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Messages - CKirk

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1
Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: October 23, 2018, 05:59:21 PM »
Would this be the place to ask?
Why the change from Arsenal space to Hard Points for accessories? It suddenly feels really limiting.

That'd be because of us (my playgroup. Fzzr, a few others, and me). Turns out that when you can trade 25 arsenal space for an accessory, there's absolutely no reason ever to take any more than the minimum number of guns to be effective, trading the rest for accessories, because accessories provide such huge boosts. This change not only lowers the absurdity that some reals can get to with their stats, but also encourages a variety of weapons, bringing the system more in line with its source material. Also, weapon space and part space are different in SRW (the source game), so it's nice to have this as a call-out to it.

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Super Robot Wars d20 / Re: Soul Soldier
« on: October 18, 2018, 02:04:11 AM »
-Replaced with "Every class skill is a class skill for the Soul Soldier."
Should that be "Every skill is a class skill for the Soul Soldier"? Otherwise it's a bit tautological. Just to clarify (and I think the answer is "no") do skill checks count as activated abilities from a class for the purpose of Soul Speech?
Ups, fixed. :blush

And basic skill checks wouldn't count as class abilities.

-Made the Soul Speech anything soul-related with at least 9 words
It just says "9 words" in the description, please add the "at least".
Done.

I still feel like once a round is a bit too often on the soul speech thing, and since I've been known to use two unique Unlimited Blade Works chants in three rounds in the past that's really saying something :p. A SRW "round" can be anywhere from a minute to an hour depending on the scenario, after all, and a D&D round is 1/10th that.
Hmmm, do you have any specific examples for hour-long turns? Because literally every time I remember the game saying "you have X turns to do this" the characters will say "we need to do this in X minutes".

Maybe something like "To use any activated ability from any class (not just Soul Soldier), the Soul Soldier must have made a speech about souls of at least nine words in the previous 30 seconds." That's a reasonably long time in roleplaying but not so long that it gets forgotten, plus it mandates making such a speech at the beginning of an encounter regardless.
Well 30 seconds sounds like a good middlepoint, so going with that (still interested in hearing when did exactly a SRW game went with hour-long turns).

Good compromises and changes on the rest. The class is still very powerful, but now at least it's no longer too onerous to use for roleplaying purposes and too OP to not use for minmaxing.
Yay, thank you for more of your help!
With regards to hour long turns, there's a few events in SRW V that talk about it like that.

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Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: September 15, 2018, 11:04:34 AM »


Second thing--spirits that give you an effective +1 to the turns you've been fighting for the purposes of attacker and similar. It seems pointless to use them; if you have the feat it's an "extra" +1 but... only for that turn. Permanently incrementing the counter seems slightly more use.

That would need some careful wording since permanently increasing the counter can just mean you're always at the cap of the feats all the time. Any ideas?

Is that really a bad thing, so long as it only lasts until the end of the combat? Given the source material, it's rare that you fall below Attacker/Predict will thresholds once you reach them.

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Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: September 04, 2018, 04:11:24 PM »
I have no idea if Real Robots are equivalent to Super Robots, I really don't have time to stat some up and I know this has been playtested so I'm going to assume that if there was a big discrepancy that someone would have hopefully said something.  Off-hand Super Robots look better but I could be missing something related to arsenal space/hardpoints since I haven't gotten there yet.

My group has commented on this before. Thanks to accessories, Real Robots massively beat out Super Robots in basically every stat. I've got spreadsheets that show, for example, AC and To-Hit bonus, and the difference  (specifically for AC, though To-hit is also consistently higher) is laughable. As an example, if we look at level 12, a super robot will have AC 35 and To-Hit bonus of +19. Most tier 3 real robots (unlocked at level 9!) with relevant accessories have 41 AC and ~+19 To-Hit. The DR on the reals is lower (topping out at 24 at that level vs the 37 of a super), but this is on a level just before a grade improvement, which makes it one of the least efficient levels possible for a real. If we look at the next level, when Reals gain grade 4, the Supers will only improve their To-Hit bonus by one (to +20), and have the same AC (35), while the reals go up to ~+21 To-Hit, and have AC ranging from 35 at the lowest (Huckbein mk3 Boxer) to as much as *52* (Randgriz).

The issue that I have with the whole thing is that some of the named real robots (not the generics, those are fine) have superior stats to everything else in the system, even among reals. As an example, if we look at the top tier of real robots, we get the Astrangant and the Alegrias. If you select accessories for them to maximize their AC/To-Hit, you end up with +33 To-Hit and 79 AC on the former vs +35 To-Hit and 53 AC on the latter. That's more than a full d20 of difference between their ACs for only 2 points of To-Hit.

