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| #1heathan_v20Jan 31, 2010 17:11:27 | Ok so here goes I plan on setting up all the at-wills bonuses and effects eventually so I will have a few reserved spots for powers and feats. So let me begin by saying I wanted to give thanks to Dreamstryder for their thread, which inspired me to make this one. This is by no means a complete list and will be updated as much as possible. I will try to give each and every power 5 options for Limit Breaks. I will try to create a comprehensive list of feats that trigger and expand the options availible for Limit Breaks. So lets start by explaining, what is a Limit Break. A Limit Break is an option that becomes availible to players randomly in combat when some key event takes place that allows them to exploit their abilities. Limit Breaks are not as powerful as encounter powers, but are more powerful then standard at-wills. Basically a Limit Break allows someone to modify an at-will power. Anyways here are the basic design concepts for a Limit Break and how they work. Remember this is a crude concept and I will start working on everything ASAP, starting with the at-wills in the PHB, then the PHB2, and finally the two campaign setting books. Anyways have fun and hope this gets the wheels turning. LIMIT BREAKS Limit Breaks are a random event that takes place during combat. They are at-wills that are charged with heroic power of the characters. Certain skills and powers can increase your chances of getting a Limit Break, others increase the power of your Limit Break. How a Limit Break Works
Designing a Limit Break All players will be allowed to pick 3 choices on how to upgrade their At-Wills for their Limit Breaks. However there are probably infinite possibilities that can be made, but only 3 choices will be available to them when they get a Limit Break. These options are as follows but are not limited to these choices:
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| #2heathan_v20Jan 31, 2010 17:14:37 | At-Will Options reserved. Artificer Limit Break Options Aggravating Force
Ethereal Chill
Magic Weapon
Static Shock
Thundering Armor
Unbalancing Force
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| #3heathan_v20Jan 31, 2010 17:16:33 | At-Will Options & Feats reserved. |
| #4heathan_v20Feb 01, 2010 8:24:37 | Please feel free to leave suggestions and comments. Also I wanted to note a limit break should be the equivalent of a Psionic At-will using 1 Power Point (from what I can take 2 Power Points on an at-will make it equal to an encounter power). Also another question how to handle Psionic Classes and Power Points???? |
| #5olfactatronFeb 01, 2010 13:23:32 | Seems like it adds a lot of complication without significantly improving the game. At paragon you can pretty much toss the system out the window since at-wills might be used once during a fight, unless you have optimized at-wills in some fashion. I think this would be a neat system if you got rid of encounter powers all-together. |
| #6nu_of_belthasarFeb 01, 2010 15:30:15 | Yeah, since the bonuses are entirely random, it would make the game more chaotic (which is fine, if that's what you're going for). But limit break to me sounds like a reaction to some important event. What if instead of getting these points based on a dice roll every round, each character has a set of triggers? A few possibilities:
I also like the idea of scrapping encounter (and maybe even daily) powers and using this system instead. It would make battles much more manga-like - rather than pumping out all your best powers at the beging of a combat, you build up to them as you collect limit break points. |
| #7heathan_v20Feb 01, 2010 16:27:14 | Ummm Offact I'm sorry but I've played a few paragon level games, and our encounters wheren't just wham bam, over. We had to use at-wills, and they probably would've been a little bit funner if we had Limit Breaks. Actually Nu I planned on creating a goup of feats that triggered and improved the abilities of Limit Breaks. For instance in Paragon level I was thinking you could pick a feat that allows you to pick another ability to use on a limit break. For heroic tier, I was thinking of feats that triggered Limit Breaks. As I said this is still a work in progress. |
| #8heathan_v20Feb 03, 2010 14:58:30 | any more feedback? I'm actually going to be redoing some of the bonuses and such after alot of thought I broke down the classes by type as a summary on what they should do and how the bonuses should be applied. Anyways any additional feed back would be nice. |
| #9nu_of_belthasarFeb 03, 2010 15:18:54 | I think I would find the idea more compelling if it was more strongly tied to, well, fluff. Right now I see a lot of mechanics without a clear non-mechanical justification. |
| #10heathan_v20Feb 03, 2010 16:11:45 | actually I like fluff, but I'm not a big fan of it being set in stone. For instance take 3.5 Warlock...only chaotic or evil alignment...I hated that, and thought a Warlock of the Silver Flame was awesome, but you couldn't play one cause it was against the "fluff". I do like your idea though don't get me wrong. |
| #11nu_of_belthasarFeb 03, 2010 17:41:29 | Fair enough. For many of the domain feats, their bonuses and associated powers seem awfully arbitrary, and it can be difficult (if not impossible) to choose ones that fit your character both in flavor and mechanic. So I guess you could just provide this list as is and encourage players to explain the in-character reasons for their chosen limit breaks. |
| #12heathan_v20Feb 03, 2010 18:47:57 | Ya I tend to encourage players to write their own fluff (I normally play using maptools), I even allow them to often change some Keywords, Fire/Cold/Lightning/etc. Somethings in the game are pretty easy to edit and convert (radiant becomes necrotic and you have a necromantic power). Now like I said this is not a complete list and I will need help filling in the blanks, in making the bonuses fit not just the power but the classes. |
| #13heathan_v20Feb 12, 2010 9:51:49 | just a bump. |
