Is there a point where you can just pretty much Appraise every item on the planet with extreme confidence and plenty of ranks to go for the skill yet?
Alright, a new angle to make Appraisal more combat appealing:
Nerf, Buff, and Outmode as you all see fit, please. Thanks!
Practical Combat Appraisal:
[Appraise > Stealth] = Character Gains Slow Position Regeneration {Reads body language}
[Appraise> Tactics] = 25% {?} Chance Foe Weapon Roundtime +1 Second {Anticipates Strikes}
[Appraise>TM] = 33% {?} Chance Foe Targeting Time +1 Second {Anticipates Exact Matrix Firing Time}
Does anyone else have any addition or replacement thoughts in regards to Appraisal and combat appeal?
Practical Combat Appraisal on 06/17/2014 04:59 PM CDT
Re: Practical Combat Appraisal on 06/17/2014 05:06 PM CDT
Re: Practical Combat Appraisal on 06/17/2014 05:07 PM CDT
Re: Practical Combat Appraisal on 06/17/2014 05:10 PM CDT
This suggestion sounds more like an expansion to the ANALYZE command than anything else, only instead of active combos it'd give passive benefits.
That said, I like the suggestion. Determining what your character is focusing on during a fight would be a fun gameplay mechanic. I'd suggest that focusing on one thing (for benefits to that thing) should come at the expense of ability to focus on other things.
So if I ANALYZE GOBLIN OFFENSE I'd could receive a boost to my own defense at the expense of my own offense. I'm busy focusing on how my opponent is attacking, rather than how my opponent is defending.
Potentially, this could be as vague (offense/defense only) or specific (individual skills/maneuvers) as we like.
One other thing: stuff like this should train tactics/defense accordingly. I could see it being possible to train both appraisal and one of tactics or defense, similar to how runestones train both arcana and sorcery, or foraging trains both outdoorsmanship and perception.
I'll leave the math to people who actually know the formulas behind everything.
That said, I like the suggestion. Determining what your character is focusing on during a fight would be a fun gameplay mechanic. I'd suggest that focusing on one thing (for benefits to that thing) should come at the expense of ability to focus on other things.
So if I ANALYZE GOBLIN OFFENSE I'd could receive a boost to my own defense at the expense of my own offense. I'm busy focusing on how my opponent is attacking, rather than how my opponent is defending.
Potentially, this could be as vague (offense/defense only) or specific (individual skills/maneuvers) as we like.
One other thing: stuff like this should train tactics/defense accordingly. I could see it being possible to train both appraisal and one of tactics or defense, similar to how runestones train both arcana and sorcery, or foraging trains both outdoorsmanship and perception.
I'll leave the math to people who actually know the formulas behind everything.
Re: Practical Combat Appraisal on 06/17/2014 05:17 PM CDT
Re: Practical Combat Appraisal on 06/17/2014 05:41 PM CDT
Great thoughts! I appreciate the dynamic here.
Alright,
Combat Lore - II
Activated with ANALYZE for a duration based on Concentration.
[Tactics + Appraise > Tactics + Stealth] = Character Gains Slow Position Regeneration {Reads body language}
[Tactics + Appraise > Tactics + Relevant Mastery] = 25% {?} Chance Foe Weapon Roundtime +1 Second {Anticipates Strikes}
[Tactics + Appraise > Tactics + TM] = 33% {?} Chance Foe Targeting Time +1 Second {Anticipates Exact Matrix Firing Time}
[Tactics + Perform > Tactics + Perform] = Character gains a + to Charisma, Foe takes a penalty to Charisma {morale}
[Empathy + Appraise > Tactics + Concentration] = Tactical (Bob/Weave) Roundtime - 1 Second {Shallowly Reads Mind}
Does anyone else have any addition or replacement thoughts in regards to Appraisal/Tactics/Lore and combat appeal? Do the % chances and penalty time makes sense?
Alright,
Combat Lore - II
Activated with ANALYZE for a duration based on Concentration.
[Tactics + Appraise > Tactics + Stealth] = Character Gains Slow Position Regeneration {Reads body language}
[Tactics + Appraise > Tactics + Relevant Mastery] = 25% {?} Chance Foe Weapon Roundtime +1 Second {Anticipates Strikes}
[Tactics + Appraise > Tactics + TM] = 33% {?} Chance Foe Targeting Time +1 Second {Anticipates Exact Matrix Firing Time}
[Tactics + Perform > Tactics + Perform] = Character gains a + to Charisma, Foe takes a penalty to Charisma {morale}
[Empathy + Appraise > Tactics + Concentration] = Tactical (Bob/Weave) Roundtime - 1 Second {Shallowly Reads Mind}
Does anyone else have any addition or replacement thoughts in regards to Appraisal/Tactics/Lore and combat appeal? Do the % chances and penalty time makes sense?
