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Author Topic: [3.5]Super Robot Wars d20-Personal Mechas powered up by your spirits!  (Read 10813 times)
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oslecamo
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Posts: 1940



« Reply #100 on: October 11, 2011, 05:44:38 PM »

Pilot Feats

What do you mean mecha leadership for making my personal fleet isn't included here?

Offensive Support[Pilot]
Prerequisites:Any Pilot class
Benefit:When an adjacent ally attacks, you may as an immediate action attack the same target with a weapon that can reach it from your position, but you only deal half damage. You can't use this ability with  or to support an area weapon.

Combo Attack[Pilot]
Prerequisites:Any Pilot class, Offensive Support
Benefit:When  you use Offensive support, you now deal normal damage instead of just half.

Defensive Support[Pilot]
Prerequisites:Any Pilot class
Benefit:When an adjacent ally is attacked, you may as an immediate action put between yourself and the attack, taking only half damage and your Ally none. This ability cannot be used to protect an ally from area attacks.

Defend[Pilot]

Prerequisites:Any Pilot class
Benefit:As an immediate action, you may reduce the damage you would take from the next attack against you by half.

Evade[Pilot]

Prerequisites:Any Pilot class
Benefit: As an immediate action y,ou may gain +10 dodge bonus to your AC against the next attack targeting you.

Leader[Pilot]
Prerequisites:Any Pilot class
Benefit:Allies within a 5 foot radius from you gain +1 Command bonus to attack rolls and AC.
Special: This feat may be taken multiple times. Each time it is taken the radius increases by an extra 5 foot and the bonus to attack rolls and AC increases by an extra +1.


Prevail[Pilot]
Prerequisites:Any Pilot class
Benefit: If your mecha is below half HP, you gain a +1 to attack and damage rolls, AC, Saves and mecha DR. If your mecha is below 1/4 HP, increase this bonus by +1.
Special: This feat may be taken multiple times, each extra time increases both bonus by +1.

Lucky[Pilot]
Prerequisites:Any Pilot class
Benefit: You may re-roll all natural 1s you roll on a 1d20, but no more than once per roll.

Spirit Up[Pilot]
Prerequisites:Any Pilot class
Benefit:Your Max Spirit Points increases by 20.
Special: This may be taken multiple times. Its effects stack.

Spirit Regen[Pilot]
Prerequisites:Any Pilot class
Benefit: You automatically recover 10 spent Spirit Points at the begginning of each of your turns.


Predict[Pilot]

Prerequisites:Any Pilot class
Benefit:If you've fought against an enemy (either you or it attacked the other) for at least 2 turns in sucession, you gain +1  bonus to your attack rolls, AC and Reflex saves against said oponent. This bonus increases by an extra +1 for every extra round you fight against him. For every round you don't fight it, it decreases by 1.


Attacker[Pilot]

Prerequisites:Any Pilot class
Benefit:If you've fought against an enemy (either you or it attacked the other) for at least 2 turns in sucession, you gain +3 on damage rolls against said oponent. This bonus increases by an extra +3 for every extra round you fight against him. For every round you don't fight it, it decreases by 3.

Guardian[Pilot]
Prerequisites:Any Pilot class
Benefit: If you've fought against an enemy (either you or it attacked the other) for at least 2 turns in sucession, you gain +1 to your Fort and Will saves and your Mecha DR against said oponent. This bonus increases by an extra +1 for every extra round you fight against him. For every round you don't fight it, it decreases by 1.

« Last Edit: October 14, 2011, 02:30:19 PM by oslecamo » Logged

oslecamo
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Posts: 1940



« Reply #101 on: October 11, 2011, 06:01:06 PM »

Battle Cry is rather different in a system where critical hits deal x2~x4 damage rather than a fixed amount.

You're right, nerfed to bigger crit range and bonus to confirm critical hits, and also reduced spirit price.

From what I've seen, there's a rather large amount of "the player gains". I think that  it should be changed to a pronoun and/or "the character", as appropriate for the place, since the odds of the actual player having a giant robot are... Quite low.

And I noticed a few things I missed in Real Pilot, too... Mostly instances of "it's" instead of "its". Remember- if it's supposed to belong to something, use "its", and if it is something, use "it's". I'll go over it soonish.

Hopefully caught all typos. Also never lose hope of gaining a real super robot!

