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View Full Version : [Avatar d20 Project] Playtesting Analysis - Round II



Mephibosheth
2008-02-29, 12:39 AM
Playtesting Analysis

Avatar d20 Project Website (http://avatar.d20.googlepages.com/)
Avatar: the Last Airbender d20 Project Hub (http://www.giantitp.com/forums/showthread.php?t=67493)

As with the previous analysis thread, the purpose of this thread is to discuss the results of the playtesting combats. We can work out bugs in bending seeds and forms, deal with obviously overpowered or underpowered seeds and forms, and work on making the system easier to use and more compatible with pre-existing content.

Playtesting Battles
Level 1 (http://www.giantitp.com/forums/showthread.php?t=73105) - party v. party
Level 5 (http://www.giantitp.com/forums/showthread.php?t=73841) - party v. monsters

For reference, here's a handy Bending skill chart, thoughtfully compiled by Xiagu:{table=head]Level|MBM1, 14 Wis|Roll, 14 Wis||MBM, 16 Wis|Roll, 16 Wis||MBM, 18 Wis|Roll, 18 Wis
1|+9 (4+SF+Wis)|19||+10|20||+11|21
2|+12 (Synergy)|22||+13|23||+14|24
3|+13|23||+14|24||+15|25
4|+14|24||+15|25||+16|26
5|+15|25||+16|26||+17|27
6|+16|26||+17|27||+18|28
7|+17|27||+18|28||+19|29
8|+19 (16 Wis)|29||+20|30||+21|31
9|+20|30||+21|31||+22|32
10|+21|31||+22|32||+23|33
11|+22|32||+23|33||+24|34
12|+23|33||+24|34||+25|35
13|+24|34||+25|35||+26|36
14|+25|35||+26|36||+27|37
15|+26|36||+27|37||+28|38
16|+28 (18 Wis)|38||+29|39||+30|40
17|+29|39||+30|40||+31|41
18|+30|40||+31|41||+32|42
19|+31|41||+32|42||+33|43
20|+32|42||+33|43||+34|44
[/table]
1 - Maximum Bending Modifier

Mephibosheth
2008-02-29, 12:44 AM
The only thing that stands out in my mind is the effectiveness of the Explosion firebending seed. The bonuses to bull rushes for high Firebending checks are really easy to obtain. I would suggest giving an additional +1 to the bull rush attempt for every 4 by which the bender's check exceeds the DC instead of every 2.

Any other comments? I'm sure I'll think of a few as I review the battle.

Mephibosheth

Superglucose
2008-02-29, 01:28 AM
First, reading through the battle is a little tedious, would you mind if I did some work in writing it all down in simple movement via turn for you? Turn summaries without the fluff (though the fluff is amazing) would help, I think.

All in all, it looks remarkably balanced at low levels. The greatsword fighter was marginally more useful than the Airbender, which is to be expected at low levels, but overall it seemed pretty even.

Mephibosheth
2008-02-29, 10:07 AM
First, reading through the battle is a little tedious, would you mind if I did some work in writing it all down in simple movement via turn for you? Turn summaries without the fluff (though the fluff is amazing) would help, I think.

All in all, it looks remarkably balanced at low levels. The greatsword fighter was marginally more useful than the Airbender, which is to be expected at low levels, but overall it seemed pretty even.

Sure, you're welcome to post a crunch-only summary of the battle. Just post it here and I'll link it in the OP. I appreciate the help.

I'm also glad you think the system works pretty well, at least judging from this battle. It's always good to have some fresh views, especially when playtesting. I know that it can be hard to take an unbiased look at the system after being so intimately involved in it's creation, so new opinions are always welcome. Thanks for your comments. Keep 'em coming!

Mephibosheth

Pirate_King
2008-02-29, 12:46 PM
I couldn't actually get to that bit because of the initiative order, but I wanted to make sure the fire whip's functionality as a normal whip was balanced. would it be too much to have it still do fire damage (without precision damage, maybe even d4) when it's used for trip and disarm attempts, since it's less about wrapping the opponents limbs, and more about searing their arms or feet to make them drop weapons or knock them off balance? This could balance against the water whips improved trip every 5 levels.

Eighth_Seraph
2008-02-29, 04:19 PM
I think that would work fine, but it's more something to bring up in the bending thread. Man, it's getting hard to figure out where everything goes nowadays. :smallbiggrin:

Anyway, I was extremely pleased with the new write-up of Air Blast. The only problem I noticed is that we haven't accounted for the possibility of blasting someone into a square occupied by an opponent. I was going to try blasting the waterbender into the water, but didn't want to slow combat down by figuring out what happens with the guy next to her. Could I slam one person into another?

Shades of Gray
2008-02-29, 04:49 PM
Maybe the person bull rushes the other, with the strength modifier equal to weight divided by X.

Pirate_King
2008-02-29, 08:10 PM
I'd just make it a reflex save against whatever roll caused the first person to get knocked over, or get knocked prone

Pirate_King
2008-03-12, 07:43 PM
should the whips be the same kind of move action that drawing a weapon is? a move action that can be a swift action if used in conjunction with a move?