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1  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 28, 2015, 03:47:59 PM
And now...

(click to show/hide)
2  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 26, 2015, 05:06:08 PM
Would there be a possibility for some kind of "root" quality (preventing enemy movement)? Perhaps something like "Root N -- the opponent cannot move from their current space for N rounds unless they make a Ref save" for 2+N points?

I've been thinking about a feat chain for a character from Symphogear (an anime, not a fighting game, but I think the power moves feats would work well to represent the named attacks in it), and one of her moves is to pin the enemy's shadow to the ground with a knife or sword. In the show, this seems to be more of a full-blown paralysis, but I think a simple root would be fine to model it in this system (given that paralysis would be well on the overpowered side).

Well, there is the Rooted condition from the Stone-Breaker style feat chain.

Rooted: All of the character’s speeds reduce to 0 and he may not take 5 ft. steps.
3  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 26, 2015, 05:01:27 PM
I've added an additional paragraph of introduction at the beginning.

Done. I didn't add the final paragraph, as it for the most part it belongs in the introduction, and you've gone a different direction with the advent of ADJ fighter feats.
 
Remove the last paragraph in the #-hit chain quality.

Done.

Unique combos have their own section now rather than being "chains". Similarly the text describing unique combos in feats and on the table should not refer to chains.

Done. I've left the layout the same as I had it - feedback from my playtesters felt it was more logical to list UCs with the rest of the power moves - a natural progression. Most of them also liked your original "descriptive" opening flavor for the PM types, too. Chain together has been replaced with perform in the charts. As far as feats go, I dropped everything but "Power Move" on the supremacy feats a while back. So I think we're good on that.

Also, I have an idea. One of Dee Jay's super combos is a chain of Machine Gun Uppers - it's the longest hit in the game (44 hits at max!). Do you think that allowing an UC to go to 4 power moves with a Edge cost of "-" is doable? So Unique Combo building would be Choose 2 Edge= "-" and 1 Edge= "2" power moves or Choose 4 Edge= "-" power moves?

I'm going to be performing some surgery on my computer tonight, so if I disappear for a bit it went poorly Wink.

Good luck.
4  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 25, 2015, 11:16:04 PM
https://drive.google.com/file/d/0B8FCrAZcFJJDbFgzRmpTRUZjdTg/view?usp=sharing

I know there's a ton of work to be done. Anybody want to write up some of the bios or style recaps, please do so. I'll edit for length, tone and style. See King in the SNK chapter for what I'm looking for in those regards.

If some thing is in black - it's final as of now. If you find an error in black TELL ME. It means I screwed up.
If something is in red - It needs to be done.
If something is in purple - it's in flux. The creator hasn't finalized yet.
If it's in any other color - It means I haven't finished my work on it, or it's in a really outdated form such as updating the Astral Wings moves table or the entire Insert Coin chapter.

You may notice that I'm using Capcom (and Street Fighter in particular) as the shakedown chapter. I also added a new entry - Base Style. I envision this to be helpful in various ways. Like making a fantasy craft version of the SC 2.0 sidebar that detailed how to build Martial Arts with the various Basics/Moves/Supremacy feats. Also, if you are using the the contact or prize options to allow access, a Karate Master contact would allow access to all the power move styles that have Karate as the Base Style. That kinda thing.

Anyway, that's where I am.
5  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 24, 2015, 06:02:24 PM
Working on Chun-Li some today.

DELETED - Morg did better and added it to the above post.

Sorry it's so blah, but I'm getting ready for my FC game tonight too. PDF will be updated for everyone tomorrow.
6  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 23, 2015, 10:49:48 PM
Just because Lunge 1 doesn't have a cost is no reason to put it on everything, Val. That's a ridiculous amount of Lunging.
7  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 23, 2015, 09:43:14 PM
Then let me ask - is lunge's movement optional or compulsory?  May or must?
8  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 23, 2015, 09:41:12 PM
Also, on Flash step, what about objects of your size? Smaller and larger are covered, but where do you want same size to fall?

•   Flash Step: Either before or after the attack you may move up to 20 ft. to an empty square using your normal movement types (i.e. without making skill checks such as jump or climbing). You may ignore all characters and those objects your size or smaller, but not larger objects and scenery along this path. Travel is instantaneous and does not prompt damage from scenery you traverse or trigger traps (unless they specifically respond to teleportation or flash step).

or

•   Flash Step: Either before or after the attack you may move up to 20 ft. to an empty square using your normal movement types (i.e. without making skill checks such as jump or climbing). You may ignore all characters and those objects smaller than yourself, but not objects and scenery of your size or larger along this path. Travel is instantaneous and does not prompt damage from scenery you traverse or trigger traps (unless they specifically respond to teleportation or flash step).
9  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 23, 2015, 09:37:12 PM
For Challenger's bit of flavor how about, "I've got next."

