Proposed changes to Jutsu Armor Training
May 24, 2018 21:13:19 GMT -7
Post by Deleted on May 24, 2018 21:13:19 GMT -7
Let me preface this by sayi g that i know i havent been around long, and that i probanly dont have the standing to make judgements where this site os concerned. But im asking you to please hear me out.
I was just show these techniques today while discussing character building strategies, and on the surface they seem like a good investment, bit upon anything more than a passing glance...this is terrible.
Jutsu Armour Training
Rank: "B" Always 40 Training Points
Skill: TaiJutsu
Effect: User has learned how to perform Jutsus while wearing armour.
Special: ---
Drawback: ---
Description: As a weaving movement, user reduces the Handseal Reduction due to the Armour they are wearing by 10 for any Jutsu they perform this round. At "B" Class user may reduce the Handseal Reduction due to the Armour they are wearing by 15. At "S"C lass user may reduce the Handseal Reduction due to the Armour they are wearing by 20.
Limit: Universal TaiJutsu Technique.
Jutsu Armour Mastery
Rank: "C"
Skill: TaiJutsu
Effect: User has mastered the ability to perform Chakra Jutsus while wearing armour.
Special: ---
Drawback: ---
Description: As a weaving movement, the user reduces Hand Seal reduction due to Armour they are wearing by an additional 10 for any Jutsus they perform for that round.
Limit: Universal TaiJutsu Technique. Must know Jutsu Armour Training.
The key issue is that this is classified as a weaving movement. The player's handbook defines a weaving movement as the following;
So that means it requires 18 hand seals from your pool to cast. But hand seals are reduced as a character levels up and improves their class. 1/4 for ninjutsu/genjutsu masters at C-Class, Taijutsu Non-Specialists at B Class, taijutsu specialists at a-class, and taijutsu masters at s-class.
Lets calculate what 1/4 reduction gets by class level with the first technique.
D - no reduction, 18 seals cost to gain back 10. This is a NET LOSS of 8.
C - 1/4 of 18 is 4.5 so we will look att this twice; once rounding up and once rounding down. Rounding up to 5, it costs 13 seals to gain back 10, NET LOSS of 3. Rounding down to 4, 14 seals to get back 10 for a NET LOSS of 4.
B - the technique improves to return 15 hand seals now. So rounded up to 5, it has a NET GAIN of 2 handseals, or only 1 if rounded down to 4. 1 or 2 handseals. Thats it.
A - this is identical to B.
S - the technique improves a final time to return 20 hand seals. So rounded up to 5, there is a NET GAIN of 7 hand seals, or only 6 if rounded down to 4. An s-class taijutsu specialist or master using this technique spends a movement on this, to be able to cast...a single D ranked jutsu. For exactly one round.
Now, taijutsu non-specialists and ninjutsu/genjutsu masters gain 1/3 reduction at s class and a-class respectively, making it more useful for them, correct? Nominally.
A - 1/3 of 18 is 6, a nice round number. That brings the casting cost down to 12 hand seals. Since at A class, the technique returns 15 hand seals, this is a NET GAIN of 3 hand seals.
S - the technique increases to 20 hand seals returned, Making for a NET GAIN of 8 hand seals, enough for one c rank or 2 d ranks. By far the most beneficial state of the technique as expected, and even then only nominal.
As for the second technique, which is a c rank for a flat unscaling 10 points, lets look at that.
No reduction - 12 cost, 10 returned, NET LOSS of 2 seals.
1/4 reduction - 1/4 of 12 is 3, so cost 9 to gain 10. NET GAIN of 1 seal.
1/3 reduction - 1/3 of 12 is 4, so it costs 8 to gain 10. A NET GAIN of only 2 hand seals.
So used together at s class, you gain for the opportunity cost of 2 movements...
1/4 - 7 or 8 seals. Still only 1 D rank.
1/3 - 10 seals. Stil only 2 d ranks or 1 c rank.
Really i just feel like maybe these didnt get playtested like at all.
Now that i feel like ive adequately explained why i believe this to be flawed, i have two potential suggestions to make them much better without being broken. I am not suggesting they be made passive. An argument that that would be too strong would not be off base. Although if its potency were downgraded some, it would also be a viable option. I dont know what the sweet spot for that would be though.
Suggestion #1) alter it from a weaving movement to a move movement.
This would remove the hand seals cost associated with weaving movements and so actually do its job of letting people in armor act as functional casters. Or to feint, since thats ALSO a b ranked weaving movement despite being a purely martial action. A discussion for another time maybe, but i dont particularly mind a cost to feinting as its possible to get a LOT of milage out of it.
Suggestion #2) increase the duration
This is possibly an even stronger option, but also more tactical, as you would need to pick the right moment to use it. Currently it lasts only the round in which it is used, which is a big part of why i think its actually badly designed.
How long though? Hard to say. Longer is inherently stronger, and its hard for me to say with confidence what would be useful for lower level characters without being game breaking in the hands of higher level characters. If i had to give a number, maybe 3 rounds?
If you really wanted to put additional restriction on it, because you think multiple rounds duration is too strong, you could give it a daily use limit, like once per class level or something, or make it usable once per combat or somthing. Although someone in glamered armor might appreciate the option to gain a bit more social leverage with it by way of genjutsu as well. No, this isnt something i can parse out alone. But with testing, maybe something appropriate would emerge.
I was just show these techniques today while discussing character building strategies, and on the surface they seem like a good investment, bit upon anything more than a passing glance...this is terrible.
Jutsu Armour Training
Rank: "B" Always 40 Training Points
Skill: TaiJutsu
Effect: User has learned how to perform Jutsus while wearing armour.
