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New Barbarian (tank) "Threaten" idea

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New Barbarian (tank) "Threaten" idea

Postby Ryno » February 4th, 2011, 11:54 am

Like a tank in WoW, Dragon Age and other video games. What do you guys think about adding "Threaten" as a Barbarian action so that if monsters are attacking someone else who is low on life, Wizard especially, he can let out a battle cry that threaten's the monster(s) forcing Zargon to surround the Barbarian on the next turn(s)?
Last edited by Ryno on February 4th, 2011, 6:43 pm, edited 1 time in total.
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Re: New Barbarian "Threaten" idea

Postby Jaguar69 » February 4th, 2011, 1:15 pm

Cool idea. |_P

I have thought about this before; wouldn't a battle cry install 'fear' into monsters? I do like there fact that he is causing a distraction and diverting attention to himself.

I had already come up with a level up ability for the barb to get 'war cry', which caused fear in normal monsters. This can be used onc per quest, and makes monsters within a room or corridoor move back, away from the barb in all directions, until they hit a wall/ object or thier movement number. Good for clearing an area or for some restbite. :)

Mayb it can be used both ways. some monsters surround the barb, and some are scared enough to move back. ;)
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Re: New Barbarian (tank) "Threaten" idea

Postby Ryno » February 4th, 2011, 7:03 pm

Cool fear idea too! I edited my first post a little to add the word “Tank” in, I don’t know why I didn’t put it there in the first place. Well anyway, since all the other characters have unique abilities I thought it would be great for the Barbarian to as well and give the party more of a party feel and allow Zargon/Morcar to go after the weakest character. Giving him threaten ability that he can use every turn if he wanted to just like the dwarf’s disarm traps. I’ve been thinking this idea through a bit more and here is where I’m at on it now.


Threaten
The Barbarian has the unique ability to let out a war cry that aggravates enemies within the same room or corridor and diverts them from attacking others temporarily.
To Threaten enemies, the Barbarian must use half of a turn (sacrificing attack OR move for that turn) to attempt to Threaten his enemies. You must roll a skull on 1 combat die per enemy to successfully Threaten them, forcing Zargon to move them towards you and attack you on their next turn. On the following turn (unless successfully Threatened again) the monsters may attack whomever they wish.



I guess a tough part of this is finding a way to mark the Threatened monsters so Zargon remembers to move and attack the barbarian on his next turn. Perhaps a set of tiny red rubber bands?
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Re: New Barbarian (tank) "Threaten" idea

Postby mo123813 » February 4th, 2011, 10:40 pm

Reminds me of dragon age
My human noble knows that ability. It comes in handy when Im trying to save Morrigon
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Re: New Barbarian (tank) "Threaten" idea

Postby Jaguar69 » February 4th, 2011, 10:47 pm

There is a danger that by doing this so often will make the barbarian 'hog' the slaying of monsters, and not leave much for anyone else to mop the rest up. Maybe by limiting the number of times if use per quest?
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Re: New Barbarian (tank) "Threaten" idea

Postby Pugahla_272 » February 5th, 2011, 10:10 am

But when we were playing Jaguar69, how many monsters did the Barbarian actually kill... ;)

I think this may be a chance for the Barbarian to actually kill someone, I think this is a very good idea and can come in very useful in some conditions.
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Re: New Barbarian (tank) "Threaten" idea

Postby LordZeke » February 5th, 2011, 11:25 am

I would Treat it as a once per quest type ability. It could be introduced as a "learned" ability via hero leveling as presented in the Imperial Academy by phoenix. Maybe as a Barbarian and Dwarf ability in the Melee Magthrie the heros have access to after they reach the level of Champion.

Allows the hero once per quest to cause enimies, up to the heroes current body points, to ignore all other targets and focus on the hero. Once per turn, for each of its mind points, a monster can roll 1D6. The effect is broken on a roll of a 6.

Another option would be to introduce it as an Artifact.


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