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05-04-2017, 12:47 PM
(This post was last modified: 05-04-2017, 12:51 PM by Trixie.)
Well you're both shooting down my suggestions and solving your own problem for how to do this. Within our system we have the capability to build a Kaioken. It's a Stamina based ability anyway, not health.
I still think the easiest and overall less complicated way is to errata the Debuff and Buff rules so that you can combine the two to apply to yourself. Make it so that both are REQUIRED in a Super Move designed to "Kaioken" your stats. Limit stat boosts to 3 extra stats, and the debuff lasts 3 rounds after.
EDIT: This is a reply to Cell.
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Gonna move this to Omni Discussion since this has become more of a brainstorming/suggestions thread and the original question was answered.
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Kaio-Ken has always placed enormous strain on the body. Hence Goku's torn muscles and extended hospital stay after using x4.
I'm not trying to shoot down anything. I'm attempting to explain in which ways my suggestion differs from your own.
If it were just about using SP, I could go with normal routes. It's both a way to showcase those larger than life moments when a weakling can exceed an opponent out of their league by pushing their limits beyond the norm and to put a greater emphasis on HP on the site. At the moment, the only time you really need to worry about HP is during largescale sagas where you're thrown into hazardous situations back-to-back. Outside of those times, it's practically a useless stat. You never need to worry about being killed due to your HP running down, instead you're killed via the end judgement, even if your remaining HP is above 0.
I dunno. It was a suggestion for a well-used aspect of many genres that hasn't been done yet on the site. While there may be work-arounds (as you have pointed out), none of them really fit with the theme of "shortening" your life to exceed your limits. If Omni thinks it's unnecessary or is workable with the rules we have in place, that's fine. I'm just presenting my case here.
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(05-04-2017, 12:46 PM)Tearen Wover Wrote: Well, maybe this could fall under the purview of 'endgame content'. For example there could be 'God Powers' like that Lifeburn thing that could only be accessed at a certain level after Tier 3 power ups.
There's a bit of precedent for this, with the power-up boosters that Omni introduced recently. It would nice to have carrots to walk towards after Lvl 12 or whatever.
The issue is that as presented, Lifeburn would be relatively useless to a high-level character. As I stated earlier, once you reach a certain level, there's no chance of you running out of SP during a single fight. It WOULD, however, help even the playing field a bit for the lower-level characters.
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Just so you guys know, the system is ever changing and while I rarely make any change quickly, I do listen and read ideas. I often end up stealing what I consider "the good parts" and working it into something that better complements our system. HP burn is already something you can do with normal moves ... we just haven't allowed converting it into SP, or allowing it to boost Power-Ups further, which is something that someone wanted.
The main problem I see is simply that I want to keep the system as simple as possible, without introducing too much maths into it. The numbers in this RPG are supposed to support the writing, not vice-versa. That's why when people burn health for moves, we don't ask for an exact number, it's all relative. I prefer to keep HP tracking as minimal as possible during fights, to avoid extra work and headaches for the judge. That's why any damage OTHER than super moves is all just tallied up and estimated at the end of the fight. Keeps things simple.
SP can already be represented as anything you want, if that's life force, you can call it that. It just draws from a different pool than your physical injuries, but you could call it health of a different kind (mental/spiritual?) or simply added health, if that's what you prefer. It's perhaps not quite everything you want to accomplish, but it is a hell of a lot simpler.
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Very well then. I'll give up now.
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Oh! I don't wanna discourage discussion or anything. Just giving my 2 pence.
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To kinda steer the conversation a bit, we'll discuss something else. It came up in the discussion above, but it didn't really go into much detail aside for how it would relate to my proposed Power. That being how... ignored HP typically is and how that affects people who've purchased Powers on the Regeneration tree. Again, aside from the larger scale storylines, your remaining HP will almost never come into play. And in many of the storylines where it WOULD be useful to use Healing or Regeneration, it tends to be placed into the "can't use" category of abilities. While it's a thematically appropriate Power for many people, at the moment it's largely a waste of Omnilium (aside from just providing neat story fodder). And while, as you said, the numbers are there to support the writing, spending a large amount of Omnilium on one of these Powers to effectively have it sit idle seems like something we could work on.
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By that logic, wouldn't every other power be useless too because it doesn't give you real numbers?
Regen and Healing do let you heal without spending SP, mid-battle. We just don't add up the numbers, we fuzz them deliberately to give you more creative freedom without having to math out exactly how much damage you've taken and healed. Exactly the same as the damage dealt from normal moves. There are sites which calculate HP after every hit .... I don't find that conducive to a creative writing platform, personally.
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From what I've seen, many Powers give hard advantages for taking them. Granted, Regeneration does to. But what I'm asking is: if it's turned off during the times when you'd most need it, what would be the advantage of Advanced Regeneration over, say, Basic Fusion and Symbiosis? Or spending 1800 OM on practically anything else? Outside of a DA and similar events, there hasn't been a time when someone was dropped due to low HP, but these events are the ones which remove the Regeneration tree from the list of usable Powers.
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Advanced Regen is the red-headed middle child of the 3 in that it's the only one which doesn't offer any advantages unless you spend SP. But it's only 500 OM up from Basic, so it's not that big a deal, and I do plan for it to be useful in the future. I just haven't gotten around to running any sagas myself which do use it
I mean, if you wanna spend your OM super-tactically, then you could miss it, but ... you could say the same about a lot of other powers, or moves (Time Manipulation comes to mind). At the end of the day, it's 500 OM, which is worth it if you wanna use it in a storyline. Just the fodder of being able to regenerate limbs justifies the cost enough, to me.
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Oh, I'm definitely gonna use it. No issue there. I just find it weird that we offer it to players then restrict when they can use it. Which if why I was pushing Lifeburn and removing HP from ignominy outside of Sagas so hard. If I have this cool ability, but can only use it when I don't need to, then I've halved the reason for taking it.
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05-05-2017, 03:12 PM
(This post was last modified: 05-05-2017, 03:14 PM by Trixie.)
Unfortunately the Omniverse Discussion is where ideas come to die.
I do stand by my thought that Debuff and Buff are the perfect way to do this without having to do math.
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The Omniverse Discussion is the ONLY place we do brainstorms/suggestions, Joe. Help Desk is for updates and questions.
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I do feel like not having to get regeneration is good.
I rather not have my character need to be a freaky regrowing limb monster to keep up with everybody else all the time.
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(05-05-2017, 03:26 PM)Revan Noctis Wrote: I do feel like not having to get regeneration is good.
I rather not have my character need to be a freaky regrowing limb monster to keep up with everybody else all the time.
All primes can regrow limbs.
That's a prime thing.
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