Difference between revisions of "User talk:Luigifan18:Viewtiful Warrior (3.5e Class)"

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== Ratings ==
 
== Ratings ==
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|reason=Mostly tl;dr coupled with no particular interest in the subject material, but I decided to read VFX Replay and its alternative because they were mentioned in the SGT: Well, the good news is, both of them are valid choices (well, VFX Replay is better only when abusing touch powers or going for crits); the bad news is, neither of them is level appropriate for a 5th level character.
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{{Rating |rater=Franken Kesey
 
{{Rating |rater=Franken Kesey

Revision as of 04:12, 13 December 2012

Ratings

RatedDislike.png Foxwarrior dislikes this article and rated it 1 of 4.
Mostly tl;dr coupled with no particular interest in the subject material, but I decided to read VFX Replay and its alternative because they were mentioned in the SGT: Well, the good news is, both of them are valid choices (well, VFX Replay is better only when abusing touch powers or going for crits); the bad news is, neither of them is level appropriate for a 5th level character.


RatedOppose.png Franken Kesey opposes this article and rated it 0 of 4.
Far too many details, requires the continues re-referencing; features are too much for one class.


Too many features? Hmm... I could split the ranged attacker and blade fighter into their own classes, since they're based on different characters... Also, I've been playing Viewtiful Joe lately, and the VFX bar isn't actually that big, but it does recharge at a decent rate. So I might cut down the maximum VFX pool and boost up the recharge rate. --Luigifan18 (talk) 01:56, 18 November 2012 (UTC)

VFX pool cut, class features removed from bonus feat list. The Viewtiful Warrior can't have access to all of its class features now. --Luigifan18 (talk) 17:26, 27 November 2012 (UTC)
Yes, splitting this up into different classes is highly advisable (on separate pages). The first homebrew creation of mine was called the Nahlasit, A 20 level class – that stuck to the characters – but not the mechanics of a single class. Thus I split the features up into three different classes (Judge, Viveka and Lord). All can be selected by one character and have a narrow focus that is clear for all. Many of the heroes of lore have more than one class – perhaps this is what makes them heroic. --Franken Kesey (talk) 18:36, 27 November 2012 (UTC)
Actually, no. A single Viewtiful Warrior can only have one of Voomerang or Round Trip, only one of VFX Mach Speed or VFX Replay, only one of Yamaarashi, Desperado, or Stinger, and only one of Red Hot One Hundred or Heavy Heart Shoulder Slam. Since I took the class features off the epic bonus feats list, a Viewtiful Warrior is strongly defined by these choices. I do plan on adding Viewtiful Warrior prestige classes, but those will have extremely different abilities. --Luigifan18 (talk) 18:54, 27 November 2012 (UTC)

Comments

First glance, and I know you are not done yet, thus some of these may be premature.

1)VFX:

a. Not many classes have Knowledge (theatrics), as a class skill. The way you have it worded it should certainly be a knowledge check, though perhaps one that is less rare (but not common).
b. It is mentioned that certain features require different knowledge checks, but the range is not noted anywhere else.

2)Unarmed Strike looks inferior to Unarmed Mastery (do not need both): was this just leftover form an earlier edition?

3)VFX Slow:

a. Alone this should put the class into Very High balance.
b. Am starting to notice the amazing detail in your articles. And the amount of referencing that needs to be done every time a player uses one.
c. It might help if you build up to the Slow feature: list the other features gained at first level, then slow. When a potential player starts reading the first few lines, then finds a whole bunch of references to other features – before understanding the first – they quickly become confused.

4)Shocking Pink: Incomplete?

5)Red Hot Kick: what’s a midair jump?... Oh, name consistency helps, especially if you introducing a lot of names.

6)VFX Mach Speed: you could, honestly, merge slow and speed into one feature. (The abilities are quite similar, just opposite.)

7)Replay! More on this later.

8)Yatagashiri: in first paragraph, just state that you cannot do it to creatures two sizes larger (simplifies, and is essentially the same).

9)Desperado: seams very out of place (even as an option). Doesn’t the class flavor dictate that Viewtiful Warrior’s gain their power from sticking out?

10)Stinger and Air Raid much more justifiable. "Either/Or" clauses work best as variants (at the bottom or on a subpage, with link);but they both look very fun, and flavorful.

11)Are you planning on putting anything after 11th level?

One small, minor, petty little thing: generally, the colors red, blue and purple are avoided to keep from confusing them with links (as well as really light colors like yellow). Check out Ganteka’s page of colors for some of the colors that this wiki recognizes (orange may be a good substitute).

