Author Topic: General Discussion and Suggestions  (Read 211567 times)

Offline SorO_Lost

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Re: General Discussion and Suggestions
« Reply #1040 on: March 04, 2018, 05:58:18 PM »
Anybody has thoughts on that?
It's pretty much the next logical step and just part of that massive list of uncompleted stuff you haven't gotten around to. I reserved cones for special weapons in the Magitech stuff and lines & radiation damage were going to be for beams but I'm ridiculously slow on putting ideas into text. Plus like a kid with ADHD I've gone from that to Red Mage to Rituals to Power to Magicka and probably a dozen misc Character builds in between as far as the D&D front goes.

You know, I'm following the same trend I did in another game series too. Anyway, don't just make guns with cones, make awesome weapons. Sell the flavor and vary the theme, not assloads of dice with a title slapped over it.

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #1041 on: March 04, 2018, 07:00:04 PM »
So something I have been thinking about for some time and brought forward recently in a PM is overhauling/expanding Area weapon property option. The basic plan would be that instead of just Area there would be something like Area(line), Area (cone) and Area (burst X), the last one the burst being in the point of impact with radius X. The line would be up to range increment as well as the cone, or maybe cone only up to half basic range increment.

Anybody has thoughts on that?

This sounds like an excellent idea. It's been bugging me that the only MAP options in this are lines, when they're so varied in SRW. I'd really like for there to be an option to have a HiMAT Full Burst or something, for example

I'll get around that later on then. But the problem with the more complex patterns that sometimes appear in SRW is that I need some nomenclature that can easily fit in a text line.

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #1042 on: March 05, 2018, 02:31:46 AM »
Righto updated Index, Arsenal, Real/Super Pilot and Support Staff with the new Area rules.

Offline Anomander

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Re: General Discussion and Suggestions
« Reply #1043 on: March 06, 2018, 07:58:11 AM »
Questions on this Area change.
-Is the size adjustable? (say, can the Explosion area be made smaller than its maximum radius?)
-Should the Explosion type's radius of effect also be limited in distance rather than only by the radius? As is the area can affect anything within its maximum range increments, and a bit beyond since only the center of the area must be within range.

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #1044 on: March 07, 2018, 03:52:24 AM »
-No.
-Good question, something I was wondering myself. Since you raised the question, reduced it to up to two range increments which is what Rushing Dandy did (and I updated the feat now too).

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #1045 on: March 14, 2018, 03:26:19 PM »
Righto, something I guess I owe Anomander for quite some time:

mecha engineer overview:

