Doc the abilities have to be objective effects involving stats.If that I can't play then. :(
One more thing, let's not have partial numbers in the stats.
Cheese, heyo.
So your first ability (or set of abilities) is seeming rather pointless now. If the opponent is sensible, it will go as such:
throw net
remove net
etc.
So you will have used up a turn throwing it and they'll have used up a turn removing it, meaning that unless you continue this ad nauseam, and they kill their character out of boredom, it will continue on forever, or you'll never use the ability again.
I think I'll replace this "remove net" ability with a roll that they do every turn, as such:
Each turn they have the net on them, they roll either strength or agility to attempt to remove it after their move. The first round they roll against 30, the next against 20, then 10, and finally it is removed automatically.
Now the number 30 might require changing. I'm unsure as to the general spread of stats we're expecting, so we'll see.
Next is this condition "until they are not hit with anything". This is a little confusing. Are you saying until the next move against them misses, or does it include when they tank a hit with superior endurance?
Finally, the trident throw ability. I like the idea of perhaps some kind of finisher move for against a tank who's hard to damage, however this is an extremely precise scenario and I cannot see it being useful elsewhere. Not to mention, the entire turn-skip and whatnot seems WAY too much of a debuff for just that. You're going to need to completely rethink this ability.
Again, it's simply a huge debuff. Perhaps -1 power for two turns because he's lost the trident and is now using just a dirk or something.Cheese, heyo.
So your first ability (or set of abilities) is seeming rather pointless now. If the opponent is sensible, it will go as such:
throw net
remove net
etc.
So you will have used up a turn throwing it and they'll have used up a turn removing it, meaning that unless you continue this ad nauseam, and they kill their character out of boredom, it will continue on forever, or you'll never use the ability again.
I think I'll replace this "remove net" ability with a roll that they do every turn, as such:
Each turn they have the net on them, they roll either strength or agility to attempt to remove it after their move. The first round they roll against 30, the next against 20, then 10, and finally it is removed automatically.
Now the number 30 might require changing. I'm unsure as to the general spread of stats we're expecting, so we'll see.
Next is this condition "until they are not hit with anything". This is a little confusing. Are you saying until the next move against them misses, or does it include when they tank a hit with superior endurance?
Finally, the trident throw ability. I like the idea of perhaps some kind of finisher move for against a tank who's hard to damage, however this is an extremely precise scenario and I cannot see it being useful elsewhere. Not to mention, the entire turn-skip and whatnot seems WAY too much of a debuff for just that. You're going to need to completely rethink this ability.
1. That seems fair. I'd say agility, not strength.
2. Until it misses.
3. Maybe only miss one turn, not the whole have to be missed thing?
Alright.Again, it's simply a huge debuff. Perhaps -1 power for two turns because he's lost the trident and is now using just a dirk or something.Cheese, heyo.
So your first ability (or set of abilities) is seeming rather pointless now. If the opponent is sensible, it will go as such:
throw net
remove net
etc.
So you will have used up a turn throwing it and they'll have used up a turn removing it, meaning that unless you continue this ad nauseam, and they kill their character out of boredom, it will continue on forever, or you'll never use the ability again.
I think I'll replace this "remove net" ability with a roll that they do every turn, as such:
Each turn they have the net on them, they roll either strength or agility to attempt to remove it after their move. The first round they roll against 30, the next against 20, then 10, and finally it is removed automatically.
Now the number 30 might require changing. I'm unsure as to the general spread of stats we're expecting, so we'll see.
Next is this condition "until they are not hit with anything". This is a little confusing. Are you saying until the next move against them misses, or does it include when they tank a hit with superior endurance?
Finally, the trident throw ability. I like the idea of perhaps some kind of finisher move for against a tank who's hard to damage, however this is an extremely precise scenario and I cannot see it being useful elsewhere. Not to mention, the entire turn-skip and whatnot seems WAY too much of a debuff for just that. You're going to need to completely rethink this ability.
1. That seems fair. I'd say agility, not strength.
2. Until it misses.
3. Maybe only miss one turn, not the whole have to be missed thing?
Hey I support the IRA can I join? Let me know before I waste my time making a character thanks.I'm afraid not.
Thanks <3 Here is my character.Hey I support the IRA can I join? Let me know before I waste my time making a character thanks.I'm afraid not.
Stop.OK