As a side note, this leads to a gripe I have with the spirit Strike where it's a Real Robot spirit, but all pilots can only hit Reals on a 20 without it, thus making Supers the inferior choice because they have to pay more to be able to reasonably do damage.

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Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: August 22, 2018, 02:16:23 PM »
New races, hooray!
Greater Aura Voice feat lets you learn Breath of Fire maneuvers. Can you use those in Aura Monster form?
Zentradi says that they're Colossal, but the Commander Type feat says that normally they're Gargantuan. Which is correct?
Darling Stamen & Pistil question: Lets say you roll a 6 on the d12 and have three relationship feats. Do you get 6 points (0 con drained, + 6 from DS&P) or 12 points (6 rolled + 6 from DS&P)?
Protodeviln don't have natural flight? What about Sivil?  :P
Also I just noticed that none of your races have a listed Favored Class. Is that intentional?

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Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: August 21, 2018, 01:54:27 PM »

2. Since the wiki says this is intended for usage with Pathfinder, is a Stage Ship an artificial structure?

This
 is why that's a question; https://www.d20pfsrd.com/feats/general-feats/harmonic-sage


This isn't actually intended for pathfinder. We (the wiki people) provide a conversion because we prefer PF to 3.x and as such, yes, it counts.

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Super Robot Wars d20 / Re: Curtis' SRW Additions Index
« on: August 16, 2018, 01:32:55 AM »
Technically Kyosuke started with a gespent. Or a prototype wildbrautier but that one was a crappy test unit that crashed by itself.

Anyway in the rules here there is the military officer uniform clothing if you want to go pure real and stick with an older model. Since the Alteisen itself was not improving, only Kyosuke. It represents a real pilot specializing in older models.


If you think the buffs the uniform grants are not enough then we can discuss how to improve it.

...I completely missed that it existed! That's basically everything I'd ask for in that sort of thing. Maybe increase the bonus to twice tier difference at least for hit (similar to how Predict grants twice as much hit bonus as it does AC bonus), but that's a gut response that I haven't actually thought through.

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Super Robot Wars d20 / Re: Curtis' SRW Additions Index
« on: August 15, 2018, 11:46:22 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.
So my reasoning is: Kyosuke is clearly a Real Pilot. He starts in Alteisen...but doesn't get a replacement until Alteisen Reise. That's just not something you can do in this system, unless retraining is a thing that the GM allows.

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Super Robot Wars d20 / Re: Curtis' SRW Additions Index
« on: August 15, 2018, 05:21:46 PM »
Okay so I plan on making some additions here, but I'm wondering some things :

Should I make changes to the weapons due to the new Area changes?
What should I do for Tier VI? Some convoluted attempt at 00 Raiser?
Opinions about Exia line mechs at other tiers? Like should I make Avalanche as an actual model?
Should I make a weaker GN Drive for the lower tiers?

Respectively:
None of the weapons you've statted are area, and unless you make a Raiser Sword I don't think anything should be area
Tier VI doesn't need a 00 Raiser. The new Secondary Subpilot feat fits that well enough. Maybe a way to keep using a previous tier of mech at a higher tier effectively? That way you could use the 00 Gundam and have a secondary subpilot that is thematically flying the 0 Raiser to help
You could put Exia at tier 2 and GN Armor Type E at tier 4 maybe. I dunno about Avalanche.
Maybe a GN Drive Tau available earlier that only works for a turn or two in any given combat or something?

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Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: August 15, 2018, 01:43:04 PM »
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).

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Can the discount versions of Progressive Edge and Cutting Plasma Field lead to a weapon that costs both ammo and energy?
Yes. There's some weapons like that in SRW and here could also happen with Arcane Arsenal.

So, looking more closely at Darling Drive and Secondary Subpilot, they both say:
Quote
You must also spend 8 hours every day bonding in some way with your subpilot (chatting, playing, sharing a hobby, mecha maintenance, house cleaning, shopping, etc) outside of combat or they'll refuse to ride the same mecha as you.
I imagine this is supposed to mimic Wizard rest time, but as written, it reduces your 10hr adventuring day to a 2hr one, which seems a shame because these would otherwise be awesome feats. Is that intentional? If it isn't, I'd suggest dropping it down to 1hr, just like a prepared caster prepping spells.

Hmmm, a day has 24 hours. 8 for rest, 8 for bonding, that's still 8 hours left for adventuring.

