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31  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 22, 2015, 03:20:37 PM
I'm sure this has been considered, but for "Melee Moves" what about substituting the weapon's own damage, reach, and crit range for the techniques?

Probably be resoundingly OP, but..?
32  Community / Off-Topic / Re: Video game news and reaction on: January 20, 2015, 09:45:58 AM
Finished my full Mass Effect Trilogy play through.

Synthesis again, and for all time I think.

Class: Soldier
Bonus Power: Flare
Loadout:
-Vindicator
-Disciple
Difficulty: Hardcore

Romantic Interest: Liara

GG.
33  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 20, 2015, 09:42:17 AM
Roll maybe a non-Dodge defense bonus?
34  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 19, 2015, 07:08:06 PM
Also I wonder if Deicide Driver balances out right.
Superficially it seems to have way more OOMPH then the other 5-Edge finishers.
35  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 19, 2015, 07:05:46 PM
MAKI!?
YESH. Evil

I was thinking of converting her but I couldn't work out how to do her high mobility hit-throw mechanics.

Freakin' fantastic character, shame she doesn't get more work.
36  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 19, 2015, 05:11:06 PM
Analogs for Southtown include Atlanta, San Francisco, Portland, Seattle, Miami, Sydney, Kyoto, Capetown, Madrid, New York -any large, multi-ethnic port city with a healthy dose of personal violence and raucous cultural hybridizing.

Also character art's a grand idea; working on that now.
Err, looking for it.
Not creating it.
37  Community / Off-Topic / Re: Cool Vids (Keep it Clean) on: January 18, 2015, 03:38:13 AM
A frolicking platypus, because cute-overdose by kittens is so yesterday.
38  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 17, 2015, 09:42:28 PM
(Updated to 2.5)

Cultist, infiltrator, psychopath, comics collector -Vice is many things, and none of them end well for her victims.

(click to show/hide)

Wait, I'm confused.
The -1 cost mod is for having "Grab" range, right? It's not Throws as a global category getting that discount..?

Speaking of Goro's... my fave version of KoF is the '98 Dream Match, and in it Team Japan's resident Judoka Goro Daimon is an utter beast.
So I'm with you on that.
Daimon's also a pretty good non-monstrous candidate for Hulking, which is nice.

Heh, yeah. I was going to change the Sacred quality to Profane, but I thought it would be unnecessarily problematic. And Orochi is a kind of divinity, in truth. Not a typically "benevolent" kind, but hey he did have those slick cowboy boots.

Gouge it is. I really really wanted to go with improved Crit but (a) that meant scraping off something awesome (Slider, the NO ESCAPE quality or Crush the NOW YOU DIE quality) and really optimization ain't everything.

Edit: changed my mind. This is a "OROCHI GRIPS YOU AND YOUR WORLD ENDS" power move. There is no screwing around with the Table of Ouch! intended afterwards.
39  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 17, 2015, 08:31:30 PM
Was just curious if there was any commentary to be offered. Smiley

  Oh, believe me, I cringed when I saw it. Then I thought to myself, "Self, that's valid within the rules you've posted so far. Hang on to the tiger tail tight and see were it takes us..."

 Grin

Heh heh.
Fits Vice nicely, too. Cool
40  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 17, 2015, 08:30:59 PM
Unfortunately, I don't have Spycraft 2.0, so I don't know how Berzerker Basics works as a prerequisite. Is it the same feat as Rage Basics in Fantasy Craft, or something different?

RE: Prone. Right, sure -I get that. I was chewing on that idea as Prone restricts movement options and changes how targeting works.

It's also more, imo, "coherent" in audience terms.

"Knocking someone down" is prone, supine, flat, etc. They might go sprawling but they end up in one state or another and not necessarily voluntarily. A trip attack knocks someone prone and while this is obviously a penalty state in close-quarters it's a useful defensive posture at range -a character knocked down by a takedown weapon is possibly saved by not getting hit by a followup shot.

Maybe this is an easy way to picture it: a boxer is straight KO'd -does he end up sprawled or Prone on the mat? He could be "sprawled out" but that's more a problem of being a synonym for being prone not for being in the same mechanical state as sprawled.

That's what I meant by prone being less of a penalty -a prone character can do things without standing up like ground fight/fire a projectile/use an item/whatever. A sprawled character can only recover from that state and hence the 3-point cost -they're probably spending half their actions recovering before being able to do anything (barring Surge of Speed or Rolling Basics etc).

