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Carth Onasi, Old Republic Soldier Options
Dimetrodon
Posted: Tuesday, August 9, 2011 3:51:50 PM
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Weeks wrote:
carth has force for one reason. To limit his amount of intuitions he can use. This carth with intuition is crazy strong for just 29. You'd be looking at a high 30s cost for just intuition.

I was arguing against giving him force from the start, but take a step back and think about it in game terms. you get 2 rounds of intuition to play with or 2 rerolls of attacks and thats it. Carth having force is a bit odd, I'll grant you that. But look at it "game terms" and it makes scence.


I realize that but what about all the repercussions involved?
Weeks
Posted: Tuesday, August 9, 2011 3:55:03 PM
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Dimetrodon wrote:
Weeks wrote:
carth has force for one reason. To limit his amount of intuitions he can use. This carth with intuition is crazy strong for just 29. You'd be looking at a high 30s cost for just intuition.

I was arguing against giving him force from the start, but take a step back and think about it in game terms. you get 2 rounds of intuition to play with or 2 rerolls of attacks and thats it. Carth having force is a bit odd, I'll grant you that. But look at it "game terms" and it makes scence.


I realize that but what about all the repercussions involved?


Example please.
Dimetrodon
Posted: Tuesday, August 9, 2011 4:16:46 PM
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Weeks wrote:
Dimetrodon wrote:
Weeks wrote:
carth has force for one reason. To limit his amount of intuitions he can use. This carth with intuition is crazy strong for just 29. You'd be looking at a high 30s cost for just intuition.

I was arguing against giving him force from the start, but take a step back and think about it in game terms. you get 2 rounds of intuition to play with or 2 rerolls of attacks and thats it. Carth having force is a bit odd, I'll grant you that. But look at it "game terms" and it makes scence.


I realize that but what about all the repercussions involved?


Example please.


Vong reroll interaction
Jedi Hunter interaction
Receiving Force User based Commander Effects
Couldn't an enemy use Force Defense or Absorb on him
If there was a Force Ghost or renewal CE for OR wouldn't he be able to get renewal? Thats just wrong

a lot of advantages or disadvantages that shouldn't be there. I think I'm missing one I thought up earlier but this off the top of my head right now.
luke hates thrawn
Posted: Tuesday, August 9, 2011 4:19:00 PM
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I agree that intuition would send his point cost at least to the mid 30s. The 2 FPs can be quickly used up on his twin attack should he miss (as I found out). I played him in the RaR sealed tounament and won the whole darn thing. However i have not explored him in constructed old republic squads, and how well he would do outside of sealed. But as an individual piece i believe he is appropriately priced
qvos
Posted: Tuesday, August 9, 2011 10:27:56 PM
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All good points. And Yes, I think Juhani should be OR. but anyway, I'm just glad to have a Playable Carth Onassi. The 1st one left much to be desired in my mind.
billiv15
Posted: Wednesday, August 10, 2011 5:49:31 AM
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Dimetrodon wrote:
Weeks wrote:
Dimetrodon wrote:


I realize that but what about all the repercussions involved?


Example please.


Vong reroll interaction
Jedi Hunter interaction
Receiving Force User based Commander Effects
Couldn't an enemy use Force Defense or Absorb on him
If there was a Force Ghost or renewal CE for OR wouldn't he be able to get renewal? Thats just wrong

a lot of advantages or disadvantages that shouldn't be there. I think I'm missing one I thought up earlier but this off the top of my head right now.


You can make the exact same argument for Han Solo Scoundrel as well. Remember, these are abstractions and sometimes the abstractions will interact in odd ways. For example, should a character get jedi hunter when attacking Zuckuss??? Of course not. Jedi hunter should only work when fighting actual jedi, but in our game it just doesn't work that way. All of the things you brought up are totally legit reasons, and that's why I said my solution to Carth's design would upset some people. I'm perfectly ok with it. To work as I wanted him to, and to properly represent his skill and knack for getting out of bad situations (luck), this was the best course of action. When possible, we on the design team will use WotC's model as much as possible and remain as conservative as possible when making new abilities. We could have created a brand new stat called, "Luck Points" that work in the exact same way as FPs but don't count as force. Then we also would have to create a new ability called, "Lucky movement" that he could spend those points on to move just like Surprise move. Alternately, we could have bumped his cost up 10 points and given him intuition. Or we could have dropped SM entirely, and changed one of the central aspects of his character. None of those are particularly better choices and all represent either a loss of flavor equal to giving him the force and SM, or a game balance issue that we didn't want (high 30s cost for Carth).