I don't see the Bright Pimp Slap as a boost listed.  Tongue
Well, it wouldn't be that useful in battle since even Bright can't slap whining pilots while they're on another mecha. Tongue

I did include "Crying is useless" for that kind of effect tough.

Now, here... I sent over the maneuvers and changed the wording to fit what it seemed you wanted it to do. Normally, a maneuver that offers a saving throw has a DC of 10+ maneuver level+ ability modifier, and each discipline only has one ability score to key off of.

I'd suggest switching all saves to key off of Dex, for this discipline.
Those are both intentional. DCs being based on maneuver level makes them scale worst, and I wanted melee real robots to be as viable as ranged ones.

And... That's it for Ace Pilot discipline spell/grammar/rewording. Enjoy, Oslecamo.


Next up, the super robot one...
Thanks a lot! Everything's looking quite neater now! Big Grin

Quote
Name
Discipline (type)
Level:

and so on.
No. I know that's how the original book does it, but I really dislike it. I much prefer to group them by level, then by name, and only then by discipline.

And remember- most maneuvers do not need the duration tag, and any maneuvers that offer a saving throw don't say "Saving throw: Yes".  They say "Saving throw: Fort negates" or something. And if it doesn't need one... Then don't put the Saving throw line on it.
Now that sounds good advice.
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The-Mage-King
Monkey bussiness
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Posts: 8



« Reply #102 on: October 12, 2011, 12:07:24 AM »

From what I've seen, there's a rather large amount of "the player gains". I think that  it should be changed to a pronoun and/or "the character", as appropriate for the place, since the odds of the actual player having a giant robot are... Quite low.

And I noticed a few things I missed in Real Pilot, too... Mostly instances of "it's" instead of "its". Remember- if it's supposed to belong to something, use "its", and if it is something, use "it's". I'll go over it soonish.

Hopefully caught all typos. Also never lose hope of gaining a real super robot!

I never will.


I never will....

Quote
Now, here... I sent over the maneuvers and changed the wording to fit what it seemed you wanted it to do. Normally, a maneuver that offers a saving throw has a DC of 10+ maneuver level+ ability modifier, and each discipline only has one ability score to key off of.

I'd suggest switching all saves to key off of Dex, for this discipline.
Those are both intentional. DCs being based on maneuver level makes them scale worst, and I wanted melee real robots to be as viable as ranged ones.

Eh. Just sayin'.

Quote
And... That's it for Ace Pilot discipline spell/grammar/rewording. Enjoy, Oslecamo.


Next up, the super robot one...
Thanks a lot! Everything's looking quite neater now! Big Grin

Indeed it is.

Quote
Quote
Name
Discipline (type)
Level:

and so on.
No. I know that's how the original book does it, but I really dislike it. I much prefer to group them by level, then by name, and only then by discipline.

I prefer that too, but what I was saying is that the maneuver info has those slots bolded. Everything with a colon after it, as well as the name.


Quote
And remember- most maneuvers do not need the duration tag, and any maneuvers that offer a saving throw don't say "Saving throw: Yes".  They say "Saving throw: Fort negates" or something. And if it doesn't need one... Then don't put the Saving throw line on it.
Now that sounds good advice.

Yep. Not a problem. I'll probably have the next spell/grammar check done by Friday.
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oslecamo
Grape ape
*****
Posts: 1940



« Reply #103 on: October 14, 2011, 02:31:24 PM »

Changed Spirit Regen to 10 spirit per turn instead of 2, otherwise Spirited was just much superior. But also removed the stacking option of Spirit Regen.
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The-Mage-King
Monkey bussiness
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Posts: 8



« Reply #104 on: October 16, 2011, 02:13:13 AM »

Again, no bolding, this time  due to this being done offline, in a word document.
Burning Justice

History
Most Super Robot pilots don't actually focus on anything and rarely are trained *, trusting their sheer guts and HOT BLOOD to win battles. Yet in the middle of them kicking logic and reason to the curb and piercing the heavens, one can see a pattern between all of them. That is the Burning Justice discipline. Although it cannot be directly taught, it can certainly inspire a dedicated pupil, and most Burning Justice masters pass their teaching by directly performing them on their students until they get it.

For performing a Burning Justice maneuver, at least the mecha must know the maneuver, using its own level for determining effects. If both the pilot and the mecha know the maneuver, use the highest pilot level between them.