Not bad. Mine was a reference to joining someone on Street Fighter and it stopping their play and swapping to the character select screen with a cry of "A new challenger appears!" and then a fanfare. Yours make more generic sense. But I think the fact that I felt the need to explain it proves it's not the best choice.

Also, Morg, there's no (mechanical) difference between Lunge and Roll. Why do we need them both? Unless one of them is compulsory and the other is optional. Like:

•   Lunge 1: You may move 1 square towards the target before attacking.
•   Roll 1: You must move 1 square towards the target before attacking.
10  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 23, 2015, 07:57:10 PM
A Specialty.

CHALLENGER
Insert coin and you appear.
•   Bonus Feat: Any “Fighter” Unarmed Combat feat
•   Extra Proficiency: You gain 1 additional proficiency or trick.
•   Heroism: You gain a +1 bonus with all attack and skill checks you make during Dramatic scenes.
•   Natural Determination: You gain 1 rank in Resolve and a +1 morale bonus to all Resolve checks. Apply this bonus rank before spending skill points.
•   No Pain: You may ignore the first fatigued or shaken condition you gain each scene.
•   Unbreakable: Each time you suffer attribute impairment, it decreases by 1 (minimum 0).
11  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 21, 2015, 07:16:44 PM
Here's my current idea.

Chapter 1 - mechanics
Chapters 2 to ? - Characters split up by Company, 1 company per Chapter.
Chapter X+1 - Insert Coin - Building your own Arcade Fighting styles.

To see it in action: https://drive.google.com/file/d/0B8FCrAZcFJJDOFJMTlBCNW5NTDQ/view?usp=sharing

Ok... haven't folding in the insert coin section, but got all the characters posted to this point in there as best I could./quote]

  Shiny Grin. Found the matching art for Eiji and Kayin as you located for Sho, but it has text on their feet. At least we know it exists.

Yeah... I'm unhappy with all the BAT art options.

  Take a look at what happens if you put the move descriptions right after the featured practitioner (bundle the fluff) and move the crunch to the end - I'd like for the feats to not be split up across the columns.

Doh! That's a much better idea. Done.

Quote
4) Unique Combos: Added Unique Combos to the list of Power Move types. 'Cause they are.

  I've added text discussing them as a meta-type, 'cause they are Smiley. Will flag in that section also.

Haven't messed with this anymore yet.

Quote
5) Created the Weapon (weapon) Quality : So now the move in the chart says Weapon (sword), making it easy to see what moves need a weapon and what don't.
Good strategy. Those tags won't be present on the master table, but handy for the individual guides. Dealing with the weapon folks, I may add text that reduces their chance of being disarmed (could be in the basics, could get worked into prerequisite feats).

I don't see why the tags shouldn't be in the master table. In fact I don't see why weapon power moves should be anything but unperformable if you aren't properly armed. Street Angel's half damage thingy perplexes me.

  I think I added a few bits to the general text right after you captured it to lay out (some new qualities and explanations) so the next round may be big step forward.

A lot (possible all) of this have be added in to this version.

  Made the switch to power moves being attacks of the relevant type with the restrictions mostly being timing, lack of tricks, and not something you can have as a forte. There's some risk, but I don't immediately see it exploding and it simplifies text and allows some interesting interactions.

Not revised with this yet. Now fixed in the next update.

  Big_Jim, on the next pass could you move the qualities to the beginning of a two-page spread, and the master table to the beginning of the following 2-page spread? Neither fills a spread (yet) but I think they'll look awesome that way for when they're being used as reference (both in play and for building moves/styles). Also if you need art in the general info section, I'd love to see some fighting game level art (takes the form of short/wide strips) used on the bottom of pages Smiley.

Done, in a rough blank page kinda way.

  Corrected campaign qualities. Updated master table. Adjusted bolt quality.

Not rolled in yet. Now fixed in the next update.

Also, Ken and Ryu are missing stats for 1 power move each.

  Ah, artifact of some name changes. Ken should be getting Burning Dragon in his mastery feat. Ryu gets Greater Ki Blast at mastery. Stats for both moves are on the master table Smiley.

Not fixed yet, but will be. Note, my Master table in the PDF is built out of all the character sub tables in the PDF. Now fixed in the next update.

Plus I'm pretty sure "free crit" abilities don't even work in a way that would make this problematic in the first place. They're always worded as "It costs you 1 fewer action die to activate critical hits", and the interpretation I've consistently seen for that is that the discount comes off the total, not per-target.

  Bwuh? I've never thought of them working that way, although it is a good way of reining in the madness. I wouldn't be comfortable relying on an interpretation without putting it into the quality text as an absolute 'this is how it works'.

