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Messages - oslecamo

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Super Robot Wars d20 / Re: Curtis' SRW Additions Index
« on: Today at 07:44:52 PM »
And what's this use a mechanic of a previous tier thing?

I believe he means a way to power up lower tier reals so they get bigger numbers equivalent to higher tiers.

Which in my humble opinion is simply "start taking super levels." That's half the point of real/super multiclass. You stick with a real you like and throw extra upgrades at it.

Or just take a higher tier GUNDAMS. It's why I myself didn't stat any specific gundams and just made generic ones and a lot of accessories and weapons. That way I don't need to worry about which tier a specific gundam should be, they can be any tier the player wants.

Doubly so because there's hundreds of Gundams out there. Statting every single of them is not an option, in particular when the differences are usually just "has a bit more armor/speed and slightly stronger weapons". Is that really the effort of writing down a whole new real? Yet here's YumeaCurtis wanting to write specific stats for a sidestory 00 variant when one coud just throw some super upgrades and call it a day.

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I really like Ragna Reactor. It's a super cool way of modeling super modes, but why does it require transform? Vilkiss (the inspiration, going by that gif you used) isn't the only ragnamail with a super mode like that (Embryo's Hysterica does it too), and the other don't have transforms. It also restricts other build space. For example, I could totally see using it to model the Granzon's upgrade into Neo Granzon (done in battle in Dark Prison and Moon Dwellers), except Granzon doesn't transform. Similarly, the NT-D system on the Gundam Unicorn could be well modeled if not for the transform requirement (and also the fact that it's a real, but so is Vilkiss).

Fair enough, removed the Transform prerequisite.

Also the Unicorn Gundam and Vilkiss are fine examples of real/super multiclass. They look quite "real" at first glance, and then suddenly are pulling time-space-bending powers out of nowhere. The Unicorn Gundam even goes "ppfftt, I don't actually need beam swords/sabers, I shall DEFEAT YOU WITH MY FISTS! ORA ORA ORA ORA!!!" and later on shoots a giant wave of freezing light that stops a whole fleet.

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Super Robot Wars d20 / Re: Magitech Knight
« on: Today at 04:42:27 AM »
(click to show/hide)

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When a Pilot makes an attack with the Fury spirit , is DR considered an ability that would be ignored?
Good point, added that actual DR and hardness aren't ignored since it's supposed to be more of a way to ignore exotic defenses. Also added clause that doesn't allow to ignore your own abilities.

Do you mean all my suggestions, or just the one with the battleship?

Because only the battleship ones were there when I checked.

Ups, had forgot to actually edit in the Moon Vanguard/Peace Princess synergy feat, done. Was there any other suggestion from you I missed?

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314th Doll regiment, move out single line formation!

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Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: August 11, 2018, 11:14:50 PM »
Oh, that's neat. I've been using the thing that the Peace princess has where a passenger princess can merge her Royal robot with a Mecha, but it's nice to have something that gives a form of compatibility.

Also I suppose a possible other solution might have just been to create a feat that would allow having the nano-armour count as, say, a royal robot.

Relatedly, do you think it would be okay for a Moon Vanguard to reconfigure her Star-Lotus ship into

A) A successor ship

B) One of those ones that sacrifice transport capacity for more dakka

C) One of those flawed ones, like a Starship or a landship

Finally, is it intended that the Beam Shot Launcher bayonet can be used with Beam Barrage? Because that does raise some interesting imagery.
Your first suggestions seem fine, updated Moon Vanguard to allow those, although for the flaw you'll only gain the feat while piloting your battleship nano-armor.

Good point in the shot launcher bayonete, removed the Beam from the name since it's supposed to be a simple metal blade.

Also if you don't mind me asking, could you give us a short description of your party composition and campaign overview for research purposes?  :)

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Other Games / Re: Videogame Discussion III - Snake Eater
« on: August 11, 2018, 11:04:06 PM »



Hail to the king(s) baby!

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Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: August 08, 2018, 12:27:33 PM »
Added Moon Pilot feat for the multiclass, let me know what you think.

One other thing

Would a gunship work in space if it had a tesla drive?

Same with the Floating Fortress flaw, and vice versa with starships and Spheres.

Sorry if it seems silly that I need clarification for the matter both. But I like to keep my grounds covered,

Yes, a Tesla drive would allow to go over the movement limitations. And honestly speaking your questions so far are hardly silly compared to some of the stuff I saw asked about my homebrew. :)

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Sure, anything to avoid extra hard work.

