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Wise Turtle Publishing • View topic - Balancing problems

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 Post subject: Balancing problems
PostPosted: Tue May 22, 2018 9:28 pm 
Shelled Plebeian
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Hi, I'm Julian, I'm new to this forum. I've bought OVA after having found the PDF and tested it. :D

I love OVA :) and even some of my most picking friends loved it. :shock:

But there are some problems with some powers and mechanics:

1) Attack limit: there isn't really a limit to the attack so an ennemy or player character can roll craptons of dice and go for the One-Hit-KO or One-Shot. Maybe I am wrong but I'd like something true to confirm or not if I have well understood. I don't know if Mr Gardner can answer but if he could, he would help me so much! :oops:

2) Mecha & Transformations: These powers are really well designed BUT in case of a vert fighting atmosphere they become a must have, putting PC without these far weaker. :|

3) Powers like Mimic or Drain: how to perfectly balance them? :?:

thanks for answering! :)

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 Post subject: Re: Balancing problems
PostPosted: Wed May 23, 2018 2:51 am 
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Welcome to the forums.

1) I'm guessing you mean there isn't a limit to how high you can apply Accurate or Effective? I have a soft rule that they cap at +5, but the real limit is the Endurance costs or the various Flaws. If you have a super attack that costs 25 Endurance, a normal character with the base 40 Endurance could only do it once before they would start drawing into their Health pool. If you use a flaw like Open to Attack, well, you are left open afterwards.

But if you'd like a limit, I suggest Accurate and Effective cap at 5.

2) This sort of depends on the type of game you are setting up. Be clear if you think everyone should have some Abilities that would be best.

3) Drain would use the Vampiric attack perk, maybe coupled Will Attack to drain Endurance. For Mimic, I'd probably tweak Magic, Arcane with a Weakness requiring touching or being in presence of the copied Abilities. The Endurance cost of Magic would help restrict people from abusing or going too crazy with what they can Mimic.

Hope that helps you get started.


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 Post subject: Re: Balancing problems
PostPosted: Wed May 23, 2018 4:30 am 
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 Post subject: Re: Balancing problems
PostPosted: Wed May 23, 2018 9:04 am 
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 Post subject: Re: Balancing problems
PostPosted: Wed May 23, 2018 12:17 pm 
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Well, there really is only two Abilities for each combat stat: Attack and Strength for damage, Agile and Combat Expert for hitting, and Quick and Evasive for defense (Barrier, Incorperal Form, and Teleport replaces your normal Defense roll, so it'd be 2+that Ability's level for Defense, not stacked).

Anyway, My general rule is players can only have a Max of level 3 for an Ability, or a maximum combo of +4 for the combat stuff. For example, Agile +3 and Combat Expert +3 would not get approved, but Agile +2 and Combat Expert +2 is fine, or Agile +1 and Combat Expert +3. Something like Agile +2 and Combat Expert +1 is better.

Another way to make sure your players don't go crazy it to give them a specific number for Ability points. I generally stick with 15 points. This way all the players are on an even level and there is enough for a variety of +3, +2, and +1 Abilities.


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 Post subject: Re: Balancing problems
PostPosted: Wed May 23, 2018 11:05 pm 
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 Post subject: Re: Balancing problems
PostPosted: Thu May 24, 2018 12:42 am 
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 Post subject: Re: Balancing problems
PostPosted: Thu Jun 28, 2018 1:14 pm 
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As stated by others, Agile is for attack and Quick is for defense. One should never apply one to the other. Same for Combat Expert and Evasive. In fact, if we're expanding our viewpoint a bit, there's actually a lot of defensive Abilities to bring to bear. Vigorous and Tough expand your ability to take damage, Armored literally reduces damage of all incoming attacks, and so on. It's really your attack options that are outnumbered here.

In any case, if you look at the character creation chapter, there's a paragraph labeled "Combined Effectiveness" that allows you to cap rolls at +5 for characters should tossing around tons of dice unnerve you. But even ignoring that, you really shouldn't toss around so many +5s, even for a swordsman as heroic as Kenshin. (To give you an idea, there's a single +5 in all of OVA's Sample Characters, and that's Natsuki's Wealthy. There's only 3 more if you include the Sample NPCs, which are built to take on multiple PCs.)


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