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Chakra Reserve Opinion
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Frankto
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PostPosted: Thu Jan 07, 2010 12:15 am    Post subject: Chakra Reserve Opinion Reply with quote

Well, it's pretty much done at this point.

Here's the editor's version of what it's mostly going to look like. I need feedback, opinions, whatever. So I can make it as close to perfect as I can.

DOWNLOAD HERE
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Fredto
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PostPosted: Thu Jan 07, 2010 12:34 am    Post subject: ... Reply with quote

Soooo... 50% fatigued in Chakra might be a bit hardcore, no? I think you should lower it to 25 - 30%. Or maybe I misunderstood.
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Frankto
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PostPosted: Thu Jan 07, 2010 12:43 am    Post subject: Reply with quote

I think you mean chakra reserves.

If you have 70 chakra and 100 reserve, and you use 50 chakra but no reserve, you're not fatigued.

If you use 20 chakra and 60 reserves, though, you'll be fatigued until you recover 10 chakra reserve.
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Naruto20D20
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PostPosted: Thu Jan 07, 2010 2:26 am    Post subject: Reply with quote

Quote:
"A character's chakra pool is recovered fully after an
evening of rest (approximately 8 hours)."

Interesting indeed. Going to have to test this to see what it is like. It probably would speed things up a bit having chakra more available.
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Frankto
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PostPosted: Thu Jan 07, 2010 2:56 am    Post subject: Reply with quote

It should help, yes. I'm particularly happy with how the Chakra Depletion rules turned out this time around. I think it's overall much easier to understand, and not quite as dangerous anymore since you don't lose half your hit points from it.
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IntOblivion
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PostPosted: Thu Jan 07, 2010 6:02 am    Post subject: Reply with quote

I, Oblivion, approve of this. I overall like the idea of Chakra reserves, and I like how it was implemented.
I also like how the chakra-chakrareserves were for the different classes (as I imagine Strong would get the lower one, while smart would get the higher one) but shouldn't it be wise to throw in a third progression for a class that's kinda in the middle? Just saying.
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hastur
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PostPosted: Thu Jan 07, 2010 8:10 am    Post subject: Reply with quote

Looks nice, gives soem invective to play low-con nin characters. Don't forget epic stuff Wink Also, since I am totally bored at the moment I took my tiem and went through characters in the main file (minus the monsters, animals and various transformations) and produced this:

Characters CP/Reserve spreadsheet
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Athildur
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PostPosted: Thu Jan 07, 2010 9:52 am    Post subject: Reply with quote

Well, first off, the reserves are definitely a good idea. Time to stop whittling down your own hp to get that extra boost near the end of every encounter, or at any time during big battles.

I like how it effectively increases the effectiveness of every genjutsu or ninjutsu user, whereas taijutsu users are overall not severely affected at all.

Also, increasing the quickened convert time for chakra is interesting. I have no idea how much impact that would have, as I don't use swift actions all that often, but I imagine that it would make converting quickly a little bit more costly, which may be a good thing...
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Frankto
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PostPosted: Thu Jan 07, 2010 1:36 pm    Post subject: Reply with quote

Thanks, you guys. Anything you lot don't like?


Hey there, hastur, hastur, hastur. Fancy seeing you 'ere. :p
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jmantyk
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PostPosted: Thu Jan 07, 2010 2:35 pm    Post subject: Reply with quote

I do like it, also gives easier way to make old man ninja a threat. Aging penalties to Con suck.
(This in addition to stuff that has already been said)
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hastur
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PostPosted: Thu Jan 07, 2010 3:50 pm    Post subject: Reply with quote

Frankto wrote:
Hey there, hastur, hastur, hastur. Fancy seeing you 'ere. :p


I come and go, like the wind :p Jokes aside, even though I converted to 4e mostly, I don't mind monitoring what changes happen in Naruto d20 whenever I spot the tab in the sea of 100 others I have.
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Mizuno Kaitsu
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PostPosted: Thu Jan 07, 2010 5:42 pm    Post subject: Reply with quote

I have to say, I think this was done very well. I dig the idea and Im down for it. Anything that speeds up game play in the end is great.
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Haku
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PostPosted: Thu Jan 07, 2010 10:02 pm    Post subject: Reply with quote

A very interesting revision and much needed I feel in certain respects. The trial of delinating the difference between stamina and hit point damage was tedious at best and impractical at worst. Keeping track of the varying rates at which 'points' healed and which ones were stamina damage and those that weren't would eventually mandate two seperate tables at any rate.

