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Unread 08-07-2011, 11:41 AM   #5
Menarker
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Originally Posted by Dracorion View Post

1) I'm not quite sure what you mean. With the Speed-based turn order, I'm assuming that the Slayer wouldn't spend Rage on those accessories until their turn comes up. If the Slayer is defeated before their turn, then they don't spend Rage.
The issue is that Accessories are all done in the Order phase (including the part where they pay rage.) Then afterwards is the action phase where the actions of the characters are done and where the meat of the effects of many accessories actually come into action. There the user may be knocked out before their turn comes when they would have benefited from the accessories that they paid for in advance in the phase.

A simple example would be Melting Beam accessory.
Order Phase: Pay 25 rage to recharge and activate Melting Beam. An enemy with 200 Defense suddenly only has 100. (The accessory also explictively states that it the defense loss only works for the user. Everyone else attacking it hits the 200 defense)
Action Phase: Other enemies attack the user before he/she get to attack. KOed. Accessory was paid for in advance and yet fails to have an effect.


An idea would be to have recharging an accessory be part of the order phase, but make using the accessory a free action that is part of the action phase. (Thus the user can immediately use the accessory right before their attack, which assumes they are still able to take action by the time their turn comes up.) That way, the logistics is dealt with in an easy fashion but the issue is avoided.

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As for Action Amp, I think that's supposed to only affect one action. That is, if you're attacking, you activate Action Amp and the attack counts for two (well, four, since the accessory also doubles the effect, which I'm assuming means damage in the case of a regular attack. Or maybe it means status effects, since these are Slayers we're taking about).
I was under the impression that Action Amp doesn't affect a given action but gives an extra new action entirely of its own for the express purpose of a slayer attack (no extra item use or pokemon attack or such). So it doesn't increase the effect of anything, but basically allows the slayer character to have another attack as if they got an extra turn, which is useful in case you want to hit the same target twice, or hit two different targets or switch between weapons.

Basically, it's kinda like getting an extra turn of attack (if the slayer wasn't already a trainer.)

Slayer: 1 Slayer Attack becomes 2 Slayer attacks. (The default slayer attack can be used for something else like item use or technique.)
Slayer/Trainer: 1 Slayer and 1 pokemon attack becomes 2 Slayer and 1 pokemon attack.
Shock Trooper: 1 Slayer and 2 pokemon attack becomes 2 slayer and 2 pokemon attack.


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Although, AB, how are we handling action overflow with this system? I mean, if a target dies, and there were more attacks targetted at them, are those attacks wasted or redirected?
Personally, I would imagine that action overflow would be redirected to the best viable target (best being best type advantage or enemy with lowest hitpoints). I can't imagine that our characters in-character would HERP DERP all their actions away just because someone stole their kill or got a lucky crit.

Last edited by Menarker; 08-07-2011 at 12:03 PM.
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