Overall this is a wonderful and original class that I look forward to playing. A class that deserves more than partial features from other classes. And a class that opens a new level, a new understanding of what DnD can become. --Franken Kesey (talk) 00:29, 11 November 2012 (UTC)

The thing about the Viewtiful Warrior is that it's meant to be an adaptation of the Viewtiful Joe series to D&D, and I'm trying to replicate the mechanics of the first two games as closely as I can.
I had to come up with Knowledge (theatrics) for the Viewtiful Warrior, but the bard also should have access to it. Can't think of any other classes that would. I haven't decided on the Knowledge DCs yet.
The standard Viewtiful Warrior (unarmed combat) is based on the main character, Joe. Mach Speed, Yatagashiri, the Red Hot One-Hundred, and the Voomerang are exclusive to him in Viewtiful Joe 2 (he can also use the Shocking Pink in Viewtiful Joe 1, but they're given to Silvia in the sequel.) He uses punches as his upper-body attack. The ranged combat features are based on Silvia, who uses a ray gun as her weapon. VFX Replay, Desperado, and the Heavy Heart Shoulder Slam are her exclusive moves. Desperado is designed to work like it does in Viewtiful Joe 2. Stinger, Round Trip, and Air Raid are Alastor's exclusive moves. I designed them to work in the same fashion as when you fight him as a boss in Viewtiful Joe 1. He likes swords. And lightning.
As for, I feel that Replay and Zoom transitioned into D&D better than Slow and Mach Speed did. Probably because Replay and Zoom aren't as complicated as Slow and Mach Speed are. I tried to make it so that the VFX powers can do everything that they're capable of doing in the games. Also, in the Viewtiful Joe games, it's perfectly possible (and a good strategy) to toggle VFX powers on and off repeatedly to save VFX. In both Viewtiful Joe 1 and 2, the powers Slow, Mach Speed, and Zoom are obtained in that order. Replay is obtained later in Viewtiful Joe 2 between Mach Speed and Zoom, but I put it at the same level as Mach Speed for convenience's sake. Also, I make the Viewtiful Warrior choose between Mach Speed and Replay because Mach Speed's exclusive to Joe and Replay's exclusive to Silvia.
I haven't yet decided how Shocking Pink will work for D&D purposes. As for Red Hot Kick, it (again) is meant to work just like it does in the Viewtiful Joe games. Also, there are two major class features after 11th level - Viewtiful Forever and Take 2. (The fighter bonus feat's just there to fill the void.) Finally, the Monk gets Improved Unarmed Strike at first level, and then his unarmed attack enhancements seem to build off of that, so I set up the Viewtiful Warrior to work the same way. --Luigifan18 (talk) 05:22, 11 November 2012 (UTC)
Oh. The jester should also get Knowledge (theatrics). And I suppose one could justify giving it to clerics as well (or at least to clerics of certain deities).
Knowledge (Theatrics) doesn't exist... o.O -- Eiji-kun (talk) 22:15, 14 November 2012 (UTC)
I know, I had to make it up for this class. The only other Knowledge skill suitable for it is Knowledge (local). --Luigifan18 (talk) 23:29, 14 November 2012 (UTC)
It would seem to me the skill you want is Perform. -- Eiji-kun (talk) 01:07, 15 November 2012 (UTC)
Not really. Just because you know about theater doesn't mean you can perform (well, Viewtiful Warriors generally can, but not the kind of performance that most audiences would find comfortable... it'd be roughly analogous to plopping Mick Jagger in front of a bunch of feudal serfs and having him perform a rock concert). Still might put Perform on the class skill list, but I really want a skill to be there representing knowledge of the performance arts much moreso than ability to perform in them (though Knowledge (theatrics) and the Perform skills will definitely have synergy with each other). --Luigifan18 (talk) 01:37, 15 November 2012 (UTC)
While I think the ability to perform indicates the knowledge of performing, if you really split hairs it should be knowledge local. After all, "know your audience". -- Eiji-kun (talk) 02:30, 15 November 2012 (UTC)

TLDR

So, this classes class features, from the word "class features" to the end of "Bonus feat:ukemi... level.", take 5,749 words. Add this to the 2,066 words ukemi takes up, and you get a class that so far requires the DM and players to read and parse 7,815 words.Fluffykittens (talk) 05:50, 11 November 2012 (UTC)

It makes far more sense if you've played Viewtiful Joe and Viewtiful Joe 2. --Luigifan18 (talk) 06:14, 11 November 2012 (UTC)
An individual character is not a build.Fluffykittens (talk) 06:24, 11 November 2012 (UTC)
Well, it's not just Joe. I threw in elements of Silvia and Alastor as well. And to be honest, the selection of Heinshin heroes in the franchise is a bit limited. Aside from those three, there's really only Captain Blue, Jet Black, and Queen Heinderella. (And Captain Blue Jr., I suppose). Captain Blue, Jet Black, and Queen Hienderella would all have to be prestige classes. Oh, there's also Six Machine, but that'd have to be a vehicle. I haven't un-commented it yet, but I do plan on including an option to treat VFX as a highly specialized form of psionics. --Luigifan18 (talk) 17:13, 11 November 2012 (UTC)

Level 10 Same-Game Test

I stumbled across the same-game test and decided to run the Viewtiful Warrior through it. Anyways, here's my evaluations for the level-10 situations...

