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16  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 23, 2015, 09:39:48 PM
  Roll is not finished. It's just there to inspire me Smiley.

  "I've got next" made me snicker. A blast directly to the past.
17  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 23, 2015, 08:05:19 PM
  Certainly a handy way to get a strong start Smiley.
  I haven't forgotten about actually producing those feats :p.

  Added flash step (4 points). Nightcrawler should be easy now and flash step helps with various characters who teleport in combat (including M. Bison and Akuma).
18  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: January 23, 2015, 12:24:42 PM
  Rather than duration, might give the corpse a die or 2 of sneak attack. And allow it to contribute to flanking the round it's active. A very rude surprise indeed.
19  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft on: January 23, 2015, 11:33:39 AM
  In my universe goats all have sneak attack dice and live for the backstab- er, back-gore.
20  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 23, 2015, 08:55:43 AM
*I HOPE THE ANSWER IS YES.

  I can't imagine players enjoying having to make seven saves vs. sprawled Wink. One save only, even in chains. Will clarify.

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I'm doing Luise Meyrink and I want to make one of her 5-Edge monstrosities Super Massive Black Hole.
The thing I really need is a projectile or throw quality that lets her target multiple people.
I'm looking at Fling, Flood, Slider, and Stagger for qualities.
I was considering Reach to have a "suck in" effect for a Grab projectile, or for the basis of a throw.
Either way it's all "light goes in, screaming people fly out."

  I'm still processing strategies for AoE effects. Pulling/implosion effects are common enough they're going to need to be addressed somehow. I'd also like to deal with moves that cancel and reflect projectiles. Gonna be busy today so I don't know how far things will progress.

  Watching some video footage of Ms. Meyrink in Real Bout 2, it looks like one of her larger moves is a point blank AoE with shock (I see lightning going out in all directions?) and a big throw that might be unique combo starting a throw with lift followed by a strike with rising - toss them into the air and fry baby fry. Since I don't see a projectile->throw I'm guessing she's in more than one game Smiley.

  Added new non-B/M/S chain Power Moves feats to use multiple moves during your initiative count. Clarified Gouge/Stagger/Sweep prompting a single save. Added barricade and reflector qualities. Reworked all of the weapon users to include resistance to disarms and the weapon required quality. Updated Ken and Ryu in post 3 to align move names and included stat line.
21  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 23, 2015, 01:53:26 AM
What would a teleportation-based style for someone like Nightcrawler, or an energy-draining/special-move stealing style someone like Rogue might use look like?

  Nightcrawler mostly demands mobility and may be a stun/disorient effect related to the existing Gouge/Stagger/Sweep combo. In most cases there's no practical difference between in-combat blinking and lunge. Sprinkle his moves with lots of Dance quality. Might depend on if he's punching people or brought his swords to the party.

  Rogue is a logistical nightmare Wink. I'm very impressed with how they've managed to sorta present her in Marvel Heroes 2015, but even that's kinda stopgap against one of the most meta meta-powers in the history of comics Smiley. Taskmaster would be incredibly messy to deal with and he's still an order of magnitude less complex in terms of interactions.
22  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 23, 2015, 01:45:02 AM
Besides the the Hell Yeah of it, there is always the important question of WHY to play this kind of character if a basic Soldier or Martial Artist is flat out more effective.

  The point here is not to ask 'why does no one just shoot Ryu dead in the street? Because, you know, guns are more effective...' I'm not trying to produce a new 'best in slot'. Hell yeah is a lot harder to script than THUD Undecided. And at this point its a small, mostly closed system that hasn't really been analyzed for its most effective builds yet. The power will creep, I'm confident of that. Somewhat deliberately, as I do want to add a few things for a Arcade Fighter (lets try that and see if it sticks Smiley) to do after collecting their B/M/S chain.

  I'm also sort of curious where people see the tipping point, because even with the unarmed combat feat prerequisite, I'd think that + a Power moves basic feat is still highly competitive against any other 2 feat investment into the Melee or Unarmed trees.
23  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 22, 2015, 07:25:57 PM
  It's just way too many interactions to try and balance. Trying that sort of thing in the past is what bound this scheme up in mathematical red-tape for years Wink.

  My current thinking is the feats will give a bonus to resist being disarmed equal to 2 + the number of moves the style has at that point that require the weapon. So Eiji would get a +3 bonus to resist being disarmed as part of his basics feat (1 weapon move) and it would increase to +4 as part of the mastery (a second move), and finally increase to +6 as part of the supremacy benefit (a total of 4 sword reliant moves).
24  Products / Fantasy Craft / Re: [LABORATORY] The final Spellbound spells on: January 22, 2015, 12:52:31 PM
  Isn't that behavior commonly referred to as a post-mortem spasm?  Corpse Spasm I & II maybe? Tells you what's being targeted (corpses) and what it does (spasming).
25  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 22, 2015, 12:28:00 PM
  [Weapon] 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 want the moves stat lines to be weapon agnostic - I'd like them to be as reusable as possible to help illustrate the continuity of the genre and to not bloat the hell out of the master table with functionally identical stat line when a one character does their hunting slash with a sword, one does it with a knife, and one does it with their bare clawed hands. I've figured out how to better compensate the armed fighters in their feat text without having the moves splinter into micro-variants Smiley. As an early example I know there are other characters that can use spin cycle but without needing a tonfa.
  The street angel text was an experiment that I agree didn't particularly pan out, but that's part of thinking out loud Smiley.

