Post by yaksha on Dec 7, 2015 0:45:51 GMT
I really can't think of any better way to describe what I mean here than to call it "stat swapping", though it's really more about drawbacks and how they can interact with buffs. The rules already state in some cases, like 5x stat buffs, that the user has to suffer severe physical damage and very big drawbacks as a result. I imagine damage added on to buffs of lower ranks would allow them to have smaller cooldowns, or lower tiers. If I'm misunderstanding how the buff system works, feel free to bring it up.
My other suggestion, the one I call stat swapping, would sort of be an alternative to buffs; particularly for characters that prize versatility, it'd be a zero-sum buff option, where every attempt to buff is countered by an equal debuff to the same stat. So for this example, let's look at my own hollow and say I wanted a technique where he managed to overcharge his muscles for a bit, allowing for explosive movement. Like any speed buff, he'd be able to dodge, chase, and generally move around faster. The thing is that the explosive movement itself means he's not nearly as good at small-scale movement, and his hand-to-hand or weapon skill would be impacted as a result. For this situation, he'd have a 3x speed boost and a 3x strength debuff, equalling out to zero.
That last part is the important part. Stat swapping should, almost in every example, equal zero. A person can suddenly generate advantages easily enough through the current system, but this one is more about changing gears. In the middle of a fight, being able to keep your distance and pelt an enemy with cero or kido can sometimes be useful, but once you release your zanpakuto, you may be more interested in getting up close and personal.
I'm honestly not sure if something like this could or couldn't be done as-is with the augmentation system, but it doesn't seem to address how interaction between the two could work in a case like this. I figured it was worth considering, if only because it might allow for a playstyle and combat style that opens the user up to new weaknesses, while also allowing for an entirely new sort of ability to deal with opponents.
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My other suggestion, the one I call stat swapping, would sort of be an alternative to buffs; particularly for characters that prize versatility, it'd be a zero-sum buff option, where every attempt to buff is countered by an equal debuff to the same stat. So for this example, let's look at my own hollow and say I wanted a technique where he managed to overcharge his muscles for a bit, allowing for explosive movement. Like any speed buff, he'd be able to dodge, chase, and generally move around faster. The thing is that the explosive movement itself means he's not nearly as good at small-scale movement, and his hand-to-hand or weapon skill would be impacted as a result. For this situation, he'd have a 3x speed boost and a 3x strength debuff, equalling out to zero.
That last part is the important part. Stat swapping should, almost in every example, equal zero. A person can suddenly generate advantages easily enough through the current system, but this one is more about changing gears. In the middle of a fight, being able to keep your distance and pelt an enemy with cero or kido can sometimes be useful, but once you release your zanpakuto, you may be more interested in getting up close and personal.
I'm honestly not sure if something like this could or couldn't be done as-is with the augmentation system, but it doesn't seem to address how interaction between the two could work in a case like this. I figured it was worth considering, if only because it might allow for a playstyle and combat style that opens the user up to new weaknesses, while also allowing for an entirely new sort of ability to deal with opponents.