Ok, this is my first look through reading it. Some initial thoughts here...
1: Regarding the Order Phase, this really makes active Accessories risky to use because they require rage to activate in the first place yet there is no sure chance the character will be able to use some of the bonuses attack fast enough or live long enough to use it. Accessories like Melting Beam (Enemy Def Reduction to user) and Stim Up (Extra Attack) suffers from the rules listed here.
You'll probably have to make some changes to accessories anyhow (maybe some new ones too) but just throwing that out there.
2: We'll probably have to rebalance our character's current techniques. Not so much an issue with the rules as something we have to do as a side effect since you decided the cost of the techniques using the old rules and now it's quite likely that due to the speed stat factor of Union/Co-op Techs, some techniques may not work like intended or may be overcosted for what it is capable of doing now.
3: Synchronization techniques are showing as costing 40 rage but then saying it's free for 2 uses and 50 rage for later. I assume an error in the proof-reading process.
4: Regarding Union Techs where the initiator loses the rest of their actions, what if the initator is a Shock Trooper with pokemon waiting to attack or was granted additional actions as a result of some bonus like a slayer using the Extra Attack accessory? This is a pretty big nerf if it remains as is.
5: Rogue Pokemon need to be elaborated. Do they get to act (as according to their speed stat) before the enemy attempts to attack them even the turn they are summoned?
6: Pokebrid action should have to be altered for some elements. Normal (does nothing) and Grass (Drain 50% of damage dealt although Pokebrid actions don't do damage) comes to mind off the top of my head.
This especially needs to be done for Dante, since two of his forms start out as normal type.
7: Regarding Sync Techs being reduced to 70% when not in Paradigm Shift, some techniques don't have measurable components that can be reduced to 70ish% but is more like an on/off switch. (More likely to occur for support moves) Reconsider? Clarify?
8: Engineer ability reads as
- Engineers can deconstruct a previously existing construct and replace it with another construct all in the same turn and regains 25 Rage.
Should probably be edited to the following:
- Engineers can deconstruct a previously existing construct regaining 25 rage and replace it with another construct all in the same turn if they willing/able.
Quote:
Originally Posted by Dracorion
Also, you should probably add the Enforcer stuff on how they gain 100 Rage and cure all status effects if they're left in the Rearguard for three turns. Unless you got rid of that.
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AB did got rid of that. This was part of a big argument in your sidequest during that Moera fight.
And Drac, you can just use the advanced Find function and "replace" all instances of pokemons in the guide with pokemon.
Anyhow, I'll look it over again later. Still sleepy.