-The mecha prototype progression seems to have some typos with "The grade level and Arsenal options available increase to 2 at a class level of 4; to 2 at level 7; 3 at level 10, 4 at level 13; 5 at level 16 and " ending right there. So increases from grade 2 to grade 2 between 4 and 7 and nothing after 16? :psyduck
-Prototypes be real cheap. Like, you can get the lower ones for cheaper than a suit of fullplate. What raw materials are you using that 100 gp will allow you to build a 30 feet tall mecha? And seems like you can get them moving on their own since they have their own stats, and there doesn't seem to be any control cap. That's some of the cheapest minionmancy I ever saw to be honest.
-So puny creatures can pilot your foam mechas, but the super talented pilot cannot? Unless they're your slave then it's ok. Honestly that just feels tacked. If anything I would suggest for replacing it with your foam mechas caping the limits of the pilot. Like you may be a super pilot with 20 Bab and 18s on all stats, but the foam mecha just has too much lag so they'll count as 1 Bab and 12 on all stats.
-It's understandable why there seems to be a love for "real" prototypes. Because the "lose when hit by critical" becomes meaningless if you don't get hit at all, so load up on AC acessories and you'll be easily pulling ahead of any real pilot. Trying to make a tanky prototype in the other hand would be a waste of resources so I guess that's why super pilot still gets played when mecha engineer is available.
-You can use prototype's Bab whitout losing anything, so low level parties are better off ditching their machines and buying from a lv.20 mecha engineer.
-Mecha Engineers also get the best cohorts because only they can take mecha engineers as cohorts. Sure, win more. In the other hand no exception for followers, and even a low level mecha engineer is pretty brutal.
-Any two disciplines of your choice choice. Besides top leaders and merchants, mecha engineers are also the best martial artists among pilots. Sure stances cost hardpoints, but you already have more hardpoints than a full party of super pilots.
-Sapper has a constant DC of 25 since mecha do not have effective HD. Also sure, high level mecha battles should be about just hacking open their cockpits in one round ignoring all the mecha's defenses and killing the squishy pilot inside. Kinda implied it only works on unattended mechas, should clarify about that.
-Just noticed now, but since a)you can take mecha engineers as followers and b) they always fit inside a mecha and can take actions then the only winning move is to cram your mecha with an orgy of mecha engineers.
-Hook lacks HP to be sundered (and then what, you lose it forever?)
-More hardpoints. More AC and assorted defensive abilities. Less crits taken.
-Joke's on you making Ablative Plates obsolete since Ablative Plates no longer are an arsenal option.
-That's some really video-gamey radar. I'm sure DMs will be delighted for being forced to declare where every enemy is looking at every round. Also pierces every disguise and any lie ever to find out who's an enemy or ally so mecha engineers now best diplomats, security agents and spies too.
-Even more hardpoints. I'm not sure if there's enough arsenal options to fill all of them but sure go ahead.
-Underclocking's penalty may mean something if you didn't have a legion of mecha engineers crammed inside that can patch all status conditions every turn too.
-Integrated Technology and Mecha specialist are yet more of those abilities where it's screaming for minion abuse or simply hiring NPCs to grant you the benefits forever.

A lot of the above problems could be easily prevented if you simply flat out declare all mecha engineers won't become cohorts/followers no matter what nor hire themselves for cheap one-time jobs or something, otherwise it's just screaming for mecha engineer 24/7 orgies inside mechas. Or something that each mecha can only be tampered by one mecha engineer at a time. Also why all the weird hardpoint formulas? Couldn't you just go "get one extra hardpoint stacking with previous extra hardpoints, move on"?

Sorry for any abrasiveness but again I just disliked the concept from start, although all in all seems like a nice* dedicated job and if the above issues are taken care off and I would even add it to the main index. Now to see if I can catch some sleep.

*EDIT: Scratch that, I just did some deeper math and your class at 20 is getting some 17 whooping acessories with no need of touching their starting 30 arsenal. That's completely insane, and even more when they have several abilities that make the arsenal options obscene all around. Even assuming that you need to spend 6 in lower level stuff (and still plenty of strong stuff down there), that's still 11 tier VII arsenals.

The hardpoint spam madness need to go too. Hardpoints were designed assuming you only get an handful at best. There's no sane way to balance something getting triple that, even less when they're boosting the arsenals and you barely even started to scratch the class boosts.

EDIT EDIT-Your main feat also has some issues. The whole thing where you trade spirit points for arsenal space and pseudo-acessories makes the feat nothing short of an auto-take for every pilot and their mother because spirit points scale up with level while arsenal/hardpoints do not (except for the master race engineer, but that one gets the feat for free anyway).
« Last Edit: March 23, 2018, 12:28:50 PM by oslecamo »

Offline Fzzr

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Re: General Discussion and Suggestions
« Reply #1046 on: March 24, 2018, 05:53:01 PM »
Heads up: Soul Soldier is missing from the index of PRCs

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #1047 on: March 24, 2018, 10:22:41 PM »
Thanks, added.

Offline Fzzr

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Re: General Discussion and Suggestions
« Reply #1048 on: March 26, 2018, 02:05:18 AM »
It looks like you accidentally added it to the Mechas list instead of the Prestige Classes list in the index.

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #1049 on: March 26, 2018, 09:00:05 AM »
Ups, should be fixed now. :blush

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #1050 on: March 30, 2018, 07:50:40 AM »
Half-random Thoughts:

I know I said I didn't want to do a "on foot dudes can fight mecha" years ago, but after finishing the first Xenoblade Chronicles recently I feel like doing a bunch of classes based on that. Or maybe one class with multiple paths.