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Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: August 07, 2018, 08:34:45 AM »
Hey, just a couple of questions regarding multi-classing...

One: What exactly happens when you multiclass one of these classes with a Moon Vanguard?
Not much, the nano-armor and mecha are separate entities.

Funny thing is that people keep asking that question despite being classes from two different projects so I'm starting to get tempted of adding some special rule for that case, but I don't really have any idea what since that was never my intention.

Two: Sorry if this seems stupid, but what happens if you multiclass, say, an Arcane Pilot with a Super Pilot? Do you get a super that can channel spells, but has full hp and all that jazz?

Now that multiclass is intended, the HP from the super pilot side would be full and the resulting super robot would be able to channel spells.

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Oslecamo's Improved Monster Classes / Re: Valkyrie
« on: August 07, 2018, 08:29:19 AM »
Thanks for clearing things up, the ECL bit makes a lot more sense I suppose at higher levels, it just felt initially like it'd be challenging at earlier levels. Which is fine honestly, as they are already a powerful early game class/race.

Something to note. The ability "If it's death you seek then death shall you have:" with the Feat, they clash directly, maybe make it so that if they have Valkyrie of Sorrow, then "If it's death you seek then death shall you have" doesn't make it so they need a wish/miracle to come back, but they can only come back if they are in service to the valkyrie. (That could actually be an interesting side bit/ RP thing.) Make it sort of a pact, if they valkyrie/einherjars kill the enemy, it works as normal, if they are a Valkyrie of Sorrow, they can bargain with the person, allowing them to trade service to the valkyrie for the ability to be brought back sooner than normal. Sort of a redemption type of shtick, I dunno mechanically they clash as they are written now. :)
Ups, just added a clause to Valkyrie of Sorrow allowing them to ignore their own ability. Helping others come back to normal life is kinda what the Valkyrie is trying to prevent. :p

I honestly sometimes completely forget Manuever's are a thing, because of how often I use Spheres of Might and almost never get to use/touch Tome of Battle, I'll think of some ACFs that might work though that we can hammer out together, it might take me some time, got a bunch of IRL stuff going on.
That's too of us. Summer vacation? What's that?

The capstone isn't bad, I'll try to think of something else that might be granted at 20 that feels super epic as well. Since very few (At least of my own campaigns.) actually reach level 20.
Yeah, I admit the current version's kinda lackluster that I did in a rush. And now I've got the idea of a Valhalla General option where the Valkyrie gets to deploy more servants to send in missions as well as being able to learn abilities from those she sent to the gods, but don't really have the time to write it properly right now.

Soul Crush and the Feat synergize wierdly perfectly actually. In that, a level 18 Valkyrie is going to absolutely destroy their Charisma, and make the Valkyrie of Sorrow check much easier, I dunno if that's intentional now or not, but I think it could be left in, seeing as it's such a late level/game thing.
Not planned but is pretty cool synergy and late game so yeah I'll leave it.

A bit off-topic, I've been seriously considering taking the time to write up the rules my house uses for your monster classes, because we play in a Gestalt campaign. Off-hand, do you know how many people who use the classes actually utilize gestalt? As these monster/races get super potent with Gestalt, especially with Monster Hybrid/Blooded.

From what I've seen around the web lots of people running gestalt campaigns with a monster class in one side (including some of mine hahaha), and all the scaling HD effects kinda become a lot stronger in those. So at the top of my head, make all the HD scaling effects tied to the respective monster levels only.

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Jester's Realm / Re: Chattin' 2
« on: August 07, 2018, 08:17:40 AM »
Apologies for my delay but RL keeps getting in the way and can't really get in-character for anything. Probably will only be able to post anything campaign-related in 1-2 weeks.

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[D&D 3.5] The Other Half / Re: Other Half OOC
« on: August 07, 2018, 08:17:21 AM »
Apologies for my delay but RL keeps getting in the way and can't really get in-character for anything. Probably will only be able to post anything campaign-related in 1-2 weeks.

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Apologies for my delay but RL keeps getting in the way and can't really get in-character for anything. Probably will only be able to post anything campaign-related in 1-2 weeks.

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Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: August 03, 2018, 11:23:53 PM »
That's the idea, Nanshork here's to help polish things so both strategies are about equally viable for mecha.

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Oslecamo's Improved Monster Classes / Re: Valkyrie
« on: August 03, 2018, 11:19:20 PM »
I love all things Norse Mythology, I was also a big fan of the Valkyrie Profile games, first though I realize it's just a typo, I think it's spelled Einherjar. But that's a very minor thing. On to the meat!
Typo should be fixed now.

