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Old 05-31-2012, 05:36 PM   Top  -  End  -  #151
Lix Lorn
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Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

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Mage-King, you said you would add a note that Sentai Knight and Combat Theme could be taken together in the recruitment thread. Did you not get around to that yet or are you considering having Combat Theme as a class feature before you write anything down?
...recruitment thread?
whywasinotinformed

Edit: oh, right, that one. My mistake.
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Old 05-31-2012, 07:13 PM   Top  -  End  -  #152
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...recruitment thread?
whywasinotinformed

Edit: oh, right, that one. My mistake.
yah, sorry, my sucky one
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Old 06-01-2012, 01:45 AM   Top  -  End  -  #153
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Btw, I just noticed that the recovery mechanic does not note if it is a maneuver of your choice or a random maneuver that you recover every turn that you are wearing your suit.
No it doesn't.








Anyway, I need... Ideas. Ideas for abilities available from 1st-3rd level. Simple, rough ideas. Pitch them, and I'll look 'em over.


As well as ideas for 3-5 chains of abilites for the higher levels. I'm already thinking of one to net flight, and one providing resistances to necromancy/Death effects. But I need more ideas.
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The Next Round: Hundreds of the Guardians of Time show up and one of them screams out, "THIS IS AN UNSANCTIONED VIOLATION OF SPACE-TIME."

Order the solars to attack and run like hell.
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Old 06-01-2012, 07:04 AM   Top  -  End  -  #154
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yah, sorry, my sucky one
Nothin' sucky 'bout it, just not something I want to do.
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Old 06-01-2012, 11:53 AM   Top  -  End  -  #155
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Nothin' sucky 'bout it, just not something I want to do.
Would prefer Sentai vs Magical Girls, no?
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Old 06-01-2012, 06:23 PM   Top  -  End  -  #156
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Among other things. xD
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Old 06-01-2012, 06:33 PM   Top  -  End  -  #157
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Well, it's looking at least like it that we'll have a Sentai/Magical Girl in the team in that thread. Also part of an in-team love triangle that seems to involve at least half the possible sexualities due in part thanks to crossdressing and multiple personalities.

...I wonder if there's a class for that.

Also, yo, TMK! Are you going to make a PrC for rangers that keep coming back as different colours, like Tommy?
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Old 06-01-2012, 06:37 PM   Top  -  End  -  #158
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Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

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Among other things. xD
Sentai vs Magical Girl vs Ozodrin?
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What Yuki said.

Also, infernals are the only cool solaroids, so, just sayin'.*

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Old 06-01-2012, 06:53 PM   Top  -  End  -  #159
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Sentai vs Magical Girl vs Ozodrin?
It's not too late for you to take Ozodrin levels, y'know.
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Old 06-01-2012, 06:57 PM   Top  -  End  -  #160
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Sentai vs Magical Girl vs Ozodrin?
Didn't we conclude that the sentai would either be constantly saving the girls or would be filming it for massive profits?
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Old 06-01-2012, 07:01 PM   Top  -  End  -  #161
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It's not too late for you to take Ozodrin levels, y'know.
Catgirl Ozodrin Power Ranger?
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What Yuki said.

Also, infernals are the only cool solaroids, so, just sayin'.*

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Old 06-03-2012, 02:12 PM   Top  -  End  -  #162
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Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

Added 7 abilities from the pad and a feat from the pad.

Removed the Rider Archetype, due to it being underpowered and a trap.

;_;


@Morph: Nope. Covered in the Ex-Sentai part.
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Quote:
Originally Posted by Lord_Gareth View Post
The Next Round: Hundreds of the Guardians of Time show up and one of them screams out, "THIS IS AN UNSANCTIONED VIOLATION OF SPACE-TIME."

Order the solars to attack and run like hell.
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Old 06-03-2012, 02:41 PM   Top  -  End  -  #163
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Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

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Removed the Rider Archetype, due to it being underpowered and a trap.
Make it stronger?
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Old 06-03-2012, 02:56 PM   Top  -  End  -  #164
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Make it stronger?
Made the mount an ability, actually. Doesn't scale, though.


Yet.
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Originally Posted by Lord_Gareth View Post
The Next Round: Hundreds of the Guardians of Time show up and one of them screams out, "THIS IS AN UNSANCTIONED VIOLATION OF SPACE-TIME."

Order the solars to attack and run like hell.
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Old 06-03-2012, 03:46 PM   Top  -  End  -  #165
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Made the mount an ability, actually. Doesn't scale, though.

Yet.
If you make it like a Wild Cohort, it'll be the equivalent of a feat. The feat being Extra Sentai Ability.
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Old 06-03-2012, 04:06 PM   Top  -  End  -  #166
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Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

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Originally Posted by The-Mage-King View Post
Made the mount an ability, actually. Doesn't scale, though.

