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Avatar: The Last Airbender - Bending styles as classes?
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<blockquote data-quote="hobbitguy1420" data-source="post: 5052912" data-attributes="member: 87277"><p>Er... either I'm not quite following what your intent is, you're not quite following what my intent is, or both. How do *you* mean to allow people access to defensive powers?</p><p></p><p>What I'd meant was to have specific powers written for defense, for example:</p><p></p><p>Balletic Avoidance: Airbender Defense ?</p><p>Borrowing the wind's swiftness, you dart out of the way of an attack, using speed to avoid what others would have to take</p><p>Encounter • Air</p><p>Immediate defense</p><p>Trigger: An enemy targets you with an attack normally resisted via Fortitude or Will</p><p>Effect: You resist the attack with Reflex instead. Until the end of your next turn, you gain a +1 to Reflex.</p><p>Quickstrike Monk style: After the attack is resolved, you may shift one square as a free action.</p><p>Hurricane Eye style: In addition to the bonus to Reflex, you gain a +1 to AC until the end of your next turn.</p><p></p><p>or </p><p></p><p>Invigorating Block: Earthbender (Granite Bulwark style) defense ?</p><p>You stand your ground against the enemy's strike, opening yourself to damage but relishing the rush as the effects slough off you like so much rubble.</p><p>Immediate defense</p><p>Daily • Earth, Healing</p><p>Trigger: You are targeted by an attack vs. Fortitude.</p><p>Effect: You take a -2 to your Fortitude defense for this attack. If you successfully defend, you may spend a healing surge, gaining extra HP equal to your Constitution modifier.</p><p>Failed defense: You may spend a Healing Surge to reduce the amount of damage taken in the attack by an amount equal to your Constitution modifier. If the attack inflicts a negative status effect that a save may end, you can instead choose to forgo this resistance in order to make an immediate saving throw against the effect at -1.</p><p></p><p>or</p><p></p><p>Push and pull: Waterbender (Rushing Tides style) Defense ?</p><p>You absorb the energy of the enemy's attack, instantly swinging around and using it against him.</p><p>Immediate Defense </p><p>Encounter • Water</p><p>Trigger: You are targeted by an attack</p><p> Target: The enemy which attacks you</p><p>Effect: Once the enemy's attack is resolved, you may immediately make a melee basic attack against that enemy as a free action.</p><p></p><p>Or </p><p></p><p>Inciting Ember Stance: Firebender Defense ?</p><p>You stagger back, leaving yourself open to the enemy's strike - and placing him in just the position you'd planned for your followup.</p><p>Immediate defense</p><p>Encounter • Fire</p><p>Trigger: You are targeted by an attack</p><p>Target: The enemy which attacks you</p><p>Effect: You take a -2 penalty to the defense targeted by the attack. The enemy grants you combat advantage until the end of your next turn.</p><p></p><p></p><p>Other thoughts and notes:</p><p></p><p>Magic items should probably be rare, if they exist. I would use the rules in the DMG 2 for a low-to-no magic item game. </p><p></p><p>Likewise, as most Avatar combatants appear to be unarmored or lightly armored, classes should include a level-based AC bonus (that doesn't stack with armor), and relatively few Bender classes should be proficient in standard armor. I'd limit Bender-classes' weapon proficiency, but grant each class an at-will melee attack, ranged attack, or one of each that can be used as a basic attack, and/or improve the bending classes' unarmed attack so that it's roughly equivalent to a weapon attack from another class.</p><p></p><p>I'd be open to the thought of having 16 classes (four or so for each element, counting each element as a power source rather than a distinct class), but I'd say there should still be power selections available to all benders from a particular element, indicating the foundations of that element's bending arts. After all, Iroh said the basics *are* the greatest weapons, right? Perhaps one or two of each type at the appropriate levels, to supplement the standard class layout.</p></blockquote><p></p>
[QUOTE="hobbitguy1420, post: 5052912, member: 87277"] Er... either I'm not quite following what your intent is, you're not quite following what my intent is, or both. How do *you* mean to allow people access to defensive powers? What I'd meant was to have specific powers written for defense, for example: Balletic Avoidance: Airbender Defense ? Borrowing the wind's swiftness, you dart out of the way of an attack, using speed to avoid what others would have to take Encounter • Air Immediate defense Trigger: An enemy targets you with an attack normally resisted via Fortitude or Will Effect: You resist the attack with Reflex instead. Until the end of your next turn, you gain a +1 to Reflex. Quickstrike Monk style: After the attack is resolved, you may shift one square as a free action. Hurricane Eye style: In addition to the bonus to Reflex, you gain a +1 to AC until the end of your next turn. or Invigorating Block: Earthbender (Granite Bulwark style) defense ? You stand your ground against the enemy's strike, opening yourself to damage but relishing the rush as the effects slough off you like so much rubble. Immediate defense Daily • Earth, Healing Trigger: You are targeted by an attack vs. Fortitude. Effect: You take a -2 to your Fortitude defense for this attack. If you successfully defend, you may spend a healing surge, gaining extra HP equal to your Constitution modifier. Failed defense: You may spend a Healing Surge to reduce the amount of damage taken in the attack by an amount equal to your Constitution modifier. If the attack inflicts a negative status effect that a save may end, you can instead choose to forgo this resistance in order to make an immediate saving throw against the effect at -1. or Push and pull: Waterbender (Rushing Tides style) Defense ? You absorb the energy of the enemy's attack, instantly swinging around and using it against him. Immediate Defense Encounter • Water Trigger: You are targeted by an attack Target: The enemy which attacks you Effect: Once the enemy's attack is resolved, you may immediately make a melee basic attack against that enemy as a free action. Or Inciting Ember Stance: Firebender Defense ? You stagger back, leaving yourself open to the enemy's strike - and placing him in just the position you'd planned for your followup. Immediate defense Encounter • Fire Trigger: You are targeted by an attack Target: The enemy which attacks you Effect: You take a -2 penalty to the defense targeted by the attack. The enemy grants you combat advantage until the end of your next turn. Other thoughts and notes: Magic items should probably be rare, if they exist. I would use the rules in the DMG 2 for a low-to-no magic item game. Likewise, as most Avatar combatants appear to be unarmored or lightly armored, classes should include a level-based AC bonus (that doesn't stack with armor), and relatively few Bender classes should be proficient in standard armor. I'd limit Bender-classes' weapon proficiency, but grant each class an at-will melee attack, ranged attack, or one of each that can be used as a basic attack, and/or improve the bending classes' unarmed attack so that it's roughly equivalent to a weapon attack from another class. I'd be open to the thought of having 16 classes (four or so for each element, counting each element as a power source rather than a distinct class), but I'd say there should still be power selections available to all benders from a particular element, indicating the foundations of that element's bending arts. After all, Iroh said the basics *are* the greatest weapons, right? Perhaps one or two of each type at the appropriate levels, to supplement the standard class layout. [/QUOTE]
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