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Grammarsalad

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Everything posted by Grammarsalad

  1. Snake style: masters are supposed to be able to kill/stun/paralyze/inflict immense sms long lasting pain with a touch. They can also supposedly treat some of these (not death, obviously) also with a touch. The idea is an extension of acupuncture--certain points on the body are connected to various organs and by manipulating the flow of chi/ki, the master is able to help or hurt. Some ideas: 1. increased "dc" to stunning fist (ie penalty to save--possible?) 2. "Bleeding" or poison effect as his touch disrupts body's harmony turning it on itself 3. piercing fists (they often hit with just the index finger) 4. Bonus to ac ( very defensive martial art) 5. Bonus to move silently (going off the map here but it makes sense--this is how snakes hunt) EDIT: Tiger Style: This is modeled off of Tiger Claw, yes? Assuming so (and, conceptually it works anyway) this is a quintessential "Hard" martial art. 1. Flurry of blows is very appropriate. You might want to think about giving a penalty to AC (rather than a penalty to Thac0) as it is not unknown for practitioners to take a blow in order to land a vicious combo to an unprotected--very difficult to defend and attack simultaneously--opponent. 2. Slashing fists are appropriate as they often attack with a claw like rake to the face, throat or other vulnerable area. That brings me to... 3. If any style could see a bonus to critical threat range it's this one (okay, snake and Panther/Leopard too) 4. Tameshiwari (ie board breaking). While this is not Tiger claw per se it screams "hard style". This might also be appropriate for a "Ki" ability as well. Could be targeted, do tremendous damage and even have a 'knock' effect to simulate breaking a lock.
  2. I was going to mention the stunning fist save. I was thinking it should be death (ie, better vs. mages)
  3. Oooohhhh, I like the idea of styles. I like it a lot! I have oriental adventures somewhere around here. I'll see if I can find it to help give some pnp justification.
  4. I have to agree that a "ki shout" wing buffet-like force effect. as a modified ki arrow it would be pretty cool imo in a ' the force of the blast is so powerful that it knocks opponents back. I can even imagine two different (though not mutual ly exclusive)ways to implement it: 1: the target is nicked back and/or down. 2: opponents surrounding the monk are knocked down and/or back. Imagine it: the monk is surrounded by mooks and the mage is casting a spell that will surely finish him off. He focuses his ki in a devistating yell that kills the mage outright and knocks the mooks off their feet. Now THAT is the type of monk I'd like to play!
  5. I'm getting a similar issue (same--solo). I started a TOB game (clean install, only fixpack core fixes). My AC seems to shift between 8 and 10. I haven't seen it at 4.
  6. It might be interesting to give a 'set trap' ability to the True Ranger (and possibly the Stalker and/or Beast Master). It fits conceptually. The only oddity is that--this might be different in bgee--is that skill progression won't display.
  7. No worries! I was just installing some "standard mods" before testing kr beta! I have the beta version.thanks!
  8. I'm a little confused. This thread seems to suggest that there is a version 3.1 but in the download section, it says v2. Am I missing something? EDIT: "That being said, the most noticeable additions will be a bunch of new options/components that may have a HUGE impact in terms of gameplay." (emphasis mine) My mistake!
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