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 Rule Rework Suggestions

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Ari
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PostSubject: Rule Rework Suggestions   Tue Aug 08, 2017 1:06 am

If you have any serious suggestions for rules that need reworking, redefining, etc. Please post them here.


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Ari
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PostSubject: Re: Rule Rework Suggestions   Tue Aug 08, 2017 1:21 am

Current Rules:
 
Suggestion: General consensus (between many members) is that the resistance to damage with Health should be equivalent to Health stat, or up to -10 beneath it, for everything. There's no reason why a punch of 20 Strength should be easier to resist than a Jutsu of 20 Power.

Current Rules:
 
Suggestion: Exceeding a Jutsu's health should be enough to cause it sufficient damage and destroy it, in most cases a Jutsu's health is equal to its power and therefore indestructible at higher ranks if you tack on +60.

Current Rules:
 
Suggestion: E-Rank +0 AP, D-Rank +100 AP, C-Rank +200 AP, B-Rank +300 AP, A-Rank +400 AP, S-Rank +500 AP. To better reflect growth, providing a bonus to AP with every rank above E.


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Tsume Chokyoshi
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PostSubject: Re: Rule Rework Suggestions   Tue Aug 08, 2017 2:54 am

@Ari wrote:
Current Rules:
 
Suggestion: General consensus (between many members) is that the resistance to damage with Health should be equivalent to Health stat, or up to -10 beneath it, for everything. There's no reason why a punch of 20 Strength should be easier to resist than a Jutsu of 20 Power.

Current Rules:
 
Suggestion: Exceeding a Jutsu's health should be enough to cause it sufficient damage and destroy it, in most cases a Jutsu's health is equal to its power and therefore indestructible at higher ranks if you tack on +60.

Current Rules:
 
Suggestion: E-Rank +0 AP, D-Rank +100 AP, C-Rank +200 AP, B-Rank +300 AP, A-Rank +400 AP, S-Rank +500 AP. To better reflect growth, providing a bonus to AP with every rank above E.

I would with the first suggestion to some degree. I always thought of it like, are you more likely to survive a fist to the face or a fireball to the face, if that makes sense. 

I agree that having to have +60 to be able to break through it is a bit tough to break through, I think if they lower it, it would be great. 

I disagree with the last one because then charka draining wouldn't be a problem


Tsume Chokyoshi

Health: 5
Chakra: 10 
Stamina: 10 
Speed: 20 
Strength: 15
AP: 100

Hakucho
Health: 5
Stamina: 10
Speed: 20 
Strength: 15
AP:100

PM me if you want jutsu ideas, I'll be glad to help with giving you ideas
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Yensung Aburame <3
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PostSubject: Re: Rule Rework Suggestions   Tue Aug 08, 2017 5:27 am

My suggestion.

Increase health damage ratio by this. And respectively reward high health and enable diminishing health. Now note these values may seem high but one cannot resist this unless able to reduce damage, or actually bolster their health. 

10 health or greater to resist a blunt attack. (Increase by 5)

30 health or greater to resist a sharpness attack. (Increase by 15)

50 health or greater to resist raw chakra. (Increase by 30)

Grant medical jutsu and poisions a resistance: (explained below.)

Reason.

Lets be honest. Alot of people do not care for duribility, or resisting as much. So why not increase it. This makes things more lethal. And damage actually pluasable. As it seems. Even at high rates health has a drop off. But low health is not that good either. This eccentially assure s that unless extreame measures are taken. You gonna get hurt. Unless you can really bolster your duribility.


To compliment this suggestion. An actual damage chart. Since its easy to write "tis only a flesh wound" but hard to admit to actual damage. We can make a chart similarly to this. (Note  this is an idea. As it can be taken since im certain not many think of  this. But actually invision a hp system.)


Damage and its effects.

If is Health greater then the attack

Blunt: 10 points greater: no damage taken from punches kicks, and attempts to break bones fail. The user is able to resist choking/suffocation up to the end of topic.


Sharpness: 30 points in diffrence: weaponsstop at skin and do not cut skin. Thrown weapons bounce off harmlessly.


Chakra: 50 points greater. jutsu does not cause any harm whatsoever. Despite the nature only piercing effects can cause minimal damage. (Irritation of skin, or minor itching)


Medical: health must be 70 above the medical jutsu/ poision power.  The jutsu/ poision does not harm the user nor disable the user. The user can breath as if normally in poision. Non benifitial medical jutsu do not harm the user.

Health is unimaginably high.

Blunt: 9-6 points greater: the physical attacks after multiple strikes in a single area bruise. Bruising reduces strength, and speed by 5 per limb. (This is equal to the number of points in diffrence X 5.) Bone breakage takes repeated strikes in bruised areas to even fracture. Once a bone is broken: users movement speed reduced by 10, strength 10, and health. Per per limb.(Bone breakage= the diffrence between the users health and the blunt attack power. X2 on a bruised body part.) 

Sharpness: 29-16 points greater. Weapons if they make contact only cause minor scraches. If stabbed. It takes a post number equal to the diffrence between the users health, and the weapons sharpness. Before piercing the body part. The stab must be maintained fully. To cut off a limb the target must complete 10 powerul strikes on a cut up limb. After 5 posts of hacking a limb, the usersvaffected limb is disabled.

Chakra: 39-21 points in diffrence.