Unlike normal martial disciplines, Burning Justice maneuvers do not need to be recharged, but consume energy from the mecha equal to the Maneuver's level x 5 when used. Stances do not cost any energy to maintain, but their cost must be paid when the pilot switches to it.

*For the record, there are super robot pilots who have the patience to  train and focus, turning them on the fiercest opponents you may find on the battlefield, as exemplified by Major Sanger Zonvolt, the Sword that Cleaves Evil.

1st level

Head Beam: Strike– Fire lasers from your head.
Magic Zehpir Sword-just kidding!: Strike–Temporally summon weapon and perform an attack with it.
Throw Tomahawk: Boost- Throw melee weapons at your opponent.
Anger: Stance–Sacrifice defense for attack.
Coolness:Stance-Sacrifice attack for defense.

2nd level
Talk with your fists!: Boost–enemies struck by you can only perform melee attacks for 1 round.
Block: Boost–You turn yourself into a wall to block enemy line of sight and effect.
Rocket Punch: Strike–Throw your fist at your enemy.
Counter-Rocket Punch: Counter–block enemy attack at range.

3rd level
Bury: Strike– Push back opponent, force it into surface it hits
In Fight: Stance–Increase your movement speed and damage with melee weapons.
Chest Blaster: Strike- Shoot massive beam from your chest that hits multiple enemies.
Burning SpiritStrike- Glow so brightly nearby opponents get blinded.

4th level
Multiple Rocket Punch: Strike– Fire both your fists at the same time!
That won't work twice!: Counter– become immune to one kind of weapon.
Buster : Strike-ram while covered in energy!

5th level
Overwhelming Presence: Strike–Stun nearby opponents with your sheer badassery!
Headlong Assault: Strike-use weapon, become tougher!
Boomerang Punch:Boost-Turn body part into a ranged weapons which instantly returns to your hand.

6th level
Unlimited Blades Work: Strike-Fill the battlefield with weapons.
Drill Rocket Punch: Strike– your fist becomes a drill, which punches through everything.
Way of the Sword: Stance–Focus on a single melee weapon.

7th level
Colossal Strike-Strike-your weapon grows, and you deliver a single mighty attack with it.
Power Overwhelming: Strike– Release a mighty shockwave.
Swat: Strike–Easily throw opponents out of your way.

8th level
Berserker: stance– keep fighting beyond your limits.
Break the Unbreakable: Strike-Automatically hit your opponent.

9th level
Supreme-One-Hit-Sure-Kill-Heaven-And-Earth-Slaying-Strike: Strike: Your ultimate attack.

Maneuver explanations:

1st level

Head Beam
Burning Justice (Strike)
Level: Super Pilot 1
Initiation Action: Standard action
Range: 20 feet per Pilot Level
Target: One enemy

You fire energy beams from your eyes or some other part of your robot's head. Make a ranged touch attack. If it hits, the eyebeams deal 1d6 points of damage per pilot level to the target.

Magic Zephyr Sword-Just kidding
Burning Justice (Strike)
Level: Super Pilot 1
Initiation Action: Standard action
Range:  As weapon
Target: As weapon

You summon one non-heavy lvl I melee weapon from the arsenal list and deliver a single blow with it. The summoning process is left to the player, and can vary from being dropped from orbit by an ally, conjured from lighting that appears out of nowhere, or even being pulled from the earth below. Regardless, it's something visually flashy that can easily catch peoples' attention. The weapon then vanishes at the end of the attack.

For every 3 pilot levels you have, you can summon a weapon of a level higher, up to weapons lvl VII when you reach Pilot Level 18.

Throw Tomahawk
Burning Justice (Boost)
Level: Super Pilot 1
Initiation Action: Swift action
Range: Personal
Target: You
Duration: End of turn

After initiating this boost, you become able to throw melee weapons at a range of 10 foot per Pilot Level until the end of your turn. The weapons ricochet off of your opponents and instantly return to your hand. Otherwise, attacks made like this still count as melee attacks, and you may use your Str modifier for to-hit and damage bonus.

Anger
Burning Justice (Stance)
Level: Super Pilot 1
Initiation Action: Swift action
Range: Personal
Target: You
Duration: Stance

 While in this stance, you gain a bonus on all your damage rolls equal to your pilot level, but all attacks against you deal extra damage equal to half your pilot level, rounded up. Opponents are aware of this.

