Hold Strength Degrading/Decay
From my experience, Grabs & Holds seem to work fairly well and feel surprisingly more fun and interesting than expected. However they seem a tiny bit overpowered in one way. If one achieves a near-maxed Hold Strength (which happened at least twice in our 2nd test fight), the held character literally has to roll against the same high-ass static number on every turn. While I like this possibility on a critical grab (see below), this is a bit too powerful for normal grabs and critical holds wouldn't be that much more rewarding by comparison. While my partner at the time seemed to like the second test better, we both felt that the one being held needed a bit more of a fighting chance. So, as a result...
Hold Strength is adjusted for a bit of realism and balance. Instead of Hold Strength staying at a fixed amount, it gradually degrades (or "decays") each turn
. This gives the held character a bit of an easier chance at escaping each time. Meaning that in normal cases: If my hold strength is at 16 at the first escape attempt; it becomes a 15 on the following turn, etc. This keeps holds powerful and something to be feared while giving the poor held person more of a fighting chance. I think it may also give grappler players that extra "need" to roll high on their grab attempts. After all, the better the hold - the better the chances they have at wearing down their opponent for longer. Critical Grabs
-The Locked-In Grab is being adjusted. Instead of behaving how it is written, we are thinking on it behaving as an automatic success that removes the held character's first die roll to escape (treating it as rolling a standard failed attempt). On their following turn, they get their first real chance to escape with a die roll. Here's where I'm conflicted though. I imagine implementing one of the two other additions to give it a bit more reward:
1. Alternatively, the held character's "denied escape roll" is treated as an automatic fumble
instead. They still get no roll, but it is treated as if they had rolled a 1. This would instead increase the Hold Strength by 1 rather than degrading it on the next turn (as it is now written). So instead of normally chipping it from 16 to 15 on the next turn... it instead becomes 17 on the next turn and decays normally after that (provided that no more fumbles/critical failures are rolled by the one being held). I won't lie. I think this adds a little bit more "Uoomph!" to this, but I'm going to get other opinions before making this official for now.
2. Another way of adding some weight to this critical is that it's Hold Strength would not degrade at all. By default, I was personally having fun with it staying static and our match was still particularly exciting (my partner still managed to eventually escape a few holds, although we were both
rolling like demons in that test). So I do also like this idea, but only applying to Locked-In Holds. For better or worse, it could add some "Oh crap" factor for the held character if this happened. It is only more bearable to consider this due to the fact that criticals are significantly less likely to happen than normal successful grabs with high Hold Strength... which those would still degrade normally.Considering making the Strike style more dynamic and entertaining
As it is, Strikes are straightforward. They work and they are not difficult. Roll, Attack, Damage, Done. But that's part of the problem. With two strikers going at it, it is somewhat stale and needs a bit of flavor without getting overly complicated by current fight conditions and contingencies. Athough this isn't an actual adjustment, these are just what I've been thinking ever since our first test match. Possible solutions to this in the future one or some of the following:
1. Suggested by the partner I've done the first two fights with so far: Possibly intergrate a simple chain-strike (or combo) system. Enough to give strikes a bit more options and variation (as grabs, holds and throws seem to) but not too much to overwhelm/distract players with keeping up with too much.
2. Implement a big payoff attack (as holds and throws do). Spend a little more stamina to unleash a heavier attack, or a flurry of blows like combo.
3. Create a relatively basic "class system". One that is fairly dynamic without going completely overboard. In a way this would bring the old "Styles" idea back but in a more unique and diverse way than what it was ("+1 to this
stat, +1 to that
stat"). Instead, different styles would change the way strikes, holds, throws and/or even how defense behaved in (ideally) a simple but fun way. For instance (just brainstorming and throwing ideas around here); a fighter specializing in Kung Fu
could have immunity to fumbling on strike attempts, their critical strikes could be fixed to automatically stun and/or if an opponent rolled their exact defense... they would "Parry" instead of be hit normally. Whereas a Boxer
could theoretically have "keen/powerful" critical blows, and/or have a "Counter Punch" ability that triggered when their opponents fumble a grab or a strike. These would basically be fixed aspects, but people would be likely limited to certain fighting styles at selection until more were later imagined and implemented for balance (and in a way that would in someway make sense for the style). While I like this as an idea, it is still just an idea at the moment. But this could
make matches a bit more dynamic without getting too advanced both on the creative and playing side. It would just take some imagination. At the moment though, strikes are what need this the most.The "In-Match" NC System
I'm thinking of adding a new "perversion" related statistic for the purpose of R/H attacks during the match, which is what Climax was originally for. Erotic moves/attacks would add points to get closer to their opponent's Climax Threshold. Still working on the details on that system and which options we like best, but the general goal is for one fighter to have the option of going for "Climax Wins" instead of just having the option of working the opponents stamina. If one "orgasms" during the fight, they are weakened in some way for the rest of the fight. If they orgasm a second time, they are further weakened (and probably screwed at that point). If this happens a third time, it is treated as an automatic win for the attacker. At this point, they can immediate perform an R/H Finish on their opponent. I might have more to write on this in my next update once we decide on the how