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Frankto
Shinobigami


Joined: 16 Aug 2004
Posts: 7372
Location: Canada

PostPosted: Sun Sep 12, 2010 4:30 pm    Post subject: Next Update (Yes, we can) Reply with quote

...has cheeseburger(s).

    New:


    Feats:
  • Concealed Technique [Meta-Chakra]
  • Underhanded Technician [Meta-Chakra]

    Equipment:
  • Added Muscle Growth drug

    Techniques:
  • Kinjutsu: Seishinkugi (Forbidden Technique: Immortal Soul Sacrifice)
  • Kyujutsu: Kisshi (Bow Art: Basic Shot)
  • Ninpou: Kibaku Fuuda no Wana (Ninja Art: Paper Bomb Trap)
  • Ninpou: Shurikenjutsu - Renken (Ninja Art: Shuriken Skill - Shuriken Barrage)
  • Ninpou: Shurikenjutsu - Tarenken (Ninja Art: Shuriken Skill - Greater Shuriken Barrage)
  • Shinobi Hiken: Chakra Toushi (Shinobi Secrets: Chakra Sight)
  • Taijutsu: Dachi - Kakutou Waza (Hand-to-Hand: Stance - Grappling Style)
  • Taijutsu: Juuryuu - Risai Butsu (Taijutsu: Ten-Ton Style - Lariat)
  • Taijutsu: Juuryuu - Rairi Nettou (Taijutsu: Ten-Ton Style - Lightning Plow Cleaver)
  • Taijutsu: Juuryuu Nage - Ganso Bakudan (Taijutsu: Ten-Ton Style Throws - Powerbomb)
  • Taijutsu: Juuryuu Nage - Raiga Bakudan (Taijutsu: Ten-Ton Style Throws - Lightning Crash Superbomb)
  • Taijutsu: Juuryuu Nage - Nodowa Otoshi (Taijutsu: Ten-Ton Style Throws - Chokeslam)
  • Taijutsu: Juuryuu Nage - Kubiwari Otoshi (Taijutsu: Ten-Ton Style Throws - Super Chokeslam)
  • Taijutsu: Juuryuu Nage - Tsuriotoshi (Taijutsu: Ten-Ton Style Throws - Bodyslam)
  • Taijutsu: Juuryuu Nage - Gokushou Tsuriotoshi (Taijutsu: Ten-Ton Style Throws - Supreme Bodyslam)
  • Taijutsu: Juuryuugyaku - Rairi Hangeki (Taijutsu: Ten-Ton Style - Thunder Plow Counter)

    Friends and Foes:
  • Added Remote Sensing
  • Messenger Birds

    Ninja Tools:
  • Added Chakra Current weapon seal
  • Added Concealing armor seal
  • Added Eluding armor seal
  • Added Flickering armor seal
  • Added Fragmentation armor seal
  • Added Gliding armor seal
  • Added Nullstep armor seal
  • Added Powerlift armor seal
  • Added Resilient armor seal
  • Added Restraining armor seal
  • Added Speed armor seal
  • Added Strength armor seal

    Gamemastering:
  • Added Huge optional village type


    Modifications:

    Basic Game Mechanics:
  • Elemental affinity now gives resistance against the element you are strong against

    Basic Classes:
  • Charismatic Hero now has Chakra Control as a class skill
  • Smart Hero now has Chakra Control as a class skill
  • Fast Hero now has Genjutsu as a class skill
  • Strong Hero now has Genjutsu as a class skill
  • Dedicated Hero now has Ninjutsu as a class skill
  • Tough Hero now has Ninjutsu as a class skill

    Feats:
  • Hachimon Tonkou feat renamed Initiate of the Eight Celestial Gates and now has prerequisites.

    Prestige Classes:
  • The Exarch's Medical Miracle can now only be used once per day, or benefitted from once per week

    Equipment:
  • Heavy and Light Vest armor removed (!!!)
  • Ninja Cloak armor placed by the Reinforced Suit (!!!)
  • Long Katana is now an archaic weapon (!!)
  • Fullblade is now an archaic weapon with special conditions (!!)
  • The shuriken and throwing knives are now treated as ammunition when thrown and for the purpose of enhancing them with seals (!!!)
  • A chakra control check is now required to charge exploding tags rather than setting them off.

