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Naruto: Jutsu and Jinchuriki
Wednesday, Friday, Sunday
Content flags: Violent ContentStrong Language
Comic language: English
Genre: Other
Activity status: Active
Archive url: Visit archive
Last update: 3 days ago, 1:00 PM
Number of comics: 492
Number of subscribers: 30
Visitors: 216676 visitors (1119920 pages viewed)
Rating: 4.89 (190 votes)

Comic description

Do you like Naruto? Do you like Tabletop gaming? Well, watch them be united by someone whose never played one and has no comic experience! It's better than it sounds, I promise.


Most recent comments left on Naruto: Jutsu and Jinchuriki

3 days ago
I once had a miniboss in a 4th edition game that worked off the idea of an unbeatable defense. But the way it actually worked was he took one of his defense ratings and added it to another, so a reflex defense added to his armor class, making it 40. But that meant his reflex defense was now ZERO.

The players used to context clues to know what to aim for. Only one of them ever tried to hit the boosted defense. And of course, they failed.
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3 days ago
Thanks for explaining, Darkening. I didn't know that about the AC bonus.

I thank you all for indulging me, as I know this could easily come across as "Let me gush about my favorite system and why it is better than yours." ;) I really have always struggled with AC, and I think that is because even when I understand it, I just don't care for it that much. It takes things I'd rather tackle separately, like durability and evasion, and combines them... which makes it stickier when you need to separate them again.

Buuuuuuut I also wanted to tidy up some of what has been said, so I don't give a skewed view of how it works in GURPS.

Yeah, two similarly skilled fighters being run by two similarly skilled players, both using a more defensive weapon might lead to a long battle. Then again, proper use of Feints and/or some luck with the dice and it still ends pretty quick. Actually, just the fact that Combat Turns represent just one second of fighting also means things are faster than they appear. ;)

A high Block or Parry costs less to develop in GURPS than a high Dodge, but can still be pricey if you weren't planning on a high Skill in the appropriate area. You suffer penalties to Block or Parry more than one attack in a turn, but you get unlimited Dodges (not realistic, but easier to game). Heh, in a one-on-one martial arts match like above, it likely gets complicated, but I find it rewarding. XD

Don't know about magic, but having a Skill of 16 or higher means a 17 counts as a regular failure instead of a critical failure. Which is why I said that above 16 it was about soaking penalties. That may be misleading; soaking penalties is important in GURPS. I just wanted to present it in contrast to "Roll higher", but that's really just the same thing without more context.

What I really should have focused on is how 3d6 and rolling at or below compares to rolling a d20 and rolling at or above. With the latter, every +1 affects percentage in the same way. With GURPS, it depends on the base number in the first place. +2 doesn't help you hit any better when you've got Skill 16 and don't need to soak penalties or when you were already rolling against Skill 3 and were praying for luck, but it means a lot to someone with Skill 10-12.
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3 days ago
To clarify, the level of challenge is often inverse to that which is expected. Think you have a real brain buster for the PC's to overcome? One of them not only gets it immediately but even makes all the rolls required and roleplays it well. XD
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MFG (Guest)
3 days ago
And the corollary to that rule is that the more obvious you think the answer is, the harder it will be for your players to figure it out.
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3 days ago
The most important rule of challenge design: There is a way to win. It may be hard to find, but it exists.

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