| Post/Author/DateTime | Post |
|---|---|
| Master_Vega12-06-07, 11:15 PM | In Fire Emblem: Path of Radiance, there is an ability you can give to some units called "Gamble". It cuts your unit's hit chance in half until your next turn, but it also doubles the unit's critical range until then. Here are my two attempts at recreating it in the style of the Tome of Battle, please give me your opinion on which one works better (feedback on how to make it work would also help): Gambling Strike (Strike) (Either Diamond Mind, Iron Heart or Tiger Claw) Level: (something 2) Initiation Action: 1 standard action Range: Melee Attack Target: One creature The battle is lasting too long; despite your best efforts your target's defense is too strong, too varied. You must stop this before you or one of your allies falls. Then you see it, the slightest opening in your foe's armor; if you could just twist your blade to slide through the gap, you might cut to his heart. It's risky and your attack may simply bounce off, but what other choice is there. You duck his next strike and move in, eyes on that single weakness; finally you strike, driving your steel through his defenses and ending his life in a single blow. You are lucky, and you know it. In a desperate, though calculated attempt to cut a durable opponent down, you take make a risky attack at a vital spot. This strike is made with a 50% miss chance, as though your target were affected by the Displacement spell, but your critical range doubles in size. Special: this maneuver stacks with the effects of Keen weapons. Gambling Advance (Boost) (Same) Level: (something 5) Prerequisites: (Two of the selected discipline's maneuvers) Initiation action: 1 swift action Range: Personal Target: You Duration: 1 round Forsaking your normal, better distributed fighting style, you track several weak points in your opponent's armor. If you can get passed the man's armor, the battle could end in seconds. You calm your mind in preparation for your next series of attacks. It begins quickly after that, with you moving cleverly around your opponent, striking twice. The first hit glances off of his armor, but the second sinks beneath. He falls, a victim of fortune. His comrades charge you angrily, and you know you must keep your calm... but your mind is still geared for hitting difficult targets; when one steps passed you, you strike through the gap in his shoulder block into his spine. He falls as well, and you face the remaining foe before your normal tactics return to mind. Sometimes the rewards outweigh the risks. You occasionally test the odds and change your form to better utilize this. Until your next turn, your attacks are made with a 50% miss chance, as though your target were affected by the Displacement spell, and your weapon's critical threat range is doubled. Special: This maneuver stacks with the effects of Keen weapons. I think the second maneuver is overpowered, but maybe it's more balanced at higher levels. Edit: Here's another maneuver in the style of my favorite Fire Emblem character: Lyndis, Lady of the Plains. Wrath of the Plains (Ironheart, Daimond mind or Tiger Claw) Level: (something 9) Prerequisites: (four of the selected discipline's maneuvers) Initiation action: 1 full-round action Range: Personal Target: One Enemy Your foe's gate reveals to you that he is a veteran, worthy of your strongest skill. You grin slightly as he nears you, his great axe raised high in preparation for a powerful blow. You are disappointed by his slow and obvious attack so you turn away to give him an edge. He needs it. The opponent is obviously confused, perhaps staggered by anger, perhaps as he has yet to move closer. That is fine; he does not need to be close. He has witnessed his last clear vision, five separate images of you moving in synchronization... and then you scatter. Time slows and you cut him so quickly, so many times that he will never be able to count your strikes. You have become invisible in your speed, and when you appear again it is in the same spot as you were before, back facing your fallen foe. You sheath your sword, victorious. Your reflexes reach untold heights and you attack your foe fiercely. For this round you gain two attacks for every one attack you have. Each second attack is at the same bonus as the attack one before it (a 20 BAB character would have a +20, +20, +15, +15, +10, +10, +5, +5). Your opponent may be up to ten feet away when you use this maneuver. What do you all think? |
| AngelDust Anderson12-07-07, 01:01 AM | Very underpowered. By cutting your chance to hit in half you won't actually hit, even on the rolls that are now critical threats. Maybe a better choice would be to give a miss chance instead of the penalty to attack. That could represent the reduced accuracy while retaining the use of the maneuver. Also does this stack with improved critical? It stacks with keen so logically... |
| Master_Vega12-07-07, 01:14 AM | I was thinking about that... so give it a 50% miss chance then? With that 50% miss chance, will this maneuver be overpowered, underpowered, or balanced? As for stacking with Improved Critical, yes, but since Improved Critical does not stack with Keen already, you can't have this ability stack with both Keen and Improved Critical at once... or rather you can, but you'll just take whatever bonus is greater out of the two (probably Keen) and go with that. :P Edit: I'm also wondering what discipline this maneuver would fall under... perhaps a new, rogue-ish one if I take the time to make a full maneuver progression... hmm... and a sublime rogue... :evillaugh |
| Master_Vega12-07-07, 04:43 PM | Sorry to double-post, but I've added a second Fire Emblem inspired maneuver. What do you think? Should I make it more powerful? In the game, that was Lyndis' (one of the three main character's) critical hit. |
| bkdubs12312-07-07, 04:56 PM | With the 50% miss chance the level 3 maneuver one is still probably underpowered. You can probably make it a 2nd level or even a 1st level maneuver. The 5th level boost however is perfectly fine. I might make a 4th level maneuver, but its fine as is. The 9th level maneuver you posted might be underpowered, I can't tell. The 9th level Diamond Mind manuever already gives you two full-round actions (which don't have to be attacks). Maybe make it a counter that allows you to make a full-round action, or at least a full attack action, as an immediate action. That'd be pretty awesome. |
| AngelDust Anderson12-08-07, 07:41 AM | As it is the 9th level maneuver is underpowered, and too similar to the diamond mind capstone. How about you make is so that you gain the effects of a mirror image spell for 1 round, as a boost, with the bonus that they each do half damage and can flank? Probably not 9th level then. |
| Master_Vega12-08-07, 11:43 AM | As it is the 9th level maneuver is underpowered, and too similar to the diamond mind capstone. How about you make is so that you gain the effects of a mirror image spell for 1 round, as a boost, with the bonus that they each do half damage and can flank? Probably not 9th level then. I think that's a cool idea, and agree. How would I write that mechanically? (or is the Mirror Image spell in the PHB or something?) |
| AngelDust Anderson12-08-07, 07:19 PM | Mirror Image is in the PHB. Give me some time to think and I can hopefully help with the wording. |