  • Hallway full of trap runes: Between "Toss-Up" and "Sure Loss": It really depends on what sort of saves the traps allow. If they allow Reflex saves, the Viewtiful Warrior's got the challenge in the bag. His base Reflex save is good, and he can make it even better through his VFX. The first trap might catch him off-guard, but once he realizes what he's up against, he'll just use VFX Slow to dodge everything... well, everything that can be dodged. Traps that work against Will saves have a 50-50 chance of working, as the Viewtiful Warrior's Will save is good, but he can't augment it with VFX. Traps that work off of Fortitude saves? The Viewtiful Warrior's screwed. As a side note, since the Viewtiful Warrior doesn't have access to any divination effects, he has to rely on pure perception to find the traps. Against traps that get triggered by reading them, such as symbol spells, he's in for a rough time... but not any rougher than what a fighter, monk, rogue, or other nonmagical class would have to endure.
  • Fire Giant: Sure Win: Wow. This actually made me have to think a bit about the way the Viewtiful Warrior interacts with other game effects. As I described him before running him through the test, he could, while in VFX Slow, punch or kick any projectile back the way it came by making an attack roll against it and beating its original attack roll. But punching back boulders? If the boulders are bigger than the Viewtiful Warrior himself is, hat's not going to happen. I'm basing this ruling on the fight with Flinty Stone in Viewtiful Joe 2. One of his attacks is to toss a big orange sphere at you; the sphere is about as big as Joe and Silvia are. While the sphere is in motion, I'm pretty sure that they can't punch it back at him - if the player tries it, he'll just wind up autododging the attack. The heroes can push the ball around once it's landed (curiously, it loses all momentum when hitting the ground), and Joe can even punch it with Mach Speed to get his aura up and generate clones. But attacking the boulder while it's in motion doesn't work. Anyways, I'm getting sidetracked... so, no boulder-punching, but the Viewtiful Warrior can dodge boulders so easily that it doesn't even matter. In fact, the Viewtiful Warrior shines in straight-up melee combat, even more so than a monk does. With smart use of his VFX, the Viewtiful Warrior can easily beat a fire giant in a toe-to-toe fight, even without Mach Speed.
  • Young Blue Dragon: Likely Loss: It's the standard ground-versus-air problem... A Viewtiful Warrior is very capable of fighting in midair, and he can get up higher than many other classes thanks to his double-jump, but unlike his advanced variants, he can't actually fly or hover through class features (yes, I know Alastor can fly, but Joe and Silvia can't... I think it's safe to say that most Viewtiful Warriors can't fly, and the reason that Alastor can is because he's basically a half-fiend). Anyways, the Viewtiful Warrior is ultimately more limited in terms of midair maneuverability than even a clumsy flier; the Viewtiful Warrior has to drop back down to the ground sometime in the immediate future (Air Pummel doesn't keep him in the air forever, and he can't move laterally while using it), but the flyer doesn't. This puts him at a disadvantage against an opponent that can fly, such as a dragon, especially if it abuses that advantage by staying out of reach. The ranged Viewtiful Warrior is actually pretty likely to win, since he can use Desperado to harass the dragon from midrange and can still shoot it normally if it stays out of her lock-on radius. The dragon can only use its breath weapon every 1d4 rounds; ranged weapons can be used until there's no ammo left (and sometimes lack of ammo is more of an inconvenience than a problem). Other Viewtiful Warriors are probably going to find themselves relying extensively on Voomerangs or Round Trip. So, basically, the Viewtiful Warrior can theoretically win this fight, but he's at a severe disadvantage unless he specializes in using ranged weapons. (And before you ask, no, you can't use VFX Slow to punch a dragon's breath weapon back at it, for a very simple reason - the breath weapon isn't tangible. Punching bullets, or missiles, or arrows... yeah, the Viewtiful Warrior can do that simply enough. But even VFX can't allow someone to punch gases or plasma!!!! It just plain doesn't work!!!!)