    Techniques:
  • All Speed and Strength rank training now additional requirements
  • The cost to empower most techniques was reduced slightly: all fractions were eliminated (!!!)
  • Kairai Engeki: Kengakuryokou slightly altered.
  • Akuma no Tsubasa renamed to Hikiro Renken
  • En'en no Shuriken is now Kaen Shuriken
  • Edo Tensei technique reworked and updated. (!!)
  • Hakken and Inuhana no Jutsu now both have requirements
  • Kakusu Nioi mechanics reworked.
  • Esemono no Jutsu now has additional requirements.
  • Kakureimino no Jutsu and Meisaigakure no Jutsu have been slightly altered.
  • Gogyou techniques now renamed to Godai (Godai Taigeki and Godai Ransatsu)
  • The base cost of the Godai Taigeki and Godai Ransatsu techniques was reduced slightly.
  • Shinobi Hiken: Sakki can now be used to cancel out killing intent on oneself.
  • Koemane and Nakimane are now training techniques.

    Bloodlines:
  • The chakra cost paid during doujutsu implant process now allows the bloodline to be deactivated normally. (!!)
  • Child of the Wild now has the Boost Scent ability.

    Summoning:
  • Concept of summon tribes introduced
  • All animal summons as well as the Slug summon are now magical beasts (base attack bonus remains unchanged)

    Epic:
  • The power ranks have been modified slightly

    Enhancement Seals:
  • The following enhancement seals power now only deal half weapon damage as energy damage: Acid burst, chilling, cold burst, earth shock, flame burst, hurricane force, pulsing, quaking, scorching, screaming burst, shocking burst, squalling, surging, tidal force

    Priority Chart:
  • (!) - Important
  • (!!) - Very Important
  • (!!!) - Must Read

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Last edited by Frankto on Thu Dec 09, 2010 10:15 am; edited 11 times in total
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Infinitus
Holiday Ninja


Joined: 25 Mar 2007
Posts: 1976

PostPosted: Wed Sep 15, 2010 4:10 am    Post subject: Reply with quote

I suggest for the next update, a version indicator. It is really a pain looking back and forth and using the windows file age as an indicator which release the newest one is.

You can probably start with any version you like.
I suggest:

Narutod20.zip Contains: ... Naruto_d20_v1.0.pdf...

That would really make things easier, I have like 5 maybe different PDFs here, because I did not clean properly.
Thanks.
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SirShadow
Biffu Aroi


Joined: 10 May 2009
Posts: 2654

PostPosted: Wed Sep 15, 2010 6:13 am    Post subject: Reply with quote

You COULD just rename it yourself... I mean... c'mon... that's what I do. I just name the new file Nd20.2 until I move over all the bookmarks I want, then delete the old one and whoosh, only one Nd20 file.

EDIT: Also, I just realized, are you asking him to help you be lazy? Razz
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Frankto
Shinobigami


Joined: 16 Aug 2004
Posts: 7372
Location: Canada

PostPosted: Wed Sep 15, 2010 2:16 pm    Post subject: Reply with quote

I'm looking for 4 wrestling-type move names that would be especially deadly if ever performed with intent.

Nothing involving the ring, the ropes, or any attributed names. For example, undertaker's "tombstone" would be a piledriver.

Any ideas? I already have the powerbomb and I have a special place in my heart for the lariat.

Also to note, I hate japanese and wrestling and katakana-go?. Now I have to figure out names that go with them, because I will never be caught adding the Powaabomu, the Rariatto or the Pairudoraiba to the main file.
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SirShadow
Biffu Aroi


Joined: 10 May 2009
Posts: 2654

PostPosted: Wed Sep 15, 2010 3:56 pm    Post subject: Reply with quote

oh c'mon, they're just trying to adopt references from english because no equal word exists in their language Razz I mean, that's practically how english came into existence!

And now I wish I paid more attention to my WWF-loving friends Confused
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Frankto
Shinobigami


Joined: 16 Aug 2004
Posts: 7372
Location: Canada

PostPosted: Wed Sep 15, 2010 4:50 pm    Post subject: Reply with quote

I borrowed Smackdown vs. Raw 2009 from a friend, but... well, it looks fake as hell, so that doesn't help.
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Sacredstorm
Genin


Joined: 13 Nov 2007
Posts: 49

PostPosted: Wed Sep 15, 2010 4:58 pm    Post subject: Reply with quote

You'd imagine wrestling would help in this regard...I guess not:

Full nelson---can break a neck if enough pressure is applied to the neck.

