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Page 985 in Cocoyashi Village
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Page 985


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Average Rating: 4.75
Number of people who have voted: 4


By the same author as Grand Line 3.5
Comments:

Vanacan




7th Apr 2017, 12:19 AM
"I'm new :D"

YESSSS
So satisfying to see this.
Also you're really good at story telling, (having a quality source material helps but this is perfect)
You got me invested in watching something I already know is going to happen, while telling a a made up story where made up characters make up their own characters that do stuff. And I got invested all over again because it works ON ALL OF THOSE LEVELS.
Good Job! :D

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Foolish




7th Apr 2017, 2:50 AM

The moment One Piece becomes one of the best action animes.

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Malroth

Malroth




7th Apr 2017, 3:21 AM

Looks like He used the Karmic Strike Feat.

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Guest




7th Apr 2017, 10:04 AM

If you recall, Luffy has reach for days. He always gets an AoO for enemies approaching him, unless they avoid it somehow.

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Halosty45

Halosty45




7th Apr 2017, 10:27 AM

This looks more like Robilar's Gambit... which is a more balanced of the two feats, since you get your attack *after* the other attack. But it's probably not actually either of those two.

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Otaku

Otaku




7th Apr 2017, 11:02 AM

For those willing to indulge me (and those that don't can stop reading ;) )...

I pretty frequently remind folks I have little knowledge of Pathfinder/D&D 3.5. So I often think of things in terms of other game systems; not to change the plot, but just because that's how I think. ^^'

My go-to system is GURPS, specifically Fourth Edition. One of the rules available even when using the most fundamental, no-frills version of the combat rules is the "All-Out Attack". GURPS is a game where you have Active Defenses; you can roll to Block, Dodge, or Parry a move. The All-Out Attack option costs you access to these, but lets you select from a few bonuses...

...one of which is an extra +2 damage or +1 damage per die (whichever is better). So while I know that ain't happening here, I can't help but think of this attack in those terms. ;)

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Farmer_10




7th Apr 2017, 9:01 PM

I don't play table-top rpg's, most of what I know is gleaned from these type of webcomics. So, +1 per die. Is that a lot? I notice Luke and Cory are also always using a fuckload of die. What does that actually do, increase total damage or just how many attacks they're actually doing?

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Otaku

Otaku




7th Apr 2017, 9:45 PM

Depends upon the system. I think Pathfinder/D&D 3.5 just uses a single d20 for each attack, where you try to roll at or above the target number. So when it talks about borrowing dice, it is probably for damage. Hopefully someone can confirm or correct. If you don't care about how a different system unrelated to how this comic handles it, you can stop reading now. ;)

Still here? Okay, so with GURPS - which I brought up for fun because it is not the system being used, just one I enjoy - the idea is that the All-Out Attack (AoA) bonus scales. GURPS always uses six-sided dice (d6). Apart from damage and some (not even all) charts, it uses three six-sided dice (3d6). So to attack, you'd roll three-six sided dice trying to roll at or below your [Skill level plus or minus any bonuses]. The only time this affects the number of hits is when the attack itself scores multiple hits, like a burst of machine gun fire. The rest of the time, it is one roll per attack.

The +1 per die I mentioned is for damage. As a reminder, if the flat +2 bonus is more (so you are rolling less than 2d6 for damage), you get it instead. So an attack that does 1d becomes 1d+2, and attack that does 2d becomes 2d+2, but an attack that does 3d becomes 3d+3 as it switches over to the +1 per die.

If you need to hit harder and are willing to risk being easily hit by attacks until your next turn, AoA is probably worth it. You aren't guaranteed to hit harder than you can normally, but whatever you roll will be higher than it would have been without the bonus. Just stinks if you roll low anyway and it ends up not being enough. ^^'

Luke/Luffy is probably rolling a lot of dice, so if this was GURPS and not Grandline 3.5, the damage bonus would add up pretty fast.

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zombi3DS

zombi3DS




7th Apr 2017, 10:33 PM

Indeed in d20 systems a d20 roll determines the to-hit, and the borrowing of dice is for damage. Also for comparison in Pathfinder/DND, Defenses are much more passive than gurps, hero system etc. and resisting damage is not a common thing ordinarily. typically the goal is mitigation or avoidance or just hitting harder first (or forgoing this silly damage and just asking the entire enemy group to roll a d20 or become useless for the rest of the fight).

