't copy-paste enough things at once, so I'm posting this for future use.
 
I'm reworking the Hazou build, because I made a couple of errors.

Abilities (STR 5, STA 3, AGL 3, DEX 0, FGT 3, INT 4, AWE 2, PRE 0.) @ 92PP
Defences (Dodge 6 [+20], Fortitude 4 [+7], Parry 6 [+10], Toughness 4 [+13], Will 4 [+6].) @ 72PP
Skills (Close Combat: Unarmed/Gauntlets 7 [+18]. Deception 6 [+6]. Expertise: Sealing 3 [+7]. Insight 4 [+6]. Persuasion 3 [+3]. Technology 2 [+7].) @ 37PP
Advantages (Artificer: Sealing. Attractive 2. Benefit: Noble. Benefit: Hokage's Son. Accurate Attack. Defensive Attack. Improved Critical: Unarmed/Gauntlets 4 [16-20]. Inventor. Takedown. Uncanny Dodge.) @ 21PP
Iron Nerve (Enhanced Trait: AGL 1. Enhanced Trait: DEX 1. Enhanced Trait: FGT 1. Feature 1: copy previous movements perfectly. Feature 2: major circumstance bonus to design check for reverse engineering seals. Feature 2: major circumstance bonus to seal construction checks.) @ 12PP
Substitution (Enhanced Trait: Dodge 5.) @ 15PP
Clone (Enhanced Trait: Dodge 5.) @ 15PP
Pangolin Training Jutsu (Protection 5.) @ 15PP
Roki (Close Combat: Unarmed/Gauntlets 8.) @ 18PP
Gauntlets (Damage 5 [+10], STR-based, removable.) @ 12PP
Neutral Ninjutsu (Array, max 15:
  • Henge (Morph 2: humanoids.)
  • Ghost Scales (Protection 3 [add +3 to Toughness while active], continuous.)
  • Pantorkrator's Hammer (Speed 2, linked to... Enhanced Trait: STR 3 [+8].)
.) @ 17PP
Earth Ninjutsu (Array, max 21:
  • Living Roots (Senses: ranged touch, penetrates concealment, continuous, medium: the ground, linked to... Enhanced Trait: Perception 8 [+10], continuous.)
  • Multiple Earth Wall (Create stone shapes 3, ranged, continuous, limited: walls.)
  • Hiding Like a Mole (Burrowing 4, continuous.)
  • Pangolin Earth Armour (Protection 4 [add +4 to Toughness while active], continuous.)
  • Earth Clone (Summon 2, continuous, multiple minions, horde.)
  • Tunnel Excavation (Burrowing 4, permanent, affects others.)
.) @ 26PP

Offences
  • Punching with all bonuses: Attack +18, Effect 13
  • Crushing with MEW: Attack +0, Effect 3
Defences
  • Total Dodge: +20
  • Fortitude: +7
  • Parry: +10
  • Toughness with all bonuses: +20
  • Will: +6
  • Can hide underground
  • Can hide behind Toughness 3 walls

Can't believe I left out his bloodline.



Okay, so to go through things in the build I think are notable:
  • Iron Nerve supplies a secondary path for buying the "move your body well" abilities, meaning you can rack up totals in those stats more cheaply.
  • Roki supplies a secondary path for buying Close Combat: Unarmed/Gauntlets.
  • When he learns it, Explosion Master will supply a secondary path for buying Ranged Combat: Rings and Ranged Combat: Discs.
  • GS and PEA are continuous, meaning that you can spend a standard action to toggle them on, and then use another effect in the same array on your next turn without them turning off.
  • Although Hazou has only +7 to sealing, he has a major bonus (an extra +5) to design checks for copying downloaded seals, and to construction checks, giving him +13 in those tasks.
  • PH is sustained, not continuous. If you're using PH on a turn, then you can't also be using henge or toggling GS (although if GS is already on from turning it on on a previous round, then it doesn't turn off because you're using PH this round).
  • MEW ended up quite a bit smaller than originally intended.
  • All seals are left off the charsheet and will be treated as mass-produced inventions.


