Creamsteak
Explorer
creamsteak's observation
Every time your character defeats an enemy single-handedly, the number of hits you have defeated increases by the natural hits of that enemy. If you defeat an enemy with the aid of other fighters, divide the hits defeated evenly among everyone, keeping track of halves and thirds (and fourths and fifths and so on if necessary).
Alright, in all ways I would say that Graydoom's system is better. However, I think epic powers should be removed. They don't serve much purpose in the game, and everything an epic power can do could easily be made up for with a feat chain pre-requisite.
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Signature Styles
Signature Locations
These two seem fine to me. They are the basis for the entire game as far as things go.
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Signature Modifiers
I could have this wrong: "Any time someone scores an attack with a modifier that he/she has learned, they deal 1 additional hit of damage." If this is the case, I'd consider it a bit too expensive to master something equivelent to "master of emotions" or any other "chain." I think that mastering one chain, like emotions, should be the pre-requisite to learning other skills, like the ability to add +2 instead of +1 to those attacks.
I'd like to see the signature modifiers expanded on. They can be used for more. For instance, if I wanted to master all of the "emotions" I could spend a total of 10 experience. Then, for 5 experience I could enhance the damage to +2. For an additional 5 Experience I could gain "mastery" for such moves.
Mastery of emotions would imply that your character can easily parry anyone who loses control of their emotions on an attack, such as someone trying an "avenging" blow being weakened. The chance of a signature modifier is something I'm unaware of. Then 1/5 chance that when that happens you can ignore the attack. That for 20 xp (4 levels) seems to be just fine by me, and it's somethign I would go for with a character.
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Teamwork
I don't really see too many people wanting this ability, so I'd think expanding here would also be better. I'm not very intuitive about this particular ability, however...
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Toughness
Nobody seems to like this feet, and although it's nice at low levels when you are always risking defeat, it becomes redundant. Maybe toughness should be slightly cheaper the first time you take it so that it's a more lucrative option to take at lower levels, and you don't feel like it was wasted at mid and higher levels.
First time it is taken it costs 3, second time it costs 4, and every time after that it costs 5... would make it possible to take it once without sacrificing an entire level that you need to spend on getting pre-reqs for higher up abilities.
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Chi Strike
Dirty Trick
I think that if these two both cost 4 xp, it would be appropriate considering that they are partially mutual opposites.
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Chair Shot
I think it's just the name that throws me off, but I think this ability is redundant compared to Chi Strike and Dirty Trick, despite the fact that it can ignore a DT or Shove. But why would you DT an attack that can only cause 1 point of damage over any other? And shove is just meant to allow a stun attack... so the chair shot going through it ends up being a waste since it is only available once, but you can be shoved till someone runs out of power. Besides, wouldn't you shove the strongest attacker, the one that can cause more than 1 point of damage?
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Sneaky Trick
3 xp seems fine by some observation. I also think that this skill is more powerful for an unholy warrior, who can quickly deflect a powerful attack through use of a sneaky trick. 4 xp would seem appropriate for an unholy warrior, but too expensive for someone with dirty trick. Mayhaps the cost should be different depending on what pre-requisite you have...
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Bribe Judges
I'd rather have Bribe Fighter, and pay 4 yen to bribe a fighter (unless they have holy warrior or some such) so that I can use it in tournament and out of tournament.
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Assassin
I think Assassin should have two different possible pre-reqs. You should be able to take assassin with either Bounty Hunter or Poison Blade. Also... I think that Assassin if taken by a Bounty hunger would be neat if you recieved double the yen if you defeat your target in one hit... but then again that might be weird.
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Flexible Style
Cool, but costs too much. Your paying 5 for a temporary ability that may or may not be generated a second time. I think it should cost 2 + 1 (if you have a teacher with this ability) or 2+2 (if you don't). That way it represents that "Flexible Style" is, in its own way, a variation of a normal style. You train in it the same as any other, it's just open to the situation. You are paying 2 yen in addition, so it isn't quite as free as a normal style as well. It ends up draining your resources to use. There should also be a location variant of this.
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I won't touch the batteries or undead, as I'm sure your going to edit some of those.