Damage bonuses are always static except in edge cases because of the first rule of all things: "The Rules as follows are general and cover most circumstances until something specific comes along to contradict them."

For example pathfinder has sniper goggles. A magic item that that add +2 damage per sneak attack die to a ranged sneak attack. This item is considered pretty strong though the addendum is that there is range limit for the basic item, the upgraded and basic version are both very expensive and most ranged sneak attack builds get to make 1 sneak attack (due to trying to maintain stealth as a move action) per turn thus making these items a balance for a lack of attacks that could deal damage.

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Otaku

Otaku




8th Apr 2017, 11:58 AM

Thanks, zombi3DS. I did have to edit my previous post a bit, just because I kind of trailed off in the middle of explaining how an attack rolls work.

So, Farmer_10... did that help? I realize it is still pretty subjective. It gets weird because Luffy (and opponents like Arlong) aren't normal humans, even adjusted for the setting. They have abilities normal humans cannot have, even in a setting with a "heightened" reality like an action movie.

I also don't want to overload you with how GURPS Health and Hit Points different from D&D Constitution and Hit Points. I'll just state that GURPS combat is a bit easier to turn lethal, and with lower numbers than you'll see in D&D or Pathfinder.

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Farmer_10




8th Apr 2017, 7:06 PM

I get the gist of it. It seems like I'd have to actually play a game and read a book or two to fully understand everything, but you're speaking to me from what's probably years of experience. You dumbed it down for me as best you could. Thanks :)

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Otaku

Otaku




8th Apr 2017, 9:16 PM

Might help to have a copy of the rules as well. ;)

Should you ever be interested:

http://www.warehouse23.com/products/gurps-lite-fourth-edition

GURPS Lite is a 32 page distillation of the rules from the GURPS Basic Set. It also is a free download.

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Halosty45

Halosty45




9th Apr 2017, 11:35 AM

Anyway, basically Karmic Strike/Robilar's gambit allow you to get attacks off turn when somebody attacks you (one of them requires them to hit, one does not) in situations where you normally wouldn't get an attack. This applies to every melee attack, with a total number of extra attacks up to your dexterity bonus (probably between +2 and +4 without magic), though you can only make 1 extra attack per attack against you. Unless you have both, though I don't think both should exist because that gets stupid even faster. (Normally, 3.5 allows 1 attack per round, with extra attacks at ~Level 6, 11, 16)

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zombi3DS

zombi3DS




7th Apr 2017, 10:20 PM

Uh, they both are roughly equal balance wise with karmic strike actually being considered by most powergamers to be the weaker of the two since it's conditions are weaker, Biggest difference is that while Karmic Strike lowers your ac by 4. Robilars grants the foe a bonus to hit and damage equal to +4 (thus functionally having the same effect of a 20% increased chance to be hit.) However Robilar's is basically +4 damage to yourself for the ability to attack everytime you are attacked, vs karmic strike which increases your chance to be hit in exchange for an AoO but only if you are hit. Karmic Strike is attempted after the foe hits successfully but the damage is resolved simultaneously.

Worth noting what's really scary is someone crazy or tough enough to use both. because any attack attempted will proc robilar's and then if they hit (which considering the hefty bonus and penalty they probably will) Karmic goes off.

Simpler version - Robilar +hit +damage vs self, can resolve vs any attack if you are still capable of attacking.

Karmic +hit vs self, can resolve only if you are successfully hit, damages go off together so you can still try to deal a parting blow.

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Halosty45

Halosty45




9th Apr 2017, 11:31 AM

I forgot about the "successfully get hit" part because you can just not have AC and then you get more guaranteed attacks :P
However, I should note that you can get Karmic strike at Level 1, if you really, really want it (Human Fighter) which means you can get extra attacks early, making it quite powerful then.
However, Robilar's Gambit requires BAB of +12, which means you already get several attacks at that point.
Still, upon further review, Robilar's is more powerful, which it should be for having higher requirements.

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Dreok Crushedthroat




9th Apr 2017, 3:10 AM

I like to think moments like this and the earlier fight against Christopher Walken are what lead to Admirals Akainu, Kizaru, and Aokiji and their ridiculous Devil Fruit powers

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