Now Noburi...

Abilities (STR 0, STA 2, AGL 2, DEX 0, FGT 3, INT 2, AWE 2, PRE 2.) @ 42PP
Defences (Dodge 5 [+17], Fortitude 5 [+13], Parry 0 [+3], Toughness 5 [+13], Will 5 [+7].) @ 60PP
Skills (Insight 4 [+6]. Persuasion 4 [+6]. Treatment 4 [+10].) @ 15PP
Advantages (Benefit: Noble. Benefit: Hokage's Son.) @ 2PP
Vampiric Dew (Enhanced Trait: Fortitude 5. Senses 6: mental detect 2: chakra, radius, acute, extended, accurate, medium: water/mist. Affliction 5 vs Fortitude, fatigued, exhausted, incapacitated, cumulative, perception, move action, medium: water/mist.) @ 89PP
Substitution (Enhanced Trait: Dodge 5.) @ 15PP
Clone (Enhanced Trait: Dodge 5.) @ 15PP
Pangolin Training Jutsu (Protection 5.) @ 15PP
Neutral Ninjutsu (Array, max 15:
  • Henge (Morph 2: humanoids.)
  • Ghost Scales (Protection 3 [add +3 to Toughness while active], continuous.)
  • Pantorkrator's Hammer (Speed 2, linked to... Enhanced Trait: STR 3 [+3].)
.) @ 17PP
Water Ninjutsu (Array, max 32:
  • Water Whip (Damage 7, accurate 2 [+7], reach 1.)
  • Hiding in the Mist (Environment 5: visibility 2.)
  • Syrup Trap (Affliction 6 resisted by Dodge overcome by STR, hindered and vulnerable, immobilised and defenceless, ranged, area: burst, extra condition, limited degree.) 3/r
  • Hozuki's Mantle (Protection 7, continuous, limited: only against flanking enemies.)
  • Water Clone (Summon water clones 2, continuous, multiple minions 2, horde.)
.) @ 36PP
Medical Ninjutsu (Feature: don't need medical equipment to do Treatment checks. Enhanced Trait: Treatment 4.) @ 6PP

Offences:
  • Punching with all bonuses: Attack +3, Effect 3
  • Water Whip: Attack +7, Effect 7
  • Chakra Drain: Autohit if in water/mist and can perceive target, Effect 5, move action
  • Syrup Trap: Attack +0, Effect 6, autohit with half effect on a miss because area
Defences:
  • Total Dodge: +17
  • Fortitude: +13
  • Parry: +3
  • Toughness with all bonuses: +16 against frontal enemies, +23 against flanking enemies
  • Will: +7

Could increase some numbers to bring him up to points with Hazou. This is just a prototype to see how things might slot together.

I think Medical Ninjutsu in mfd works more like the "Treatment" skill than a "Healing" effect, or a "Regeneration, affects only others" effect, so I'm making it a secondary path for buying Treatment.

Fortitude defence is clearly intertwined with chakra, so I'm putting a secondary path for buying it in Noburi's bloodline.



