06-25-2019, 05:54 PM
(This post was last modified: 06-25-2019, 05:55 PM by Dragonstrike.)
Hmmmmm...regarding Evades and Clashes, which way would you guys prefer we use them?
a) Using them takes up your whole Turn, preventing you from taking another action until your next Turn. Conditional Orders for Evading/Clashing generally only work when you're slower than your opponent in this case, and you have to dedicate a whole Action to Evading/Clashing. Ironically, this makes it hard for speedy characters to abuse them unless they know they're facing a really slow/weakened opponent and can attempt to dodge everything, then fight back. This is the method I used during Randolph's battle with Candice and Octavia's Swift.
b) Using them does not take up your whole Turn, but still counts towards your number of Actions for the Round as normal (makes it a little more work for me to keep track of when moves are being fired off if Turns are being used that quickly, but it generally makes them more useful even if you're faster than the opponent). Initiative doesn't matter in this instance, only that you still have actions remaining in the current Round of combat, but there's little to no reason to dedicate an entire Action to Evading/Clashing in this case. This is the method I just used for Core's Flamethrower.
At this point in time, I think I'm leaning towards option b), if only to make the two specialties more useful (particularly Evasion, since being too speedy in option a) can be more of a hindrance than a help due to it being harder to utilize that specialty you've invested in).
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And on a related note, what did you guys think of the thing I did with that Flamethrower Clash? I imagine that if you were to Clash with a physical move, some of the force of the move that impeded the attack would still reach your target. Different story if you're clashing with things like laser beams and other ranged attacks, though. Hopefully that make Clash a little bit more appealing in the face of Evasion.
a) Using them takes up your whole Turn, preventing you from taking another action until your next Turn. Conditional Orders for Evading/Clashing generally only work when you're slower than your opponent in this case, and you have to dedicate a whole Action to Evading/Clashing. Ironically, this makes it hard for speedy characters to abuse them unless they know they're facing a really slow/weakened opponent and can attempt to dodge everything, then fight back. This is the method I used during Randolph's battle with Candice and Octavia's Swift.
b) Using them does not take up your whole Turn, but still counts towards your number of Actions for the Round as normal (makes it a little more work for me to keep track of when moves are being fired off if Turns are being used that quickly, but it generally makes them more useful even if you're faster than the opponent). Initiative doesn't matter in this instance, only that you still have actions remaining in the current Round of combat, but there's little to no reason to dedicate an entire Action to Evading/Clashing in this case. This is the method I just used for Core's Flamethrower.
At this point in time, I think I'm leaning towards option b), if only to make the two specialties more useful (particularly Evasion, since being too speedy in option a) can be more of a hindrance than a help due to it being harder to utilize that specialty you've invested in).
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And on a related note, what did you guys think of the thing I did with that Flamethrower Clash? I imagine that if you were to Clash with a physical move, some of the force of the move that impeded the attack would still reach your target. Different story if you're clashing with things like laser beams and other ranged attacks, though. Hopefully that make Clash a little bit more appealing in the face of Evasion.
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Pokerole Game 1: Skull Ruins
Pokerole Game 2: Celadon City Vandals
Pokerole Game 3: PMD: Primal Shadows
Pokerole Game 1: Skull Ruins
Pokerole Game 2: Celadon City Vandals
Pokerole Game 3: PMD: Primal Shadows