  • Bebilith: Likely Win: Hmm... let's see... bebiliths are good at ambushing, but Viewtiful Warriors are good at not being ambushed. If the Viewtiful Warrior is caught completely off-guard, the bebilith probably wins, since Viewtiful Warriors aren't good at resisting poison. However, uncanny dodge makes that unlikely to happen. Rend armor is irrelevant because Viewtiful Warriors function just fine without armor (they might wear light armor for a few extra points of AC, but they don't really need it). So, on to the straight-up fight... Bebiliths fight in melee with their poisonous bite, but usually begin combat by throwing webs. A Viewtiful Warrior technically can punch a web back, but... Uh... trying to envision that breaks my brain. Nothing of that nature ever happened in the Viewtiful Joe series... Okay, web conundrum aside, the Viewtiful Warrior can dodge webs pretty easily, but if he does get entangled, he's lost one of his greatest assets - his mobility - and the match probably goes to the bebilith. Likewise, if the bebilith actually manages to bite the Viewtiful Warrior, his poor Fortitude save means that he's in trouble - and since the Viewtiful Warrior is first and foremost a melee combatant, he's going to be in harm's way. However, Viewtiful Dodge and VFX Slow make both of those scenarios quite unlikely. This matchup can end badly for the Viewtiful Warrior, but it probably won't.
  • Vrock: Toss-Up: If you ask me, a single vrock really isn't living up to its full potential. I mean, come on, the dance of ruin... Eh, whatever. The dance of ruin wouldn't even work on a Viewtiful Warrior, what with the great Reflex save and all, and that's assuming that he doesn't just stop the dance altogether with Stunning Fist or simply knocking a vrock dead. No, it's the vrock's other abilities that make this an even match. First of all, vrocks are described in the Monster Manual as being huge fans of melee combat, which also means that they're really good at it. Hey, that's true of Viewtiful Warriors, too! Vrocks are among the few creatures in the game that can really go toe-to-toe with a Viewtiful Warrior in melee combat. Sure, the Viewtiful Warrior has VFX, but the Vrock has some nasty tricks of its own. The main weapon the vrock has to work around the Viewtiful Warrior's advantages is its spores. The goddamn spores. The vrock can release these once every 3 rounds, and when it does, that's an automatic 1d8 damage. The spores don't require an attack roll and don't allow a Reflex save to avoid them, which means that Viewtiful Dodge and the VFX Slow dodge don't work. VFX or no, those spores are going to do their thing. And their thing is doing 1d8 damage when they come out, and then doing 1d4 damage per subsequent round for a full minute (making the Viewtiful Warrior look like the world's ugliest cactus when it's all over is just a humiliating extra). The Viewtiful Warrior has a d8 hit die - same as the vrock, but less than most other melee classes. Repeated applications of spores could really ruin his day. And then there's the stunning screech - which requires a Fortitude save to negate. This means that it's very likely to work on the Viewtiful Warrior and wreck his mojo, giving the vrock an entire round to whale on him. The stunning screech is only usable once per hour, but giving the Viewtiful Warrior a taste of his own medicine forces him to take the vrock seriously. The vrock also has a few spell-like abilities - while only one of them can be considered a direct attack (and only arguably so), they can be used to mess the Viewtiful Warrior up. Mirror image is a staple for spellcasters who enjoy reminding fighters of their utter inferiority, and the vrock can use it at will. That says a lot all by itself. Then there's telekinesis, which can easily be used to one-up the Viewtiful Warrior's projectile-reflecting antics. It can also be used to play catch-and-return with the Viewtiful Warrior; the vrock can keep it up indefinitely, but the Viewtiful Warrior can't. Also, a violent thrust can force a Viewtiful Warrior to Zoom In and use his Hurricane Kick to deal with all of the incoming projectiles, which will end up eating his VFX even faster than VFX Slow alone. Greater teleport reminds me of Joe's battles with Alastor, where the latter had a penchant for warping all over the place... yeah, greater teleport at will equals teleport spam, which equals very frustrated melee fighter constantly chasing his opponent around. Finally, once per day, the vrock can use heroism to make itself even better at melee combat than it already is. There's also the demon summoning ability, but that's too unreliable to consider as strongly as what I've already discussed. Oh, and on top of all that, vrocks can fly. They often don't, as they have a huge reckless streak, but just like the dragon mentioned above, they could easily take to the air and force the Viewtiful Warrior to resort to spamming Voomerangs or Round Trip. In fact, thanks to their average maneuverability, they could easily try to take control of the fight's momentum with aerial attacks, matching or excelling the Viewtiful Warrior's air game with terrifying ease. The Viewtiful Warrior is going to need every trick at his disposal for this fight! The vrock is truly an even match for the Viewtiful Warrior, and I'd consider it to be a worthy rival. (Maybe I'll consider Alastor a half-vrock for game purposes...)