Yet.
improved mount. gives scaling?
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Old 06-03-2012, 04:17 PM   Top  -  End  -  #167
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or maybe bring back the old rider type but replace the teamwork abilities their speed made them unable to use, rather than the SoJ abilities they want to use to stay relevent? give the rider a better mount and not needing to spend an ability for mount, and leave everyone else with the basic one?
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Old 06-03-2012, 07:13 PM   Top  -  End  -  #168
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Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

I have to agree that Rider as an archetype can work if you replace the teamwork-related class abilities rather than abilities like Strike of Justice.

Perhaps abilities that grant bonuses when he moves a certain amount of feat, taking advantage of his mount granting him better movement? Having the mount's stats scale like the Druid's Animal Companion, and allowing the Rider archetype sentai to pass along bonuses he receives to the mount would help out as well.
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Old 06-03-2012, 11:59 PM   Top  -  End  -  #169
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or maybe bring back the old rider type but replace the teamwork abilities their speed made them unable to use, rather than the SoJ abilities they want to use to stay relevent? give the rider a better mount and not needing to spend an ability for mount, and leave everyone else with the basic one?
Quote:
Originally Posted by UserShadow7989 View Post
I have to agree that Rider as an archetype can work if you replace the teamwork-related class abilities rather than abilities like Strike of Justice.

Perhaps abilities that grant bonuses when he moves a certain amount of feat, taking advantage of his mount granting him better movement? Having the mount's stats scale like the Druid's Animal Companion, and allowing the Rider archetype sentai to pass along bonuses he receives to the mount would help out as well.

Hm... Maybe.
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Originally Posted by Lord_Gareth View Post
The Next Round: Hundreds of the Guardians of Time show up and one of them screams out, "THIS IS AN UNSANCTIONED VIOLATION OF SPACE-TIME."

Order the solars to attack and run like hell.
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Old 06-04-2012, 12:38 AM   Top  -  End  -  #170
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I'm waiting for that Super Mode PrC.....
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What Yuki said.

Also, infernals are the only cool solaroids, so, just sayin'.*

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Old 06-04-2012, 07:32 PM   Top  -  End  -  #171
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You might consider dropping Great Leap to 5th level at least considering it has a similar effect to Leap of the Heavens (Player's Handbook II) which is available from level 1.
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Old 06-05-2012, 08:25 PM   Top  -  End  -  #172
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Why is the Dual Justice line Self type if it's root, Bolt of Justice, is a Suit type ability?
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Old 06-05-2012, 10:28 PM   Top  -  End  -  #173
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You might consider dropping Great Leap to 5th level at least considering it has a similar effect to Leap of the Heavens (Player's Handbook II) which is available from level 1.
Point. Changing that.

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Why is the Dual Justice line Self type if it's root, Bolt of Justice, is a Suit type ability?
Because, Dual Justice represents the soul of justice burn-

Oh, who am I kidding. I didn't think about it. Fixing.


EDIT: Wait, no. It works better this way, since a Sentai can't change their Strike of Justice if they become an EX-SENTAI. Why should they be able to lose an element?
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The Next Round: Hundreds of the Guardians of Time show up and one of them screams out, "THIS IS AN UNSANCTIONED VIOLATION OF SPACE-TIME."

Order the solars to attack and run like hell.
Steam account. Add me to debate philosophy!

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Old 06-06-2012, 07:57 AM   Top  -  End  -  #174
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Because, Dual Justice represents the soul of justice burn-

Oh, who am I kidding. I didn't think about it. Fixing.

EDIT: Wait, no. It works better this way, since a Sentai can't change their Strike of Justice if they become an EX-SENTAI. Why should they be able to lose an element?
and because it shouldn't need bolt of justice to be used so much as strike of justice ebcause its not in and of itself a ranged attack?
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Old 06-07-2012, 12:56 PM   Top  -  End  -  #175
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A Legend homebrew that might interest you.
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Old 06-08-2012, 03:49 PM   Top  -  End  -  #176
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Was just looking at how the team bonus abilities work, and noticed that, especially when compared to solo effects, they are unnecessarily prohibitive. To actually make use or them essentially requires the entire team take all the same abilities, preventing diversity to help make each member unique. Not to mention that some people may be the only person using the class in a group.

My suggestion would be that team bonuses simply require that another teammate have the same ability to provide the team bonus. Then have team amplification changed to either letting the sentai count as having any sentai ability for the purpose of providing a team bonus to others, or have it allow others to help provide the team bonus to you without having the ability them self. In the latter case perhaps rename it to something like 'Take the Lead'. Arguably both versions could be used. One for people who have lots of team bonus abilities themself who want everyone to be able to help (including non sentai allies), the other for people who may not have many team bonus abilities, but want to be able to help everyone else. That said, the Take the lead version should likely require level 5 or higher rather than level 3.