Abilities (STR 0, STA 1, AGL 4, DEX 4, FGT 0, INT 6, AWE 2, PRE 0.) @ 90PP
Defences (Dodge 5 [+24], Fortitude 5 [+6], Parry 0 [+0], Toughness 5 [+11], Will 5 [+9].) @ 60PP
Skills (Expertise: Logistics 4 [+12]. Persuasion 4 [+4]. Ranged Combat: Thrown Weapons 7 [+11]) @ 14PP
Advantages (Benefit: Noble. Benefit: Hokage's Daughter. Benefit: Nara Library Card. Eidetic Memory.) @ 4PP
Frozen Skein (Enhanced Trait: INT 2 [+8]. Enhanced Trait: AWE 2 [+4]. Feature 1: one use of directed inspiration per chapter. Variable 1: five points of skills and advantages, free action, side effect 2: suffer a "Damage vs Will" autohit.) @ 20PP
Substitution (Enhanced Trait: Dodge 5.) @ 15PP
Clone (Enhanced Trait: Dodge 5.) @ 15PP
Vacuum Step (Enhanced Trait: Dodge 5.) @ 15PP
Pangolin Training Jutsu (Protection 5.) @ 15PP
Neutral Ninjutsu (Array, max 120:
  • Pangolin Summoning (Summon pangolins 5, active, continuous, multiple minions 2.)
  • Henge (Morph 2: humanoids.)
  • Ghost Scales (Protection 10 [add +10 to Toughness while active], continuous.)
  • Pantorkrator's Hammer (Speed 8, linked to... Enhanced Trait: STR 8 [+8].)
.) @ 123PP
Wind Ninjutsu (Array, max 13:
  • Zephyr's Reach (Move Object 3, precise.)
  • Pangolin's Reach (Affliction 6 vs Dodge, impaired, disabled, ranged, limited degree. limited: disarming opponents carrying equipment/devices/inventions/artifacts.)
  • Echolocation (Senses 1: accurate hearing, continuous, linked to... Enhanced Trait: Perception 6.)
.) @ 15PP
Thrown Weapons (Damage 3, ranged. Removable.) @ 10PP

Offences:
  • Punching with all bonuses: Attack +0, Effect 8
  • Throwing weapons without seals attached: Attack +11, Effect 3
  • Pangolin's Reach: Attack +4, Effect 6
Defences:
  • Total Dodge: +24
  • Fortitude: +6
  • Parry: +0
  • Toughness with all bonuses: +21
  • Total Will: +9

I recommend that the points given to minions per rank of summoning be increased under this rules variant. Perhaps 100 points per rank instead of 15, given how much more expensive everything is in this variant?
 
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So, we are still in need of a telescope right?

Why didn't we ask Jiraiya for one? He probably has a stash of those to help with his "research" since in canon he was totally using one to peep on women. After pushing Naruto off a cliff. For reasons.
 
I'm reworking the Hazou build, because I made a couple of errors.

Abilities (STR 5, STA 3, AGL 3, DEX 0, FGT 3, INT 4, AWE 2, PRE 0.) @ 92PP
Defences (Dodge 6 [+20], Fortitude 4 [+7], Parry 6 [+10], Toughness 4 [+13], Will 4 [+6].) @ 72PP
Skills (Close Combat: Unarmed/Gauntlets 7 [+18]. Deception 6 [+6]. Expertise: Sealing 3 [+7]. Insight 4 [+6]. Persuasion 3 [+3]. Technology 2 [+7].) @ 37PP
Advantages (Artificer: Sealing. Attractive 2. Benefit: Noble. Benefit: Hokage's Son. Accurate Attack. Defensive Attack. Improved Critical: Unarmed/Gauntlets 4 [16-20]. Inventor. Takedown. Uncanny Dodge.) @ 21PP
Iron Nerve (Enhanced Trait: AGL 1. Enhanced Trait: DEX 1. Enhanced Trait: FGT 1. Feature 1: copy previous movements perfectly. Feature 2: major circumstance bonus to design check for reverse engineering seals. Feature 2: major circumstance bonus to seal construction checks.) @ 12PP
Substitution (Enhanced Trait: Dodge 5.) @ 15PP
Clone (Enhanced Trait: Dodge 5.) @ 15PP
Pangolin Training Jutsu (Protection 5.) @ 15PP
Roki (Close Combat: Unarmed/Gauntlets 8.) @ 18PP
Gauntlets (Damage 5 [+10], STR-based, removable.) @ 12PP
Neutral Ninjutsu (Array, max 15:
  • Henge (Morph 2: humanoids.)
  • Ghost Scales (Protection 3 [add +3 to Toughness while active], continuous.)
  • Pantorkrator's Hammer (Speed 2, linked to... Enhanced Trait: STR 3 [+8].)
.) @ 17PP
Earth Ninjutsu (Array, max 21:
  • Living Roots (Senses: ranged touch, penetrates concealment, continuous, medium: the ground, linked to... Enhanced Trait: Perception 8 [+10], continuous.)
  • Multiple Earth Wall (Create stone shapes 3, ranged, continuous, limited: walls.)
  • Hiding Like a Mole (Burrowing 4, continuous.)
  • Pangolin Earth Armour (Protection 4 [add +4 to Toughness while active], continuous.)
  • Earth Clone (Summon 2, continuous, multiple minions, horde.)
  • Tunnel Excavation (Burrowing 4, permanent, affects others.)
.) @ 26PP