Ultimately, you make the best of it. IF you simply do what I always did with Han Scoundrel and think of his force use as either "Luck Points" or some kind of natural latent force ability that he was never aware of, the abstraction doesn't bother you as much. Basically Carth should work a lot like Han Scoundrel, he should be able to reroll missed shots, should be able to use a limited intuition like ability, and should be able to reroll evades. And since I could get him to work exactly how I wanted him to feel with existing abilities that require a small abstraction in the player's mind, I went with it. And since there is a very good precedent for it in WotC's design (understandable that many people never liked it on Han over the years) that's how we went. When possible, stay conservative. That's what we always said we would do. I think when you play him you will realize that like Han Scoundrel he feels like Carth.
FlyingArrow
Posted: Wednesday, August 10, 2011 6:09:02 AM
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billiv15 wrote:

IF you simply do what I always did with Han Scoundrel and think of his force use as either "Luck Points" or some kind of natural latent force ability that he was never aware of, the abstraction doesn't bother you as much.


I think that's the best option.

"To understand canon and continuity, the overall Star Wars saga should be looked at as a set of stories written by many different people which "document" past "events." Although some stories are more reliable than others, they all are looked upon as part of the overall "history." It should also be remembered that all of these stories are simply that—stories. There are numerous errors that inevitably arise between the stories simply because different authors have their own ways of telling the story and may not have the time and resources to perfectly align the details. "
-Wookieepedia

As such, we have an incomplete history of a fictional world. Imagining that some 'lucky' characters are lucky because they use the force without realizing it (or anyone else realizing it) is well within the realm of (fictional) possibility.
Dimetrodon
Posted: Wednesday, August 10, 2011 8:19:37 AM
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FlyingArrow wrote:
billiv15 wrote:

IF you simply do what I always did with Han Scoundrel and think of his force use as either "Luck Points" or some kind of natural latent force ability that he was never aware of, the abstraction doesn't bother you as much.


I think that's the best option.

"To understand canon and continuity, the overall Star Wars saga should be looked at as a set of stories written by many different people which "document" past "events." Although some stories are more reliable than others, they all are looked upon as part of the overall "history." It should also be remembered that all of these stories are simply that—stories. There are numerous errors that inevitably arise between the stories simply because different authors have their own ways of telling the story and may not have the time and resources to perfectly align the details. "
-Wookieepedia

As such, we have an incomplete history of a fictional world. Imagining that some 'lucky' characters are lucky because they use the force without realizing it (or anyone else realizing it) is well within the realm of (fictional) possibility.


Well first off thats a wiki quote, and just as good as the next guys opinion, and all i have to say to it is, That's what Editors are for. And generally they don't do their job well, or just let endless retcons occur one after the next to make it easier. Sometimes those retcons fix things, sometimes they change things for the worst.

Lucky points would be too much of a change to the game. I know everyone wants to keep it on the same template as the WOTC game, so NO new mechanics is the right way to go. But I am sure an actual special ability could have been created to do it all better. Thats my bottom line this whole time pretty much.
Sashlon
Posted: Wednesday, August 10, 2011 8:34:58 AM
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Dimetrodon wrote:

Lucky points would be too much of a change to the game. I know everyone wants to keep it on the same template as the WOTC game, so NO new mechanics is the right way to go. But I am sure an actual special ability could have been created to do it all better. Thats my bottom line this whole time pretty much.


You're correct. I new SA could have been created. But the designers didn't need to because there was an existing precedent for how to do it. They followed that.
FlyingArrow
Posted: Wednesday, August 10, 2011 8:42:40 AM
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Dimetrodon wrote:
FlyingArrow wrote:
billiv15 wrote:

IF you simply do what I always did with Han Scoundrel and think of his force use as either "Luck Points" or some kind of natural latent force ability that he was never aware of, the abstraction doesn't bother you as much.