DDT---staple finisher from what I remember.

Backbreaker---tautological.

Suplex---well-known move.

Window's Peak---bringing gender equality to my post.
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Jiggy
Genin


Joined: 19 Jan 2009
Posts: 31

PostPosted: Wed Sep 15, 2010 6:50 pm    Post subject: Reply with quote

As a former (and still occasional) watcher of wrestling, I can think of a few, some of them are kinda flashy, though...

Dragon Suplex: A combination of a Full-Nelson and a German Suplex, slamming the opponent on directly on their neck while still holding the Full-Nelson.

Double-Knee Facebreaker: Grabbing the opponent by the head and driving their face directly into one or both knees with great force.

Vertebreaker/Kudo Driver: Back-to-back double-underhook piledriver. Probably much easier to show than to describe. Probably way too lengthy/flashy though. Still, it's quite a dangerous move even but Pro-Wrestling standards.
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Frankto
Shinobigami


Joined: 16 Aug 2004
Posts: 7372
Location: Canada

PostPosted: Wed Sep 15, 2010 10:23 pm    Post subject: Reply with quote

Also, if you guys can think of ideas for said wrestling names?that is, english names that could translate to japanese well, unless you have a passably decent japanese?they would be welcome. Especially for the powerbomb and the lariat, which will both have a greater, more Raikage-and-his-Brother version.
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Felix_Zyphros
Shinobigami


Joined: 06 Jun 2006
Posts: 1049
Location: Village Hidden in the Night

PostPosted: Tue Sep 21, 2010 9:42 pm    Post subject: Reply with quote

Maybe we could move towards giving more skillpoints to the 3+int classes?
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Fear is the little-death that brings total obliteration.
I will face my fear.
I will permit it to pass over me and through me.
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Where the fear has gone there will be nothing.
Only I will remain.

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Infinitus
Holiday Ninja


Joined: 25 Mar 2007
Posts: 1976

PostPosted: Wed Sep 22, 2010 4:38 am    Post subject: Reply with quote

Increase your Int?

I have no idea of wrestling... but...
http://en.wikipedia.org/wiki/Professional_wrestling_attacks

I just realize Bee did kinda this one:
Wikipedia wrote:
Crooked arm lariat

The crooked arm lariat is performed when an attacking wrestler runs towards an opponent with the arm bent upward at the elbow 60?90 degrees and wraps his arm around their head forcing them to the ground.

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Frankto
Shinobigami


Joined: 16 Aug 2004
Posts: 7372
Location: Canada

PostPosted: Wed Sep 22, 2010 7:35 am    Post subject: Reply with quote

I'm not increasing the skill points of classes.

I've also obviously read that. Give me some credit...


And I know what a lariat is.
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Frankto
Shinobigami


Joined: 16 Aug 2004
Posts: 7372
Location: Canada

PostPosted: Wed Sep 29, 2010 10:08 pm    Post subject: Reply with quote

Updated the list with some of the new stuff. Keep the suggestions for enhancement seals coming in the new thread.
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Anaxagoras1729
Genin


Joined: 19 Jul 2010
Posts: 1

PostPosted: Wed Oct 06, 2010 6:53 pm    Post subject: Lightning Release Armor Reply with quote

Say, if you are adding Raikage-style wrestling moves, are there any plans for anything like the Lightning Release Armor?
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Frankto
Shinobigami


Joined: 16 Aug 2004
Posts: 7372
Location: Canada

PostPosted: Wed Oct 06, 2010 6:54 pm    Post subject: Reply with quote

Not yet, no. It's possible.
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Brightblinder
Kage


Joined: 13 Aug 2010
Posts: 267
Location: Somewhere off the coast of...

