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Naruto - The campaign
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<blockquote data-quote="Zurai" data-source="post: 3956486" data-attributes="member: 52324"><p>Not directly applicable, but I've been trying to think of ways to run a Bleach d20 game in my spare time. Bleach is much more in the traditional anime combat style (build up to the strong attacks) than Naruto (where half the time Naruto just freaks out and goes all Kyuubi on the enemy right from the start). </p><p></p><p>What I'm doing is looking at a token-based system, where every time the characters attack or take damage, they gain tokens. The more tokens they have, the more "fired up" they are. Once they get "fired up" enough, they can drop tokens and spend certain amounts of reiatsu (spirit energy - a major component of the show; this can be easily replaced with chakra for a Naruto setting) to either use a signature attack like Getsuga Tenshou or to shift into a new "stance" such as releasing their soul slayer, going Bankai, donning Hollow masks, etc. The new stances, in addition to opening up new attacks, offer statistical advantages. One advantage to this system is that combats actually take longer than in standard D&D, ironically.</p><p></p><p>The problem (which is shared with a Naruto campaign) is that every character has their own unique power set. The 'solution' I came up with for this is to define every stance as a point value, and define all the abilities and attacks of a stance in the form of point costs. Essentially, it's a purely point-buy system similar to Mutants and Masterminds (or at least so I've been told - I don't own M&M myself). Shikai has more points than unreleased, Bankai more than Shikai, etc. Players then pick their own powers for every form their class makes available to them (only Shinigami get soul slayers to release, etc). As an example, Abarai Renji's Shikai would have an "extended reach" ability applied multiple times, while Madarame Ikkaku's Shikai would have "extended reach" once, "bonus to feint checks" once, and "bonus to disarm checks" once. There's a lot of up-front work for the DM, but since it's modular it's less work in the long run than it could be.</p></blockquote><p></p>
[QUOTE="Zurai, post: 3956486, member: 52324"] Not directly applicable, but I've been trying to think of ways to run a Bleach d20 game in my spare time. Bleach is much more in the traditional anime combat style (build up to the strong attacks) than Naruto (where half the time Naruto just freaks out and goes all Kyuubi on the enemy right from the start). What I'm doing is looking at a token-based system, where every time the characters attack or take damage, they gain tokens. The more tokens they have, the more "fired up" they are. Once they get "fired up" enough, they can drop tokens and spend certain amounts of reiatsu (spirit energy - a major component of the show; this can be easily replaced with chakra for a Naruto setting) to either use a signature attack like Getsuga Tenshou or to shift into a new "stance" such as releasing their soul slayer, going Bankai, donning Hollow masks, etc. The new stances, in addition to opening up new attacks, offer statistical advantages. One advantage to this system is that combats actually take longer than in standard D&D, ironically. The problem (which is shared with a Naruto campaign) is that every character has their own unique power set. The 'solution' I came up with for this is to define every stance as a point value, and define all the abilities and attacks of a stance in the form of point costs. Essentially, it's a purely point-buy system similar to Mutants and Masterminds (or at least so I've been told - I don't own M&M myself). Shikai has more points than unreleased, Bankai more than Shikai, etc. Players then pick their own powers for every form their class makes available to them (only Shinigami get soul slayers to release, etc). As an example, Abarai Renji's Shikai would have an "extended reach" ability applied multiple times, while Madarame Ikkaku's Shikai would have "extended reach" once, "bonus to feint checks" once, and "bonus to disarm checks" once. There's a lot of up-front work for the DM, but since it's modular it's less work in the long run than it could be. [/QUOTE]
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