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“something looks reaaaally familiar with that new legendary Yveltal…”
Then it struck me. That pointed snout, those hooked-forward smooth horns, and that wide, flat tail, he’s based on the ASTRAL dragon from Breath of Fire IV!
Oh man I forgot I uploaded that! And now that link is dead forever….but hell yeah, I was looking for that image so this is still good!
Miss Karin Ganbaru!
Fortunately, this one HAS been translated. Haters need not apply!
INSTANT DEATH AWAITS ANY SEXUAL PREDATOR
Karin Kanzuki in the manga Sakura Ganbaru!, by Masahiko Nakahira. This manga was Karin’s first appearance.
I really wish megaupload wasn’t dead though, Sakura Ganbaru! is pretty good. If you can get a hold of it, give it a read, it’s really fun.
INSTANT DEATH AWAITS
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I’ve been enjoying D&D4e, I like having lots of options for my characters to pick but sometimes going through all of ‘em is a hassle. Especially between classes. It just bugs me that a Ranger and a Fighter, both martial heroes, will have entirely different powers that amount to a pretty similar effect like “You hit the guy a bunch of times”.
I’d like to see a general list of Martial Powers that everyone with that source can draw from. You can still keep them different based on how they interact with class features and also simply adding “If you are a Fighter…” or “If using a light blade…”
Say, an attack that does “2[w] , target is dazed”
-“If you are using a light blade, this attack targets reflex”- appropriate for Rogues, yes?
-“If this target is your quarry, make one additional attack against this target”- Hey, now its a Ranger power
-“If the target is marked, they are slowed after the daze wears off”- Contributes to Defender stickiness!
-“If you are a Warlord, an ally attacking this dazed target gains +X damage, where X is…” Warlord says “attack this dizzy guy!”
Functionally, nothing really changes, but for me it just becomes more readable, less space is taken up. This also leaves more room for illustrative art, have a guy getting whacked in the head and stabbed in the side. The perception of the power’s value increases. Instead of thinking “man, this is the same as that Fighter/Ranger/Rogue/Warlord power…” you think “Hmmm, I’m a Fighter, but this warlord option is also interesting…”. It’s worth increases fourfold. Interacting with Multiclassing… you could then get two benefits. Now your Fighter/Rogue has a brutal sneaking daze that leaves the foe feebly crawling away.
I like playing Street Fighter. There are attack types that get repeated such as the fireball, the anti-air uppercut, the spinning piledriver, etc. But they feel quite different on every character due to the minute differences between them and how they fit in their overall move set.
Another great part is how attacks naturally fit together. Say, Ryu has a leaping kick that can bounce his opponent off the wall and right into a dragon punch. If i were to dramatically rebuild the 4e system, I’d make encounter powers riders on At-wills (with the choice of doing the opposite too), so the combo effect comes into play. You could keep unique at-wills between the classes as there’s only 2-3 that never change, but share encounter/dailies with additional effects based on class abilities. This is what I find to be a good combination of “Class Distinction”+”Power cohesion”-“redundancy”
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CLASSIC D&D WASN’T ABOUT FIGHTING MONSTERS
IT WAS ABOUT GETTING RICH. MONSTERS JUST HAPPENED TO LIKE SLEEPING ON MONEY. KILLING THEM IS MERELY THE MOST STRAIGHTFORWARD OPTION TO HAUL OFF THEIR MATTRESS.
THIS DRAGON IS HUGE
HE HAVE HUGE HORDE
LOOT AND PILLAGE HIS HORDE
HE IS SMALL
HE HAS SMALL TREASURE, SMALL DRAGON STILL DIES
THIS DRAGON KIND OF MEDIUM
TREASURE NOT THAT BIG
BUT GOOD ENOUGH FOR ADVENTURER FIGHT DRAGON
KILL MONSTER, GET GOLD
GET GOLD, LEVEL UP
LEVEL UP, KILL BIGGER MONSTER
GET BIGGER GOLD
EVENTUALLY GET CASTLE/GUILD/TOWER/CLOISTER/NATURE RESERVE
SPEND GOLD, GET MORE GOLD
THIS IS TRUE D&D
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Sometimes the discussion of ‘realism’ comes up in games, particularly in combat (‘cause a lot of games we play are about fightin’). Maybe discussion is about wound charts or healing tables or whatever (in tabletop RPGS) or the lack of fireballs (in vidya games). But when I think ‘realistic combat’ I’m thinking more of the feeling it gives. Realism= the excitement of fighting in real life, realism= immersion. I want a game that has the same decision points as when I’m on the mat. That can be elaborated on another day. (by the way the answer is Street Fighter)
The topic today is “what are the components of a ‘realistic’ fight?” Good thing the mighty internet is filled with quotations and articles from masters of the field. The following is from an article about Count Combat (Maeda), who introduced Jiujitsu to Brazil:
According to Renzo Gracie’s book Mastering Jujitsu, Maeda not only taught the art of judo to Carlos Gracie, but also taught a particular philosophy about the nature of combat based on his travels competing and training alongside catch-wrestlers, boxers, savate fighters, and various other martial artists. The book details Maeda’s theory that physical combat could be broken down into distinct phases, such as the striking phase, the grappling phase, the ground phase, and so on. Thus, it was a smart fighter’s task to keep the fight located in the phase of combat that best suited his own strengths.