PostPosted: Wed Oct 06, 2010 7:21 pm    Post subject: Reply with quote

I have a question, request type thing. Somewhat recently we have seen people besides Sasuke using lightning element chakra manipulation to strengthen their weapons. I think the current (I apologize if it's not so current and I'm just babbling like a moron.), design for chidori nagashi is no longer accurate. I think that actually it should be done like the elemental beatdown techniques and the techniques like them. Obviously that would require some work, since we really only know what wind and lightning chakra do when used with weapons. It's just a thought, but I think the options opened up by such a move would be very interesting.
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AnimeRedneck
Genin


Joined: 16 Jun 2009
Posts: 3

PostPosted: Tue Oct 12, 2010 9:23 pm    Post subject: Reply with quote

Try looking up an anime called Ultimate Muscle. It's got plenty of crazy anime style over the top wrestling moves.
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ultima22689
Kage


Joined: 15 Apr 2008
Posts: 285

PostPosted: Tue Oct 12, 2010 9:37 pm    Post subject: Reply with quote

Ah, ultimate muscle, that was a fun show, I could watch it again for it's silliness.
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Infinitus
Holiday Ninja


Joined: 25 Mar 2007
Posts: 1976

PostPosted: Sat Oct 16, 2010 4:35 am    Post subject: Reply with quote

I thought up some suggestions while sleeping.

The problem with Taijutsu. You all probably know what it is.

The following is described in the Naruto Manga:
  • You create chakra from your stamina.
  • Taijutsu moves use Stamina instead of Chakra, some actually use chakra but they are rare.


So I suggest doing the following: Seperating Chakra into a Chakra Pool with Chakra Points and a Stamina Pool with Stamina points.
Then do the following:
  • Every normal attack uses 1 Stamina; A full attack takes well 2 or 3.
  • Every attack deals equally damage to your hitpoints and stamina pool.
  • If the stamina hits zero you loose consciousness, additional damage is transfered to hitpoints.
  • Maybe add some easy global penalties like -1 at 50%, -2 at 25%, -5 at 10%


Stamina should regenerate fast like hell, like 1 point per minute of doing nothing.

Well or something like that. Reserves are fine, but it doesn't change the fact that you can spend all day hacking away a forest with fullpowered swings and probably succeeding in a big wood clearing without breaking to sweat.

Additionally that asks for a stepwise exhaustion system, instead of the normal fatigue/exhaustion stuff.

So I guess you won't do it.
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ultima22689
Kage


Joined: 15 Apr 2008
Posts: 285

PostPosted: Sat Oct 16, 2010 1:44 pm    Post subject: Reply with quote

That's a good idea, I think that would serve to make ninjutsu users more varied as well. Not having to choose between taijutsu and ninjutsu concerning chakra would allow for more options in combat while not unbalancing anything.

Don't know about the unconscious thing though. I think becoming fatigued/exhausted would be more appropriate.
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acerocker2468
Chuunin


Joined: 29 Dec 2008
Posts: 89
Location: Wandering

PostPosted: Sat Oct 16, 2010 1:59 pm    Post subject: Reply with quote

i like the idea of having a stamina bar, and a chakra bar
i think it makes taijutsu and ninjutsu users a little more balanced
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cmkawasaki
Lazy Programmer


Joined: 21 May 2005
Posts: 3388

PostPosted: Sat Oct 16, 2010 2:06 pm    Post subject: Reply with quote

I think the idea of a stamina bar would deteriate the game's experience. To be honest, it's utterly horrible - I'm playing a Taijutsu User, and I already am spenidng X chakra per battle to maintain speed/strength ranks. To make ordinary attacks cost 'stamina' is a game mechanic that could be done, but unless the cost is prohibitive, will go away as I continue to play, because it'll still be less than ninjutsu user's explosive costs.

Perhaps it's more preferable to increase the amount of chakra regained during a short rest? I mean, to be fair, I find that the chakra restoration rate causes more problems for battles throughout the day. We've been solving that by increasing the amount of chakra - but what if instead, we increase the restoration rate?
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Hito Hyuga
Shinobigami


Joined: 24 Nov 2008
Posts: 1432
Location: the shadows behind you

PostPosted: Sat Oct 16, 2010 2:11 pm    Post subject: Reply with quote

Infinitus wrote:
I thought up some suggestions while sleeping.

The problem with Taijutsu. You all probably know what it is.

The following is described in the Naruto Manga:
  • You create chakra from your stamina.
  • Taijutsu moves use Stamina instead of Chakra, some actually use chakra but they are rare.


So I suggest doing the following: Seperating Chakra into a Chakra Pool with Chakra Points and a Stamina Pool with Stamina points.
Then do the following:
  • Every normal attack uses 1 Stamina; A full attack takes well 2 or 3.
  • Every attack deals equally damage to your hitpoints and stamina pool.
  • If the stamina hits zero you loose consciousness, additional damage is transfered to hitpoints.
  • Maybe add some easy global penalties like -1 at 50%, -2 at 25%, -5 at 10%


Stamina should regenerate fast like hell, like 1 point per minute of doing nothing.