Thanks! The "For some reason" bit was more aimed specifically at Yazan. Helping allies isn't exactly something he's known for, you know?

Wait, you mean the Z/ZZ Yazan? He's recruitable now?? At this rate next game we may just be able to recruit Archibald and Rau Le Creuset.

(although in a more serious note, secondary characters often get support spirits to try to make up for their crappy stats).

Yes, that Yazan. He's a secret in V, and is playable in a DLC scenario in X. He's recruitable because the Titans are still part of the federation or something (Jerid is available too!), and if you meet the conditions for their unlock, they get assigned to your ship.

Standard rules are 'you get 10 hours a day to do things that aren't basic necessities'. Though I suppose that's just an extrapolation of crafting rules and not actually stated anywhere. Objection withdrawn!

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So, looking more closely at Darling Drive and Secondary Subpilot, they both say:
Quote
You must also spend 8 hours every day bonding in some way with your subpilot (chatting, playing, sharing a hobby, mecha maintenance, house cleaning, shopping, etc) outside of combat or they'll refuse to ride the same mecha as you.
I imagine this is supposed to mimic Wizard rest time, but as written, it reduces your 10hr adventuring day to a 2hr one, which seems a shame because these would otherwise be awesome feats. Is that intentional? If it isn't, I'd suggest dropping it down to 1hr, just like a prepared caster prepping spells.

13
Super pilot default spirit recover fixed.

Added clause that allied pilot in a synchronized mecha can't control their mecha anymore and that when you use a spirit that would affect your mecha you can use it in a synchronized one instead.

Foresee spirit added for 15 sp since the standard for "can use on allies" is usually +50% cost. And yes sometimes the SRW games just throw cheaper versions of specific spirits to some pilots (10 sp Atunne Alfimi I'm looking at you) "for some reason" but I'm not really sure of a balanced way to implement that when the players get to design their own pilots from scratch. In particular when one would probably cheese it out and apply any big discount to the big spirits like Zeal and Love.

Thanks! The "For some reason" bit was more aimed specifically at Yazan. Helping allies isn't exactly something he's known for, you know?

14
I'd just like to point out that Super Pilot still doesn't list the 5 innate SP Regen.

I'd also like to ask about Remote Sync (the new feat). If I'm an Innovade and I'm synched to my ally's mech, do they still get their turn in addition to the turn I take? Also, I assume that I can't given it doesn't say I can, but do my spirits work on a mech I'm synched to?

Furthermore, I'd like to ask if the Spirit Command Foresee (introduced in SRW V) could be implemented. It functions much as Attune does, but for Alert instead of Strike. Normally it costs 15 SP, but a few pilots (Jill from Cross Ange, Yazan from Zeta for some reason) have it for 10 SP.

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So, we're working on sample character sheets for a certain recently concluded mecha anime,
I suppose you're talking about Darling in the Franxx, not like there's that many mecha animes recently concluded and dual pilots only narrows it down.

and we have a suggestion/request: Can there be some more accessible way to get a subpilot? Spirits only, and cannot swap pilot mid-battle. Examples that show up in SRW would be the Big O, Nirvash, Might Gaine, etc.

The obvious thing would be a Super Upgrade (probably quite expensive, and certainly only take once). Other limitations might make sense too, like being restricted to no more than one spirit a turn.

I must confess that's a thing I've been considering basically since this project started. But as you point out, having a second set of spirits is quite a significant bonus and needs a significant price and/or limitations.

Then there's also the bit that it should not really be super-exclusive. There's been gundams with co-pilots in SRW too, like the Victory. I did the Helpful Automatic Robotic Operator feat half inspired in Uso who gets the Haro for extra spirits after all. In SRW J the main character has a subpilot regardless of going with a super or real. In W we have the Valhawk real starter with a co-pilot out of the bat.

So if anything I believe it should be something available to everybody, so probably a feat.


Secondary Subpilot
[Pilot]
Most non-combiner mechas have a single pilot, but some have the radical idea of carrying a second pilot to help control the machine. The reason being that the second pilot is quite spirited but sucks at actually piloting.
Prerequisites: Must have Cha 13+, cannot have Spirit Regen, Real Rank, Soul System, Helpful Robotic Operator, companions, followers, familiars nor cohorts.
Bonus: You gain a Subpilot built as either a Real Pilot or Super Pilot of your level (or combination), except they don't get their own mecha, must also take Secondary Subpilot except they don't gain any benefit from it and take a -20 penalty on AC and all 1d20 rolls if they try to pilot a mecha on their own. They can ride in your mecha along you but the only action they can take is using their own spirits and cannot switch controls. You must also spend 8 hours every day bonding in some way with your subpilot (chatting, playing, sharing a hobby, mecha maintenance, house cleaning, shopping, etc) outside of combat or they'll refuse to ride the same mecha as you. Failure to spend the necessary time bonding means they refuse to ride in your mecha until you make up for the missing time.
Special: You may take this feat multiple times, each extra one allows you to gain an extra subpilot as above but only one may ride with you in your mecha at a time. Switching them takes 8 hours to properly re-calibrate the secondary controls. The total bonding time doesn't increase, you can bond with multiple subpilots at the same time.