Every time your character defeats an enemy single-handedly, the number of hits you have defeated increases by the natural hits of that enemy. If you defeat an enemy with the aid of other fighters, divide the hits defeated evenly among everyone, keeping track of halves and thirds (and fourths and fifths and so on if necessary).
Alright, in all ways I would say that Graydoom's system is better. However, I think epic powers should be removed. They don't serve much purpose in the game, and everything an epic power can do could easily be made up for with a feat chain pre-requisite.
- - - - -
Signature Styles
Signature Locations
These two seem fine to me. They are the basis for the entire game as far as things go.
- - - - -
Signature Modifiers
I could have this wrong: "Any time someone scores an attack with a modifier that he/she has learned, they deal 1 additional hit of damage." If this is the case, I'd consider it a bit too expensive to master something equivelent to "master of emotions" or any other "chain." I think that mastering one chain, like emotions, should be the pre-requisite to learning other skills, like the ability to add +2 instead of +1 to those attacks.
I'd like to see the signature modifiers expanded on. They can be used for more. For instance, if I wanted to master all of the "emotions" I could spend a total of 10 experience. Then, for 5 experience I could enhance the damage to +2. For an additional 5 Experience I could gain "mastery" for such moves.
Mastery of emotions would imply that your character can easily parry anyone who loses control of their emotions on an attack, such as someone trying an "avenging" blow being weakened. The chance of a signature modifier is something I'm unaware of. Then 1/5 chance that when that happens you can ignore the attack. That for 20 xp (4 levels) seems to be just fine by me, and it's somethign I would go for with a character.
- - - - -
Teamwork
I don't really see too many people wanting this ability, so I'd think expanding here would also be better. I'm not very intuitive about this particular ability, however...
- - - - -
Toughness
Nobody seems to like this feet, and although it's nice at low levels when you are always risking defeat, it becomes redundant. Maybe toughness should be slightly cheaper the first time you take it so that it's a more lucrative option to take at lower levels, and you don't feel like it was wasted at mid and higher levels.
First time it is taken it costs 3, second time it costs 4, and every time after that it costs 5... would make it possible to take it once without sacrificing an entire level that you need to spend on getting pre-reqs for higher up abilities.
- - - - -
Chi Strike
Dirty Trick
I think that if these two both cost 4 xp, it would be appropriate considering that they are partially mutual opposites.
- - - - -
Chair Shot
I think it's just the name that throws me off, but I think this ability is redundant compared to Chi Strike and Dirty Trick, despite the fact that it can ignore a DT or Shove. But why would you DT an attack that can only cause 1 point of damage over any other? And shove is just meant to allow a stun attack... so the chair shot going through it ends up being a waste since it is only available once, but you can be shoved till someone runs out of power. Besides, wouldn't you shove the strongest attacker, the one that can cause more than 1 point of damage?
- - - - -
Sneaky Trick
3 xp seems fine by some observation. I also think that this skill is more powerful for an unholy warrior, who can quickly deflect a powerful attack through use of a sneaky trick. 4 xp would seem appropriate for an unholy warrior, but too expensive for someone with dirty trick. Mayhaps the cost should be different depending on what pre-requisite you have...
- - - - -
Bribe Judges
I'd rather have Bribe Fighter, and pay 4 yen to bribe a fighter (unless they have holy warrior or some such) so that I can use it in tournament and out of tournament.
- - - - -
Assassin
I think Assassin should have two different possible pre-reqs. You should be able to take assassin with either Bounty Hunter or Poison Blade. Also... I think that Assassin if taken by a Bounty hunger would be neat if you recieved double the yen if you defeat your target in one hit... but then again that might be weird.
- - - - -
Flexible Style
Cool, but costs too much. Your paying 5 for a temporary ability that may or may not be generated a second time. I think it should cost 2 + 1 (if you have a teacher with this ability) or 2+2 (if you don't). That way it represents that "Flexible Style" is, in its own way, a variation of a normal style. You train in it the same as any other, it's just open to the situation. You are paying 2 yen in addition, so it isn't quite as free as a normal style as well. It ends up draining your resources to use. There should also be a location variant of this.
- - - - -
I won't touch the batteries or undead, as I'm sure your going to edit some of those.