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Messages - oslecamo

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1
Enemy initiative.
Rolled 1d20+10 : 6 + 10, total 16

2
I always figured that the mine machines were either in place because of Pioneer I and got corrupted OR they were the line of defense put there to keep people from going into the ruins after they were sealed. After all, you DO need to cross a whole bunch of lava caves just to get to the mine area.
The caves boss battle is in a ferry across a water canal, so my money's on the mines having been built by Pioneer I since why bother with a ferry if you want to keep the place sealed for eternity?

Still, the whole plot of PSO could be massively altered just by Rico waiting a day or two. Amusing to think about.
Heh, if it hadn't been her it would've just been the next adventurer looking too close. Or maybe Dark Falz would've just made do with some nameless army grunt if nothing better was available.

Quote
Plus Episode III states that all those times Dark Falz is defeated at different times/difficulties/players, they're all canon, reforming from destruction a bit stronger every time until it would've been truly unstoppable, so we all were the "dumb" adventurers opening the ruins yet again and messing stuff up. :p

That means that Rico opened it countless times, got corrupted again, and then got killed again. :P

Sure, why not? Cloning is a thing in PS, so clearly the director makes a replacement of his daughter and the cycle starts anew.  :D

So it's all explainable by endless time loops?  :lmao

Well it's basically half of PSO 2's plot from what I gather.

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3
Well the army was dumber since they didn't bother warning anyone "we kinda got wiped in this area by unknown enemies, so please don't go there kthanx". It's a recurring theme in the sidequests, the army's trying really hard to keep an information lockdown plus there's a bunch of subfactions each pushing their own agenda. And again by the time RRR was inside, it was too late.

As for what wiped out the Pioneer I army, it's my pet theory that Dark Falz had already corrupted the whole "casket" before they got in. It's why it's filled with darkers, and RRR does say they were already all over the place by the time she gets inside. After the army opened up said corruption spread out, making the mine's machines go crazy and heavily mutating the cave creatures, which was what triggered RRR to go look for the source since they couldn't just ignore berseker mutants and rampaging bots. And RRR also says that Pioneer II may've just ditched them in the planet if they thought it was too dangerous to land, so she didn't have that much to lose by trying to solve things on her own. She couldn't imagine it was an eldritch abomination god that could threaten the whole universe.

Plus Episode III states that all those times Dark Falz is defeated at different times/difficulties/players, they're all canon, reforming from destruction a bit stronger every time until it would've been truly unstoppable, so we all were the "dumb" adventurers opening the ruins yet again and messing stuff up. :p

4
Actually, the Pioneer 1 Army got in the ruins first and were most probably the ones that woke up Dark Falz.

Quote from: Red Ring Rica's Ruin logs

"Why am I here, with monsters lurking everywhere? Did the army even stand a chance against them?
Wreckage...! These weapons are from Pioneer 1. They must have already entered the ruins, and from the look of things, fighting went on. It must've been a big battle. Seems our army was hurt badly."


You can even spot bits of broken photon weaponry in the ruins and also explains why there's boxes of supplies scattered around.

But when she realized what was going around it was too late.

Quote from: Red Ring Rica's Ruin logs

"I want to run away! But I have no place to return to... Perhaps no one will ever find this message and listen to it. Ever... Pioneer 2 will not come down when they discover that this planet is dangerous. Will somebody from Pioneer 2 still come to save us? Who knows? Regardless, I leave this message here. This is evidence of my existence."

Then there's this bit:

Quote from: Red Ring Rica's Ruin logs

Don't let it come in. The dark consciousness looks for the best animal to obtain its temporal host body.
The door is already opened. We opened it. This may be the beginning of the end of the universe. We have to do something... We must do it. We have to defeat it now! Defeat it before that dark "thing" revives with the perfect body."

So basically as the strongest hunter of Pioneer 1, Dark Force picked RRR as its new body and the army grunts were all nommed.

Anyway, in the timeline of this campaign younger Red Ring Rica is still running around, so maybe you can still avert this particular disaster.