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Old 06-08-2012, 10:32 PM   Top  -  End  -  #177
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Was just looking at how the team bonus abilities work, and noticed that, especially when compared to solo effects, they are unnecessarily prohibitive. To actually make use or them essentially requires the entire team take all the same abilities, preventing diversity to help make each member unique. Not to mention that some people may be the only person using the class in a group.

My suggestion would be that team bonuses simply require that another teammate have the same ability to provide the team bonus. Then have team amplification changed to either letting the sentai count as having any sentai ability for the purpose of providing a team bonus to others, or have it allow others to help provide the team bonus to you without having the ability them self. In the latter case perhaps rename it to something like 'Take the Lead'. Arguably both versions could be used. One for people who have lots of team bonus abilities themself who want everyone to be able to help (including non sentai allies), the other for people who may not have many team bonus abilities, but want to be able to help everyone else. That said, the Take the lead version should likely require level 5 or higher rather than level 3.

Owrtho
Or he could just expunge the 'they must have the ability' sentance. That'd allow the party cleric, warblade, and beguiler to join in without forcing them to take levels in Sentai. Incidentally, there still is no statement as to what one needs to do to assist in a Finisher.
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Old 06-08-2012, 11:11 PM   Top  -  End  -  #178
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Or he could just expunge the 'they must have the ability' sentance. That'd allow the party cleric, warblade, and beguiler to join in without forcing them to take levels in Sentai. Incidentally, there still is no statement as to what one needs to do to assist in a Finisher.
Except it still requires players all take an otherwise useless ability to fully utilize their abilities. I mean, say you have a group that wants to do background explosions. That ability requires level 3, and if they al take it at level 3, I see no reason they shouldn't be able to get a team bonus for it. That said, with the current way things work, if one player took team amplification then at level 5, the damage from the team using the ability would be almost tripled (note the damage becomes 2d6 normal at level 5, compared to non team bonus damage it would actually only be 1.5 normal damage for the team, 1d6 less since you can't assist yourself). If a second team mate took team amplification, they would get 1d6 more, but any further members taking it would be redundant, as you can only assist one person per round.

If just the line about others needing the ability was removed, then you could have a team where one player takes background explosions at 3, then at level 5 takes team amplification and it is as if every team member were level 3 with the ability, though 1d6 more due to the player who actually has it dealing an additional 1d6 due to level.

With my suggestion, if you just required the ability to assist others with it, an entire team with background explosions could essentially deal double damage with it at level 3. With team amplification just counting as any ability for the purposes of assisting for a team bonus, then one player could take background explosions while the rest took team amplification, and it would be like the entire team had taken the ability while none were assisting each other. If the take the lead version were used, it would be the same as if you just removed the one line like the above scenario.

As for finisher, as written they just need to spend an immediate action to join the one using finisher (as specified under team amplification), since no additional requirements are mentioned under the finisher ability.

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Old 06-11-2012, 10:10 AM   Top  -  End  -  #179
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Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

Why not just make it so Team Player naturally allows Sentai's to always assist others for the purposes of Team Bonuses, if that's too much for base let it upgrade to this at level 5 or something, and then replace Team Magnification with this "Take the Lead" sentai power to allow Sentais to be able to gain Team bonuses from team mates they're leading even if they aren't sentai?

This way people who don't go with the Loner Archetype won't get shot in the foot with a Sentai Power tax if they want to actually take advantage of the fact that they're part of a entire group of Sentai's, and prevent the problem of homogenization that will probably happen with the previous options. It would explain why the red ranger's always the one who initiates the finisher; he's the one who took the Finisher Power and the others are assisting him thanks to Team Player. As well as account for those rare incidents where rangers have teamed up with non-rangers to perform finishers or other such things. Along with things such as the Double Rider kicks for those incidents in which the only player playing a sentai in a campaign can join with another they run into to kick ass; even though they've never fought alongside another sentai before.

Otherwise if a group, even a group of Sentais, want to take advantage of these special abilities one of the players is effectively going to have to be the party mule and ONLY pick team abilities along with team amplification; or everyone is going to end up homogenizing their characters in order to attempt to gain the appropriate benefit.

As it stands, Team abilities are a bit of an XP trap. They cost the individual player far more than what they can benefit the group; especially seeing how most of these either only last for 3 rounds and effect a limited amount of targets or can only be used once per encounter.
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Last edited by Regalus : 06-11-2012 at 10:57 AM.
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Old 06-12-2012, 01:29 AM   Top  -  End  -  #180
The-Mage-King
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Default Re: It's Morphin' Time! (3.P Base Class/Archetypes) (WIP)

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Originally Posted by Prime32 View Post
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RE: Team Abilities

...


Right. Going to do something along the lines of "So long as all allies who are assisting have the ability in question, as well as the Team Player class feature, they may use an immediate action (or the listed action) to join the Sentai in using it, granting him the Team Bonus."


Take the Lead will be written up and added, because that's a better idea.


Also, working on rewriting the Rider Archetype. I just need a capstone, now...
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