Well or something like that. Reserves are fine, but it doesn't change the fact that you can spend all day hacking away a forest with fullpowered swings and probably succeeding in a big wood clearing without breaking to sweat.

Additionally that asks for a stepwise exhaustion system, instead of the normal fatigue/exhaustion stuff.

So I guess you won't do it.


About all this would do is make people want to PvP more because they would know that the other person has a limit to what they can do, I purposely tell my players they can, never, attack another PC and if they do they just get stopped. PvP ruins games and this will just condone it. Yes, it would make the game more balanced but it is already hard enough to make a physical character because not everyone takes evasion, not everyone physical character can make a DC 20 will save vs genjutsu some physical characters can just take hits repeatedly.

All this would do is make a Taijutsu/Ninjutsu hybrid in practical even though there are several techniques that can allow someone to do both, because when you run low of stamina and then chakra, you truly are boned and those ninjutsu users who have taijutsu capability will really lose out in the end. It was a good attempt, but there is just to many ways it'll still favor Taijutsu users, especially the tough hero. He'd have an insane stamina and chakra pool, it'd be Naruto on steroids.
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acerocker2468
Chuunin


Joined: 29 Dec 2008
Posts: 89
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PostPosted: Sat Oct 16, 2010 2:11 pm    Post subject: Reply with quote

hmm i see what you mean cm..
i would make the game more complicated and seem to make it tooooo realistic.. i mean this is a anime... but yeah maybe chakra restoration is the way to go
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Hito Hyuga
Shinobigami


Joined: 24 Nov 2008
Posts: 1432
Location: the shadows behind you

PostPosted: Sat Oct 16, 2010 2:16 pm    Post subject: Reply with quote

cmkawasaki wrote:
I think the idea of a stamina bar would deteriate the game's experience. To be honest, it's utterly horrible - I'm playing a Taijutsu User, and I already am spenidng X chakra per battle to maintain speed/strength ranks. To make ordinary attacks cost 'stamina' is a game mechanic that could be done, but unless the cost is prohibitive, will go away as I continue to play, because it'll still be less than ninjutsu user's explosive costs.

Perhaps it's more preferable to increase the amount of chakra regained during a short rest? I mean, to be fair, I find that the chakra restoration rate causes more problems for battles throughout the day. We've been solving that by increasing the amount of chakra - but what if instead, we increase the restoration rate?


Now this I agree with, increased restoration rates would easily solve the problem.
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Infinitus
Holiday Ninja


Joined: 25 Mar 2007
Posts: 1976

PostPosted: Sat Oct 16, 2010 3:08 pm    Post subject: Reply with quote

Hito Hyuga wrote:
About all this would do is make people want to PvP more because they would know that the other person has a limit to what they can do, I purposely tell my players they can, never, attack another PC and if they do they just get stopped. PvP ruins games and this will just condone it. Yes, it would make the game more balanced but it is already hard enough to make a physical character because not everyone takes evasion, not everyone physical character can make a DC 20 will save vs genjutsu some physical characters can just take hits repeatedly.

All this would do is make a Taijutsu/Ninjutsu hybrid in practical even though there are several techniques that can allow someone to do both, because when you run low of stamina and then chakra, you truly are boned and those ninjutsu users who have taijutsu capability will really lose out in the end. It was a good attempt, but there is just to many ways it'll still favor Taijutsu users, especially the tough hero. He'd have an insane stamina and chakra pool, it'd be Naruto on steroids.


Why would it encourage PvP? Because Taijutsu users are limited? Please. Having the ability to keep attack infinitly is definately worse than givning someone a limitation.

1h = 60 Stamina, running low on stamina? Impossible, except for prolonged battles.

Fighting a war is not straining, after 3h of constant fighting against Genin you are still up the heels as a taijutsu user, while ninjutsu users are scratching their last reserves, fair? No.

It wasn't meant to balance it in a short time battle but in rather long term ones.

cmkawasaki wrote:
I think the idea of a stamina bar would deteriate the game's experience. To be honest, it's utterly horrible - I'm playing a Taijutsu User, and I already am spenidng X chakra per battle to maintain speed/strength ranks. To make ordinary attacks cost 'stamina' is a game mechanic that could be done, but unless the cost is prohibitive, will go away as I continue to play, because it'll still be less than ninjutsu user's explosive costs.