Valkyrie Body- It says they gain outsider traits, but doesn't actually seem to say if there is a type change. Maybe clear that up (Such as Outsider (Native)
Like the other non-template monster classes, there's no type change per se. Valkyrie is both the class and base race, and they're an outsider that's not native to the material plane.

The limitation on Chooser of the Slain, might make it difficult to see real-time play. That limitation being "Can collect freshly killed. Cannot collect any she or her allies killed. " this is obviously a campaign by campaign thing, but that might make it difficult for some Valkyries to ever fulfill their job. Maybe make it more difficult (Like a diplomacy check or something akin.) to turn someone you personally have slain, with a higher penalty for someone your allies have slain. (See it as a chance at Redemption.)
Well most D&D campaigns should have no lack of people kicking the bucket in violent ways, but I can see your point so added a custom feat to allow a Valkyrie to try to convert their own victims in Einherjars.

I'd also recommend making it so that they have a general knowledge of WHERE a person died. The way it reads, they can sense when a humanoid dies in combat, but it doesn't specify if they know the direction/location. While the Valkyrie does get Plan Shift at a later date, there is still no mention of knowing the location of a fallen/killed humanoid. Other then Sense, which is vague.
Ups, could've sworn I had added something along those lines but seems like I completely forgot to actually write it. :blush

Now the Valkyrie knows the direction and distance of those killed in battle plus their HD.

Angel of Death- I actually quite like this, and it makes me want to add another option or two to the winged creature template, I'll give it thought.
Great, it was actually one of the first bits I added since I really love how Lenneth's wings transform. :D

Battle Maiden- I'd strongly recommend changing Longsword's bonus to a maximum of 15-20 (Doesn't stack with other forms of improving critical threat.) As if someone plays it right/well, and gets an abnormally high Cha, they'll basically threaten a critical strike on every attack, or nearly every attack. Since right now it doesn't call out that it doesn't stack.
Added anti-stacking clause. I think that should be enough, since the Valkyrie's still a bit MAD so she can't afford to only pump Cha plus it's still a just a longsword that must be held with both hands so even if you get a 10-20 crit threat it's still not exactly a dual lance ubercharger.

I personally think the chassis is super good. Maybe add a bit more of a buffer/supportive role though. Like a weaker or (comes online later) variant of Lay on Hands, but it only works on the Valkyrie or their einherjars. I feel like it'd be interesting to explore the possibilities of making it a battle field commander type, as that's usually how Lenneth was portrayed from what I remember of the first. I'll give it some more thought and see if I can come to a non-hamfisted way to do such.
I would say maneuvers can help cover that, in particular stuff like White Raven. Also I got a stronger impression of Lenneth being more of a frontline commander being closest to the enemy and being quite the hard hitter herself while being able to take hits herself. According to the wiki it seems like only in the sequel does she actually gets healing/support magic, but I know little about Valkyrie Profile 2.

Anyway suggestions welcome, I personally think the class is already quite packed between minions and maneuvers and one ability at every level but we can always do some ACF/feats to cover different angles.

No Honor Equal reads...in a very confusing way. Does this mean your Einherjars gain permanent spells even though you don't? So long as the person you sent was related to them by blood? Sorry I don't think I'm grasping how that's supposed to work well.
It's supposed to be two separate effects. The spell gained by sending an Einherjar is shared by the Valkyrie and her personal Einherjars, plus you get the feather that grants a permanent buff but should only work for a non-Einherjar that is blood related to the Einherjar you sent to get the spell. Cleaned the text a bit, should be clearer now.

The way Divine Assault works, seems to require you to be running 3 Einherjars at least. As well as reading Sacred Phase, this means that a level 6th level Valkyrie has to have two level 1s, and a level 2 following the Valkyrie around. (6-2=4 Levels to split up between them.) Taking a level 1 into an ECL 6 encounter is tricky, and requiring all 3 of these companions to actively attack and damage the creature for Divine Assault to proc. (Unless I'm reading it wrong, as I said it doesn't seem to be worded super well.) I really, really like the concept though.
ECL (Effective Challenge Level) is not calculated as a simple sum. Two lv1s would have an ECL of 2, add in another level 2 and you get +2 ECL for ECL 4... Ok, I guess for low level it works like the sum. But a Valkyrie 10 could have ECL 8, meaning, say, two lv4 (ECl 6) plus a lv6 (ECL 6) would be ECL 8.