So I approve of this new system, if only for the more clear cut understanding of how reserve chakra can be gained. Although I am not too much of a fan of creating excessive tables, this is certainly worthwhile.

I was a fan of the way the previous system drained the health of those who tried to push past the limits of their chakra pool. Something that is clearly expressed in the anime/manga series and seems to make sense to me. However this new method seems to address this by using fatigue and exhaustion rules to represent this. This, in my eyes, is a far more accurate simulation of the overuse of chakra or chakra depletion.

One thing I would suggest is a staggering the effects of chakra overuse more. Currently it operates on:

Low Chakra Reserve: Fatigued at end of encounter when reserves go below 50%
Chakra Reserve Depletion: Immediate Exhaustion
Chakra Pool Delpetion: Immediate Exhaustion and uses up any remaing chakra reserve.

I quite like this approach as it stands but it seems the difference between low chakra reserve and the others is quite far apart.

Maybe something more akin to this:
Low Chakra Reserve: Fatigued at the end of an encounter when reserves go below 50%.
Immediate Fatigue when reserves go below 25%.
Chakra Reserve Depletion: Exhaustion at the end of an encounter.
Chakra Pool Depletion: Immediate Exhaustion and uses up any remaining Chakra Reserve.

To me this seems to build better as things progress and makes people abit more tentative about blowing all this extra chakra in a fight.

I'm also curious as to why you changed the DC's for concelaing chakra use?
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Frankto
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PostPosted: Thu Jan 07, 2010 10:14 pm    Post subject: Reply with quote

Although it would be more realistic to stagger it a little bit, I still want chakra depletion to be a very serious condition. That said, I'll consider it if I feel it is needed.

And the main reason I changed the Conceal check DCs is because I didn't like the way it increased perform times. Since it can't be partially concealed, I think the DCs should be reasonably high even at higher levels.
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Haku
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PostPosted: Thu Jan 07, 2010 11:06 pm    Post subject: Reply with quote

Ahhh I see, it does make more sense to have just the DC rather than a DC and time I guess. If you are getting rid of the time increase, why did you lower the DC aswell is what I was mostly wondering. Before the base DC was 20 to keep it the same time but now it is 15 and the time isn't increased?

As for the staggering, the reason I suggested it was because I thought the repurcussions for overusing the chakra reserve were too light. Essentially it seems you can burn both your CP and CR down to 1 each and only suffer a fatigue penalty after the encounter. Then once one or the other drops to 0 you suddenly get a big hit. So I thought, adding the fatigue in abit earlier i.e. during combat at 25% would blend the two sides abit better.

By all means keep Chakra depletion a serious condition perhaps even more so. I was considering adding unconsciousness to the list, as we see in some of the post battle scenarios where characters collapse. The area I wanted to expand on was the low chakra reserve idea and fatigue levels you have introduced (a very good idea in my mind). Adding a few more repurcussions on relying on their reserve overmuch seemed like a good idea.

...I was under the impression this was not simly a CP boost, otherwise you would could have just increased the current CP and imposed the 'low chakra' penalty at the 50%/25% mark and still had the same system. Albeit simpler.
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Frankto
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PostPosted: Thu Jan 07, 2010 11:09 pm    Post subject: Reply with quote

Haku wrote:
As for the staggering, the reason I suggested it was because I thought the repurcussions for overusing the chakra reserve were too light. Essentially it seems you can burn both your CP and CR down to 1 each and only suffer a fatigue penalty after the encounter. Then once one or the other drops to 0 you suddenly get a big hit. So I thought, adding the fatigue in abit earlier i.e. during combat at 25% would blend the two sides abit better.


Good point. Also, if a player does that, the GM should hit him with 1 chakra damage. Just for his own cruel pleasure. I'll edit the 25% fatigue in, I think.
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Haku
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PostPosted: Thu Jan 07, 2010 11:16 pm    Post subject: Reply with quote

This overhaul you have done of the Chakra system is a very good idea, the toll of chakra use is now much more palpable. Well done again Frankto!
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Frankto
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PostPosted: Fri Jan 08, 2010 12:10 pm    Post subject: Reply with quote

Thanks. Meanwhile, tell your friends. I need feedback, and only you guys can provide it!
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Jensik
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PostPosted: Fri Jan 08, 2010 3:39 pm    Post subject: Reply with quote

I'll be implementing the Chakra Reserve rules into my game. After a session or two with it running I'll let you know how it's going.

