01-04-2019, 12:27 AM
(01-04-2019, 12:13 AM)Dragonstrike Wrote: Mmmmmm...not sure I agree on that, tbh. If the book says a move does a fixed amount of damage/HP recovery, there's a dedicated graphic that says as much.
For comparison, Aftermath, Dragon Rage, and Sonic Boom, which outright say '1 or 2 automatic damage', and don't mention rolling or dice or similar at all when talking about the move's damage. And they have a graphic that says they deal exactly that much damage, too.
To me, when the book says 'roll', I kinda expect something to actually be rolled, tbh. The move's text saying there's a cap of 10 sounds to me like Super Fang also can't have more than 10 dice in that damage pool/roll, as well.
I'm still cool with Super Fang acting more like its game counterpart regardless and just outright doing half of the target's remaining HP, tbh, as it is the only move (minus Nature's Madness and Half Life, neither of which we're likely to see very often in Skull Ruins as far as I know, if at all) that has that particular effect.
But given that almost all fixed damage moves (Seismic Toss, Night Shade, Psywave [which could be viewed as either a buff or a nerf, tbh, as its damage range was condensed to make it more like Seismic Toss and Night Shade], Flame Burst's splash damage, Fire Pledge's effect, etc.) were converted into having variable damage you need to roll for with the sole exceptions of Dragon Rage and Sonic Boom, I was kinda thinking Super Fang was given a similar treatment.
....Mate, I am not usually one to get up at arms about your rules interpts, but in this case since Super Fang is now available for Spira, Heart, and Terra, and changing the way the Move works would nerf it hard sorta like what Iron did with Weather and definitely with Negative Will Mechanics, I have reason to protest it. In fact, I would like more moves like the current Interp of Super Fang, as having options to just straight up overcome monumental Defenses/Bulk is just great, as the only options right now are Sonicboom/Dragon Rage, SE Damage, most HMs, and unreliable OHKOs (Destiny Bond included)/suiciding with Final Gambit. Not likely to happen, but hey, hope springs eternal!
So, me vote (If there is one) is to keep with Super Fang doing 1/2 Current HP without Rolling. Its more useful and fun that way, and the less things that are left to dice luck to potentially hamper, the better.
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Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!
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Online ID: 000650
Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!
Phantom is my OTP~
Online ID: 000650