Also trivia, at max difficulty the logs are slightly different. Can you spot the differences?

5
Changed so that the feat boost only works for the combat only. It's not the best wording, but the intent is clear and a hard time limit wouldn't matter much due to spirit natural recovery.

6
-Being huge inflicts a -2 penalty to AC. Being gargantuan would be a -4.
-Arsenal Shields can be bypassed simply by flanking the target (which shouldn’t be too hard if they’re spending their move not actually moving) or making them flat-footed.
-A Strike can only use a Heavy weapon by increasing the activation time to a fullround action, so keeping the shield raised all the time means no using Heavy weapons. Plus only one maneuver per round, so using a Strike means being unable to use a Counter.
-Ckirk made the spreadsheet where the Astranagant has 79 AC, not Raineh Daze. And when the sheet was presented, the Astranagant still had 4 hardpoints, which were lowered to just 2 in 5/9/2018 as per the changelog.

How would it even be interpreted as permanent anyway? The counter resets to 0 when you're fighting a new opponent, doesn't it?
The counter keeps going up as long as either of you attack each other, not limited to a single opponent, and even if you skip a turn it never drops all the way back to zero, just drops by increments.

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[D&D 5E] Coastal Troubles / Re: Coastal Troubles (IC Thread)
« on: Yesterday at 11:00:28 PM »

Fair enough, I'll trust the common houses to you then.


Since it doesn't seem like anybody else from the party has interest in checking up the goats just in case, Enar will head there herself.

8
Oslecamo's Improved Monster Classes / Re: Tome Dragon
« on: Yesterday at 10:57:00 PM »
Sorry for the super necro, I was going through and reading classes, looking for nifty ideas and things. I found Tome Dragon, saw it's breath weapon basically works like a Fireball, that you can choose the element of each time you use it, with a cooldown of every single round.


So to clarify that I have this right Tome Dragon 1/Multi-Headed 5, Strange Skill Special Heads x 2, I can now breath this fireball weapon (That has a burst of 10 ft currently.) Now, if you have 5 heads using this, can each head use it's own energy type? For instance could I choose a square, and just aim Fire, Acid, Electricity, Cold and Sonic at it? I realize this is an edge case of multi-classing, but that basically means you're dealing 6d4x5 damage every round at a range of 640 ft in a 10ft burst? Just making sure I've done the math right on all of that.

It feels...uhhh kind of powerful, again I understand it's an edge case, because of the multi-classing but dang, that feels pretty potent to me. Suppose it's time would be better spent casting spells but yeah.

Added some extra clauses to the Multiheaded creature for such an edge case since indeed the multi-headed rules didn't really cover the possibility of a breath with multi-choice each time it is used. Basically each extra head would only add +1d4 damage for overlapping areas and if you use different elements then the damage is split evenly among them (so two heads breathing fire and cold would mean half the damage is fire and the other half is cold).

Quote from: Multi-Headed Creature
So for example a red dragon 1/multiheaded creature 5 using all his breath weapons on the same area would deal 10d6 damage with a reflex DC of 15+Con modifier. Alternatively he could make one heads fire in one direction dealing normal breath damage and the other two in another direction dealing 8d6 damage with a reflex DC of 14+Con modifier.

The example pertaining to breath weapons in the Multi-Headed creature just seems to be wrong, or am I missing something?

Abilities based in HD count all your HD (permanent only, no bard shenigans as per the FAQ). A dragon 1/multi-headed creature 5 has 6 HD for all their abilities.

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[D&D 5E] Coastal Troubles / Re: Coastal Troubles (IC Thread)
« on: Yesterday at 10:43:11 PM »
"Do you really think goats are going to tell us anything useful?"


The goats themselves probably not, but there may be some sort of clue there. Evil lurks everywhere, and we should investigate as much as possible of the island before night falls.


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[D&D 3.5] The Other Half / Re: Other Half OOC
« on: Yesterday at 10:39:24 PM »
Trying to contact Wyvernhand, sent him a PM. Even his GITP profile doesn't seem to have any activity for quite a while.

