|
Post by Gurki on Oct 27, 2016 16:58:28 GMT -5
Happens alot in the dbz universe. I throw my OmFG Beam at you, you throw your LOLZ Beam at it. You either lessen the damage dealt to yourself, completely negate, or even destroy the attack and cause damage to me.
Example: A attacks B and they hit, damage is 75.
B rolls to see if counter succeeds (1d100), then rolls damage 100.
B's counter is stronger so it destroys A's attack and deals 25 damage to A. Counters that succeed can't be dodged or blocked. Finishers can't be countered
|
|
|
Post by Lute on Oct 27, 2016 17:08:18 GMT -5
Hmm. I'll think about it. The only issue I have is this...
You attack and roll for it.
I counter with my rolls.
On your next turn you take the damage.
But, timeline wise the fight has moved on since then. Because you probably used your second action to do something. I used my second action to do something.
You'd have to backtrack RP wise.
If we only had one action per turn, counters would make sense. Currently, they don't--at least from a logic and story standpoint.
|
|
|
Post by Gurki on Oct 27, 2016 17:48:01 GMT -5
Maybe limit it to VS standard action #2 only, and maybe only able to counter attack 3 times total.
|
|
|
Post by Lute on Oct 27, 2016 17:54:27 GMT -5
I would never use a counterable ability action 2
|
|