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12 months ago ::
Jun 23, 2012 - 8:41PM
#11
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Date Joined:
May 17, 2009
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Oh, come now, I can't be the only person who heard "physical and magic teamwork abilities" and thought of this:
Seriously, though, you should check out the PbP Haven. You might also like Real Adventures, IF you're cool. | Knights of W.T.F.- Silver Spur Winner | | 4enclave, a place where 4e fans can talk 4e in peace.
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12 months ago ::
Jun 23, 2012 - 9:04PM
#12
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Date Joined:
Jan 29, 2005
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Oh, come now, I can't be the only person who heard "physical and magic teamwork abilities" and thought of this:
Sorry, mind went straight to this.
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12 months ago ::
Jun 23, 2012 - 9:09PM
#13
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Date Joined:
Feb 19, 2008
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Chrono trigger? I dont remember combo attacks but than again I never really played the game too heavily. I never even heard about it until it got released for the DS but I never knew what a RPG was until PS1 but I was still doing mario at that time in the 64.
Wait.....OK! Nvm I DO remember that!
Also yes...I Guess it kinda would be a lot like that lolz, But I was not thinking of CT when thinking the idea.
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12 months ago ::
Jun 23, 2012 - 9:16PM
#14
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Date Joined:
May 17, 2009
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Ah, Samrin, that trailer hard hardly any cool dual-casting in it. Compare to this Chrono Trigger boss battle, where both the PCs and the NPCs use team techniques. SPOILERS, though. Be Warned.
Seriously, though, you should check out the PbP Haven. You might also like Real Adventures, IF you're cool. | Knights of W.T.F.- Silver Spur Winner | | 4enclave, a place where 4e fans can talk 4e in peace.
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12 months ago ::
Jun 24, 2012 - 1:40AM
#15
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Date Joined:
Jun 10, 2012
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The reason why these abilities have never made it into the game so far is because it is difficult to have classes that use entirely different systems for using thier powers to expend both thier powers to create new effects. You would need an entirely new system for each type of combination.
New spell Gorenado
2 characters must expend a 3rd level arcane spell slot to achieve. Both characters must know the spell. And now mechanically there needs to be some reason why these characters would want to sack these spell slots for this new effect. meaning the new effect must be Better then the other option. Once you get this then everyone wants to dual cast. Meaning you have to make it difficult for characters to learn these moves.
This is kinda do-able but each dual casting spell must be written up and indivudually implemented
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12 months ago ::
Jun 24, 2012 - 1:44AM
#16
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Date Joined:
Sep 24, 2009
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This reminds me a lot of a game I'm in. 1) Wizard casts storm pillar near enemy. 2) Defender readies an attack to trigger on said enemy's turn with a slide 6. Granted, it's not like a wholly unique effect occurs above the sum of its parts, but it's pretty close.
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12 months ago ::
Jun 24, 2012 - 12:29PM
#17
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Date Joined:
Mar 19, 2004
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Lol. That was our party's go-to combo after we realized just how many push and slide attacks we had at our disposal. It was so effective, we stopped using after 2 sessions. Did I mention Storm Pillar was only used once per encounter?
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12 months ago ::
Jun 24, 2012 - 10:37PM
#18
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Date Joined:
Feb 19, 2008
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so what about this one!
We have a alternate book like a spells compendium or spells compendium 2 comes out but its rather a Team Compendium.
Dual Spell caster spells - Both casters must know one spell from the spell list and have the spell prepared for the day. Than they must sacrifice a X level spell for whatever spell this combo spell is. Lets make Gorenado a 6th level spell. They must both sacrifice that one spell slot for the gorenado spell and have one part of the spell combo.
Than! Just like before. Wizard Mordo is in combat and is in front of initiative order than Sorcerer Mallus. He Prepares his Tornado spell of 5th level. Than on Mallus turn he charges and casts Blood Gush - A 3rd level spell that summons forth a powerful stream of acid like blood from his mouth. cuz well....he is a Neutral evil Blood mage and knows some blood magic spells and death a death spell and necromancy etc...
So they cast the spell together and has some effects of both spells + new power that no of the two spells could cast. They must ALSO be standing adjacent to each other as well in order to cast this spell!
Like
Gorenado - All enemies in a 3x6 cone spreading outward from the two casters takes 4D10 acid damage and 4D10 Wind or I guess in D&D it would be Frost damage for wind spells and would also take on a status effect as well. Like it would knock them back and give them X status effect.
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12 months ago ::
Jun 24, 2012 - 11:16PM
#19
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Date Joined:
Aug 25, 2007
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a simple teamwork option might be using readied actions.
a fighter readying a attack to hit a enemy the split second after a spel hits that enemy might get advantage.
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12 months ago ::
Jun 25, 2012 - 12:19AM
#20
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Date Joined:
Sep 26, 2005
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I've thought about this as well, and of course I would have referenced Chrono Trigger but it seems someone beat me to it.
Its a cute idea but I suspect its rather difficult to implement in practice for complexity reasons. Its very easy to flavor such actions though.
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