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Post by Arc on Jan 31, 2005 1:25:21 GMT -5
Technique is going to undergo a pretty massive change, due to Shin and my discussion of Forms in the Rules thread. The new stuff will end up here.
Incantations and Technique are getting a little out of hand in the same thread together. We'll use the New Rules thread for discussion and refinement on the rules but lets post the finalized rules in their own threads.
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Post by Shinigami on Jan 31, 2005 17:33:12 GMT -5
Not a bad idea. Now then, as Aeos and I have been talking offline about certain aspects of the Technique system, it would probably be best to get them out right about now.
First off, there are still three Forms of Techniques: Physical, Elemental, and Metaphysical. There are four Schools in each Form, to be covered later. And, there are currently "multiple" Disciplines in each School.
For each School, there is a feat that must be taken beforehand to be able to gain ranks in that Form and School. There _may_ be three separate skills for each Form, but each character's ranks in any School of one Form will work synergistically(if such a word exists.)
Every Technique skill is cross-class for every class, and each Discipline has differing Techniques, the entire point of this endeavor. It costs two ranks in each Physical Discipline to gain a new Technique in its line, three ranks in each Elemental Discipline, and four ranks in each Metaphysical Discipline. This explains the increasing difficulty and power of the three Forms, and works to even them out slightly.
The Physical Form's four Schools are Karate, Judo, Kung Fu and Muy Thai, each with its own stance. The Disciplines of those Schools also all have their own stances, but certain Techniques will be cross-stance.
The Elemental Form's four Schools are Earth, Fire, Wind, and Water. They don't have stances, but they do have a system of Charges. Depending upon the level of Technique in a given School, it may take one to X-number of rounds to Charge an Elemental Technique. Once charged, though, the Technique can be stored and used any time. But, unless there are ratifications or special feats created later, a single character can only Charge one Technique at one time. There may be changes made to be able to chain Elemental Techniques, but that's not for certain.
The Metaphysical Form's four Schools are Illusion, Misdirection, Destruction and Alteration. They all have individual hand signals that must be performed shortly prior to use of a Metaphysical Technique, and each individual Technique will have three hand signals: School, Discipline, Technique(level of ability in said Discipline). Therefore, for the Metaphysical Form, either one or both of one's hands will be tied up in the formation of the Technique for a given amount of time.
Prestige classes or extra feats will be created to include weapon usage in the Technique system in case people really want to, say, backstab someone as a rogue from 30 feet away with a *normal* dagger.
The system itself will be based off DC's against one's Technique skill ability in whatever Form is being used. The DC will either be the opponent's AC or a standardized DC, depending on the effect of the Technique, with special additions per special situations.
Every Technique will be created to be modular, therefore can be linked with any other Technique(within reason. Sometimes Water and Fire won't mix.) to create a semimagical repertoire of abilities. An individual is never really meant to be able to master EVERYTHING, just the things they want this character to do in this setting. Mayhaps, a Fire, Alteration, Karate practitioner gets Flaming Hands, Blade Morph, and Solarplexus Elbow Strike(not set in stone by any means) to be able to jab somebody in the chest with their now flaming pike of an elbow, to name one single possibility.
Combinations are limitless, once again within reason, except for the fact that every single part of the combo must be checked(or, if the player so chooses, pool 3/4 of all three Forms' skill ranks and make one hardass DC{maybe}).
And, finally, Techniques do not "cost" anything while being used, but they can take a helluva long time to do right.
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Post by Arc on Jan 31, 2005 22:39:23 GMT -5
Awesome. Now, on the subject of how EXACTLY techniques work, I'll explain the rule of Additive combinations.
The basic idea is that the character that uses a Technique increaces some SPECIFIC number or roll on a single attack action.
An example of this would be a character with the Fire School adding 1d4 fire damage with a basic Technique.
Aside from the described changed in each Tech, the basic method of attack REMAINS THE SAME.
So a character using a Strike from Karate School may make an abolutely normal melee unarmed attack, EXCEPT that Strike allows that character to roll Technique Skill instead of Melee Attack for the Attack roll.
The basic method of attack will be a normal standard Unarmed Strike. This DOES make monks slightly better at Technique than other classes, but this follows since monk/martial arts type characters WOULD have the easiest time learning this, at the beginning. However, Improved Unarmed Strike is one feat, whereas a twentieth level wizard could pour so much power (simply from level alone) that the Improved Unarmed Strike feat becomes moot.
Improved Unarmed Strike is usefull but not neccessary for Technique. Improved Unarmed Strike allows a character to attack unarmed without incuring an attack of oppertunity. Unarmed attacks (of any kind) incur AO even agains a Technique, unless of course the character has Improved Unarmed Strike. This means that a character untrained in "normal" hand to hand combat is less adept at the fighting styles of Technique, however one can approach monk Technique ability with Improved Unarmed Strike.
Addititve combinations occur when a Technique is used (either in combination with an attack or with another technique). The Highest value for any given attribute is used for that attribute. A list of all attributes will be added, but if something doesn't appear on the list (or doesnt have anything similar to replace) the attribute is added to the effect. This makes Technique very flexible and extremely tactical.
Range Attack Roll Attack Bonus* Damage Roll Damage Bonus* Added Damage* Area Number of targets**
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Post by Arc on Mar 4, 2005 21:23:35 GMT -5
Beware the second revamp. Everything hereafter will be cohesive and be relatively final and workable. It shouldnt change much from this, now.
The number of feats:
players will need 1 feat for each Form in Technique. Each Form Feat grants the 4 Schools under it as Cross Class Skills, as well as Basic Form Attack and Basic Form Defense Abilities that relate to that Form. The Techniques each change a very small but specific part of that Basic Form Ability.
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Post by Arc on Mar 4, 2005 21:40:29 GMT -5
Physical Form - Fast Offense School
- Heavy Offense School
- Defense School
- Grappling School
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Post by Arc on Mar 4, 2005 21:46:37 GMT -5
Elemental Form - Fire School
- Water School
- Earth School
- Wind School
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Post by Arc on Mar 4, 2005 21:50:36 GMT -5
Metaphysical Form - Abjuration School
- Alteration School
- Misdirection School
- Destruction School
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