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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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I'm working on this custom special ability. I'm hoping for input from everyone and some advice from the V-Set guys would be especially nice to have. Continued Paralysis: A living enemy hit by this character's attack is considered activated this round; save 11. On a failed save, the paralyzed character can make a save attempt once per round thereafter until a save is made restoring movement; save 11 Some thoughts I had are if the save is failed initially, that the restore movement save should be higher. Like save 16. Or keeping this as is and making a more powerful SA named something like Advanced Continued Paralysis which would be all save 16's. I'm thinking this would be a good Bounty Hunter or Sith SA. But I'm also wondering if it's a little too overpowered. So please let me know what you guys think.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/27/2008 Posts: 832
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Your new special ability to me looks like Paralysis with the lasting effects of Force Corruption. Very potent.
Continued Paralysis: An Living enemy hit by this character's attack is considered activated this round, and is Paralyzed; save 11. Each time the Paralyzed character activates, it must attempt a save of 11. On a failure, the character is considered to have already activated, loses a turn and remains Paralyzed. On a success, it is no longer Paralyzed and may activate as normal.
For reference see below:
Paralysis
Card Text
A living enemy hit by this character's attack is considered activated this round; save 11
Glossary Text
If this character hits a living enemy, it can temporarily paralyze its prey. The target is treated as having been activated this round; in effect, it skips its turn. The target can avoid this effect with a save of 11.
Force Corruption
Card Text
Force 1, replaces attacks: range 6, non-Droids only: 10 damage, and target is corrupted. Each time the corrupted character activates, it must attempt a save of 11. On a failure, that character takes 10 damage. On a success, that character is no longer corrupted.
Glossary Text
(Force; 1 Force point) Instead of making its normal attack or attacks, a character using this Force power deals 10 points of damage to a non-Droid enemy within 6 squares. This follows all the usual rules for choosing a target. The target also becomes corrupted. Each time the corrupted character activates, it must attempt a save of 11. On a failure, the character takes 10 damage and remains corrupted. On a success, it takes no further damage and is no longer corrupted. The effects of Force Corruption do not stack; use only the highest-cost version affecting the target. Using Force Corruption is not an attack and does not require an attack roll.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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R5Don4 wrote:Your new special ability to me looks like Paralysis with the lasting effects of Force Corruption. Very potent.
Continued Paralysis: An Living enemy hit by this character's attack is considered activated this round, and is Paralyzed; save 11. Each time the Paralyzed character activates, it must attempt a save of 11. On a failure, the character is considered to have already activated, loses a turn and remains Paralyzed. On a success, it is no longer Paralyzed and may activate as normal. Ah Yes! That's the wording I was looking for, thanks Don. Ya, I was going for potent but but overpowering. And thanks for the Force Corruption reference. I was going through the SA's and couldn't find that wording but that's exactly what I was looking for. Thanks man!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/4/2008 Posts: 1,441
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Sorry, didn't get here fast enough. I was going to post exactly what Don already did :). The way I would word something like this would be exactly using the ongoing force corruption rules. Here's a suggestion possible. Depending on what you want the character to actually do, you could make it movement only, complete turn as you've worded it here, or go full on and prevent even from taking AoO's - allowing only allies to do anything to the paralyzed guy - like combining jedi mind trick with corruption. I'd see paralysis doing something like that even.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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Cool beans, thanks for the input bill. Really got me thinking here. Ya, this will need some more work put into it to cover all the bases. I'm starting to think about changing it into a Force Power for a Sith, and something weapon based for a Bounty Hunter/Fringe character. I like the idea of combining it with Jedi Mind trick and going full blown with only allies being able to help the paralyzed character. That's pretty much what I had in mind, though again I was wondering if that is too overpowering? This is also where I'm thinking about having two different versions of it. Maybe one where the affected character is able to at least defend themselves with AoO. And a more powerful one where only allies can help the affected character. And it seems like it should have a restriction of say, a range of six squares for the attacking character. Sound about right? I wouldn't want a low point scrub fig combining fire and zapping the entire enemy squad from all the way across the map. Not even remotely realistic. That would just be annoying not to mention game breaking. It's funny how you get an idea in your head and try to make it work. You get this thought and that thought and you start to see an inkling of what goes into making an SA or Force Power work in game. Kinda gives you a new found respect for the people who brought us this game and the people who are trying to keep it going for us.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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And with the current wording you should only give this to a melee character, unless you make it range six like virulent poison darts, also a way to balance it out if you want it to be save 16, is make it a replaces turn ability.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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General_Grievous wrote:And with the current wording you should only give this to a melee character, unless you make it range six like virulent poison darts, also a way to balance it out if you want it to be save 16, is make it a replaces turn ability. Hey man, good to see ya on again bro, it's been a while. Ya, those sound like the way to go with this. With it being so potent I really feel like it needs some healthy restrictions.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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SquelchDog wrote:General_Grievous wrote:And with the current wording you should only give this to a melee character, unless you make it range six like virulent poison darts, also a way to balance it out if you want it to be save 16, is make it a replaces turn ability. Hey man, good to see ya on again bro, it's been a while. Ya, those sound like the way to go with this. With it being so potent I really feel like it needs some healthy restrictions. Thanks good to see you to brother. And cool ability idea
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