Coolness
Burning Justice (Stance)
Level: Super Pilot 1
Initiation Action: Swift action
Range: Personal
Target: You
Duration: Stance

 While in this stance, your DR increases by an amount equal to your Pilot level, but all your attacks suffer a penalty on damage rolls equal to half your pilot level, rounded up. Opponents are aware of this.

2nd level
Talk with your fists
Burning Justice (Boost)
Level: Super Pilot 2
Initiation Action: Swift action
Range: Personal
Target: You.
Duration: 1 round

 After initiating this boost, enemies struck by your melee attacks must make a will save with DC 10+1/2 your HD+Your Str or Dex modifier (whichever is higher), or be forced to attack you with a melee weapon for 1 round. If unable to reach you they must  spend their turn trying to get as close as possible.

Block
Burning Justice (Boost)
Level: Super Pilot 2
Initiation Action: Swift action
Range: Personal
Target: You.
Duration: 1 Round

After initiating this boost, you block line of sight and effect for all opponents, including the squares you fill and the squares you threaten, until the beginning of your next turn. You can still be targeted normally, but any behind you cannot. Your opponents are clearly aware of this boost's effects when you use it.

Counter Rocket Punch
Burning Justice (Counter)
Level: Super Pilot 2 
Initiation Action: Immediate action
Range:  10 feet per Pilot Level
Target: One attack

You may initiate this maneuver whenever an enemy performs an attack within the range of this maneuver. If you do, make an attack roll at your highest attack bonus against your opponent's attack roll (or save DC if the effect doesn't have an attack roll and allows a save). If you succeed, then the opponent's attack is completely nullified as you heroically block it with your own attack.

Rocket Punch
Burning Justice (Strike)
Level: Super Pilot 2
Initiation Action: Standard action
Range:  30 feet per pilot level
Target: One enemy

One of your fists detaches and is sent flying at high speed towards your target. Treat this as a melee attack, except you can strike at any enemy within range and line of sight/effect. The base damage dealt is equal to your slam/unarmed strike damage or 2d8, whichever is higher.

3rd level
Bury
Burning Justice (Strike)
Level: Super Pilot 3
Initiation Action: Standard action
Range:  As weapon
Target: As weapon
Duration:  1 round
Save: Reflex negates

When you initiate this maneuver, make a single attack with a weapon of your choice. If you hit, your opponent must make a Reflex save (DC 10+ 1/2 HD + the better of your Str and Dex modifiers) or be thrown away from you by 5 feet for every 5 points of damage it took, causing attacks of opportunity as usual.

If it strikes a surface, then it takes an extra 1d6 points of damage for every 5 feet it had left in its movement, and it must make another Reflex save with the same DC or be partially buried in the surface, having all its speeds reduced to 5 feet until the beginning of your next turn. .

In Fight
Burning Justice (Stance)
Level: Super Pilot 3
Initiation Action: Swift action
Range: Personal
Target: You
Duration: Stance
While on this stance, you gain a bonus to your damage with melee weapons equal to half of your Pilot Level.
In addition, all your speeds increase by 5 feet for every 5 Pilot levels you have.

Chest Blaster
Burning Justice (Strike)
Level: Super Pilot 3
Initiation Action: Standard action
Range: 5 feet/pilot level Cone
Save: Reflex Half

When you initiate this maneuver, you shoot a powerful cone of energy from your chest. Creatures caught in the area take 1d6 points of damage per Pilot level, plus the higher of your Str or Dex modifiers, unless they succeed on a Reflex save (DC 10+ 1/2 HD + the better of your Str and Dex modifiers), in which case they take half damage instead..

Burning Spirit
Burning Justice (Strike)
Level: Super Pilot 3
Initiation Action: Standard action
Range:  10 foot per Pilot Level radius, centered on you.
Target: Opponents within Radius
Duration: 1 round
Save: Will Negates

When you initiate this maneuver you start to glow brighter and brighter until you're a gleaming beacon of FIGHTING SPIRIT! Opponents inside the radius of this maneuver must make a Will save (DC 10+ 1/2 HD + the better of your Str and Dex modifiers) or be blinded for 1 round.

4th level

Multiple Rocket Punch
Burning Justice (Strike)
Level: Super Pilot 4
Initiation Action: Full-Round action
Range:  30 foot per pilot level
Target: Up to one enemy per fist fired.