I think that's the best option.

"To understand canon and continuity, the overall Star Wars saga should be looked at as a set of stories written by many different people which "document" past "events." Although some stories are more reliable than others, they all are looked upon as part of the overall "history." It should also be remembered that all of these stories are simply that—stories. There are numerous errors that inevitably arise between the stories simply because different authors have their own ways of telling the story and may not have the time and resources to perfectly align the details. "
-Wookieepedia

As such, we have an incomplete history of a fictional world. Imagining that some 'lucky' characters are lucky because they use the force without realizing it (or anyone else realizing it) is well within the realm of (fictional) possibility.


Well first off thats a wiki quote, and just as good as the next guys opinion, and all i have to say to it is, That's what Editors are for. And generally they don't do their job well, or just let endless retcons occur one after the next to make it easier. Sometimes those retcons fix things, sometimes they change things for the worst.

Lucky points would be too much of a change to the game. I know everyone wants to keep it on the same template as the WOTC game, so NO new mechanics is the right way to go. But I am sure an actual special ability could have been created to do it all better. Thats my bottom line this whole time pretty much.


Bolded for emphasis. That's the whole point of the quote. Glad we agree. ThumbsUp
Dimetrodon
Posted: Wednesday, August 10, 2011 8:57:49 AM
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Sashlon wrote:

You're correct. I new SA could have been created. But the designers didn't need to because there was an existing precedent for how to do it. They followed that.


They didn't need to, sounds like some didn't want to at all, and then instead just took the easy route as I see it.
Knowing that people might not like or agree with it, as well as some of the Devs, I don't see why they didn't come up with something brand new instead.

I think using force points on characters this way is cheap trick, and shouldn't continue. A new better method should absolutely be created. Some well thought out special abilities that maybe apply in general to some characters or specifically to others. Depends on the character in question.

FlyingArrow wrote:

Bolded for emphasis. That's the whole point of the quote. Glad we agree. ThumbsUp


There is a fine line between fact and fiction and that wiki statement is certainly a valid opinion. But It seems more of a statement to cover up for potential errors and retcons due to bad editing and/or writing that will happen down the line. It gives people comfort with their knowledge.
billiv15
Posted: Wednesday, August 10, 2011 9:19:28 AM
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Dimetrodon wrote:

and then instead just took the easy route as I see it.
Knowing that people might not like or agree with it, as well as some of the Devs, I don't see why they didn't come up with something brand new instead.
Yep, we took the "easy way". Please, no insulting comments about our work. Nothing we do is "easy". It takes a ton of time, lots of play testing, lots of writing and rewriting, and what you call the "Easy way" is that we identified very early that this issue would come up. It came up with the first play testors to see the stats (David and Daniel). We went through the possibilities then and stuck with this. Then it came up again with the secondary PT. We went through it again, and again for the 3rd time, everyone more or less agreed this was the best way to handle it. So please, nothing was the "easy way". We chose what we believe to be the "Best way". You might not like it, I'm sure some others won't as well, but it is the best way. I described the other possibilities above. Do you care to comment on which one you think would have been better?

Dimetrodon wrote:
I think using force points on characters this way is cheap trick, and shouldn't continue. A new better method should absolutely be created. Some well thought out special abilities that maybe apply in general to some characters or specifically to others. Depends on the character in question.
And then we have dissonance with the entire history of the game. Care to give us an example? How could we adequately represent Carth with a limited intuition and represent his luck with one simple, easy to do Special Ability? Please write one and demonstrate how we took the "cheap trick". You can't ignore this and pretend like it's not an issue. Nor can you ignore that the game already uses this "cheap trick" just because you don't like it. Case in point, I absolutely hate how the Lightsaber +10 rules work. But I've still used them on characters and will continue to do so. Sure, I could write a SA called, "Lightsaber Attack" that does the same exact thing except adds that it's a melee attack. But that's an ability too close to what we already have, that simply makes the game more complicated than it needs to be. Remember, one of the critical design goals, keep it simple stupid. You don't add things just because you can, you do so because they are necessary. I don't view changing this precedent for basically 1 character at all worth it, especially when it would look stupid sitting next to Han Solo, General Greivous, Jarael, Aurra Sing, Mara Jade Jedi, etc.

