Round 1 voting
Powers submitted:
--------------------------------
A shy hedgehog: *mystery person* doesn't basic attack. Instead, he deals back 10% of damage dealt to him (before any reductions) back to the attacker.
--------------------------------
Time Machine: *mystery person* is a genius engineer who has developed crazy inventions and has devoted his time to understanding... time itself. He carries with him a small remote-looking device strapped to his belt which allows him and one person or thing to travel between any and all eras of time. On every turn with a prime number, *mystery person* enters his time machine before attacking or taking damage, but returns on the next turn with an even number. Whenever he returns from his time travel, the bright lights in the arena blind him momentarily. Unless there is a status effect which dims the lights of gives *mystery person* vision, this renders him unable to attack that turn.
(Optional inclusion)- To make it clear for those who don't understand the concept of prime numbers: the first eleven are 1,3,5,7,11,13,17,19,23,29, and 31. *mystery person* used eleven because it's also a prime number.
"Don't worry, I'll be back! Them papers I signed at the desk said I have to."
--------------------------------
Puppy Dog Eyes: I'm so cute that 20% of incoming Damage is rerouted from me into my own attack (on whoever it is I'm attacking).
Example: Mr. X does a 10 point attack on me. I take 8, and Puppy Dog Eyes reroutes 2 damage into my attack on Mr. Y.
--------------------------------
Generic power
*mystery person* has a small health regeneration gimmick. How he got it, nobody knows, but what is known is that he regens 30 health per turn every turn. If his health drops below 150, he regens 50 instead.
--------------------------------
You have one vote to veto a power. Once everyone is finalised any power that recives 3 or 4 vetoe votes is vetoed and lost. Additionally if we have a 2/2 tie on two powers they are both vetoed and lost. Therefore 2 vetos, 1 veto, 1 veto & 0 vetos allocated to 4 powers respectively lets all of them through. If this doesn't work out well I might tweak it for round 2 and on. Powers shown are not in received order.
BTG2.0 - Round 6 powers submission
Started by: Skeletonxf | Replies: 225 | Views: 41,181
Oct 18, 2016 5:11 PM #1464535
Oct 18, 2016 6:30 PM #1464540
How does puppy dog eyes make an attack stronger? sure, I'll pull my punches for something looking adorable, but I don't see why that should hurt anyone. It's also very similar to shy hedgehogs. Ya'll got some fur affinity I don't know about going on in here?
Then there's time machine man. With a quote. Someone's going full try hard.
How did mystery healer get that power? I don't know, cause I'm voting to #VETOGENERICPOWER. Nobody knows cause you won't have it, fool.
Then there's time machine man. With a quote. Someone's going full try hard.
How did mystery healer get that power? I don't know, cause I'm voting to #VETOGENERICPOWER. Nobody knows cause you won't have it, fool.
Oct 18, 2016 7:35 PM #1464547
Oh I should say that I will resolve generic (non said to occur at a particular time in the round) healing simultaneously with basic attacks, ie you're not dead unless you're still dead 'after' you heal immediately 'after' the basic attack phase as listed on the spreadsheet.
Oct 18, 2016 7:37 PM #1464548
Puppy dog eyes sounds like Pumu is playing in this
tbh the regen thing shouldn't be that bad (30/1000 HP regen), shy hedgehog is essentially the same thing as puppy eyes, but with less of an effect, so it isn't a big deal, time machine sounds like it will fuck up a lot of stuff since it effectively helps the person dodge every attack every few turns, and puppy dog eyes is a damage reducer/attack booster combo. But...
#veto time machine
I really dislike dodge-related powers. I really do.
tbh the regen thing shouldn't be that bad (30/1000 HP regen), shy hedgehog is essentially the same thing as puppy eyes, but with less of an effect, so it isn't a big deal, time machine sounds like it will fuck up a lot of stuff since it effectively helps the person dodge every attack every few turns, and puppy dog eyes is a damage reducer/attack booster combo. But...
#veto time machine
I really dislike dodge-related powers. I really do.
Oct 18, 2016 9:17 PM #1464555
I'm #Veto-ing Generic Powers. Here's why:
We only deal 15 Damage in any given attack. Let's say a power ups that to 20-25 damage. Mr. Generic gets to heal 30-50 Damage --- essentially unless there is serious damage stacking later on, he's healing far more than he's getting.
Anyhow, that's my vote. I'm going to use the vote I don't have left to second Firewall's motion, but since I don't have a vote that's a moot point.
We only deal 15 Damage in any given attack. Let's say a power ups that to 20-25 damage. Mr. Generic gets to heal 30-50 Damage --- essentially unless there is serious damage stacking later on, he's healing far more than he's getting.