Offences
  • Punching with all bonuses: Attack +18, Effect 13
  • Crushing with MEW: Attack +0, Effect 3
Defences
  • Total Dodge: +20
  • Fortitude: +7
  • Parry: +10
  • Toughness with all bonuses: +20
  • Will: +6
  • Can hide underground
  • Can hide behind Toughness 3 walls

Can't believe I left out his bloodline.



Okay, so to go through things in the build I think are notable:
  • Iron Nerve supplies a secondary path for buying the "move your body well" abilities, meaning you can rack up totals in those stats more cheaply.
  • Roki supplies a secondary path for buying Close Combat: Unarmed/Gauntlets.
  • When he learns it, Explosion Master will supply a secondary path for buying Ranged Combat: Rings and Ranged Combat: Discs.
  • GS and PEA are continuous, meaning that you can spend a standard action to toggle them on, and then use another effect in the same array on your next turn without them turning off.
  • Although Hazou has only +7 to sealing, he has a major bonus (an extra +5) to design checks for copying downloaded seals, and to construction checks, giving him +13 in those tasks.
  • PH is sustained, not continuous. If you're using PH on a turn, then you can't also be using henge or toggling GS (although if GS is already on from turning it on on a previous round, then it doesn't turn off because you're using PH this round).
  • MEW ended up quite a bit smaller than originally intended.
  • All seals are left off the charsheet and will be treated as mass-produced inventions.


Now Noburi...

Abilities (STR 0, STA 2, AGL 2, DEX 0, FGT 3, INT 2, AWE 2, PRE 2.) @ 42PP
Defences (Dodge 5 [+17], Fortitude 5 [+13], Parry 0 [+3], Toughness 5 [+13], Will 5 [+7].) @ 60PP
Skills (Insight 4 [+6]. Persuasion 4 [+6]. Treatment 4 [+10].) @ 15PP
Advantages (Benefit: Noble. Benefit: Hokage's Son.) @ 2PP
Vampiric Dew (Enhanced Trait: Fortitude 5. Senses 6: mental detect 2: chakra, radius, acute, extended, accurate, medium: water/mist. Affliction 5 vs Fortitude, fatigued, exhausted, incapacitated, cumulative, perception, move action, medium: water/mist.) @ 89PP
Substitution (Enhanced Trait: Dodge 5.) @ 15PP
Clone (Enhanced Trait: Dodge 5.) @ 15PP
Pangolin Training Jutsu (Protection 5.) @ 15PP
Neutral Ninjutsu (Array, max 15:
  • Henge (Morph 2: humanoids.)
  • Ghost Scales (Protection 3 [add +3 to Toughness while active], continuous.)
  • Pantorkrator's Hammer (Speed 2, linked to... Enhanced Trait: STR 3 [+3].)
.) @ 17PP
Water Ninjutsu (Array, max 32:
  • Water Whip (Damage 7, accurate 2 [+7], reach 1.)
  • Hiding in the Mist (Environment 5: visibility 2.)
  • Syrup Trap (Affliction 6 resisted by Dodge overcome by STR, hindered and vulnerable, immobilised and defenceless, ranged, area: burst, extra condition, limited degree.) 3/r
  • Hozuki's Mantle (Protection 7, continuous, limited: only against flanking enemies.)
  • Water Clone (Summon water clones 2, continuous, multiple minions 2, horde.)
.) @ 36PP
Medical Ninjutsu (Feature: don't need medical equipment to do Treatment checks. Enhanced Trait: Treatment 4.) @ 6PP

Offences:
  • Punching with all bonuses: Attack +3, Effect 3
  • Water Whip: Attack +7, Effect 7
  • Chakra Drain: Autohit if in water/mist and can perceive target, Effect 5, move action
  • Syrup Trap: Attack +0, Effect 6, autohit with half effect on a miss because area
Defences:
  • Total Dodge: +17
  • Fortitude: +13
  • Parry: +3
  • Toughness with all bonuses: +16 against frontal enemies, +23 against flanking enemies
  • Will: +7

Could increase some numbers to bring him up to points with Hazou. This is just a prototype to see how things might slot together.

