Conquest of the Horde

Full Version: Dave's Gurubashi Modifiers
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I think he meant just the combat roll not the actual fight.
Do death knights consider their race the one they were when they died or can non living dk's choose forsaken?
/clap
Quote:Warlocks: (Felled Up): Whenever you make a roll of 1 or 100 (ignoring modifiers), you win the combat (emote accordingly).

Hah, amazing. Doesn't that kind of break things, though? It opens up a tiny bit of abuse, since most Warlocks on the server are known to fight with lethality as the intention. I don't know if it's alright that there ought to be a chance to one-shot someone where death is concerned.
A 2 out of 100 chance isn't abusive in a roll system where that's their only modifier, it doesn't seem at all abusive in my opinion.
Assassin modifiers? :D
The Warlock's abbility is intended as 'take down to 0 hp'. This may mean, as the players agreee, KO, Death or forced-retreat. Lethality is (should be) established OOCly.

As for balance, 2% insta-win on each attack roll is preety balanced with the how the other bonuses also increase your chances of winning as well.

Edit: Also, alll this can be customised further by the involved parties: the players are free to use the mage bonus instead if they just see the warlock as another offensive caster and dislike the insta-win.

Beastmaster:
(Elite)
+3 on all rolls for each opponent beyond the first. (+12 VS 5 opponents) (Doesn't apply to minions)

(I roll with Beasts)
+1 HP

(Pet)
You may start combat with a pet of X+1HP and -10 on all rolls, where X is the number of opponents.
-or-
You may spend a turn to summon two pets of X HP and -10 on all rolls, where X is the number of opponents. (Only once/combat)

Ley-walker:
(Elite)
+3 on all rolls for each opponent beyond the first. (+12 VS 5 opponents) (Doesn't apply to minions)

(Glass Cannon Plus)
+10 to attack rolls, -5 to defense rolls

(Port-a-lot)
Once per combat, you may add +40 to your defense roll after seeing the roll.

Fel-Sworn:
(Elite)
+3 on all rolls for each opponent beyond the first. (+12 VS 5 opponents)

Choose one: (Demon skin) +1 HP, (Demon claws) +5 on attack rolls, (Demon wings) At 1 or 2 hp, you may instantly retreat from the battle without any checks.

(Really felled up)
On attack rolls of 1, 66, 99 and 100, take down the target to 0 hp.
Archmage modifiers?
Assassin:
(Elite)
+3 on all rolls for each opponent beyond the first. (+12 VS 5 opponents)

(Rogueish,)
Attacks first in the combat without rolling for initiative. Has +5 on the first attack roll.
(still rolls for initiative VS Hunters and Rogues, keeps +5 bonus)

(, but with more 's'-s in the name)
If the Assassin attacked first in the round and successfully hit, he may make another attack right after that one with -5 on the attack roll.

Archmage
(Elite)
+3 on all rolls for each opponent beyond the first. (+12 VS 5 opponents)

(Renaissance Caster)
+5 on all rolls

(Old skool- Multi-skool)
Once per combat, the Archmage may give up the (Renaissance Caster) bonus, and take the bonus of another caster Class until the end of the combat. (This can be done only before attack rolls)
Spell Breaker? :3
If I could make a suggestion for Fel-sworn, I'd say change it to just 1 and 100 for insta-kill.

The four possibilities mean that it's a 1/25 chance for every attack roll they make that they can insta-win a fight. If you consider that the average rollfight with 10hp will likely have 15+ attack rolls, the odds seem a little in their favor.

Also, do racial bonuses affect these insta-wins? e.g if they roll 95 does that turn into 100 if they have a racial +5?
Nope, those have to be natural if I understand right.
Gotcha. Ignore what I said, actually. Just noticed this system has a 3hp starting health, so my comment about 15+ attack rolls is redundant :P
INB4-ed
Spoiler:
You're right about the impact of that ability on 10 hp, except in this system, HP-s tend to be between 3 and 5.

And no, everything that triggers on a roll does so on the natural roll (unaffected by any modifiers). So rolling 98 and having +2 as a human warlock doesn't get you the insta-win.


Another note is that the 99 and 100 rolls were going to get you very close to a win anyway.


Spell breaker:
(Elite)
+3 on all rolls for each opponent beyond the first. (+12 VS 5 opponents)

(I break spellcasters more than spells)
+10 to defense rolls against casters.
+5 to attack rolls against casters.

(I R haz ur magik)
Once per combat, whenever a positive buff or heal spell would be cast succesfully by an opponent, the Spellbreaker may roll. If the roll is over 50, he may choose any new target for the buff or heal.
Just like within the game,
and in this combat system,
Death Knights are once again Over powered.

Nevertheless,
Brilliant system :).
I look forward to using it :D.
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