| #14babyjFeb 12, 2010 15:35:37 | Overdrives, the Final Fantasy X version of the Limit Break, were, if you remember, triggered in different ways to build up to an Overdrive, based on what you did in combat. Limit Breaks ought to have always worked in this way I think, and should be triggered much like they were in FF X. This should probably be based on role, or the build that the character has chosen, but still be a choice on the player's part. And the trigger should be gradual, too, not just a 1 in 6 chance of a Limit Break. I propose..roll a Limit Break roll each time a trigger action occurs for that character (and this can be changed each time the character takes a short rest, to account for varying styles of play the character might choose along the course of an adventure). At a minimum, have one trigger per basic build per class (so 2 per class). This list would include things like... Control Effects and Spell Damage for Wizards (referring to Control Wiz, War Wiz, and the most common effects related to those builds, so Wizard with Control Effects Limit Break trigger selected, would then get a chance to build up to a limit break every time a spell is cast successfully which causes a status condition) Then, insetad of making it .16% chance to get a limit break, use a d4+2 roll to add to the characters Limit Break Points until the character has 20 Limit Break Points, no leftover (average once per 5 rolls, but possibly as little as 4 rolls, but never more than 7 rolls to achieve a limit break). Also, unused points carry over to the next fight, but leftovers once you hit 20 pts do not; until you use the Limit Break. Then have the limit break be like you described, but again pertaining to that character's role (a magnificent heal for the Cleric, or increase crit range for the Rogue, or magnified effects for the Wizard, for example). The effect probably couldnt be changed except perhaps once per level, to avoid having to write fluff for the reasoning each time. The idea came to me just now to allow a feat too based on this system..Brutal Limit Breaker, in which the character could never roll less than a 2 on a Limit Break Point roll. If say, someone wanted to be a frequent Limit Breaker. |
| #15heathan_v20Feb 12, 2010 22:15:44 | Well the reason I didn't do a new "attribute" or something like that, is I wanted to keep it fairly simple. In this case, it works just like a monster's recharge power. Sense most combats will last a "Turn" (old school D&D term for 10 rounds), then a player should get their Limit Break atleast 1 per encounter. However sense this isn't a game of 100% accuracy, sometimes they will get them 2 or 3 times an encounter and sometimes not at all. Also this allows for more "random" combat situations. It allows the players to, randomly expose weaknesses in monsters. I am however currently playtesting the rules with a group in a PbP they will soon get their first chance to test out their powers. I will update with more info and see how much of a diffance it makes. |
| #16babyjFeb 16, 2010 16:00:29 | Well the reason I didn't do a new "attribute" or something like that, is I wanted to keep it fairly simple. well, if thats the desired occurrence rate, make it a d10 roll when not already charged, and recharge on 10. Simple to determine that way. Speaking of simplicity, the effects of the limit break are not simple. You have something new for every power it seems! Best way to implement this would be to have a unilaterally applied benefit, so you can easily apply it to whatever power they are using. Maybe increase an effect's damage die (or healing die) by one size and give the players a double roll for attack (to ensure it isn't wasted), or instead of the reroll, make the power a Reliable power for the purposes of the Limit Break. As opposed to increasing ranges and all that, at least effect dice are easy to increase without having to rewrite powers' effects. |
| #17heathan_v20Feb 16, 2010 16:43:07 | Well like I said it works just like the monster Recharge in this case. Mathmatically speaking almost every turn 1 player should have a Limit Break, and in 6 rounds of combat every player should have used 1 limit break. I'm planning on increasing the effects of Limit Breaks a little bit, and making them almost the equivalent of Encounter powers. Atleast I'm thinking of going this way. Also I am thinking of breaking them down, less by power and more by Class/Role. Each class will have a specialty type where if players pick that type of Limit Break it will fit more with that role. The "secondary" role of classes will help define how each classes Limit Breaks work. However this is just an idea. For Instance: Controlers Bigger increases on status effects, AoEs, and forced movements. Defenders (not quit sure yet, regardless of what people say defenders are really just melee controllers with a strong affinty to a secondary role). Leaders Bigger bonuses to allies, added healing, and increased healing/temp HP bonuses. Strikers Increased damages. |
| #18babyjFeb 16, 2010 16:47:14 | Well like I said it works just like the monster Recharge in this case. Mathmatically speaking So many possibilities...so much work to make it uniquely affect each class. So I am guessing a simple change to a powers' effect simply won't work for ya eh? ![]() |
| #19heathan_v20Feb 16, 2010 19:19:26 | Well I can do that, but I think to lessen the complication that just straight up offering certain things...for one I need to find an Effect Progression chart...for example. Push/Pull become Slide, Slide becomes Teleport. Slow becomes Immobilized, Immobilized becomes Petrified???? Something along those lines, I think there is one out there but i'm not sure. |
| #20babyjFeb 16, 2010 23:24:38 | Well I can do that, but I think to lessen the complication that just straight up offering certain things...for one I need to find an Effect Progression chart...for example. PHB has plenty good descriptions to make that call yourself I'd say. Here's what I came up with as far as what is on pages 277 (Conditions) and 278 (Durations). I guess its a given most of this, but this is how I would rank it I think.. Conditions: Marked < Deafened < Granting Combat Advantage < Immobilized < Blinded < Dazed < Prone < Restrained < Stunned(aka Suprised) < Petrified < Dominated < Unconscious. Durations: Minor Sustain < Move Sustain < Until the Start of Your Next Turn < Until the End of Your Next Turn < Save Ends < Until the End of the Encounter. And as for damage, there is of course: Dmg < Increased Damage Die < Dmg + Ongoing Damage (save ends) < Dmg + Ongoing Damage (save ends, but failed save means more damage) |
| #21heathan_v20Feb 17, 2010 15:37:24 | Well I can't say I agree with your summary of conditions. For Instance, Dazed is worste then Immobilized. Immobilized just means you can't move, same goes for Marked and Granting Combat Advantage...however other then that those are pretty good synopsis. |
| #22babyjFeb 17, 2010 16:05:47 | Indeed. I musta been smokin crack when I typed that first part! More of an unintentional typo. I fixed em since that is definitely true on both accounts. |