  • Mind-Flayer Tag-Team: Toss-Up: Hmmm... The Viewtiful Warrior has lots of advantages and disadvantages here. His Will saves are good, so he has a decent chance of withstanding mind blasts and shrugging off mind-control attempts. He's also good at grappling, so the brain-extraction thing isn't going to happen until his will's been crushed (which may or may not end up happening). In melee combat, the Viewtiful Warrior is going to mop the floor with the mind flayers. But the mind flayers have advantages of their own. First and foremost is the advantage of range. Just like a dragon's breath weapon, a mind blast is intangible, which means that the Viewtiful Warrior can't punch it back at the mind flayers. As long as the mind flayers keep their distance, they can pepper the Viewtiful Warrior with mind blasts until he finally succumbs. Mind flayers are also psionic; since VFX is considered a specialized form of psionics for D&D purposes, this means that mind flayers can intuit how VFX works more easily than most. Remember, mind flayers are intelligent and love to have contingency plans. I wouldn't put it past them to use their psionic powers to directly interfere with the Viewtiful Warrior's VFX. But really, it all comes down to distance control. If the Viewtiful Warrior can get up close and personal to the mind flayers, they're goners. If they manage to make the most of their ranged attacks and psionic abilities, the mind flayers have a good chance of coming out on top.
  • Necromancer and Minions: Sure Win and Toss-Up: The Viewtiful Warrior is going to destroy the necromancer's minions, and he's sure to have a blast doing it. If he has Yamaarashi, expect him to throw zombies all over the room, hurling them into each other until they're katamaris of bruised limbs and bashed-up torsos. If he has Desperado, he can blast several bad guys at once. With VFX Mach Speed, he and his clones can rip the undead apart; VFX Replay isn't quite as useful, but if there's one thing undead have going for them, it's big Hit Dice, and tripling his damage can help the Viewtiful Warrior thin out the undead ranks much quicker. But the real fun comes in the form of VFX Slow. Once the Viewtiful Warrior stuns one zombie and sends it flying, every opponent he strikes with that use of VFX Slow is going to be launched. This means that before long, there's going to be zombies flying all over the room, crashing into each other and generally making a big mess. Hordes of zombies are no problem for the Viewtiful Warrior; completely and utterly wrecking cannon fodder is one of the things he does best. The necromancer, on the other hand... As a general rule, necromancers are spellcasters. And by 10th level, melee character vs. spellcaster has a tendency to end badly for the nonmagic guy. Thanks to his VFX, the Viewtiful Warrior actually stands a sporting chance, but the necromancer has one other edge - many of his spells force the target to succeed on Fortitude saves in order to avoid their worst effects. Fortitude saves aren't something the Viewtiful Warrior is very good at. So the Viewtiful Warrior is going to have to be careful to not let his enemy nail him with his magic. Thankfully, a lot of the worst necromancy spells are touch attacks (of the melee or ranged variety), and dodging melee attacks is no problem for the Viewtiful Warrior, but there's plenty of spells that can really mess him up available by 10th level. Slay living, ray of enfeeblement, waves of fatigue, and bestow curse are among the nastiest spells below 5th level the Necromancy school has to offer.
  • 6 Trolls: Likely Win: A Viewtiful Warrior can beat up a troll with ease. By 10th level, 6 is no problem. It's keeping the trolls down that's a problem, and with VFX Mach Speed, that problem is as good as solved already. With VFX Replay, the Viewtiful Warrior may have to get a bit more... creative.
  • 12 Shadows: Likely Win or Likely Loss: This depends on whether the Viewtiful Warrior took Round Trip or Voomerang at 2nd level. Since Round Trip is a force effect, it works quite nicely against incorporeal creatures such as shadows. If the Viewtiful Warrior doesn't have Round Trip... there isn't much he can do. Uh-oh.

And that's my take on the Viewtiful Warrior in the Same-Game test. In a straight-up brawl, he's just as good as a martial adept. For trickier situations that require a less... er, blunt solution, he can run into problems, but he often has the tools to solve them. There are some things that are just not gonna end well for him if he's on his own, though. Overall, I think this is a Rogue-level class. But, anyways, I'd like some feedback here. Did I misinterpret any situations or matchups? Was I a bit too harsh on some creatures, or did something slip by? If I missed something I should have considered, please let me know! --Luigifan18 (talk) 03:36, 13 December 2012 (UTC)