Distinct phases and distinct strengths and weakness. That’s sensible. In D&D you can see it as “archer shoots from a distance, sword-guy wants to sword, and maybe somebody knows how to grapple”.
Now check this out, the stat sheet of MMA champion Anderson Silva:
SLpM 3.18 TD Avg. 0.75 Str. Acc. 68% TD Acc. 78% SApM 1.35 TD Def. 69% Str. Def. 64% Sub. Avg. 1.18
SlpM= Significant strikes (that is a big meaty ‘lose Xd6 hit points’ blow) landed per Minute
Str. Acc= Strike Accuracy of course
SApM= Significant strikes Absorbed per minute, how often you get hit without going down. Sort of a measure of toughness, but it’s really best not to get hit.
Str. Def.= Strike Defense, how well you ward away those hits.
TD= take downs
Avg= how many landed per 15 minutes
Acc= accuracy of take downs
Sub= average submission attempts in 15 minutes.
Real world info, and it looks like something from an RPG. We can use this info to build an RPG based on the real world.
Stats are broken down even further with Specific Fight Statistics
where did the blows land?: HEAD, BODY, LEGS
from what position were the blows launched?: STRIKING DISTANCE (STANDING UP), CLINCH, GROUND
what kind of blows?: JAB, POWER
what kind of takedowns were they?: SHOTS (you tackle him), CLINCH (you grab the guy and drag him)
what positions were taken?: HALF-GUARD, SIDE, MOUNT, BACK
what submissions were used?
-CHOKE: TRIANGLE, ARM TRIANGLE, GUILLOTINE, REAR NAKED CHOKE
-LOCK: SHOULDER LOCK, ARM BAR, KNEE BAR, ANKLE LOCK
There you go. These are the core stats you can build realistic fighters out of as these are the measure of Real World Fighters.
What comes after this? The system to fit these components in of course, and that goes back to the beginning, Realistic Decision Points
… to be covered at a later time.
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Dungeons & Dragons 3rd edition was a popular and versatile tabletop RPG system enjoyed by many, allowing play from low level gritty struggles against orc marauders to epic struggles against the gods themselves.
By know it’s known that D&D begins to get wonky at the higher end of the spectrum, a great article explains it here: http://esix.pbworks.com/f/E6v041.pdf
Basically sixth level is the sweet spot, and the cap on ‘gritty’ fantasy. Think Lord of the Rings, Conan, heroes are mighty but still have mortal limits. .
I’m working on a group of classes made specifically for E6, inspired by the efforts done with G6 at: http://www.giantitp.com/forums/showthread.php?t=80811
While G6 is focused on going form level 1-6 in a single class, or entering a Prestige Class, my focus is on broad core classes and a multiclassing system that works. I’m aware of the weirdness in 3e (+0BAB, jacked defenses, etc.) so of course building this from the ground up will have its affects.
An outline of my plan
Core Class and the D&D abilities they include
-Fighting Man (fighting styles, rage, ki)
-Mage-User (bloodline/studied magic)
-Rogue (backstab effects, traps, skill mastery)
-Priest (divine magic, paladin abilities, smiting)
-Shaman (nature magic, shapeshifting)
There will be feats for iconic D&D abilities unclocked by multiclassing ex: “Fighting-man1/Priest1->Smite” to build a Paladin concept.
As you can see I’m leaning towards the latter. Because they cap at 6, each level will have a lot of weight. It also is a nod to old D&D where paladin powers were only achieved at high levels after much questing.
But to start off with “Paladin” or “Bard” types at level 1, I am designing a Feat that gives you a minor ability (lay on hands, cantrips) but your next level up will have to be in Priest or Magic-User to fulfill being a Paladin and Bard.
This feat would be absorbed into the new class, so after you achieve Priest1 it can be respent on something relevant to your new Hero concept. Having a goal in mind for what you’re aiming for makes it feel more organic.
So a Fighting-man level 1 on the path of Paladinhood may be able to Lay on Hands
while his buddy at level 1 is focused on slaying. When they both reach Hero level 2, the Fighting-Man/Priest has the divine favor of Paladin, while Fighting-man2 has the advanced skill of one dedicated wholly to martial pursuits.
More to come.