(Or, since you can see how it's going yourself since you know where we play. Your choice.)
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Frankto
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PostPosted: Fri Jan 08, 2010 3:43 pm    Post subject: Reply with quote

I'll be there.
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Naruto20D20
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PostPosted: Sat Jan 09, 2010 9:57 am    Post subject: Reply with quote

I don't know. I suppose I just like a heavier toll to be payed for using all of your chakra - something very difficult to do with the new rules. In the manga, Kakashi gets stomped by it.

Maybe like this:
- Chakra Pool 0: Chakra Reserve reduced by 50% (Minimum 1), and thus immediately exhausted. Return to 1 chakra.
- Chakra Reserve 0: Fort save for Death/Unconscious. <-- The only way this save will come about is if something is leaching, or you were at 1 chakra, 1 reserve and used a technique.

Just a suggestion so feel free to ignore, or mutilate the idea into something you like.
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demoralizer
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PostPosted: Sat Jan 09, 2010 11:22 am    Post subject: Reply with quote

This system looks simple, and well-thought. On top of that, it looks to speed things up a bit because you don't have to roll to convert and all that other timely stuff that's possible for one usage of your chakra. LOL. It also allows ninjutsu builds to be more cost effective in combat without risking getting shwacked by a taijutsu build because he can't defend himself any longer. I look forward to using this system.
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NinjaCP
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PostPosted: Sat Jan 09, 2010 9:37 pm    Post subject: Reply with quote

In the last Nd20 campaign I was in, I played a medical specialist. Most of the time, the only damage I actually took in combat was Stamina damage from converting or partially converting all my medical techniques to heal the rest of the party, who were getting their asses kicked. Needless to say, I got pretty nervous running around with such low HP. There was actually one instance where I was sent into the negatives from a single relatively weak attack. The entire party had to spend a huge amount of time concocting some plan to get me out alive. That probably wouldn't have happened if most of my HP hadn't gone to fueling techniques.

Thanks to Chakra Reserves, that will never happen again. Yay! Very Happy
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Athildur
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PostPosted: Sat Jan 09, 2010 10:18 pm    Post subject: Reply with quote

Well. Don't think it solves it all. Because now you cannot convert from your hp anymore. You might have less chakra overall (although, if you get some bonus chakra, that won't be a problem).

But the balance is a lot better.
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DarkThunderChakra
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PostPosted: Sun Jan 10, 2010 3:13 pm    Post subject: Reply with quote

Well in regards to a normal character it is by far balanced. However it appears to, along with the new rest rules, serve no purpose to a Chakra Vampire.

Evaluation
+Normal Character
- Chakra vampire

Further do Chakra Vampires have any chakra reserve?

With these changes could it be possible to lower the Chakra leak for a chakra vampire slightly or perhaps half them when suffering chakra depletion?

Otherwise it seems interesting concept to say the least... although to be honest it seems somewhat more complicated than stamina damage.
I particularly vote stamina damage is kept and one be converted to being known as an optional rule.


Although I admit this could also instead make it easier to A: Add chakra damage to unarmed attack and be balanced as a chakra vampire
B: Use a technique I had been envisioning for my character,so long as I can discover mechanically how to do it. The Chakra Reserves would fit it better though.
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Frankto
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PostPosted: Sun Jan 10, 2010 8:08 pm    Post subject: Reply with quote

Chakra vampires do have a chakra reserve, but are unable to make a Chakra Control check to Tap it.
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jmantyk
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PostPosted: Sun Jan 10, 2010 8:17 pm    Post subject: Reply with quote

Only bad thing I see with this new system, tapping for chakra brings up far too many magic the gathering jokes Razz
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NinjaCP
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PostPosted: Sun Jan 10, 2010 10:04 pm    Post subject: Reply with quote

Just thought of something. How will you handle techniques which deal stamina damage to the user, like Kage Bunshin? Is the damage some new type/untyped now?
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Frankto
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PostPosted: Sun Jan 10, 2010 10:18 pm    Post subject: Reply with quote

Probably be nonlethal damage or lethal damage, not sure yet.
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Dokuga Kazu
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PostPosted: Mon Jan 11, 2010 9:35 am    Post subject: Reply with quote

Thank you for the new system Frankto, it really does seem like it works well.
^_^
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