They would have a "Monado Vow" or something where they can never pilot mechas, although they can ride stuff piloted by others for transportation.

The classe(s) would copycat be inspired on Xenoblade Chronicles main members.

Monado Champion-Dude with energy sword that can extend to absurd ranges, also can throw buffs while hitting enemies. Also agile fighter with some maneuvers/sneak attack, kinda jack of all trades all around.

Monado Phalanx-Shield heavy armor dude. Super tough, specialized in taking hits meant for other. Can hit hard, but not as agile as Monado Heir.

Monado Medic-SNIPER HEALER! Can shoot people so hard it heals them and leaves them tougher than before. Divine casting with gun synergy.

Monado Ancient-Crippled veteran, worn down after years of fighting mechas but can still kick ass. Less fancy stuff but better at maneuvers.

Monado Mage-Magical girl Arcane caster that can also hit stuff hard with staves, casting elemental spells is rewarded with producing orbs that provide passive bonus to party.

Monado Maid Rebel-Was forced to become a cyborg after most of original body was destroyed by mecha. Probably gets super robot upgrades so basically miniature mecha, but smaller reactor means they can't keep going for long.

Offline ketaro

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Re: General Discussion and Suggestions
« Reply #1051 on: March 30, 2018, 12:03:16 PM »
Xenoblade Chronicles X is also definitely ripe for mecha stuff.

Offline YuweaCurtis

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Re: General Discussion and Suggestions
« Reply #1052 on: March 30, 2018, 05:02:01 PM »
Not sure if I'm really feeling it.

Offline YuweaCurtis

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Re: General Discussion and Suggestions
« Reply #1053 on: April 02, 2018, 05:52:59 PM »
I don't think you mentioned the Einst Queen feats in the index update.

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #1054 on: April 03, 2018, 12:06:56 AM »
I don't think you mentioned the Einst Queen feats in the index update.

Well I thought that one would be hard to miss, but added to the changelog anyway.

Xenoblade Chronicles X is also definitely ripe for mecha stuff.

To my eternal shame still didn't manage to play that one :(.

Offline Fzzr

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Re: General Discussion and Suggestions
« Reply #1055 on: April 03, 2018, 02:23:56 AM »
Ok, that's all the spelling and editing stuff I have for today. Just one other thing.

This came up when talking about discipline access among classes a while ago. It would be nice to have White Raven Crown equivalents for the various disciplines in the system. We came up with these ideas:
  • Ace Pilot Helmet: Head. A helmet befitting a highly skilled, professional pilot.
  • Burning Justice Cape: Shoulders. A flowing cape with a symbol of justice on the back.
  • Internet Explorer Hand Computer: Hands. A computer built into your gloves.
  • Into the Danger Zone Gauntlets: Arms. Shining gauntlets that seem to glow with your determination.
  • Gun Maniac Sight: Face. A targeting device fastened over one eye.
  • Martial Machine Knuckledusters: Ring. Brass knuckles for brutal strikes.
  • Ships Full of Hope Microphone: Neck. A microphone to broadcast inspiring speeches to your allies.
  • Terror Tactics Emblem: Body. A terrifying sigil worn over your uniform.

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #1056 on: April 03, 2018, 02:58:45 AM »
Hmmm, quite like those. Added to the personal equipment thread, just changed the Into the Danger Zone from gauntlets to boots since it's heavily based on movement and the signature move is GESPENT MECHA KICK! Thanks once more!  :D

Offline Fzzr

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Re: General Discussion and Suggestions
« Reply #1057 on: April 03, 2018, 03:16:04 AM »
GESPENT MECHA KICK!

You seem to have misspelled SUPER INAZUMA KICK.

Glad you like them!

Offline YuweaCurtis

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Re: General Discussion and Suggestions
« Reply #1058 on: April 04, 2018, 02:05:36 PM »
Oi, how about a wake board or something so a Pilot can sky surf out of mecha?

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #1059 on: April 05, 2018, 10:31:01 AM »
That's kinda supposed to be already covered by Born to fight.