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OGL game that could simulate Naruto or Bleach combat?

Dragonblade

Adventurer
So, I'm thinking of putting together an anime inspired game based on my homebrew world. It will be similar to Exalted in concept but distinct since I have had this idea percolating in my head long before WW published Exalted. I also dislike the Storyteller system. I want it d20 based.

My world will probably be based either on 4e, True 20, or Fantasycraft (the upcoming SC 2.0 fantasy rules).

The feel I'm going for is quite evident in battle anime, particularly Naruto and Bleach. I'm familiar with Frankto's Naruto d20 conversion, but not with any Bleach conversions. Naruto d20 has some great ideas, but I'm looking to also get some feedback from the community. Especially because this will ultimately be an original OGL setting.

What I really want is a mechanic that simulates the flow of anime combat. Basically the two sides square off, there is an escalation of attacks as both sides kick it up a notch and then finally some uber finishing move that decisively ends the combat. I want to be able to simulate that with some kind of mechanic. The start small and end big mechanic.

In most d20 games, players tend to open with their most powerful attack and then go down through the list employing successively weaker powers. I want a game mechanic that reverses that. Maybe some sort of token system similar to Iron Heroes where a players most powerful abilities require tokens that can only be accumulated in combat. This would force a hero to spend several rounds building up a token base before they can unleash their mightiest attacks.

The problem I run into is I don't want their token pool completely exhausted by them using mid range attacks. For example, I don't want it to be weak attacks, mid or high level attacks and then back to weak attacks because their token pool reset. I want weak, mid, and then big attacks coming fast and furious at the end. So having a token pool that constantly resets back to zero and forces the player to save up for the big attack again won't work quite right. Basically once a player can start throwing down with the big attacks, they shouldn't have to go back to weak attacks anymore.

Any OGL games or conversions I should look at? Any ideas?
 

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Dragonblade said:
The problem I run into is I don't want their token pool completely exhausted by them using mid range attacks. For example, I don't want it to be weak attacks, mid or high level attacks and then back to weak attacks because their token pool reset. I want weak, mid, and then big attacks coming fast and furious at the end. So having a token pool that constantly resets back to zero and forces the player to save up for the big attack again won't work quite right. Basically once a player can start throwing down with the big attacks, they shouldn't have to go back to weak attacks anymore.

Any OGL games or conversions I should look at? Any ideas?

It seems like you could use Iron Heroes, but make attacks require, but not use, tokens... Thus they can use smaller attacks while building up tokens, then use medium attacks as they become available (still building up tokens), and finally the larger attacks... And have the token pools reset at the end of the encounter (arbitrarily designated by you, the DM) rather than whenever they use a maneuver or attack that would normally use them up...

Of course, I have not ever actually played Iron Heroes, so I am not sure how token pools are built up, or what, precisely you can do with them...

Later
silver
 

I was thinking about this at school today and had the same idea. Basically attacks require you to have X tokens in your pool but you don't actually expend the tokens.

I'm leaning toward a modified version of True 20/M&M hybrid. I'll probably have characters built using M&M rules with some 4e imports. I prefer the concept of flipped saves for example. The world and monsters will mostly be True 20 with NPCs probably built using a variation of the Spycraft 2.0 NPC rules.

I'll probably come up with some sort of token mechanic that allows a player to build tokens the longer the combat continues. The more tokens you have, the more you can "push" your powers and use them at a higher power level that even allows you to exceed the PL limit of 10.

This should give me the feel I want, where attacks escalate in significance and power as the combat goes on. I'll probably let tokens actually be expended for some things to add an element of resource management to it while still encouraging the anime style combat of ever escalating attack power.
 



Mutants & Masterminds 2nd edition.

Mind you I don't know a whole lot about Naruto or Bleach other than the bare-bone basics, but given the range of super-heroic powers seemingly available, a game designed for superheroes and their broad array of powers seems the best fit.

I know from a while back that several threads in the Role Call section of the Atomic Think Tank had build threads witih Naruto characters, and they were pretty well recieved.
 

The idea presented so far seem pretty solid (tokens increase as combat goes on, more tokens equals big attacks, expend tokens for uber-attacks, etc.) but I had a few thoughts that might make it even more anime-like. A pretty common conceit in combat based anime is some form of transformation, so perhaps an ability (a class/racial feature probably, maybe the end of a feat chain) to the effect of "When X tokens have been accumulated the character transforms gaining Y stat bonuses." Also, the idea of an attack that is physically draining/damaging to the character using it but very powerful is pretty widespread; so some ability that allows you to do some amount of damage to yourself (probably should be variable to simulate the "But using the Five Winds Strike now might kill him!" factor, if it is static the player will only use it when they know they have enough hit points) but does lots of damage (probably proportional to the damage you inflict on yourself in some way) would be pretty cool. Then the last thought is that in nearly every anime at some point the hero, when at the verge of death, comes back with a vengeance. An ability that has a chance of automatically filling your token pool and stabilizing you if you are brought to 0 hp would roughly simulate this.
 


Archimedes314 said:
The idea presented so far seem pretty solid (tokens increase as combat goes on, more tokens equals big attacks, expend tokens for uber-attacks, etc.) but I had a few thoughts that might make it even more anime-like. A pretty common conceit in combat based anime is some form of transformation, so perhaps an ability (a class/racial feature probably, maybe the end of a feat chain) to the effect of "When X tokens have been accumulated the character transforms gaining Y stat bonuses." Also, the idea of an attack that is physically draining/damaging to the character using it but very powerful is pretty widespread; so some ability that allows you to do some amount of damage to yourself (probably should be variable to simulate the "But using the Five Winds Strike now might kill him!" factor, if it is static the player will only use it when they know they have enough hit points) but does lots of damage (probably proportional to the damage you inflict on yourself in some way) would be pretty cool. Then the last thought is that in nearly every anime at some point the hero, when at the verge of death, comes back with a vengeance. An ability that has a chance of automatically filling your token pool and stabilizing you if you are brought to 0 hp would roughly simulate this.

Nice! This is good stuff! Exactly the kind of advice I was hoping for. :)

So right now, I'm thinking character creation will be based largely on M&M with PL 10 characters. I'll emphasize to my players the fantasy nature of the world. Plus I like the players roll damage variant from the Mastermind's Manual so I'll "flip" all the saves, including Toughness, to work 4e style.

Every round the players will accumulate one "Limit" token (to steal the Final Fantasy & Exalted terminology). Up to 10. For every Limit token the player possesses, they can gain a +1 to hit and damage, or +1 to a power check roll vs. the Save defense of an enemy. This bonus can allow them to exceed the PL limit of 10. Plus at certain thresholds, they can trade in their tokens to achieve a 2nd or 3rd stage "transformation". I'll come up with some template that will boost their speed, attack bonus, saves, and damage. Plus it will probably have some sort of visible aura that surrounds them and lets everyone know they are powered up.

While in their powered up state, the character has to start over with their tokens, but their base bonuses will be higher already because of their template. Then perhaps they start accumulating tokens at a higher rate, perhaps 2 per round. And then they gain a stage 3 transformation where the power really gets sick.

For fun, I may even let the players design their own stage 2 and stage 3 versions of their characters with a higher PL and more points to spend. Then when they power up they just swap character sheets. That might be better than a template and more fun for the players.

To add a resource management element, I'll let the players spend tokens to reroll dice, recover damage, or other nifty things. That way they have to decide to horde and transform, or spend them on a critical die roll.
 

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