Yeah, TKDB is right. The first AD per attack is free, not the first AD per target. It was covered in the Q&A thread somewhere.
12  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 20, 2015, 10:38:51 PM
Ok... haven't folding in the insert coin section, but got all the characters posted to this point in there as best I could.

Pass 1.75: https://drive.google.com/file/d/0B8FCrAZcFJJDdjlVTW9DSFN4elk/view?usp=sharing

Notes:
1) Red Text: Text in CHAPTER 1 that is RED need to be reviewed. I had ideas, so I integrated them. Weight in.

2) Purple Text: Text that is PURPLE is because Morg still has those two feats as "place holders".  Are we still in a holding pattern with these?

3) Power Moves anchor feats: Redid the Unarmed placeholder feats since it pretty obvious that the new base feat theory is ADJECTIVE Fighter. I like this more than using a B/M/S's Basics as the anchor. This means Vice and Squigly need to be tweaked.

4) Unique Combos: Added Unique Combos to the list of Power Move types. 'Cause they are.

5) Created the Weapon (weapon) Quality : So now the move in the chart says Weapon (sword), making it easy to see what moves need a weapon and what don't.

6) No Threat?: Marked any power move without a threat range with ? ? ? instead of -. I think everything should have a threat of 20. DOH! Missed Reap!  Also, Ken and Ryu are missing stats for 1 power move each.
13  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 18, 2015, 10:03:03 PM
Ok... rather than a quiet Sunday, I've actually been working and selling stuff to customers! Hooray! I can pay some bills! Sadly, this also means that I haven't gotten a chance to hammer the PDF out as hard as I'd like yet. So if stuff isn't done right because of multi revisions (Val, I'm looking at you with Vice), then just twist my tail about what I missed and I'll fix it.

That said, the dossier-style write up is what I'd like to see for this project. It's a lot of work, but so useful. For example, I have no clue about skullgirls. However, with the dossier, I get a touch of education on games and characters that I wouldn't otherwise.

I haven't gone back and done a real pass on the new changes for the base power moves rules (which I think should be possibly renamed) - but I hope to do the basics Monday or Tuesday. As to the dossier:

Background info: We don't need real writeups just yet - I can stick with my annoying red placeholders. However, we do need the name and game for the Featured Practitioner for each style, so I can hunt up art, etc. If you want to follow Mutt's lead and put a pic in there, I won't cry (unless you pick a cruddy piece of art). This all helps with stuff like "What character is the Featured Practitioner for either Blood Phoenix or Wolf’s Blood?" 'Cause I have no clue.

Power Move feats: I've excised the edge text but have left the qualities bit (in the Mastery), despite Morg's feeling to can be cut. The three reasons I left it in at this point are:

1) It makes it very easy to see the modification in terms of category. So far we've had qualities, range and damage all modified by the Mastery feat in the various chains.

2) It assists newbies to parse the modification for those not super up on FC's qualities and other tweaks.

3) I think this is gonna be a popular homebrew - so their will be a ton of newbies interacting with it.


Power Move descriptions: I think this should be included in the dossier - not to restrict players' tweaking the power moves for their own use, by to give them a starting point. Case in point - What's Squigly's Daisy Pusher look like? If there is a description, now the player can tweak and personalize. Most importantly (And I'll fold this into the Master PDF document) these Power Move descriptions cover the Power Moves in terms of the Featured Practitioner. Your PC may make it look different, but Guile is the Featured Practitioner of the Rising Moon Style, and his sonic boom is the basic look for the Sonic Boom power move.

The Table: I folded the Edge cost in the table. So put it there from now on. It makes it easy to see and reduces the foot notes to a single asterisk. They are rare and precious and we shouldn't waste them.

X.1: https://drive.google.com/file/d/0B8FCrAZcFJJDanFfeW4zWkdWanc/view?usp=sharing
14  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 16, 2015, 11:37:58 PM
  Is it wrong that I actually kind of look forward to red text telling me "get your ducks in order, yo?" Wink. Looks great as always Smiley.

Thanks. I've been so busy lately that I haven't done much PDFin'. Here's to hoping that changes.

 
I was thinking that one character, picture, feat chain, and individual moves table per page might be kind of neat (sort of where the third post is going), but it'd be a metric buttload of work on your end gathering the art/bio :p.

Something like this?

https://drive.google.com/file/d/0B8FCrAZcFJJDcDlpNTBBQVFjOWM/view?usp=sharing
15  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 16, 2015, 12:18:22 AM

Test PDF: https://drive.google.com/file/d/0B8FCrAZcFJJDUVMzRExsYWM4YUE/view?usp=sharing
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