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Tanking Expansion Suggestion Empty Tanking Expansion Suggestion

This post has in-line assessment comments.Wed Feb 05, 2020 1:19 am
Combat Guide wrote:TANK A HIT (Sacrifice yourself!)
You may protect an ally from attacks aimed at them by putting yourself in harm’s way for them. Doing this, you forgo the option to evade the attacks (doing so will allow the attacks to hit the ally). Protecting an ally this way lasts for one turn and is considered an MT. When doing this, an enemy with sufficient Reflex may interrupt/intervene (per rules on such) to perform their attacks before you begin protecting the ally, circumventing it.

You may also decide to tank after an opponent's successful attacks against a player ally to have them damage you instead. In this scenario, you must create an OOC post immediately after the opponent’s attack die roll post. In this OOC post, you will roll a single die and specify which combo it is meant to tank.

This die roll’s success will be determined based on your RX%. If you roll a successful LT with this die roll, you will be able to take the damage from all or some of the techniques in this combo (any damage you choose not to tank will be dealt to the original target). The damage dealt by the tanked hits will be determined by the opponent’s DMG% (see Damage Multiplier section below) against your DEF.

You may then follow this OOC post with a short RP post that interrupts the normal posting order (this does not count towards the total post count) to RP out your tanked hit. You may not use any techniques in this short RP post. After this post, the normal posting order will resume.

Suggested changes in red.

Tanking this way is balanced in 3 ways:

  1. Intervening/Interrupting, defined below, would allow players to use higher reflex to strike the original target before the tanking takes effect, thus circumventing it with speed. This is the hardest counter to the tank.
    Intervening or Interrupting:

  2. AoE that is targeting both the Tanker and Tankee would instead strike the Tanker twice, thus dealing double damage. Because tanking is stated beforehand, attackers may do this purposefully to try to take the tank out. This doesn't circumvent the tanking, of course, but it is available counterplay.
  3. Defense Debuffs would hurt a designated tanker the most, weakening them so they take more damage and can be knocked out.


With counters widely available, I believe it would help build diversity and help the system properly represent RP routes which are currently undersupported.
Gray
Gray
The Conqueror / Black Fist
[tracker=/t131-tracker-gray-starks#504]
Name : Gray
Epithet : "The Conqueror"; "Black Fist"
Age : 49
Height : 10'2" (310 cm)
Weight : 1043 lbs (473 kg)
Species : Cyborg Human
Faction : Pirate
World Position : Lurking Legend (Former Yonkou)
Crew : Black Fist Pirates (Destroyed)
Ship : Sangria's Vane (Destroyed)
Crew Role : Captain (Former)
Devil Fruit : Pressure-Pressure Fruit
Bounty : [ber=r] 5,000,000,000
EXP Bonus : +0.20 (to all allies)
Income Bonus : +0.20
Shop Discount : -30%
Balance : [bel] 25,000,000,000
[[strollingdeath]][[baneoftheweak]][[riseandshine]][[childofdestiny]][[freakofnature]]
[[punchoutguru]][[dulcetvirtuoso]]

[[improviseadaptovercome]]
Posts : 3900

Tanking Expansion Suggestion Empty Re: Tanking Expansion Suggestion

This post has in-line assessment comments.Wed Feb 05, 2020 10:26 am
I could definitely see this working, but with one important note (in case it wasn't implied in your description of how this works).

The tanking shouldn't work like a "toggle", where you forgo MT one turn, and now you're tanking damage for an ally every turn. Instead, you should have to spend an MT every turn to continue tanking damage for an ally. This way, the opponent will also have the chance to intervene before the tanking every turn.
Anonymous
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Tanking Expansion Suggestion Empty Re: Tanking Expansion Suggestion

This post has in-line assessment comments.Wed Feb 05, 2020 2:46 pm
Gray wrote:I could definitely see this working, but with one important note (in case it wasn't implied in your description of how this works).

The tanking shouldn't work like a "toggle", where you forgo MT one turn, and now you're tanking damage for an ally every turn. Instead, you should have to spend an MT every turn to continue tanking damage for an ally. This way, the opponent will also have the chance to intervene before the tanking every turn.

Yup, we're on the same wavelength:

Protecting an ally this way lasts for one turn and is considered an MT.
Gray
Gray
The Conqueror / Black Fist
[tracker=/t131-tracker-gray-starks#504]
Name : Gray
Epithet : "The Conqueror"; "Black Fist"
Age : 49
Height : 10'2" (310 cm)
Weight : 1043 lbs (473 kg)
Species : Cyborg Human
Faction : Pirate
World Position : Lurking Legend (Former Yonkou)
Crew : Black Fist Pirates (Destroyed)
Ship : Sangria's Vane (Destroyed)
Crew Role : Captain (Former)
Devil Fruit : Pressure-Pressure Fruit
Bounty : [ber=r] 5,000,000,000
EXP Bonus : +0.20 (to all allies)
Income Bonus : +0.20
Shop Discount : -30%
Balance : [bel] 25,000,000,000
[[strollingdeath]][[baneoftheweak]][[riseandshine]][[childofdestiny]][[freakofnature]]
[[punchoutguru]][[dulcetvirtuoso]]

[[improviseadaptovercome]]
Posts : 3900

Tanking Expansion Suggestion Empty Re: Tanking Expansion Suggestion

This post has in-line assessment comments.Wed Feb 05, 2020 3:28 pm
Dondagora wrote:
Gray wrote:I could definitely see this working, but with one important note (in case it wasn't implied in your description of how this works).

The tanking shouldn't work like a "toggle", where you forgo MT one turn, and now you're tanking damage for an ally every turn. Instead, you should have to spend an MT every turn to continue tanking damage for an ally. This way, the opponent will also have the chance to intervene before the tanking every turn.

Yup, we're on the same wavelength:

Protecting an ally this way lasts for one turn and is considered an MT.

Whooops. Missed that bit. My mistake!
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