Post by Mila on Jun 15, 2020 15:25:33 GMT -5
A Change to Stances.
Okay I'm about to say something weird here. Stances aren't really used a lot here on a fighting play by post site. Why? I guess you can blame the vague rulings or something. I don't think there is one single blame. There are some that have used it; we all know Crush and Tiger Claw get the MOST use, out of them all. But like Who is using Catpaw? Turtle? Titan?
Okay (I may start every paragraph with this, don't mind me), fighting scenes in both anime and martial arts movie adaptions have stances. They are used thoroughout the fight. Most fighters are fighting out of their stances at pretty much all times, if they are a seasoned fighter. Why is it that we can only take a stance a few times in a fight, instead of actually being in a stance and maybe switching to another one to adjust to the flow of battle?
Members may not have found this an issue at all, and I'm not speaking for anyone but myself, when I say I am bored of how stances are. Here is an improvement I have been working on for quite some time now.
Stances should take 1 action to engage into, and be buffed from their current forms.
Stances should take 1 action, and the entire mechanic of a lull in battle be eliminated. I know the lull in battle portion essentially was making stances cost 0 actions, but it was quite difficult to time the proper moment, or lull to use the stance at an opportunistic moment. 1 action, and you remain in that stance until you switch out of it. Which leads me into this.
The effect of certain stances should be buffed or changed to fit to being active throughout the battle
So when you enter certain stances, my goal is for that fighter to be in that stance until they release it or use 1 action to switch to another one that they know. This would also mean that the effects of that stance should last as if they were battle bonuses. Since equipment no longer effects Power Level, I feel that this change should be more welcomed. Below I will be taking stances and doing example re-works to conform with this change:
Axemaster Stance - A stance used by those who have specialized in the axe. Axes deal +10% more damage while in this stance. Twice per battle, add +1 weapon attack to a physical combo. Once per battle allows you to declare one axe weapon tech level 3 or lower undodgable. Can be learned with 1 other stance.
Catpaw Stance - Increases speed and strength by +10% while in this stance. A Critical hit from a SA also gives a CE: Slice.
Crush Stance - Can enter this stance twice per battle at the end of your post for free. Allows you +1 actions in the next post. After that post you are no longer in a stance.
Basically, stances will have buffed percentage gains or effects such as added damage of a certain type that lasts until it is switched out of. Limited stances like Crush can either conform to taking an action and having a +2 action production or remain the same and is mentioned to cost 0 actions and adding +1 action like before.
We can also see the introduction of new stances like:
Ki Master's Stance(Would like a better name, lol) - Increases ki energy damage by +10% while in this stance. Once per battle can subtract 1% ki cost from one non-finisher energy attack.
But anyway, i know there is a discussion going about action economy and stuff probably, so this is more like...you know suggested under current circumstances and rulings and stuff. Feel free to like, dislike, or go in on it.
Okay I'm about to say something weird here. Stances aren't really used a lot here on a fighting play by post site. Why? I guess you can blame the vague rulings or something. I don't think there is one single blame. There are some that have used it; we all know Crush and Tiger Claw get the MOST use, out of them all. But like Who is using Catpaw? Turtle? Titan?
Okay (I may start every paragraph with this, don't mind me), fighting scenes in both anime and martial arts movie adaptions have stances. They are used thoroughout the fight. Most fighters are fighting out of their stances at pretty much all times, if they are a seasoned fighter. Why is it that we can only take a stance a few times in a fight, instead of actually being in a stance and maybe switching to another one to adjust to the flow of battle?
Members may not have found this an issue at all, and I'm not speaking for anyone but myself, when I say I am bored of how stances are. Here is an improvement I have been working on for quite some time now.
Stances should take 1 action to engage into, and be buffed from their current forms.
Stances should take 1 action, and the entire mechanic of a lull in battle be eliminated. I know the lull in battle portion essentially was making stances cost 0 actions, but it was quite difficult to time the proper moment, or lull to use the stance at an opportunistic moment. 1 action, and you remain in that stance until you switch out of it. Which leads me into this.
The effect of certain stances should be buffed or changed to fit to being active throughout the battle
So when you enter certain stances, my goal is for that fighter to be in that stance until they release it or use 1 action to switch to another one that they know. This would also mean that the effects of that stance should last as if they were battle bonuses. Since equipment no longer effects Power Level, I feel that this change should be more welcomed. Below I will be taking stances and doing example re-works to conform with this change:
Axemaster Stance - A stance used by those who have specialized in the axe. Axes deal +10% more damage while in this stance. Twice per battle, add +1 weapon attack to a physical combo. Once per battle allows you to declare one axe weapon tech level 3 or lower undodgable. Can be learned with 1 other stance.
Catpaw Stance - Increases speed and strength by +10% while in this stance. A Critical hit from a SA also gives a CE: Slice.
Crush Stance - Can enter this stance twice per battle at the end of your post for free. Allows you +1 actions in the next post. After that post you are no longer in a stance.
Basically, stances will have buffed percentage gains or effects such as added damage of a certain type that lasts until it is switched out of. Limited stances like Crush can either conform to taking an action and having a +2 action production or remain the same and is mentioned to cost 0 actions and adding +1 action like before.
We can also see the introduction of new stances like:
Ki Master's Stance(Would like a better name, lol) - Increases ki energy damage by +10% while in this stance. Once per battle can subtract 1% ki cost from one non-finisher energy attack.
But anyway, i know there is a discussion going about action economy and stuff probably, so this is more like...you know suggested under current circumstances and rulings and stuff. Feel free to like, dislike, or go in on it.