New attack for Witchunters!

Started by Hurion, January 27, 2006, 08:59:34 AM

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I was thinking last night that casters would always be more efficient than tanks, because a caster can kill an entire room in one round (as long as the monsters are weak enough), be it 1 mob or 100, but the tank has to kill each mob one by one.

And then I remembered that somewhere you said you were looking for witchunter ideas and a thought came to mind on how to make them more desirable! How about a whirlwind attack (another D&D ripoff)? You could attack the entire room with your weapon (if you didn't have one equipped, your fists) and feet.

But if you only attacked once, there would have to be some way of making it do different damage than your normal attacks, or it would be hitting the room for 1/5 your normal round damage. I suppose you could make it so it hit everything in the room as many times as you normally attack. That would cause some real spam though... Hmm maybe there is a way to count all the damage you do up, and then post it only at the end of the round as one number.


Bong, I think he meant for it to be an attack command being that he was suggesting it for witchunters who at least in MMUD don?t use magic.

Hurion, It might be interesting to see witchunters get something similar to this but I think to be fair it should they should only get to hit as many targets as they have swings and perhaps have a accuracy reduction do to the difficulty of directing so many swings in so many different directions.

The other way I could see this done is they get one large swing that?s power is reduced as it hits each additional target when it gets to 0 then the round it over. The question with this method though is how much should it be reduced by for each additional hit.

TCA

I'm glad my point wasn't lost on you :P

grin, I couldn't help it.
Really I tried just letting it slip by me :)

TCA

Here's what I was thinking of in the past regarding the witchunter class. Taken from page 2 of the "It's coming..." post on MMB:

QuoteI'm sure this is a lot more radical than you had in mind, but it's what popped into my head when I read your whole...damn....post. So take a minute to read mine.


Instead of mres, invent/hack/macguyver a way for witchunter's to absorb spells. Can you imagine going to any boss with mystic mist and hugging the witchie every time he sucked it in. Would likely make it easier for witchies to accept healing, too. I know that in the RP aspect of it all they fear and hate any/all magic, but c'mon, who's RP'ing? You want that, go talk to 21Hotty69 in yahoo chat.

What the absorption effect is, up to you. Could be hp, could be nothing, could even be mana (or kai or some new secondary number) that allows him to get off a heal or a combat move before it resets to 0 the next round, or ticks -5, or whatever. I warned you this was a different direction, maybe I turned a wheel or two though.

I thought about doing stuff like that to witchunters in the past but those damn RP aspects of the decription always got me.

Personally if I were remaking them I would turn them into Inquisitor type witchunters that only had a fanatic intolerance for magic that was not considered holy to their order. I would give them a very reduced spell list based on priest-1 with no healing but make it very specialized towards fighting against the other types of magic and undead. Stuff like: Mage-bind, Dispel, Sanctify, Exorcism, Disrupt? "none of those spell names are meant to be existing spells at the moment"

I thats about the only thing that I ever thought would make them more game friendly apart from letting them have any type armour.

TCA

I think I'd rather see something like "cleave" in dnd. You got 5 attacks a round with weapon X.

You slash X for 45!
You stab X for 31!
You critically kabob X for 214!
X drops to the ground.
You critically hack Y for 251!
You slash Y for 34!
Y drops to the ground.

I like that idea too...but only to a max of one other monster/player...unless you, i dunno...spend cp to add more to the 'cleave radius'? Would double as a useful witchy attack AND a sinkhole for CP (if you need one..not sure exactly what you plan on doing with the CP system)
Quote from: DeathCow
Yes clearly I'm making a text porn.  Lesuire Suit Mud.

I've always thought of whirlwind ish attacks as being sooo cheesy.  But I like the new target one.


How would that work in game.  What rules would govern it?  How would it choose the next target?

well, you could have a 'swings' flag, maybe. When the swings flag is '0', you uh, get no more swings.
If when a monster dies, there are swings left, you use the othe swings on the lowest level hostile mob in the room (if mobs have a basic level stat...i thought they did) until your 'swings' is at 0 again. If no monsters are left, just set it to 0 and end combat normally.

maybe. not sure how you'd set it up to know how many swings you get at first. maybe do the division pre-round and set it. that's just a thought. I'm sure theres a way to do it.

maybe if when a monster dies theres still time left in the round you finish it with the next lowest level mob. i'm not exactly sure how combat works to begin with, so I'm not much help.

hope one of those two random thoughts help spark a brain storm.
Quote from: DeathCow
Yes clearly I'm making a text porn.  Lesuire Suit Mud.

You know maybe the way to go about improving Witchunters might involve just giving them a Mana like {combat move pool}. That would allow them to make specialized strikes. These could then be coded like spells but use combat and physical stats to determine their efficiency and damage range.

TCA

Its not a bad idea...although..I'm not gonna be the first to say its a good one.

January 28, 2006, 03:55:47 AM #13 Last Edit: January 28, 2006, 05:59:00 PM by The Crazy Animal
Just for future reference, I don?t have bad ideas, they are always either totally ridiculous or great!

TCA

Edit:

Just out of curiosity, does anyone have any other suggestions for attacks that would be good for witchunters?

Cleave, of course.
Maybe some sort of attack/motion/shout that can block spells from being cast for a round or two. Something distracting. Maybe giving witchies a 'trip' ability or 'knockdown' ability would achieve this. Would have to be limited some how.

I like the idea of witchies having their own mana of sorts. can call it 'energy' but let the game think it's mana and what they do are spells..just chang the labels the users see. so instead of MA=xx/xx it would be EN=xx/xx. physical abilities would draw from this pool.
Quote from: DeathCow
Yes clearly I'm making a text porn.  Lesuire Suit Mud.