Use this thread to suggest maneuvers, or post things that will aid in discipline creation. We all need inspiration from somewhere.
-X
Use this thread to suggest maneuvers, or post things that will aid in discipline creation. We all need inspiration from somewhere.
-X
Well, unfortunately I'm not very much of a designer. I've been lurking for quite a while, not sure quite where to jump in. I would have laid claim to Devil Tiger, but ErrantX is already doing it. There are quite a few suggestions I have for it, though, so hopefully some of them work well. The way I envision Devil Tiger is as a pit fighter's discipline, a fighting style meant to take out an opponent in one shot, or, if you can't do that, cripple him. I've thought of a maneuver, though I'm not sure about the level for it. If you have an idea, please let me know.
Chokeslam
Devil Tiger (Strike)
Level: ?
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
A Devil Tiger adept knows that the best opponent is one who can't defend himself. As part of a charge, make a grapple check instead of an attack roll. If you succeed, you deal your normal unarmed strike damage (or, if using a Devil Tiger favored weapon, normal weapon damage) and force your opponent to make a Reflex save. This save is at DC (10+maneuver level+Strength modifier). If the opponent fails this saving throw, they are immediately knocked prone.
Your maneuver, Choke Slam, actually would fit very well into Eternal Fist. I will suggest to Devlin that he should consider it.
-X
My Mod voice is red.
As long as it fits someplace, I'm happy! Are there any disciplines left open?
Let me see what's going on with my other project leaders, we took a month hiatus because we were working so hard on this and a couple other projects, and we burnt ourselves out a little.
I'm restarting the project here again, so what do you personally have in mind?
-X
My Mod voice is red.
Well, the Tidal flux discipline caught my eye. I have a few ideas I feel would work well with a water-based discipline.
also, keep in mind, if you have suggestions, by all means shoot them out there. I'm always open for new ideas, and if someone thinks I'm being dumb, I am not against being told as such.![]()
Have an opinion now. Soon you won't have that right either.
Not sure what's here already and what's not, but;
Resounding Void - Absence, dissappearence, blind & silence effects, negative energy, and/or teleportation.
Crystal Mirror - Mimicry, attack-redirection, mass-attacks (read: whirlwind attacks, explosions of glass shards), glass.
Steel Rain - Saturation archery.
His madness keeps him sane
- Delerium, Fables and Reflections
Is anybody planning on doing anything about those 3 that Knives suggested? I'd attempt them myself, but it's not something I'd know how to do properly.
Now, if you needed some new magic, then we're in business.
Well, Crystal Mirror has elements of Thrashing Dragon and Devil Tiger in it, Resounding Void has elements of Crescent Moon and Steel Serpent, and Steel Rain, well, Solar Wind.
-X
My Mod voice is red.
What's up guys? I see some familiar faces. If you've heard of me before it would have been as bkdubs123. Anyway, I'm of the opinion that this project doesn't have enough generic disciplines, or really, any that I can tell. There's a good peppering of mundane vs magical, but all of them seem highly specialized. Iron Heart and Stone Dragon in particular from ToB were great for their generic feel.
Of the disciplines presented in this project I really love Iron Tortoise probably the most, and then Silver Crane, Jade Throne and Consuming Flame are all great as well. I like the mini-mechanic implement of Consuming Flame, and I'd suggest doing something similar with all of the "diet-bender" disciplines.
As far as generic disciplines go, it would be nice to see at least one mundane generic and one magical generic. As far as the magical one goes it would nifty to see a blend of Fire/Cold/Electricity, perhaps called Frenetic Efreet (MtG homage)? It would be a fast-paced elemental barrage based on chaos, disorientation, and combos. Finally, we can find out what really happens when you freeze something and then strike it with lightning! Key skill... the obvious choice is Spellcraft, but Knowledge (Arcana) also works, and so does Bluff really.
The generic mundane one just needs to be something that espouses generally useful combat maneuvers. So no focus on speed, strength, weapon-type, or build, just sound fighting tactics. Something like intelligent streetfighting. Use what works. I can think of two modern schools of fighting like this: Reality Based Self Defense and Krav Maga. I've also heard of something Russian called simply The System, but I don't know anything about it. Basically, techniques can be brutal, a little dirty, and the focus is on versatility, adaptation, and practicality. The key skill... Balance is good, but it doesn't seem perfect... I also like Appraise (appraising weapons, especially improvised ones, but also appraising opponents' skill levels), Knowledge (Local), or Survival for the key skill.
I wouldn't have a problem working on one or both of these.
Last edited by Ziegander; 07-30-2010 at 08:29 AM.
Intelligent streetfighting... Do you mean like what Robert Downey Jr's version of Sherlock Holmes (which btw is authentic to the source) is known for using? I just watched that again tonight, and that would be phenomenal if someone could write something of a "scientific approach" to unarmed combat (not that Eternal Fist/Thrashing Dragon isn't without its merits). Something that incorporates vitals punches, boxing ears, chokeholds, pressure points, all that pick-em-apart-surgically kind of deal.
I agree though, that there should be some generic combative disciplines. That might be a good one to start with.
Yeah, a bit like that I suppose. In fact, I already wrote the discipline... I wrote it the other night right after I posted. Here's the link: http://brilliantgameologists.com/boa...p?topic=8838.0. What do you think? I'm not 100% sold on the name The Stolid Sphinx, but it works for now as a placeholder.
Last edited by Ziegander; 08-02-2010 at 09:23 AM.
First off, welcome on here, and I have to say Ziegander, I like your discipline. It has a good premise and fun execution.
As far as Frenetic Efreet, I suggest you make it, and you're more than welcome to host any of your disciplines on the homebrew forum here. As far as inclusion to the Libram, I'm not sure that something like that fits for this project. The four elemental disciplines are mystic enough, but who knows? We're still early into this project, and I'm trying to finish up a class atm before I move on to Raging Storm. Stick around though, and critique on disciplines. I'd love to see your feelings on it.
-X
My Mod voice is red.
I think the discipline is great, even though I have to shake my head at the guy who suggested Riddling Riposte can be abused by using allies to provoke AoOs from you on enemies. Only a munchkin would think like that. If some guy in my campaign tried to break the rules in that fashion, he sure as hell would not be invited back to my house to play. I just wish there wasn't this surplus of guys trying to find loopholes in rules (like the Pun-Pun scenario, for instance) to break the game, and more that would just play it.
When I do get this campaign in full swing, I hope I can recruit some good, honest players. Dudes (and maybe chicks) who are into both deep immersion and hack-n-slash, since my campaigns have both at the same time, in one of those chocolate-and-peanut-butter situations.
As a generalist/improv discipline, I really really like Stolid Sphinx. Its not to powerful, but it has a lot of manuevers designed to make your opponents life really hard. A great discipline bro. Some of the things you had in there, like screwing with AoO and the whole Sanguine line were just simple and marvelous all in one.
Have an opinion now. Soon you won't have that right either.
My Mod voice is red.
Optimization, yes, but finding loopholes in rules (especially the Pun-Pun style "feedback loop" where you can become pretty much a god in a couple rounds and stay that way), definitely not.
Munchkinism is the reason why an otherwise fair DM has to occaisonally trot out the Flying Cow From Space. Though I admit, there was this one jerk DM who used to flying-cow our group as a way of keeping his stupid railroad plot going. And then he'd get pissy 'cause we'd make our saves. Granted, it wasn't actually a Flying Cow, more a "mindslave" railroading, but the principle's the same.