I think Medical Ninjutsu in mfd works more like the "Treatment" skill than a "Healing" effect, or a "Regeneration, affects only others" effect, so I'm making it a secondary path for buying Treatment.

Fortitude defence is clearly intertwined with chakra, so I'm putting a secondary path for buying it in Noburi's bloodline.



Abilities (STR 0, STA 1, AGL 4, DEX 4, FGT 0, INT 6, AWE 2, PRE 0.) @ 90PP
Defences (Dodge 5 [+24], Fortitude 5 [+6], Parry 0 [+0], Toughness 5 [+11], Will 5 [+9].) @ 60PP
Skills (Expertise: Logistics 4 [+12]. Persuasion 4 [+4]. Ranged Combat: Thrown Weapons 7 [+11]) @ 14PP
Advantages (Benefit: Noble. Benefit: Hokage's Daughter. Benefit: Nara Library Card. Eidetic Memory.) @ 4PP
Frozen Skein (Enhanced Trait: INT 2 [+8]. Enhanced Trait: AWE 2 [+4]. Feature 1: one use of directed inspiration per chapter. Variable 1: five points of skills and advantages, free action, side effect 2: suffer a "Damage vs Will" autohit.) @ 20PP
Substitution (Enhanced Trait: Dodge 5.) @ 15PP
Clone (Enhanced Trait: Dodge 5.) @ 15PP
Vacuum Step (Enhanced Trait: Dodge 5.) @ 15PP
Pangolin Training Jutsu (Protection 5.) @ 15PP
Neutral Ninjutsu (Array, max 120:
  • Pangolin Summoning (Summon pangolins 5, active, continuous, multiple minions 2.)
  • Henge (Morph 2: humanoids.)
  • Ghost Scales (Protection 10 [add +10 to Toughness while active], continuous.)
  • Pantorkrator's Hammer (Speed 8, linked to... Enhanced Trait: STR 8 [+8].)
.) @ 123PP
Wind Ninjutsu (Array, max 13:
  • Zephyr's Reach (Move Object 3, precise.)
  • Pangolin's Reach (Affliction 6 vs Dodge, impaired, disabled, ranged, limited degree. limited: disarming opponents carrying equipment/devices/inventions/artifacts.)
  • Echolocation (Senses 1: accurate hearing, continuous, linked to... Enhanced Trait: Perception 6.)
.) @ 15PP
Thrown Weapons (Damage 3, ranged. Removable.) @ 10PP

Offences:
  • Punching with all bonuses: Attack +0, Effect 8
  • Throwing weapons without seals attached: Attack +11, Effect 3
  • Pangolin's Reach: Attack +4, Effect 6
Defences:
  • Total Dodge: +24
  • Fortitude: +6
  • Parry: +0
  • Toughness with all bonuses: +21
  • Total Will: +9

I recommend that the points given to minions per rank of summoning be increased under this rules variant. Perhaps 100 points per rank instead of 15, given how much more expensive everything is in this variant?
I am more than a little concerned about d20 systems from a probabilistic standpoint. They seem to guarantee a lot more failures than is, perhaps, appropriate.

e: ...Hm. What if, instead, the bonuses were converted to dice (of some form) and used as such?
 
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I am more than a little concerned about d20 systems from a probabilistic standpoint. They seem to guarantee a lot more failures than is, perhaps, appropriate.

e: ...Hm. What if, instead, the bonuses were converted to dice (of some form) and used as such?

Wouldn't work.