Would it? Why? I don't think it is just that horrible, the only thing is bad that it requires additional bookkeeping as the reserves do, which it should replace.
Well I thought of stamina being like up to +100% of the hp, so it is not really prohibitive, it is wearing you out.

cmkawasaki wrote:
Perhaps it's more preferable to increase the amount of chakra regained during a short rest? I mean, to be fair, I find that the chakra restoration rate causes more problems for battles throughout the day. We've been solving that by increasing the amount of chakra - but what if instead, we increase the restoration rate?


No. That would definately not solve the issue that Ninjutsu-Jounin are screwed after battling Genins for three hours, while Taijutsu-Jounins still have nearly no problems, because it doesn't wear them out.
Increasing the restoration rates would make benefit them both equally from it.
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Hito Hyuga
Shinobigami


Joined: 24 Nov 2008
Posts: 1432
Location: the shadows behind you

PostPosted: Sat Oct 16, 2010 3:28 pm    Post subject: Reply with quote

Infinitus wrote:

Why would it encourage PvP? Because Taijutsu users are limited? Please. Having the ability to keep attack infinitly is definately worse than givning someone a limitation.

1h = 60 Stamina, running low on stamina? Impossible, except for prolonged battles.

Fighting a war is not straining, after 3h of constant fighting against Genin you are still up the heels as a taijutsu user, while ninjutsu users are scratching their last reserves, fair? No.

It wasn't meant to balance it in a short time battle but in rather long term ones.


Except that HP should already do what you are saying, if we're fighting that long we've obviously been hit and should have lost a bit of HP Also, no reserves for Taijutsu users? That would be insane, most taijutsu users already do not have a lot of chakra and with the upkeep costs of the speed and strength ranks we'd be far weaker then any ninjutsu or Genjutsu user. This game would heavily favor the tough hero if such a thing was implemented as they have ways to get an insane chakra pool as it is, couple that with obviously having ways to get more stamina if it was implemented.

As for my PvP comment maybe you are lucky any your players don't want to establish that they are stronger then everyone else, but I constantly have to prevent PvP in my games. Seriously, HP already covers stamina well, anyone who runs low on HP should not be having an easy time fighting. If you are low on HP it's like being low on chakra, you have to be careful, more cautious, cause dropping to 0 hp is far worse than 0 chakra if someone can't heal you then dropping below 0 is far worse especially if you only have like 2 rounds till you die. You can't use an action point to get temporary HP, you don't get bonus HP from class, you can get low hp from bad rolls all the while chakra is a static increase per level with huge bonus' from ninjutsu classes, a high regen rate would benefit both but the standard ninjutsu user would gain more from that cause they would spam more ninjutsu.

Instead of asking for it to be implemented into the system why not post it up in community creations as a variant that can optionally be chosen by GMs, have it play tested, and see how it works. You might be able to come up with a high effective system through those tests. Just throwing it in here asking it to be part of the system is just not practical just because Taijutsu users can fight with normal attacks without chakra. Also, I've never had more then 4 attacks in a round with an unarmed fighter, I've even put every single high attack bonus classes into the generator and still, the max is 4 attacks.

Now if you mean swordsman who can get upward of 6 or more attacks, or the technique that grants an additional attack or the effects of speed ranks and strength ranks that is different but even a ninjutsu user can gain those and with more chakra to spare on them. A hybrid at that point would be scary.
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Infinitus
Holiday Ninja


Joined: 25 Mar 2007
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PostPosted: Sat Oct 16, 2010 3:41 pm    Post subject: Reply with quote

Hito Hyuga wrote:
Except that HP should already to what you are saying, if we're fighting that long we've obviously been hit and should have lost a bit of HP.

Right, the amount you are hit, is directly dependant on your Def, who has the higher Def, Ninjutsu users or Taijutsu ones? Right.
Aparently hp doesn't perform well in this case.

Hito Hyuga wrote:
Also, no reserves for Taijutsu users? That would be insane, most taijutsu users already do not have a lot of chakra and with the upkeep costs of the speed and strength ranks we'd be far weaker then any ninjutsu or Genjutsu user. This game would heavily favor the tough hero if such a thing was implemented as they have ways to get an insane chakra pool as it is, couple that with obviously having ways to get more stamina if it was implemented.