Jutsu at this rate deal little to no damage. Only causing if at most reddend skin or a cut. But the users health stat is reduced by 2 per jutsu that hits at the end of their post. If a jutsu is continuous. Then the health loss is accumilative doubling at the end of each post. (Post:1 2 health lost, post 2:4, post 3, 8. Ect)

Medical:

Health diffrence 69-51 points in diffrence.

The jutsu at this rate are highly resilient. As poisions battle a persons body. The users body initially looses 5 heath per post a poision remains inside of them. After 2 posts a poision is defeated by the body.  Lethal poisions only knock out a person for 1 post.  

Deliberating Jutsu used despite rank last only one post.

Health is high

Blunt: 5-0 points in difference. 

Blunt physical attacks loose alot of edge here. As they can now bruise the target. But must be heavily focused on a single area. Like arms and legs. These weaken overtime as each strike that hits. (Hits to bruise is the diffrence between the users health and the attack X4)If reduced low enough the damage drops to the next teir. Bruised limbs reduce the targets strength, and speed by 10 per bruised limb. Bruising reduces the users health by 1 per post.  Broken bones further render the user. As with a broken bone the user looses 3 heath per post. The user also looses -15 in strength and speed. (Bone breakage requires a bruised limb or area. Difference between users health and attack. X2 to determine the number of strikes required to break the bone.)

Sharpness

15-1 points in diffrence.

Due to the  nature of the weapon. The user is durible to the point a slash leads to instead gashes that bleed. When bleeding the user looses 1 health per post. 

Limb loss or cutting off limbs occurs after 5 posts  to an affected limb That has 3 gashes. The users limb is disabled after 2 posts of hacking.


Jutsu

20-5 points in diffrence.

At this rate jutsu mildly damage the user. The user can tank most high level jutsu with minor to medium damage. The user loses 10 heath per jutsu that hits.


If continuous damage. Then the user's health loss is tripled per post. 

Medical jutsu

50-25 points in difference.

Poisions have a slow but delayed effect on the user. As the longer the user stays in a poisioned area. The more damage the user takes. If lethal. The user loses conciousness in the area of a poision after 2 posts, and dies on the 4th post.


Deliberating medical jutsu have -1 post length on their effective effect.


Normalized health.

Blunt: equal points - 5 points below.

The user bruises like normal  and bone breakage and such is treated as normal. At normal it takes normally a single strike to bruise. And 5 strikes to break a bone.  Requiring 1 less strike per health point below  the power of a strike.

With bruises per limb: -15 strength and speed
Bone breakage: -20 strength and speed per limb.

Sharpness

0- below 15.

A stab goes deep and can even hit vital organs unless physically stopped. Or other methods. Slashes leave deep gashes and can easily tear and destroy muscle and bone.

Chopping off a limb  requires even a nice powerful cut for 2 posts. Upon impact the limb becomes useless due to the severing of nerves and muscles.

Health loss if bleeding is 5 per post. Per wound. Once a person reaches half their health stat. The user is rendered unconcious. After 2 posts the user dies of bloid loss.


Chakra:

5 through below  15

Jutsu's depending on effect do their normal damage. Fire burns and leaves 1st, 2nd and 3rd degree burns as required. tanking almost always leads to sever danage and even death.


Medical jutsu

24-1   points in diffrence.


Poisions all work as usual. Each effect lasting their duriation.

all deliberating medical jutsu last full duriation.


Low health.

Blunt: below 6 points


Bruising and bone breakage happen hand in hand. As each bone broken reduces the users strength and speed by -25 each. Health loss is 20 per bruised limb, and 30 per broken bone. If multiple bones are broken the targets speed is reduced by  half. And they cannot move at max speed.

Sharpness

Below 16.

Upon being slashed a person looses alot of blood. And is even looses their limb usage upon being slashed. Decapitation occurs upon a sword connecting to neck. And a blade easily peierces a persons body like a hot  knife through butter.

Chakra.

16 points under power

Jutsu at this level are eccentially lethal upon contact. As tanking mostly leads to seeing a person being incenerated by fire.

Medical jutsu.

If lethal. A poision if ingested. (Or absorbed in another way) is lethal. If not. Then a person is disabled for 5 posts.

If a medical jutsu disables a target. The effect lasts 2X as long.



Now note that even high health can be diminished over time. However, it takes work and time. Perhaps multiple people. Vs when low health a person is very susceptible to damage and death. As it should be. So instead of some person going "the blade knicked me" while your dealing with some sword that can actually cleave a mountain. You got bleeding and all sorts of things going.


Plus from the high health and such. You can actually be knocked down to where you are killable. This enables actual tanking and grants not this " all or glass canon stuff"


who said it was easy?



yensung aburame


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Ren
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PostSubject: Re: Rule Rework Suggestions   Tue Aug 08, 2017 5:58 am

I know I said I was leaving but as a parting gift, stop making blunt attacks weaker than sharpness attacks of the same strength, it just further weakens taijutsu, encourages everyone to use swords rather than unique and interesting weapons ect, ect, ect. Unless the jutsu itself states a valid reason why it can bypass a portion of someone's health stat then why not just have the same health resist for all damage types, otherwise there's no reason for someone to use a damage type like blunt ect.


Ren Tsubasa
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Chakra: 100
Stamina: 100
Speed: 100
Strength: 10
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