As rocket punch, except you may perform iterative attacks gained from having a high Base Attack Bonus.
 
That won't work twice!
Burning Justice (Counter)
Level: Super Pilot 4
Initiation Action: Immediate action
Range:  Personal
Target: You.
Duration: 1 minute.


When initiating this counter, select one kind of weapon, a spell, a power, a maneuver, or a similar effect that you were struck by on the last round. You become fully immune to the chosen kind of attack for 1 minute.

Buster
Burning Justice (Strike)
Level: Super Pilot 4
Initiation Action: Full-Round action
Range:  As weapon
Target: As weapon.
Duration: instantaneous
Save: Reflex half

As you advance forwards, you're covered in an energy field that boosts your power! As part of this maneuver, move twice your speed in a straight line. Any opponents in your way must make a Reflex save (DC 10+ 1/2 HD + the better of your Str and Dex modifiers) or take 1d6 points of damage per Pilot Level, plus the higher of your Str or Dex modifiers, and then be moved 5 feet on a straight line on a direction of your choice for every 5 damage they took, causing attacks of opportunity as usual.

If they succeed on the reflex save, they take only half damage, are moved adjacent to your path on a square of your choice and don't cause attacks of opportunity.

5th level
Overwhelming presence
Burning Justice (Strike)
Level: Super Pilot 5
Initiation Action: Standard action
Range:  10 foot per Pilot level radius.
Target: Creatures inside radius
Duration: Instantaneous
Save: Will negates

When you initiate this maneuver, you stand menacingly and let your opponents understand that you aren't fooling around. Creatures within the radius of this maneuver must make a Will save (DC 10+ 1/2 HD + the better of your Str and Dex modifiers)or be stunned for 1 round.

Headlong Assault
Burning Justice (Strike)
Level: Super Pilot 5
Initiation Action: Standard action
Range: As weapon
Target: As weapon.
Duration: 1 round

When you initiate this maneuver, make an attack at your highest attack bonus. Regardless if it hits, you gain a bonus to your DR, Fort  and Will saves equal to 1/4 your Pilot Level, rounded down, until the beginning of your next turn.

Boomerang
Burning Justice (Boost)
Level: Super Pilot 5
Initiation Action: Swift action
Range: Personal
Target: You
Duration: 1 round

This boost works as Throw Tomahawk, but instead of throwing your melee weapons, you detach a part of your mecha's anatomy, turning it into a mighty thrown weapon that deals 1d6 points of damage per Pilot level per attack, and has a bonus on attack roll equal to half your Pilot Level.

In addition, whenever you strike an opponent with this boomerang you may choose for it not to ricochet back, and instead automatically entangle the opponent, reducing all of their speeds to 5 feet for 1 round.

6th level
Unlimited Blades Work
Burning Justice (Strike)
Level: Super Pilot 6
Initiation Action: Full-Round action
Range:  see text
Target: see text
Duration: 2 rounds
Save: Reflex half

You summon countless melee weapons from somewhere, filling the air around you and creating a deadly metal storm. This maneuver affects one 5 foot cube per Pilot Level. Each cube must be placed within a radius of 30 feet per pilot level. Creatures inside the cubes must make Reflex saves (DC 10+ 1/2 HD + the better of your Str and Dex modifiers) or take 1d6 points of damage per two Pilot levels. If they succeed on the Reflex save, they take half damage and may move to an adjacent, non-affected area. The floating weapons last for 2 rounds.

Drill Rocket Punch
Burning Justice (Boost)
Level: Super Pilot 6
Initiation Action: Standard action
Range:  Infinite length line
Target: Enemies in line

This maneuver affects a line with width equal to your size and infinite length. The attack only stops when it hits a solid surface that is not a creature. Roll to hit as normal against every enemy caught in the line, but this attack ignores half the opponent's Natural Armor bonus to AC, Armor bonus to AC,  and DR.

Way of the Sword
Burning Justice (Stance)
Level: Super Pilot 6
Initiation Action: Swift action
Range: Personal
Target: You
Duration: Stance
When you enter this Stance, select one of your melee weapons. That weapon gains a bonus on attack rolls equal to 1/4th Pilot Level, and a bonus on damage rolls equal to your pilot level. The weapon also ignores all miss chances, and is not subject to the automatic failure rules of natural 1's.