M&M has all the DCs balanced around the idea that you're rolling a d20.

Hazou has STR 2 and FGT 8. Noburi has Parry 4 and STA 3.

Hazou goes to punch Noburi, rolling d20+8 vs Noburi's d20+4. Hazou wins.

Hazou's effect is 15+2 (if he was attacking with an Affliction instead of Damage, it would be 10+2), against which, Noburi rolls d20+3. Hazou wins by one degree, giving Noburi a -1 penalty to future checks against Damage DCs.

Now how do you retain the balance of that fight under a different dice mechanic?
 
Wouldn't work.

M&M has all the DCs balanced around the idea that you're rolling a d20.

Hazou has STR 2 and FGT 8. Noburi has Parry 4 and STA 3.

Hazou goes to punch Noburi, rolling d20+8 vs Noburi's d20+4. Hazou wins.

Hazou's effect is 15+2 (if he was attacking with an Affliction instead of Damage, it would be 10+2), against which, Noburi rolls d20+3. Hazou wins by one degree, giving Noburi a -1 penalty to future checks against Damage DCs.

Now how do you retain the balance of that fight under a different dice mechanic?
DCs are pretty easy to ad hoc in my experience. But in that case instead of a -1 penalty you'd give the average of whatever dice you use (so ~-3 for a d6, ~-50 for d100).
 
Wouldn't work.

M&M has all the DCs balanced around the idea that you're rolling a d20.

Hazou has STR 2 and FGT 8. Noburi has Parry 4 and STA 3.

Hazou goes to punch Noburi, rolling d20+8 vs Noburi's d20+4. Hazou wins.

Hazou's effect is 15+2 (if he was attacking with an Affliction instead of Damage, it would be 10+2), against which, Noburi rolls d20+3. Hazou wins by one degree, giving Noburi a -1 penalty to future checks against Damage DCs.

Now how do you retain the balance of that fight under a different dice mechanic?

We have a 1/4-baked rules doc put together, which is advancing slowly due to lack of spoons on the QM team; we'll post it for hivemind review once it's somewhat more baked. One of the ideas that's currently being proposed is switching 1d20 to 4d6 -3 -- the range is almost exactly the same but the bell curve is a lot nicer. Thoughts?
 
We have a 1/4-baked rules doc put together, which is advancing slowly due to lack of spoons on the QM team; we'll post it for hivemind review once it's somewhat more baked. One of the ideas that's currently being proposed is switching 1d20 to 4d6 -3 -- the range is almost exactly the same but the bell curve is a lot nicer. Thoughts?
*I* wanted it to be 19d2 - 18 or 2d6 + 3d4 - 4 or something else to get exactly the 1-20 range, but nooooo :p
 
We have a 1/4-baked rules doc put together, which is advancing slowly due to lack of spoons on the QM team; we'll post it for hivemind review once it's somewhat more baked. One of the ideas that's currently being proposed is switching 1d20 to 4d6 -3 -- the range is almost exactly the same but the bell curve is a lot nicer. Thoughts?
I was thinking of something like this, but--

*I* wanted it to be 19d2 - 18 or 2d6 + 3d4 - 4 or something else to get exactly the 1-20 range, but nooooo :p
More like this. :p (Making things match is nice!)

Specifically, it looks like the mean will be a little off unless you use fractions. Are you sure you don't want to just use a truncated Gaussian with mean 10.5 and some desired variance?

Anyway, I think reducing variance is good, but I'm not familiar with the system at hand.


ETA:
I have plenty more ideas for romantic and/or romantic comedy updates, but there's only so much that can realistically take place before the Chūnin Exams.
Marked for Death romcom endgame CONFIRMED
The Chuunin exams are entirely about testing your romantic potential. We're just currently in the "tsun-tsun" examination phase.
Seriously, I wouldn't even object to this, the romance updates have been wonderful.
 