In the actual Capcom fighting franchises pre-Versus titles being prone was both a benefit (chance to mentally recover, assess situation) and a penalty (vulnerable to mix-ups and wake-up tactics). In the Versus games it became possible to start OTG combos and boy did I hate that. Angry

What can I say, I was/am a slow learner. Tongue

But anyway, yeah. I think it's a distinction with a useful difference. And a way to consider giving Throws prone without breaking anything.
41  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 17, 2015, 06:36:53 PM
(Update and moved.)

Cultist, infiltrator, psychopath, comics collector -Vice is many things, and none of them end well for her victims.

(click to show/hide)

Notes:
-Ok, so thinking in terms of tactics with this update. With bury a Ricochet Bomb scored on a vulnerable target gains a little crit range and so is worth spending an Edge for the chance to Table of Ouch! them with crush.

-It's also accurate for the comparative difficulty in getting all conditions to prevent your target from getting +4.

-Flying Snake does basically the same thing without the Edge cost with a little more challenge in the setup.

-It's also got stagger so a Vice player who gets on a roll can very much put the target into a world of suck with repeated Ricochet Bomb/Flying Snake chains if the intended keeps losing rolls. Get sprawled, spend their first action getting un-sprawled, do anything and eat a Snatching Lash, get dumped at Vice's feet (SL should have Stagger or the like, too, but that's not %100 necessary) just in time for her turn to start. AGAIN.

-This is a very BREAK GRAPPLING build, but it's also vulnerable to giving away the +4 defender's bonus and to getting ferociously punished for being flat-footed when things don't go perfectly.
As such it's reckless and destructive -much like Vice herself, and so if it works as I intend it'll be just about awesome. Cool

-Fling *mad cackle* GOOD!

-Hey, whatdya think of Berzerker Basics as the pre-req?

-Edit: was messing up the -1 cost for Grab range with it being a Throw category attack. Fixed.
42  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 17, 2015, 06:33:12 PM
Notes:

-A move can't/shouldn't have both Leap and Lunge 1, right?

-Iori "Yamagi"?

-Kicks are in their own section in the greater move list, but not in character entries. Should they be also for the latter? NM, read that wrong.

-Reach 3 should probably be 15ft, not 10ft.

-Hmm. Nothing seems to knock prone yet. Thoughts? Also is prone actually less of a penalty then sprawled?
43  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 17, 2015, 05:22:53 AM
Grappling: yeah, I expect something that's like "engage and blast" that's far more about damage bursts then enduring "grapple for damage, hold'em there, damage again" in core d20.

So using Kyo's Rising Fire is move-hit-grapple check-damage with payoff for the extra roll being free sprawled.
The offset also being to prevent people from doing what players actually do if they can and that's spam it against people unaware of the necessity to block. Maybe there's an answer in that if Rising Fire is blocked Kyo is badly overextended and very vulnerable to getting his face re-arranged.

Maybe a failed grapple should result in the fighter being flat-footed?

Also there's the quandry of lift attacks for pretty much the same reasons. Infinite juggles or a launch-based trap could easily get out of hand.

I can't lie Bloodbath is built to end exactly like that; it's 3rd power move launches to effectively extend the combo by another potential hit.

And thanks. Cheesy
Solid bet that I'm re-engaged and thinking about Mature, Shermie, Leona, Ralf, Clark, and maybe an OC or two.
44  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 17, 2015, 03:04:13 AM
Q: how can I fling people around -preferably while laughing maniacally?
-modifier: wouldn't Throws also knock targets prone?
I'm trying to build a grappling art, and feels odd not hurl targets to the floor.
Stagger or Sweep?

Though as far as "flinging people around", some manner of knockback quality seems like it'd be a useful addition to the menu for designing moves, to get some horizontal distance in addition to knocking them down. Not something generally found too often in most arcade-style fighting games, but it does crop up from time to time, and this power moves ruleset seems like it'd be useful for stuff outside of strictly emulating fighting games as well.

Yeah, knockback would work. I specifically am angling for Vice from KoF, and she's got a command throw that specifically hurls the victim a long distance.

As an example, and just sticking to Street Fighter II, here are characters with spacing throws: Ryu, Ken, Guile, Zangief, T-Hawk, Fei-Long, Dee Jay, Sagat, and Bison.
The SNK-verse adds 50 or more as just about every one has a spacing throw.
45  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 17, 2015, 02:20:29 AM
Grin

Q: does Fortress apply if you moved adjacent to them?
Yeah, no. Fortress is not a term conducive to offensive maneuvering. Nevermind!

Q: how can I fling people around -preferably while laughing maniacally?
-modifier: wouldn't Throws also knock targets prone?
I'm trying to build a grappling art, and feels odd not hurl targets to the floor -also 3 points hurts. Tongue

Q: How many times does an AP quality apply in a Chain Power Move?
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