7th level
Colossal Strike
Burning Justice (Strike)
Level: Super Pilot 7
Initiation Action: Standard action
Range: As weapon
Target: As weapon

When you initiate this maneuver, make a single touch attack using one weapon. This attack deals double damage and overcomes all DR.

Power Overwhelming
Burning Justice (Strike)
Level: Super Pilot 7
Initiation Action: Standard action
Range:  5 foot per Pilot level radius centered on you
Target: All creatures within range
Save: Yes

When you initiate this maneuver , all other creatures within the radius must make a Fort save (DC 10+ 1/2 HD + the better of your Str and Dex modifiers) or take 1d10 points of damage per Pilot Level, plus the higher of your Str or Dex modifiers, and then be pushed to the edge of the radius of this effect plus 5 feet away from you for every 5 damage they took, causing attacks of opportunity as normal. If they impact upon a surface or another creature, they stop and both take an extra 1d10 points of damage for every 5 foot left in the movement of the affected creature.

If they succeed on the Fortitude save, they take only half damage and are not affected  by the movement.

Swat
Burning Justice (Strike)
Level: Super Pilot 7
Initiation Action: Swift action
Range:  melee
Target: any number of creatures within melee range
Save: Reflex negates

You swat at nearby opponents, throwing them away from you. When you initiate this maneuver you may move any number of creatures currently adjacent to you  to any space within a 20 foot radius per Pilot Level. This movement does not provoke attacks of opportunity. Opponents may attempt a Reflex save (DC 10+ 1/2 HD + the better of your Str and Dex modifiers) to negate this maneuver's effect.

8th level

Berserker
Burning Justice (Stance)
Level: Super Pilot 8
Initiation Action: Free action even if it isn't your turn
Range: Personal
Target: You
Duration: Stance

This stance can be initiated as an free action at any time. While in it, your mecha continues working at 0 or fewer HP. At the end of each of your turns, you must make a Will save with a DC of 20+ the number of turns your mecha has spent with 0 or less HP. If you fail, your mecha immediately ceases functioning.


Break the Unbreakable
Burning Justice (Counter)
Level: Super Pilot 8
Initiation Action: Standard action
Range:  As weapon
Target: One creature

When you initiate this maneuver you make single attack that automatically hits the target. As you do not roll to determine if this attack hits, there is no chance of a critical hit.

9th level
Supreme-One-Hit-Sure-Kill-Heaven-And-Earth-Slaying-Strike
Burning Justice (Strike)
Level: Super Pilot 9
Initiation Action: Full-Round action
Range:  As weapon
Target: As weapon
Save: Yes (See text)

You perform a charge and end it by performing an extremely flashy attack with your favorite weapon. If it hits, this attack is an automatic critical hit, and the target must make a Fort save, a Reflex save, and a Will save, each with a DC of 10+ 1/2 HD + the better of your Str and Dex modifiers, or lose its next turn.


Again, a great number of things here- there were quite a few "Range: none, Target: you" maneuvers.


That does not exist. The range is "Personal". Most are fixed, along with the maneuvers that have "Save: Yes" or "Save: No".

Once again, I suggest you adopt the ToB formatting of bolding every tag but the discipline name/maneuver type. By that, I mean the name, and everything until after a colon.



Anyway, Captain and it's associated stuff is next.
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oslecamo
Grape ape
*****
Posts: 1940



« Reply #105 on: October 16, 2011, 05:45:24 PM »

Again, a great number of things here- there were quite a few "Range: none, Target: you" maneuvers.

That does not exist. The range is "Personal". Most are fixed, along with the maneuvers that have "Save: Yes" or "Save: No".
Noted.

Once again, I suggest you adopt the ToB formatting of bolding every tag but the discipline name/maneuver type. By that, I mean the name, and everything until after a colon.
I really don't like that formating, but I agree those things should stand out a little more, so I settled for a middle term, let me know what you think.

Anyway, Captain and it's associated stuff is next.
Tongue

Thanks for another cleanup, already added!
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The-Mage-King
Monkey bussiness
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Posts: 8



« Reply #106 on: October 16, 2011, 10:36:19 PM »

Anyway, Captain and it's associated stuff is next.
Tongue

Thanks for another cleanup, already added!

Hey, it was at 2AM after spending a day off at Disney World with my family! Grammar slipping a little when you're exhausted is reasonable.
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