You may not like the abstraction, that's fine, but unless you are prepared to answer all of the concerns I listed above and come to a best fit answer, then don't tell us how we should have done the job, or say that we have taken the "easy way" or done something "cheap". That's just mean, unnecessary and patently false. And with this, I've given my explanation of why Carth got 2 whole FPs, and I will not discuss it again barring answering a question or something in this thread.
dreadtech
Posted: Wednesday, August 10, 2011 10:11:49 AM
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Give him intuition and a new SA called luck.
Luck Points, Luck 2, can be used to re roll an attack or re roll a failed save.
Luck can be used in the same way as force points, as in once per turn for as many turns as you have points left

The difference between luck and force points would be that luck cannot be used to move extra squares.

Just an idea.

Anyway I have mentioned before that there are a few characters in this set I am not keen on, though this character was not one of them. Not that my opinion will count for much here, I can say set 3 IMO is a lot better.

As for myself Bill I know I have complained about a few characters this set, that however does not mean I dislike the whole set or do not appreciate all the hard work that has gone into this set. also I am still in favor and will continue to support the vsets.
Dimetrodon
Posted: Wednesday, August 10, 2011 10:14:44 AM
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billiv15 wrote:
Yep, we took the "easy way". Please, no insulting comments about our work.


I had apologized in advance and along side any comments I made in previous posts within this thread. I very greatly disagree with force points being continued to use the way they are. Now that the game is in your hands as well as the other new Devs, I didn't think we would see it again. But in WOTC run after it went on for a while you couldn't expect it to up and disappear. I'll say it again, I appreciate everyone hard work, and I don't mean to downplay anything, but I had to speak my mind on this matter.

Quote:
Nothing we do is "easy". It takes a ton of time, lots of play testing, lots of writing and rewriting, and what you call the "Easy way" is that we identified very early that this issue would come up. It came up with the first play testors to see the stats (David and Daniel). We went through the possibilities then and stuck with this. Then it came up again with the secondary PT. We went through it again, and again for the 3rd time, everyone more or less agreed this was the best way to handle it.

Fair enough

Quote:
So please, nothing was the "easy way". We chose what we believe to be the "Best way". You might not like it, I'm sure some others won't as well, but it is the best way. I described the other possibilities above. Do you care to comment on which one you think would have been better?


I already commented on Luck points that you mentioned, and I see no other method other than having an imagination based around Han Solo, Scoundrel. btw It is not the "Best" way, as that is just an opinion. All you have state is that you tried intuition and force points. What other methods did you guys try out? What other abilities had you considered using.

Quote:
And then we have dissonance with the entire history of the game. Care to give us an example? How could we adequately represent Carth with a limited intuition and represent his luck with one simple, easy to do Special Ability?


If the intent to represent him as lucky is to have an intuition type of ability, without the side effect of positive and negative force related effects then I can think of an easy way off the top of my head.

Lucky Intuition - If your initiative check is an odd number, this character can immediately move up to 6 squares before any other character activates

Now that surely represents Luck. Perhaps your own luck on the roll as much as Carth's, so lets just call it destiny. But it is a basic and easy example. If odd numbers only might be too often then change it to be more specific as seen fit. Say 2, 6, 10, 14, 18. Something more variable than a 50/50 chance. Lots of ways to do it.

How about this as save protection

Lucky Reactions - If this character fails a save with a roll of 1 to 5, he may reroll the failed save

Can always fiddle with the numbers to be specific ones, odds, evens and so on. It still represents a Lucky chance to have a reroll.


Quote:
Please write one and demonstrate how we took the "cheap trick".


I wrote one that demonstrates two Lucky type methods than handing out Force points. I believe both are better ways.

Quote:
You can't ignore this and pretend like it's not an issue. Nor can you ignore that the game already uses this "cheap trick" just because you don't like it.


aren't we taught to learn from past mistakes?