  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.

...Note, my Master table in the PDF is built out of all the character sub tables in the PDF.

  Coolness. I'm sure both spreads will grow into the space available. I try to update everything everywhere (all the moves exist in FIVE locations for me :p) so they get swept up for the pdf, but in case of conflict, the master table in the first post is going to be the more correct one than in the individual posts - I update it in a mass block reposting the entire table each time I have a wave of changes integrated. I'll try to keep the individual fight posts similarly up to date, but you know, whoopses happen Smiley.

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.

  Indeed, he's right about the ruling, but its not what the book says. As I said, I wouldn't be comfortable relying on the user having happened to have looked at that thread- I'll write it into the text for absolute clarity if the quality becomes able to crit/multi-crit. Its a tiny chunk of text for my peace of mind Smiley.
26  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 21, 2015, 01:32:51 PM
I'm still not quite so sure that necessarily adds up. A tier 1 Reap move might be something along the lines of 1d10 lethal + Reap; compare to Spiral Cutter with a claymore, which requires one more feat to reach and leaves you flat-footed, but deals 1d12 lethal, has 19-20 threat, hits all within 10 ft rather than adjacent, and has massive (as well as potentially AP, keen, bleed, etc. depending on how tricked-out your sword is). Seems a fairly equitable comparison to me.

To spitball an hypothetical crit-monster tier 3 reap move, you might have 2d10 lethal, 18-20 threat, and a circumstantial threat-booster like bury or rising. Compared to our Spiral Cutter, you're adding a bit more damage (~4.5 more on average, assuming the Spiral Cutter guy isn't getting maximized damage from his Overpowering Force stance) and 1-2 more threat range (depending on whether your targets are subject to your bury or what-have-you). But you're looking at a greater feat investment (4 feats to hit Supremacy in a Power Moves chain vs. 3 feats for Greatsword Supremacy), still a smaller area, and a cost of 5 Edge (which you need to find some way to get outside of your Power Moves chain itself, so add more feat investment and a fair bit of hoops to jump through). All things considered, that doesn't seem too scary to me by comparison.

  I'm not convinced, but I will consider it further Smiley. Amongst other things that there's only a handful of existing AoE actions to compare to is a reason to not massively proliferate the ability. Of course we're coming up on the fun that Spiral Cutter is in the book in the first place because of Duke Rambert, so yeah. What may happen is there be another larger/better Reap. One with a higher build cost but more relaxed/fatal interactions.

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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'.

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And speaking of Most Deadly, it's worth noting that expanding interaction with other qualities isn't terribly relevant here; even with the earlier language preventing interaction with weapon-specific benefits, power moves can still benefit from Most Deadly since Most Deadly doesn't care about attack type, only whether you're proficient with it.

  Which I specifically killed - power moves don't require proficiencies Smiley. I can make that clearer, I suppose.

  In some ways power moves are like Force powers and a 'Jedi class'. I don't necessarily want the combatant classes to have an overwhelming advantage when using them (beyond the high BAB), making them the de facto class to go into to make a great street fighter.

  Clarified proficiency/class ability interactions.

27  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 21, 2015, 01:12:26 PM
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.
28  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 21, 2015, 12:57:10 PM
  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.

  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.

  Corrected campaign qualities. Updated master table. Adjusted bolt quality.
29  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 21, 2015, 11:52:28 AM
Ok... haven't folding in the insert coin section, but got all the characters posted to this point in there as best I could.

  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.

  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.

  I'd push for dropping move descriptions for moves that only appear in the Unique combos (the ones with * on the table) - they are already described there to the extent that they are relevant.

  31 pages already... Damn Smiley.

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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?

  Not there yet, but that's moving steadily up the stack. I'm still a little giddy from how well the system is working to model characters/moves but I'm ready to focus on getting the underlying structure built up for the next few days rather than play with the end product. If I relax the restrictions on interaction with other character options the use if existing basics feats will make more sense, though the list is still short and will need to be reinforced.

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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.

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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 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.
30  Community / License to Improvise / Re: Power Moves - Arcade Martial Arts for Mastercraft on: January 21, 2015, 11:36:14 AM
  Cost control - for most of those its the centerpiece of the whole feat. Reap is multi-targeting on a very lean budget. I'm getting close to where I'm happy to let Power Moves interact with other character options again with only the restrictions of once per round and no tricks. So I'd rather have reap not crit and cost only 3 out of 5, 7, or 15 points than have reap crit & can benefit from the effects that make crits free and need to be priced for considerably more than 3. Short answer: "future proofing" :p
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