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Avatar: The Last Airbender - Bending styles as classes?
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<blockquote data-quote="hobbitguy1420" data-source="post: 5051768" data-attributes="member: 87277"><p>I suppose that will work just as well, although again there'd have to be powers specifically designed for each role for each class, as well as the general-use adaptable powers with modifiers depending on the role.</p><p></p><p>I like the contested-rolls-for-defenses idea, although I've never seen it done so I imagine it'd have to be playtested to make sure it doesn't bog down the flow of battle too much. I also like the multiple-powers-choose-one route, although again it'd increase the power production load when designing each class.</p><p></p><p>I think each class should get a bonus when defending against its own element, but I'm not sure if it should be standard for all of them. I always got the impression that some bending disciplines (fire, especially) were weaker at defense, whereas it always seemed like water was stronger at it - taking the enemy's attack and turning it into a defense. </p><p></p><p>The different roles for each bending discipline should definitely have more fancy-schmancy names to 'em. I like the "way of the sundered shard" thing - sounds like either the striker or controller path.</p><p></p><p>terminology note - name for bending powers: Techniques.</p><p></p><p>I do think that each bending discipline should approach its role in a different way. That'll preserve the feel of each style.</p><p></p><p>Fire should be direct and aggressive - as a striker it should focus on pure damage output rather than mobility, as a defender it attracts its marks by hurting them if they don't pay attention to it, as a leader it should focus on inspiring the others to attack and such, rather than pure healing, and as a controller it should probably tend toward fear effects and aoe damage. </p><p></p><p>Air should focus on mobility - enabling swifter and more flexible movement for itself and its allies as a leader, preventing its enemies from moving as they'd prefer as a controller, depending on swiftness to hit and avoid damage as a striker, and even as a defender an airbender should constantly be in motion. Makes me wonder how a mobile defender role would work...</p><p></p><p>Earth, by contrast, should probably focus on steadfastness and resistance. Ranged striking, probably, so the bender doesn't have to keep traipsing around the battlefield interrupting his own jing. As a defender, on the other hand, an earthbender would probably be a pretty standard "grin and take it" sort. As a controller I could see a lot of creating and manipulating difficult terrain and/or walls and formations of dirt, and as a leader it'd be all about helping its allies stand their ground, boosting their defenses and preventing hostile pushes, pulls, and slides.</p><p></p><p>Water would be about rediretion in its attacks. I could see a defender build that redirected the enemy's attacks (at the waterbender or at its allies) toward the attacker, and controller powers would probably focus toward status ailments like dazing or immobilizing. As a leader, a waterbender would probably focus on healing, with a secondary focus on recovery of other means (reducing the chance or damage for enemies' opportunity attacks and/or granting greater chance or damage for its alllies' OAs). A striker build will be hardest for water, as it's canonically a less aggressive style, but I'm sure some method can be worked out.</p></blockquote><p></p>
[QUOTE="hobbitguy1420, post: 5051768, member: 87277"] I suppose that will work just as well, although again there'd have to be powers specifically designed for each role for each class, as well as the general-use adaptable powers with modifiers depending on the role. I like the contested-rolls-for-defenses idea, although I've never seen it done so I imagine it'd have to be playtested to make sure it doesn't bog down the flow of battle too much. I also like the multiple-powers-choose-one route, although again it'd increase the power production load when designing each class. I think each class should get a bonus when defending against its own element, but I'm not sure if it should be standard for all of them. I always got the impression that some bending disciplines (fire, especially) were weaker at defense, whereas it always seemed like water was stronger at it - taking the enemy's attack and turning it into a defense. The different roles for each bending discipline should definitely have more fancy-schmancy names to 'em. I like the "way of the sundered shard" thing - sounds like either the striker or controller path. terminology note - name for bending powers: Techniques. I do think that each bending discipline should approach its role in a different way. That'll preserve the feel of each style. Fire should be direct and aggressive - as a striker it should focus on pure damage output rather than mobility, as a defender it attracts its marks by hurting them if they don't pay attention to it, as a leader it should focus on inspiring the others to attack and such, rather than pure healing, and as a controller it should probably tend toward fear effects and aoe damage. Air should focus on mobility - enabling swifter and more flexible movement for itself and its allies as a leader, preventing its enemies from moving as they'd prefer as a controller, depending on swiftness to hit and avoid damage as a striker, and even as a defender an airbender should constantly be in motion. Makes me wonder how a mobile defender role would work... Earth, by contrast, should probably focus on steadfastness and resistance. Ranged striking, probably, so the bender doesn't have to keep traipsing around the battlefield interrupting his own jing. As a defender, on the other hand, an earthbender would probably be a pretty standard "grin and take it" sort. As a controller I could see a lot of creating and manipulating difficult terrain and/or walls and formations of dirt, and as a leader it'd be all about helping its allies stand their ground, boosting their defenses and preventing hostile pushes, pulls, and slides. Water would be about rediretion in its attacks. I could see a defender build that redirected the enemy's attacks (at the waterbender or at its allies) toward the attacker, and controller powers would probably focus toward status ailments like dazing or immobilizing. As a leader, a waterbender would probably focus on healing, with a secondary focus on recovery of other means (reducing the chance or damage for enemies' opportunity attacks and/or granting greater chance or damage for its alllies' OAs). A striker build will be hardest for water, as it's canonically a less aggressive style, but I'm sure some method can be worked out. [/QUOTE]
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