Of course you also need to take in account the Valkyrie grants multiple buffs to her Einherjars like Temper Steel, Sacred Phase, Angel of Death, No Honor Equal that'll make them fight above their apparent levels, plus the Valkyrie herself can be the one helping set up a Divine Assault for one of the Einherjars to deliver the buffed attack. And that's before taking in account another party member may be a group buffer themselves, throw in a Bard and those lv1s become a lot more dangerous.

Also added an extra buff to Chooser of the Slain that Einherjars can count their HD/level as the Valkyrie's own in order to resist effects like Blasphemy and whatnot.

All in all it seems like it'd be fun, but it'd be tricky to play in a party. I'd honestly be super excited to see some options for a Valkyrie to have party members as Einherjars. As I think that'd be a very fun RP thing to do. That's all I can think of for now, other then obviously a few missing abilities, and missing text. (Such as Valkyrie profile being empty.) It'd be super cool to see this get worked on, and I'll certainly read it again here and there to better understand it, as well as help you work on it.

Great idea about PCs as Einherjars, added a spoiler for that at the end of Chooser of the Slain. Basically they get to ignore the level limit and come back faster but count towards how many Einherjars the Valkyrie can keep out and must be kept summoned over other Einherjars.

And yes, more help to further polish this would be most welcome. :)

Also wrote down something for the 19th and 20th level abilities.

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Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: August 03, 2018, 01:11:59 AM »
For the KNIGHTMARE, half HP grants you tiny size plus more base energy than most reals plus more hardpoints than anything else available in the srw d20 Index.

For a super robot with Tek Knight, half HP allows you the biggest spirit pool and spirit regen possible in the srw d20 Index, meaning more Zeal, more Love, more Bravery, more of your pick really.

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Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: August 03, 2018, 12:23:07 AM »
Mechas get the usual size bonus/penalties.

Ok, since you say the size advantages alone aren't worth it then I buffed the KNIGHTMARES to have 125 base energy and 5 hardpoints from tiers I to V plus 6 hardpoints and 150 energy for tier VI plus 7 hardpoints and 175 energy for tier VII plus GUNDAMS grade arsenal space progression.

My point is kind of, building things specifically to be beefy still doesn't seem to overcome how many different ways there are to mince that beef into tiny pieces.
That is a core aspect of D&D before 4e. Even a fighter in full plate and shield or a raging barbarian can go down to a single lucky crit or unlucky save roll. The chances of a beefy character going down in 1 round are significant less than the squishy wizard, but a dedicated assault is still a threat.

Still Anomander's character ended ungodly tough.

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Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: August 02, 2018, 11:06:29 PM »
Real Robot Math Analysis

I obviously don't watch robot anime because I didn't realize that all four generics are acronyms until after I made my spreadsheet with a huge names column.

ARMS HP felt odd when compared to the others but when I started writing out an actual breakdown to explain myself it made sense so nevermind.  Everyone has the same basic progression layout.

VALKYRIE's Transform cost goes up at level 6 & 7, is that intentional?  1-5 it costs 10 Arsenal space.  At 6 it costs 15 arsenal space and at 7 it costs 20.
It's less of a matter of transform costing more but keeping the VALKYRIE's reduced arsenal proportionally lower to the GUNDAMS own since ways to increase arsenal space are pretty limited in SRWd20.

Other than that I just don't know the system well enough to make a further comparison between the generics or compare the generics vs the non-generics because I don't know what arsenal space and hardpoints can buy.
Fair enough, feel free to check the Arsenal properly first then we can talk about the real robots again.

And thanks for the table!

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In the other hand I point you to wizards with their puny 1d4 HD (only 1/3 of a barbarian's 1d12 HD) yet being considered one of the top classes on the game. There are ways to work around low HP.

The way wizards work around low hp is because of practically being the next best thing to outright God if not better.

That is a bad comparison to make considering the hoops mechas have gotta jump thru to get spells. Mechas have so far shown themselves to not synergize well with spellcasting, regardless of being able to acquire it at no where near the viability of a wizard.

And that's fine, mechs don't need spellcasting, much less having it on par with wizards; but that does mean that any mech taking that 1/2 hp loss seriously needs to actually be given something worth having no hp just like wizards.

Right now I have basically quantum level 1-5th spells and I'm still squishy as a bug, too, so that should be telling of why HP is supposed to be important again...

Ok, rogues then. Have a 1d6 while barbarians have 1d12, and rogues have no spells and can't really afford much Con while the barbarian can, but rogues are still considered a pretty solid class.

And case in point Nanshork just went over the generic reals and has no trouble with KNIGHTMAREs having half HP of GUNDAMS.

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