Quote:
Case in point, I absolutely hate how the Lightsaber +10 rules work. But I've still used them on characters and will continue to do so. Sure, I could write a SA called, "Lightsaber Attack" that does the same exact thing except adds that it's a melee attack. But that's an ability too close to what we already have, that simply makes the game more complicated than it needs to be.


Lightsaber should have been thought out better or had an errata to properly reflect what it actual does and represents. And if a second "Lightsaber Attack" was created, I don't see how it would be confusing. We already have multiple ranks of force powers that do different damage as well as different effects

Are people confused between Force Push 2 and Force Push 3? What about all the other damaging force powers that are similar, such as burst, thrust and so on? All similar in design, but with a different mechanic. All it takes is to read an ability to not be confused.

Quote:
Remember, one of the critical design goals, keep it simple stupid.


did you mean "stupid simple"?

Quote:
You don't add things just because you can, you do so because they are necessary. I don't view changing this precedent for basically 1 character at all worth it, especially when it would look stupid sitting next to Han Solo, General Greivous, Jarael, Aurra Sing, Mara Jade Jedi, etc.[quote]

You wouldn't be changing it for one character, you would be changing it for this one, and ALL future characters if the need ever arose again. How could the older pieces look stupid next to it? They would just have an older mechanic and still be quite playable I am sure. Unlike older Maces who are rendered LOLZ by the new one. Now that is looking stupid next to new stuff. And yeah thats a ball buster comment, so please don't take me serious on it Razz

p.s. Jarael was a depicted force user at the time of character creation for the game. She is easily justified.

[quote]You may not like the abstraction, that's fine, but unless you are prepared to answer all of the concerns I listed above and come to a best fit answer, then don't tell us how we should have done the job, or say that we have taken the "easy way" or done something "cheap". That's just mean, unnecessary and patently false.


Unnecessary and mean I suppose, but not false as it is my opinion on how that specific matter was handled. You have brought it to our attention that it was greatly tested and debated. I don't ignore the hard work that went into testing and trying various methods. But the end all is to use what has become an easy way out trend created by Rob, instead of making something new when the option was absolutely there. I'm surprised there was never a Fix within WOTC run actually. Anyway it is a preexisting method, but that doesn't make it the "BEST" way to have handled it.

I'll ask again. What methods were tested other than Intuition and Force Points? I'd like to know what else was considered.

I believe I have responded to everything accordingly, and I look forward to your responses to my comments. Also as I said, I don't mean to rude or hostile, but definitely confrontational as I want to speak my mind on the matter.

Dimetrodon
Posted: Wednesday, August 10, 2011 10:19:20 AM
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dreadtech wrote:
Give him intuition and a new SA called luck.
Luck Points, Luck 2, can be used to re roll an attack or re roll a failed save.
Luck can be used in the same way as force points, as in once per turn for as many turns as you have points left

The difference between luck and force points would be that luck cannot be used to move extra squares.

Just an idea.

Anyway I have mentioned before that there are a few characters in this set I am not keen on, though this character was not one of them. Not that my opinion will count for much here, I can say set 3 IMO is a lot better.


I have to say that I like the idea of a Luck Points system, but the problem is it creates a new mechanic to the game, with the intention being not to change the way the game plays overall. While special abilities just add more flavor.

Change the color of the Horse, but don't add wings... then its not a horse anymore. thats a terrible example but it made me laugh Razz

Quote:
As for myself Bill I know I have complained about a few characters this set, that however does not mean I dislike the whole set or do not appreciate all the hard work that has gone into this set. also I am still in favor and will continue to support the vsets.


Right there with you man
General_Grievous
Posted: Wednesday, August 10, 2011 10:22:31 AM
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Challenge accepted:

instead how about
Gambler's luck (the one Han has from DotF, by the way Carth totally gambled)
Preparations (replaces attacks, this character gains intuition until the end of his next turn)

