Precognition is definitely an issue. It's an idea from an older system on a completely different site. It's basically:"Break RP Commandments, the Mechanic!"
Those are the metagaming, godmodding, and autohitting mechanics. They essentially allow the user to bullshit into knowing what's going to happen before it happens.
This is a problem for obvious reasons.
It creates a logic that because you foresaw it happening, your counter deserves to work. This one ability overpowers most other Attribute abilities which are "Ability to Dodge" "Ability to Counter" "Ability to Attack", etc. etc.
How would I solve this?
Simple. Rework the Intelligence, Coordination, and Speed stats. They should all inter-play here. Intelligence is important for planning + mental response time. Coordination is important for aiming your attacks so they hit. And Speed is important for physical response time and for getting close enough in range so that you hit.
But how would that work?
My personal vote is to add up the tiers/advantages in each and compare for responding to attacks.
Someone who's as smart as Shikamaru can hit someone like Hidan despite the fact that he's not as physically fast or coordinated.
Someone who's as fast as Naruto can hit someone like Itachi despite the fact he's not as coordinated or not as smart.
Does this nerf Intelligence?
Nah. It makes the game a bit less mechanic-y with its combat and makes things more RP-based. Every build is a little more different and Intelligence becomes on par (if not better) than Speed or Coordination, as it affects the connection of hits just as much as those stats do.
If people think that's too much, maybe reduce Intelligence's effect so that IDK you get it's Speed Coordination + (Int-1 Tier)?
That way Intelligence still benefits from it's other perks like it's skill influence and I think it still gives extra skills? IDR though it's been awhile since I worked on the beta and I haven't read the 2.0 Gladius rules fully yet.
Those are the metagaming, godmodding, and autohitting mechanics. They essentially allow the user to bullshit into knowing what's going to happen before it happens.
This is a problem for obvious reasons.
It creates a logic that because you foresaw it happening, your counter deserves to work. This one ability overpowers most other Attribute abilities which are "Ability to Dodge" "Ability to Counter" "Ability to Attack", etc. etc.
How would I solve this?
Simple. Rework the Intelligence, Coordination, and Speed stats. They should all inter-play here. Intelligence is important for planning + mental response time. Coordination is important for aiming your attacks so they hit. And Speed is important for physical response time and for getting close enough in range so that you hit.
But how would that work?
My personal vote is to add up the tiers/advantages in each and compare for responding to attacks.
Someone who's as smart as Shikamaru can hit someone like Hidan despite the fact that he's not as physically fast or coordinated.
Someone who's as fast as Naruto can hit someone like Itachi despite the fact he's not as coordinated or not as smart.
Does this nerf Intelligence?
Nah. It makes the game a bit less mechanic-y with its combat and makes things more RP-based. Every build is a little more different and Intelligence becomes on par (if not better) than Speed or Coordination, as it affects the connection of hits just as much as those stats do.
If people think that's too much, maybe reduce Intelligence's effect so that IDK you get it's Speed Coordination + (Int-1 Tier)?
That way Intelligence still benefits from it's other perks like it's skill influence and I think it still gives extra skills? IDR though it's been awhile since I worked on the beta and I haven't read the 2.0 Gladius rules fully yet.