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My primary concerns are:
  • How well the system meshes with previous setting information
  • How difficult it is to change the mental probabilistic paradigm in accordance with the new system, and relatedly --
  • Retaining relative balance (Hazou and Akane are really good at combat, etc.)
The last two are the big ones to look into with regard to new dice rolling systems.

e: Ah, also there is the concern of the law of the large numbers that, as always, must apply. Having a small number of dice rolled will exacerbate this problem.
 
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A lot of dice means that 20s and 1s will be much more rare, and values close to the mean - much more frequent. And that means that a single point of skill is more significant and the system has more granularity. I'm not sure that's undesirable, but that's an effect that should be considered.
 
Hazou has STR 2 and FGT 8. Noburi has Parry 4 and STA 3.

Hazou goes to punch Noburi, rolling d20+8 vs Noburi's d20+4. Hazou wins.

Actually, this bit is wrong. Unless you mentioned another house rule elsewhere, the total Parry Modifier comes from Fighting + ranks in Parry + other modifiers. And it's a static DC of 10 + Parry Modifier.

So, the example would be that Hazou goes to punch Noburi and rolls 1d20+8, and has to beat Noburi's Parry DC of 14. Noburi doesn't roll anything to defend unless Hazou succeeds on his attack. If Hazou succeeds (and in this example, that's pretty likely), then Noburi has to roll to resist the damage/affliction/whatever of Hazou's punch, which has a static DC dependent on what Hazou is punching Noburi with.
 
Actually, this bit is wrong. Unless you mentioned another house rule elsewhere, the total Parry Modifier comes from Fighting + ranks in Parry + other modifiers. And it's a static DC of 10 + Parry Modifier.

So, the example would be that Hazou goes to punch Noburi and rolls 1d20+8, and has to beat Noburi's Parry DC of 14. Noburi doesn't roll anything to defend unless Hazou succeeds on his attack. If Hazou succeeds (and in this example, that's pretty likely), then Noburi has to roll to resist the damage/affliction/whatever of Hazou's punch, which has a static DC dependent on what Hazou is punching Noburi with.

Eh?

Then why does the defend action specify that when you roll your active defence you use 11-20 instead of 1-20?

If it's a static DC then that makes some parts of the text clearer, but makes this part more confusing.
 
Well, of the current 1/4-baked design anyway. I still want to see how complicated it is to run and will whinge at the others if it proves too complicated. My whinging may or may not be sufficient to change their minds, but well see.

I think that any system that can simulate Hazou's bonus-collection tendencies with any degree of fidelity is going to be somewhat complicated to run.
 
Wow!

Just came back from a long hiatus and want to say that catching up has been riveting! Good work @eaglejarl @Velorien @OliWhail !

EDIT: I saw a reference to TEGR(?) in one of the story posts. I'm assuming that stands for Third (E?) Great Rebalancing. Can someone give me the rundown on the rationale behind another rebalancing?
 
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Wow!

Just came back from a long hiatus and want to say that catching up has been riveting! Good work @eaglejarl @Velorien @OliWhail !

EDIT: I saw a reference to TEGR(?) in one of the story posts. I'm assuming that stands for Third (E?) Great Rebalancing. Can someone give me the rundown on the rationale behind another rebalancing?

We got into a very big battle, and the QMs tried to make it work but found that it just takes too much effort to simulate a battle with 24 people. It might not have been as big a problem a few months ago but the QMs don't have as much time or spoons these days, and that's apparently not likely to change soon.

The current system is custom-made by the QMs, and not only is it computationally heavy (especially with it being a bit vague at times, like with ranges) but they have to handle all the balancing themselves. By switching to a professionally made system that's less computationally heavy they not only get to simulate battles like this easier, but the balancing is already done for them so there's no ten-minute brainstorming session on whether a jutsu is too OP for every jutsu every ninja they make uses. They just plug the desired effect into an existing power type and add it to the character sheet.

I'm really fond of the old system, not just because it was tailor-made for this setting (think about the role of seals, the power scaling between Genin and Jounin, and the lethality in general) but because of the way it felt more personal, having been made by the QMs for the quest. But unfortunately the demands of the system became too great and we have to take the next best thing, which is still fine.
 
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