Re: Practical Combat Appraisal on 06/24/2014 09:09 AM CDT
In particular, there are a few things I like about this:
1) Appraise has a realistic use in combat without messing with Autostance or overshadowing any other skill.
2) Analyze becomes very useful. In fact, I propose a normal ANALYZE as it is now and an ANALYZE CAREFUL to do what normal ANALYZE does plus all these other contests and rewards in exchange for longer Roundtime.
3) PERFORM has a great use added to the otherwise lackluster skill. Intimidate your foes! ( Perform is plenty fun from time to time in RP, but lackluster overall IMO)
4) This includes a non-healing use for EMPATHY that isn't all that scandalous. The empath reads his/her opponent's muscle tension and twitches, emotional state, and other more in-depth clues to reduce the time it takes to successfully perform a TACTIC maneuver... and probably with a higher chance of success.
Re: Practical Combat Appraisal on 06/24/2014 09:19 AM CDT
"That said, I like the suggestion. Determining what your character is focusing on during a fight would be a fun gameplay mechanic. I'd suggest that focusing on one thing (for benefits to that thing) should come at the expense of ability to focus on other things."
For this... what about the ability to reduce defense STANCE points to increase OFFENSE stance past 100% at a certain ratio? Like... 10% off a Defense stance gives 1% to Offense stance or something? The ratio and caps could be even more extreme- whatever is balanced.
Re: Practical Combat Appraisal on 06/24/2014 09:55 AM CDT
I doubt that stances going over 100% would be on the table, considering the balancing changes made to stances when 3.0 hit (Paladins used to be able to get a not insignificant number of additional stance points to use via a 2.0 era spell - this was taken away for the sake of balance).
Analyze kind of allows for an offense over 100% via offensive buffing of yourself (weave is incredible), it just doesn't do it by changing the 100% number to 110%. I feel like the effect is already there in the tactics system to focus on very specific aspects of combat (offense, balance, recovery of position/fatigue, debuffing balance all come to mind as things that exist already in the tactics system). It is like you want a black lab seeing eye dog to be bred and trained when you already have a yellow lab that does the job well.
Analyze is already very useful. The debuffs you can inflict via tactics are enormous (Using tactics very aggressively lets me kill things a hunting tier or two above what I normally can - it is the difference between not landing hits and killing).
I am in favor of making combat more interesting, but with GM coding time at a premium, I would rather they create new stuff rather than giving us complex new ways to do stuff we already can do.
- Starlear, Warrior Mage and Lieutenant of Ilithi's Crystal Vanguard -
- I maintain the Warrior Mage Beginner's Guide at:
https://elanthipedia.play.net/mediawiki/index.php/Beginner%27s_Warrior_Mage_Guide
Analyze kind of allows for an offense over 100% via offensive buffing of yourself (weave is incredible), it just doesn't do it by changing the 100% number to 110%. I feel like the effect is already there in the tactics system to focus on very specific aspects of combat (offense, balance, recovery of position/fatigue, debuffing balance all come to mind as things that exist already in the tactics system). It is like you want a black lab seeing eye dog to be bred and trained when you already have a yellow lab that does the job well.
Analyze is already very useful. The debuffs you can inflict via tactics are enormous (Using tactics very aggressively lets me kill things a hunting tier or two above what I normally can - it is the difference between not landing hits and killing).
I am in favor of making combat more interesting, but with GM coding time at a premium, I would rather they create new stuff rather than giving us complex new ways to do stuff we already can do.
- Starlear, Warrior Mage and Lieutenant of Ilithi's Crystal Vanguard -
- I maintain the Warrior Mage Beginner's Guide at:
https://elanthipedia.play.net/mediawiki/index.php/Beginner%27s_Warrior_Mage_Guide
Re: Practical Combat Appraisal on 06/24/2014 12:47 PM CDT
Coding time is a good point. :) I don't expect any of this to cut in line.
From what I understand these Lore skills have been on many a tongue and to-do list for years now, anyway. This is just one take on how to make a few folks happy without a complete Lore overhaul. Performing having a more practical use and Empathy having a non-healing use are not dreams I came up with on my own.