How does it sound?

EDIT: Added bonding time every day to maintain the subpilot(s).

I love it, but have a few issues with it.
SP Regen on subpilots (at least in the non-OG games) happens enough that I know a few off the top of my head (CC in Zero's Gawain, Mel in Rand's Gunleon).
My other issue is actually with the idea of SP Regen limited feats. Some feats (like this one!) are strong enough to compete with SP Regen, but the feat is just so strong that weaker exclusive feats (like HARO) are just not worth the opportunity cost. I don't know how it'll pan out now that we've changed our party to basically nothing but supers, but in the past with two real-derived classes, strike was absolutely necessary to hit anything, so not having SP Regen meant you had a very limited number of times you could hit things in a combat. One solution to this that we've discussed is to implement a system like the more recent SRW games (Z3 and later), where all pilots have an innate 5 SP Regen. This would mean that even without the feat you'd be able to build up to a Strike or Focus if you needed it, but it would take long enough to (in my view) not be overpowered. This could possibly also come with the feat itself being reduced to only provide 5 SP Regen (similar to Setsuna's Innovator unique skill), to ensure that spirits remain no more spammable than they are now.

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Cloak affects enemies. They can no longer attack your mecha. Similar to how Provoke forces an enemy into attacking you if anything.
Disturbance affects you and your allies. To work with the discount it must not only be able affect you or your mecha. Even effects that can target another can be used on yourself provided that it could also have been used on someone else.
Invincibility wasn't meant to be there.
Mercy, as said, it feels like it qualifies but might not. It affects your next attack so it feels like a self buff much like other 'next attack' spirits do, but this one's actual result is a status effect on enemies. So I'm not sure.
Prayer, as said, is situational. Circumstance being if you are also a pilot in a combined mecha. If that's actually possible.
Provoke/Scan/Taunt - Not sure what makes you believe it has to affect only your partner to get the discount.

Thought afterward that I probably should have left the pilot class tag. That would have been more pertinent to your issue for reference.

Conscience Spirit: At 4th, 7th and 9th level the Conscience Android learns a new Spirit. It only costs half spirit to use if used while adjacent or piloting the same mecha as her Conscience companion and targeting either of them. Spirits that can only affect you or your mecha do not benefit from this.
This text (emphasis mine) specifies why the above doesn't work. That said, you are correct on Disturbance. I was still thinking of it as it appears in the video games (-50% hit chance on all enemies). My mistake. Also my mistake on Prayer. I missed the bit where it let you target allies in a combined mech.

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Here's the list, actually. Still lots of options.

(click to show/hide)
Cloak only targets your own mech, so that's a no-go
Disturbance is a no go because you only get the discount when targeting your partner.
Invincibility is self only, so still no-go
Mercy doesn't target your partner, so nope
Prayer is self only
Provoke doesn't target partner
Scan doesn't target partner
Taunt doesn't target partner.

But fair enough, there were more than I remembered. That said, my claim was under the (mistaken) assumption that being a Conscience Android meant you were locked into Super spirits if you didn't want to pay 20% extra, so it's moot.

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With the change to conscience spirit, is it intended that you can only use the cost reduction with out of class spirits? As it stands, all possible targets (except Revival) are Ship Captain, but Conscience Androids are Supers

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Super Robot Wars d20 / Re: General Discussion and Suggestions
« on: May 08, 2018, 01:16:40 PM »
The new things (Fake Frame and Decoy Doll) look really neat, but I've got a couple of questions about them. I'm reading Fake Frame as serving as a second health bar (like the Duel Gundam's Assault Shroud) that takes damage first, and then you purge it and are back at full. If that's correct, it seems kinda absurd for a grade 2 accessory. If it's not, perhaps it should specify that all damage goes through to the inner mech as well. Decoy Doll's question is more simple. It's listed as having the weapon trait 'Immediate'. Should that be 'Defensive'?

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Super Robot Wars d20 / Re: General Discussion and Suggestions
« on: March 04, 2018, 02:34:39 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

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