Jump to content

[✗] [Amendment] Dauntless Charge Speed

 Share


Wizry

Recommended Posts

Posted (edited)

Old:

Spoiler

[T4] DAUNTLESS CHARGE - ACTIVE

In the course of battle, a Templar may deem it necessary to charge upon cravenly or fleeing opponents. A Templar may thus swell with their flaming courage, and propel themself forth with the fury of Malchediael.
 

  Hide contents

MECHANICS:
This ability requires [3] emotes to cast: The First requires a Templar to draw upon their courageous aura while focusing upon a single target as Holy White Flame gathers under their feet, the Second to completely envelop their bodies with their Holy White Flame, and a Third to charge and slam unto an opponent, resulting in their fiery maelstrom to disperse upon contact. 

 

When Dauntless Charge is cast, the Templar may charge down a single target at a range of [10] Blocks. When struck, the concussive force of the charge is comparable to that of a sledgehammer. The maelstrom of White Flame also possesses the properties of "Furious Flame", thereby granting it the debilitating effects of Aurum. 

 

It is noted that, should [1] Emote elapse without delivering the charge, Dauntless Charge will dissipate. This spell may be cast ONCE per combat scenario.

REDLINES:

This spell has [1] charge per combat encounter.

A Templar may not cancel their charge after the second emote has passed and will not be able to cast another Dauntless Charge unless under effect by the Valiant Banner.

A Templar may strike with their weapon at the completion of the charge to focus the concussive nature of their attack into a single strike. This said, they may also opt to simply shoulder bash.

When enveloped with their Courageous Aura [2nd emote], the Templar's vision will be considerably reduced, resulting in a Templar only being able to see rough shapes.

When charging their spell, a Templar may move [3] Blocks per turn until cast. This enables a Templar to move a grand total of [16] Blocks over the course of [3] Emotes.

Dauntless Charge's concussive force will not stack with the material of a weapon used, nor will it result in a cutting-like effect. This is to say that the damage delivered by the Charge will always remain concussive in nature.

Dauntless Charge has to go over solid ground and the enemy must be mechanically accessible.

Should a Templar slam into anything that would be able to resist a hefty sledgehammer swing like in Dauntless Charge, they would get bruised and it would count as [1] minor wound for the Touch of Jophiael.

 

 

New:

Spoiler

[T4] DAUNTLESS CHARGE - ACTIVE

In the course of battle, a Templar may deem it necessary to charge upon cravenly or fleeing opponents. A Templar may thus swell with their flaming courage, and propel themself forth with the fury of Malchediael.
 

  Hide contents

MECHANICS:
This ability requires [3] emotes to cast: The First requires a Templar to draw upon their courageous aura while focusing upon a single target as Holy White Flame gathers under their feet, the Second to completely envelop their bodies with their Holy White Flame, and a Third to charge and slam unto an opponent, resulting in their fiery maelstrom to disperse upon contact. 

 

When Dauntless Charge is cast, the Templar may charge down a single target at a range of [10] Blocks. When struck, the concussive force of the charge is comparable to that of a sledgehammer. The maelstrom of White Flame also possesses the properties of "Furious Flame", thereby granting it the debilitating effects of Aurum. 

 

It is noted that, should [1] Emote elapse without delivering the charge, Dauntless Charge will dissipate. This spell may be cast ONCE per combat scenario.

REDLINES:

This spell has [1] charge per combat encounter.

A Templar may not cancel their charge after the second emote has passed and will not be able to cast another Dauntless Charge unless under effect by the Valiant Banner.

A Templar may strike with their weapon at the completion of the charge to focus the concussive nature of their attack into a single strike. This said, they may also opt to simply shoulder bash.

When enveloped with their Courageous Aura [2nd emote], the Templar's vision will be considerably reduced, resulting in a Templar only being able to see rough shapes.

When charging their spell, a Templar may move [3] Blocks per turn until cast. This enables a Templar to move a grand total of [16] Blocks over the course of [3] Emotes.

Dauntless Charge's concussive force will not stack with the material of a weapon used, nor will it result in a cutting-like effect, nor will its speed affect its impact. This is to say that the damage delivered by the Charge will always remain concussive in nature with the impact of a sledgehammer being swung normally.

Dauntless Charge has to go over solid ground and the enemy must be mechanically accessible.

Should a Templar slam into anything that would be able to resist a hefty sledgehammer swing like in Dauntless Charge, they would get bruised and it would count as [1] minor wound for the Touch of Jophiael.

Dauntless Charge moves at the speed of an arrow.

 

 

Purpose:

Putting down speed.

Edited by Wizry
Link to post
Share on other sites

redirects it

Link to post
Share on other sites

While I can see the purpose of the amendment, arrow speed seems a bit too much.

 

Arrows are already capable of extreme damage. Now imagine that same speed applied to a human in plates, wouldn't it obliterate the person on the other side?

 

Now, ik that some will tell me "oh but it's a fantasy game and it specifies its strength", but I think we all know that in CRP some players will make my same argument with the result of being stuck in CRP for seven hours

Link to post
Share on other sites

7 minutes ago, Iulius said:

Now, ik that some will tell me "oh but it's a fantasy game and it specifies its strength", but I think we all know that in CRP some players will make my same argument with the result of being stuck in CRP for seven hours

it doesn't matter if someone makes that argument.

it specifies the strength, it's a sledgehammer blow. if they emote differently, it's powergaming.

Link to post
Share on other sites

Edited to handle concerns.

Link to post
Share on other sites

i don't think this amendment does anything

Link to post
Share on other sites

1 hour ago, HugoAntero said:

i don't think this amendment does anything

 

makes dauntless charge more or less undodgeable

Link to post
Share on other sites

If a person can charge you down for 10 blocks in a single emote (btw more than you can do on a Horse with an action!) then the person who dodges it perfectly is powergaming!

I don't see a reason for this, and I know bad faith templars may end up using "but I move as fast as an arrow!" to end up making the Sledgehammer blow strength be interpreted as: "A sledgehammer if thrown as fast as an arrow." which would obliterate people

Link to post
Share on other sites

3 hours ago, Sonybut7 said:

If a person can charge you down for 10 blocks in a single emote (btw more than you can do on a Horse with an action!) then the person who dodges it perfectly is powergaming!

I don't see a reason for this, and I know bad faith templars may end up using "but I move as fast as an arrow!" to end up making the Sledgehammer blow strength be interpreted as: "A sledgehammer if thrown as fast as an arrow." which would obliterate people

Funnily enough, it'd annihilate both of them

 

Mutually assured destruction 

Link to post
Share on other sites

This lore has been denied.

 

This amendment was taken to an internal vote and was denied; at this time LT has no interest in implementing this.

Link to post
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...