Also love the set, you designers did great work except for not enough Grievous (come on maul as an epic an mini set?) haha. I won't play Carth because you guys missed his two biggest traits:

spoilers maybe to those that never played:
Emotional Burden (each time this character activates make a save of 11, on a success or failure any allied character within 6 squares has to stop and help Carth work through his issues. Allied characters affected in this way are considered activated and have -4 defense because they just don't care anymore)
Poor Babysitter (whenever mission Vao is targeted, this character immediatly flees the battlefield leaving her to die)
dreadtech
Posted: Wednesday, August 10, 2011 10:27:12 AM
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Well Luck points is just an idea and I personally do not think it changes anything at all, as to me it's no difference to adding new Special Abilities or Force Powers to the game which every new set has done. just because WOTC never came up with a luck system should to me not mean one cannot be developed. but that's just me.
Sashlon
Posted: Wednesday, August 10, 2011 10:36:09 AM
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Thing is, it has been a stated goal of the vset design team to not 'reinvent the wheel'. On the SHNN and in posts it has been said that the designers do not want to create new abilities when an existing ability will do just fine in terms of game mechanics.

I was a play tester for R&R. I tested the Old Republic specifically. I had no issues with Carth having 2FP and Surprise Move. I was a little surprised at it, asked for justification, and I was satisfied with the reasoning. The piece plays VERY well, which is my main concern.
dreadtech
Posted: Wednesday, August 10, 2011 10:45:17 AM
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Sashlon wrote:
Thing is, it has been a stated goal of the vset design team to not 'reinvent the wheel'. On the SHNN and in posts it has been said that the designers do not want to create new abilities when an existing ability will do just fine in terms of game mechanics.

I was a play tester for R&R. I tested the Old Republic specifically. I had no issues with Carth having 2FP and Surprise Move. I was a little surprised at it, asked for justification, and I was satisfied with the reasoning. The piece plays VERY well, which is my main concern.


Well as I said in my post I did not have an issue with this character. Luck is just an idea. Also I personally do not think it's reinventing anything, as it is in many ways just a weaker version of force points just as Vaadpad style mastery is a more powerful version of Vaadpad. You don't see that as reinventing the wheel? But anyway as i said this was not one of the characters i had an issue with. just thought i would get in on the conversation.
Dimetrodon
Posted: Wednesday, August 10, 2011 10:46:23 AM
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lol at the abilities General, I like those haha.

dreadtech wrote:
Well Luck points is just an idea and I personally do not think it changes anything at all, as to me it's no difference to adding new Special Abilities or Force Powers to the game which every new set has done. just because WOTC never came up with a luck system should to me not mean one cannot be developed. but that's just me.


No its not very different at all, you are correct. I just know they didn't want to change the very basic frame of the games format is all. Or thats how I recall it.

Dimetrodon wrote:

Lucky Intuition - If your initiative check is an odd number, this character can immediately move up to 6 squares before any other character activates

Now that surely represents Luck. Perhaps your own luck on the roll as much as Carth's, so lets just call it destiny. But it is a basic and easy example. If odd numbers only might be too often then change it to be more specific as seen fit. Say 2, 6, 10, 14, 18. Something more variable than a 50/50 chance. Lots of ways to do it.

Lucky Reactions - If this character fails a save with a roll of 1 to 5, he may reroll the failed save

Can always fiddle with the numbers to be specific ones, odds, evens and so on. It still represents a Lucky chance to have a reroll.


I want to add some more possible versions

Lucky Intuition (Substitute even number for odd, just to change it up but all example will use odd only unless stated otherwise)
If your initiative check is an odd number, this character can immediately move up to 6 squares before any other character activates

If you win your initiative check with an odd number, this character can immediately move up to 6 squares before any other character activates

If you lose your initiative check with an even number, this character can immediately move up to 6 squares before any other character activates

If you win your initiative check with an odd number or lose it with an even number, this character can immediately move up to 6 squares before any other character activates (can switch the odd and even around)

I figured these were worth stating, plus as I said you can always use specific numbers as well. I believe adding int he win or lose versions, or the win/lose combo reduces the numbers/chance variety anyway without having to use specific digits only. As its not just what you roll, but under a condition as well.

I think an ability like this is very unique as it truly relies on Luck, and not just deciding to use an ability because you feel lucky at the time. A reroll does in fact take luck when you can do one, but using surprise move doesn't take luck.. its instead a limited activation on demand ability.

and If I think of something else, another ability, I will post it.



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