Anyhow, that's my vote. I'm going to use the vote I don't have left to second Firewall's motion, but since I don't have a vote that's a moot point.
Oct 18, 2016 9:28 PM #1464557
Well currently then we have
Generic Powers - 2 vetos - WyzDM, Alphaeus
Time machine - 1 vetos - Firewall
Hedgehog - 0 vetos
Puppy dog eyes - 0 vetos
If the final vote lands on either already vetoed power and no one changes their vote afterwards Generic Powers will be vetoed out. Additionally if the final vote lands on Time Machine both get voted out because of causing a 2/2 tie.
I briefly thought about this a day after I posted and wondered if that special case will cause interesting loops but oh well I want to see what happens regardless.
Generic Powers - 2 vetos - WyzDM, Alphaeus
Time machine - 1 vetos - Firewall
Hedgehog - 0 vetos
Puppy dog eyes - 0 vetos
If the final vote lands on either already vetoed power and no one changes their vote afterwards Generic Powers will be vetoed out. Additionally if the final vote lands on Time Machine both get voted out because of causing a 2/2 tie.
I briefly thought about this a day after I posted and wondered if that special case will cause interesting loops but oh well I want to see what happens regardless.
Oct 18, 2016 9:46 PM #1464560
Yeah, I can see rounds where the special case could easily come into play. But I like it, because that's part of the tactics/randomness. :P
Oct 19, 2016 6:19 AM #1464596
2/2 vetos both powers? Yeah let's vote out time machine because that shit is a pain to plan around.
Oct 19, 2016 6:27 AM #1464597
If there's only 4 people playing, it sounds like there's gonna be two powers veto'd every turn, meaning a less climatic grand finals. Not saying this cause I'm upset with any of the powers veto'd, but I'm concluding how this is gonna continue given how Devour was the first to jump on that.
Oct 19, 2016 9:08 AM #1464599
I'm aware. Still there's 6 rounds so worst case scenario people get 12 powers in total. Divide that between 4 players and you're looking at still roughly 3 each.
But because 2/1/1/0 doesn't veto anything it's very easy to play havoc with that 2/2 condition.
But because 2/1/1/0 doesn't veto anything it's very easy to play havoc with that 2/2 condition.
Oct 19, 2016 3:03 PM #1464607
I like having the possibility of voting 2 powera out in extreme cases, but I also think there should be rounds where only 1 power gets vetod. Maybe have us vote on 2 or 3 vetos to remove a power in our Power PMs, and the most voted decides how it works that round?
Oct 19, 2016 4:57 PM #1464614
so TL;DR, we're voting on votes.
To be honest here I think that just outright whichever power gets voted most is vetoed, so only one power does get vetoed. In the case of a tie, fuck it and exile both. Or none. Depends on whether it's a fourway tie/threeway tie vs. a twoway tie.
To be honest here I think that just outright whichever power gets voted most is vetoed, so only one power does get vetoed. In the case of a tie, fuck it and exile both. Or none. Depends on whether it's a fourway tie/threeway tie vs. a twoway tie.
Oct 19, 2016 5:05 PM #1464615
3 or 4 vetos on a power is outright removal of just one and a 'tie' is the very 2/2 case I made as extra!
I was hoping you would all realise yourself that if your power is tied 2 votes with someone else's you can choose to veto one of the other powers to turn the tie in 2/1/1/0 which will save your power but let the other persons power through as well. Essentially the only time two powers get voted out is when no one dares break the tie.
----------------
Generic Powers - AT RISK - 2 vetos - WyzDM, Alphaeus
Time machine - AT RISK - 2 vetos - Firewall, Devour
Hedgehog - 0 vetos
Puppy dog eyes - 0 vetos
I was hoping you would all realise yourself that if your power is tied 2 votes with someone else's you can choose to veto one of the other powers to turn the tie in 2/1/1/0 which will save your power but let the other persons power through as well. Essentially the only time two powers get voted out is when no one dares break the tie.
----------------
Generic Powers - AT RISK - 2 vetos - WyzDM, Alphaeus
Time machine - AT RISK - 2 vetos - Firewall, Devour
Hedgehog - 0 vetos
Puppy dog eyes - 0 vetos
Oct 19, 2016 8:32 PM #1464625
I say don't screw around with things right now. They are simple, and in this case I think that's good. Adding complications of each person having a certain number of votes they can allocate gets a bit more tricky, and honestly adds another tier of player-player-host communication that will just slow things down and doesn't need to be there.
Oct 20, 2016 11:31 AM #1464666
I think there may be given instances where someone can change a veto on their power by changing their vote from a 2-2 situation.
For instance, I change my vote from generic to puppydog because I can.
For instance, I change my vote from generic to puppydog because I can.