Nick
Man at Arms
Nick
You know you?re in love when you can?t fall asleep because reality is finally better than dreams.%\0
Posts: 126
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Post by Nick on Sept 29, 2012 12:38:38 GMT -8
Thread for updates to Adult League.
Currently playing mainly in Randwin, Sorikonia, somewhere else, and in-between.
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Post by gamemasterchris on Jan 21, 2013 16:25:00 GMT -8
Some things I would love for you guys to playtest and talk about while I'm too busy. Fixes for adult league. All or just some of them etc. 1. Calling out "down" when your uncoscious so the monster knows your down if you can't actually get down fast enough. 2. Cap.ing in the negatives. It would solve players not going down fast enough and give them the buffer that negative numbers were suppose to give you (remember fanwar use to be 1 damage system). 3. How does cap.ing in negatives effect the following- adrenaline, undead, ranger, etc. needs playtesting. 4. HP mana bumps. Can they happen in a pattern like 2 lvls, 3 lvls, 2 lvls, 3 lvls so they match up with tier. Or can they just be at the tiers (ie every 5 lvls).
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Post by gamemasterchris on Jan 21, 2013 16:30:59 GMT -8
Some thoughts discussed so far, Adrenaline, undead, rangers caping in the negatives- simulates the larger than life moments before death of adrenaline. If it doesn't cap, it's basically a really sucky +4 HP. Shouldn't it be different. Undead could us ethe boost now that they lost the respawn scarriness and would simulate having to really chop them apart to stop them. If its too good for ranger, than change ranger adrenaline instead of keeping the whole system from changing. I don't think it's too big a deal and yes it Kees people from dieing and they can combo it with healing, but Berserk is now a monster skill, so it's really just ranger and they can already combo Endure. I need you all to work on this stuff for me and really try it out without judging it too much in advance because I'm too busy for the next month or so. The books come out in march so I need these things figured out by then.
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Post by gamemasterchris on Jan 21, 2013 16:33:10 GMT -8
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Post by gamemasterchris on Sept 1, 2013 22:27:32 GMT -8
Summer Updates to the Junior League Rules:
Life Mages Spell strike has been replaced as a standard rotator with Ward which reads as follows. Ward: 1 mana per encounter. At the beginning of an encounter call "Ward- this item ignores Resistences." And tag a weapon (also attack a ward tag to the item). For the duration of the encounter that item is consider "self warding" and the user may convoke with the item and then strike for a warded attack (warded effects bypass Resistence type protections). Note they are NOT AV/0! Ignoring resistance does not mean cutting through armor etc. Pacifism now costs 1 mana per encounter. Players who take vows of pacifism can extend this time to two encounters (in a row). Players with a blessing style pacifism use the Oracle mechanic which makes the cost 0 for the first use, 1 Mana for the second use, 2 for the third and so on. Giant Strength Update: Using an item in both hands with Giant Strength moves you up one size bracket in effect. Thus, since you can convoke for a full wound at size 3 with Giant Strength, Big creatures now deal Av/0 with one hand or full wound with one hand and both effects if attacking with both hands. This is true of Boulders as well which would be a full wound if thrown with both hands. Furthermore, huge creatures have the same upgrade. They now deal av/0 full wound in one hand or deadly in one hand or both av/0 and deadly if attacking with both hands (this includes bite). Boulders used in one hand would thus be a full wound for them and deadly if used in two. While this may seem harsh, many skills such as Endure, Healing Factor, pacifism, and brace have been added or upgraded such that having big creatures dish out more damage is more fair.
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