Special: ---
Drawback: ---
Description: As a weaving movement, user reduces the Handseal Reduction due to the Armour they are wearing by 10 for any Jutsu they perform this round. At "B" Class user may reduce the Handseal Reduction due to the Armour they are wearing by 15. At "S"C lass user may reduce the Handseal Reduction due to the Armour they are wearing by 20.
Limit: Universal TaiJutsu Technique.
Jutsu Armour Mastery
Rank: "C"
Skill: TaiJutsu
Effect: User has mastered the ability to perform Chakra Jutsus while wearing armour.
Special: ---
Drawback: ---
Description: As a weaving movement, the user reduces Hand Seal reduction due to Armour they are wearing by an additional 10 for any Jutsus they perform for that round.
Limit: Universal TaiJutsu Technique. Must know Jutsu Armour Training.
The key issue is that this is classified as a weaving movement. The player's handbook defines a weaving movement as the following;
Weaving Movement: Weaving movements are the core of Chakra combat. Each weaving movement is dependent on how many handseals you can perform per round and movements."
Techniques that need handseals are called weaving movements. Most chakra techniques are also considered weaving movements and all use handseals to perform.
Performing a weaving movement is a two part system. The first part is handseals. Each weaving movement technique uses up handseals depending on the rank of the technique.
D Rank: 6 handseals
C Rank: 12 handseals
B Rank: 18 handseals
A Rank: 24 handseals
S Rank: 30 handseals
The second part is movements. Every weaving movement technique uses 1 movement to perform after using handseals to prepare the technique.
Performing a weaving movement is a two part system. The first part is handseals. Each weaving movement technique uses up handseals depending on the rank of the technique.
D Rank: 6 handseals
C Rank: 12 handseals
B Rank: 18 handseals
A Rank: 24 handseals
S Rank: 30 handseals
The second part is movements. Every weaving movement technique uses 1 movement to perform after using handseals to prepare the technique.
So that means it requires 18 hand seals from your pool to cast. But hand seals are reduced as a character levels up and improves their class. 1/4 for ninjutsu/genjutsu masters at C-Class, Taijutsu Non-Specialists at B Class, taijutsu specialists at a-class, and taijutsu masters at s-class.
Lets calculate what 1/4 reduction gets by class level with the first technique.
D - no reduction, 18 seals cost to gain back 10. This is a NET LOSS of 8.
C - 1/4 of 18 is 4.5 so we will look att this twice; once rounding up and once rounding down. Rounding up to 5, it costs 13 seals to gain back 10, NET LOSS of 3. Rounding down to 4, 14 seals to get back 10 for a NET LOSS of 4.
B - the technique improves to return 15 hand seals now. So rounded up to 5, it has a NET GAIN of 2 handseals, or only 1 if rounded down to 4. 1 or 2 handseals. Thats it.
A - this is identical to B.
S - the technique improves a final time to return 20 hand seals. So rounded up to 5, there is a NET GAIN of 7 hand seals, or only 6 if rounded down to 4. An s-class taijutsu specialist or master using this technique spends a movement on this, to be able to cast...a single D ranked jutsu. For exactly one round.
Now, taijutsu non-specialists and ninjutsu/genjutsu masters gain 1/3 reduction at s class and a-class respectively, making it more useful for them, correct? Nominally.
A - 1/3 of 18 is 6, a nice round number. That brings the casting cost down to 12 hand seals. Since at A class, the technique returns 15 hand seals, this is a NET GAIN of 3 hand seals.
S - the technique increases to 20 hand seals returned, Making for a NET GAIN of 8 hand seals, enough for one c rank or 2 d ranks. By far the most beneficial state of the technique as expected, and even then only nominal.
As for the second technique, which is a c rank for a flat unscaling 10 points, lets look at that.
No reduction - 12 cost, 10 returned, NET LOSS of 2 seals.
1/4 reduction - 1/4 of 12 is 3, so cost 9 to gain 10. NET GAIN of 1 seal.
1/3 reduction - 1/3 of 12 is 4, so it costs 8 to gain 10. A NET GAIN of only 2 hand seals.
So used together at s class, you gain for the opportunity cost of 2 movements...
1/4 - 7 or 8 seals. Still only 1 D rank.
1/3 - 10 seals. Stil only 2 d ranks or 1 c rank.
Really i just feel like maybe these didnt get playtested like at all.
Now that i feel like ive adequately explained why i believe this to be flawed, i have two potential suggestions to make them much better without being broken. I am not suggesting they be made passive. An argument that that would be too strong would not be off base. Although if its potency were downgraded some, it would also be a viable option. I dont know what the sweet spot for that would be though.
Suggestion #1) alter it from a weaving movement to a move movement.
This would remove the hand seals cost associated with weaving movements and so actually do its job of letting people in armor act as functional casters. Or to feint, since thats ALSO a b ranked weaving movement despite being a purely martial action. A discussion for another time maybe, but i dont particularly mind a cost to feinting as its possible to get a LOT of milage out of it.
Suggestion #2) increase the duration
This is possibly an even stronger option, but also more tactical, as you would need to pick the right moment to use it. Currently it lasts only the round in which it is used, which is a big part of why i think its actually badly designed.
How long though? Hard to say. Longer is inherently stronger, and its hard for me to say with confidence what would be useful for lower level characters without being game breaking in the hands of higher level characters. If i had to give a number, maybe 3 rounds?
If you really wanted to put additional restriction on it, because you think multiple rounds duration is too strong, you could give it a daily use limit, like once per class level or something, or make it usable once per combat or somthing. Although someone in glamered armor might appreciate the option to gain a bit more social leverage with it by way of genjutsu as well. No, this isnt something i can parse out alone. But with testing, maybe something appropriate would emerge.