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Post by Eligior on Mar 10, 2016 3:58:36 GMT
I was thinking that you should be able to add drawbacks to attacks in order to 'refund' DP from the attack, as well as add mechanical flavor. For instance adding the drawback 'Charge' Means that the digimon has to spend another action or turn based on the severity of the drawback (Ex: WarGreymon's Terra Force). You can also do 'recoil' which does the same but occurs after the attack and doesn't refund as much DP (Ex: Machinedramon's Infinity Cannon). Or for support attacks that buff at target you could have the [Self] tag meaning it can only modify you (Ex: WarGreymon's Brave Shield). There are others that could be used, but this what what came to mind most immediately.
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Post by TM93 on Mar 10, 2016 5:10:51 GMT
This actually isn't a bad idea. Although I might put it into the Boss Quality section off the bat; not because I think it WILL be broken, but because it'd still be in untested territory and might have the potential to do so.
(this actually reminds me: I intend to add tags to each Quality which will help specify if it modifies the Digimon, or an Attack, to read it easier)
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Post by numemonsalesman on Mar 11, 2016 10:04:36 GMT
I think a lot of higher-level digimon who are supposed to be mindless destruction machines (SkullGreymon, Megidramon, Mekanorimon) could use a penalty to Brains for flavor purposes, though that would mess with things like Area Attacks. Maybe they use Body instead of Brains?. Heck, a "Brawn not Brains" quality that uses Body to calculate area attacks could be useful in general.
This one would probably not be suitable for players, but a few digimon, such as Chrysalimon, could use an "Immobile" drawback.
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