Reserves = Stamina (in what I suggested). Though obviously not derived the way they are now.
Except that a tough hero has lower ref and lower bab traded for what, more Stamina/Reserves and Chakra? Yeah right, he can do one normal attack more with that, he is favored. He spend a talent for that?

Hito Hyuga wrote:
As for my PvP comment maybe you are lucky any your players don't want to establish that they are stronger then everyone else, but I constantly have to prevent PvP in my games. Seriously, HP already covers stamina well, anyone who runs low on HP should not be having an easy time fighting. If you are low on HP it's like being low on chakra, you have to be careful, more cautious, cause dropping to 0 hp is far worse than 0 chakra if someone can't heal you then dropping below 0 is far worse especially if you only have like 2 rounds till you die. You can't use an action point to get temporary HP, you don't get bonus HP from class, you can get low hp from bad rolls all the while chakra is a static increase per level with huge bonus' from ninjutsu classes, a high regen rate would benefit both but the standard ninjutsu user would gain more from that cause they would spam more ninjutsu.

Oh wow, how that, my players only at top compete in battle against each other, like who kills more [i know this is stupid, but why should I spoil the fun?], but they do not want to fight each other.
Well as I pointed out, hp does not do a great job there. It is apparently insufficient as a game mechanic there.
Higher regeneration rates don't do the trick, that one is exhausted much faster than the other one.

Hito Hyuga wrote:
Instead of asking for it to be implemented into the system why not post it up in community creations as a variant that can optionally be chosen by GMs, have it play tested, and see how it works. You might be able to come up with a high effective system through those tests. Just throwing it in here asking it to be part of the system is just not practical just because Taijutsu users can fight with normal attacks without chakra. Also, I've never had more then 4 attacks in a round with an unarmed fighter, I've even put every single high attack bonus classes into the generator and still, the max is 4 attacks.

Maybe I will post it, somewhen, but most probably not, because I have determined that Franktos game is probably the last Nd20 game I am going to play.
I don't see what the other thing has to do with 'Taijutsu Users' won't be worn out by long/many easy battles in quick succession.

Hito Hyuga wrote:
Now if you mean swordsman who can get upward of 6 or more attacks, or the technique that grants an additional attack or the effects of speed ranks and strength ranks that is different but even a ninjutsu user can gain those and with more chakra to spare on them. A hybrid at that point would be scary.


No it would be not, because going into melee and getting hit is bad for your stamina.
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Shun
Shinobigami


Joined: 04 Apr 2006
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PostPosted: Sat Oct 16, 2010 3:49 pm    Post subject: Reply with quote

It would just add more unnecessary stats in my opinion. It may work if it's something your group wants but it's not something I'd use or enforce.
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Hito Hyuga
Shinobigami


Joined: 24 Nov 2008
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PostPosted: Sat Oct 16, 2010 4:35 pm    Post subject: Reply with quote

Anyway, the system would be a good optional rule but not an all out requirement, there are far too many issues with it.


Well, you may not have the issue of a players inciting pvp, if it were only about who got the most kills I'd not have an issue, but people build characters that even the smallest insult leads to a war between players, with me being the only one standing in the middle trying to stop it, but that is another issue for another discussion.

Also, if you've noticed, in most D20 systems Melee characters (as in any character that goes into melee) seems to work better because attacks aren't limited by expendable factors. That accounts for ninjutsu users, too. Some ninjutsu can have devastating effects if used properly even in melee. If a ninjutsu user can't adapt to a melee situation that is not the system's fault. I have to adapt to situation where I can't combat ninjutsu. Ever been in a small enclosed area and try a reflex save, it wont work. There is no way to avoid the technique so even evasion wont help you. On that note, i never play strictly taijutsu, I always have ninjutsu to rely on for when I am put into such a situation where I can't get into melee or where i am up against a superior melee fighter, and I end up winning. Nearly dead by the end of it and dangerously low on chakra but I live to fight another day.

Also, none of the players in my games that go pure ninjutsu have ever ran into these problems, ever. Why? Because they've long since learned that using all your chakra in one big attack in a bad bad idea just like melee character's have learned that rushing into melee is a bad idea when they get hammered by several attacks and can't evade, mostly when they get grappled by 4 or 5 shadow clones and then get hammered by Ninjutsu, high reflex and defense is useless there.

It is up to the GM to balance a game with idea of their own.
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