Just saying, he's the one that's supposed to be running the ritual to seal the skull of Setroys while the party fends off the last battles, although I guess I can set Vist to NPC mode if it comes to that.

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Great, lead the way Bubbles.

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Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: September 15, 2018, 11:35:23 AM »
That "combat" is more of an abstract concept in D&D? Although I guess that's a limitation with a clear intent and a player dickish enough to try to cheese that wording would be stopped.

And since you're here again, did you miss my question about whetever your AC spreadshseet took in account that the heavier grades of armor accessories also nullify dodge/dex bonus to AC? Again, you claimed the Astraganant would have 79 AC before player abilities. The Astrangant starts at +20, the difference seems covered by Fortress Z.O. Armor (+21), Artificial Aegis (+21) and Advanced AI (+7) for the extra +49 (then base 10 AC). However Fortress Z.O. Armor would not allow to add any dodge bonus, both the base Dodge bonus from the Astrangant and the one from the Advanced AI. Or is there any other bonus I'm missing that you included in your spreadsheet?

I did the heavier armors as a way for low-dex/dodge builds to work to represent bulkier reals (just like there's speedster supers). For the shields I toyed with the penalties of limiting the number of maneuvers/spells/weapons that can be used per round so you're relying more on the shield for defense. If you think the penalties aren't worth it then I can think of harsher penalties or just remove the bigger shields.

14
[D&D 3.5] The Other Half / Re: Other Half OOC
« on: September 15, 2018, 07:56:19 AM »
Getting ready to go to a physics conference in Dalian from the 13th to 16th and won't be able to properly check and post in the forums during it.
Sounds like fun. Any particular theme?

All recent physics developments so there's been a bit of everything from nanophysics searching for a way to make a proper quantum computer to astrophysics trying to figure out what the heck dark matter and energy are and more meta stuff like people from Physics Review Letters talking about their statistics. Lots of room with parallel talks going and even more personal posters in the corridors (plus the stands from all the big precision equipment manufacturing companies, capitalism ho).

15
Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: September 15, 2018, 07:43:56 AM »
I'm all for having Zeal not show up before Time Stop does, at least.

Though would it work that for Tier II you could also pick two Tier I options etc.?
An interesting idea, but I'm trying to keep the number of spirits fixed.

How about you can learn two lower tier spirits but they become "linked" and you can only use them together?

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?

16
Getting ready to go to a physics conference in Dalian from the 13th to 16th and won't be able to properly check and post in the forums during it.

Post edited. Eh, tell me if the yellow gets annoying, should I apply an effect to it?

Yes please, yellow by itself really hard to read in this forum.

17
[D&D 3.5] The Other Half / Re: Other Half OOC
« on: September 12, 2018, 10:54:56 AM »
Getting ready to go to a physics conference in Dalian from the 13th to 16th and won't be able to properly check and post in the forums during it.

18
Jester's Realm / Re: Chattin' 2
« on: September 12, 2018, 10:53:15 AM »
Getting ready to go to a physics conference in Dalian from the 13th to 16th and won't be able to properly check and post in the forums during it.

19
Delighted to make your acquaintance, Bubbles. So since it seems like you're a veteran worker here, would you happen to know the trap layout? Secret passages? The previous owners forgot to leave a proper map of the facilities and we're having quite a bit of trouble moving around. Lots of collapsed passages, we'll need to do quite a bit of remodeling.

20
Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: September 11, 2018, 07:07:38 AM »
Attacker, Guardian & Predict now capped in the number of turns they can stack, courtesy of Fzzr,

I figured.

Nonetheless, the joke was mostly aimed to poke fun at Kamina.

That's also Prevail which gives stat boosts when HP drops low, plus Chiriko from Votoms has the unique Survivor skill that gives him mad buffs when at red, easier said than done considering his machines may as well be made of paper tissue.

So in other news, thinking about Spirits. A problem now is that there's a significant difference between making a pilot organically that would want to pick cheap spirits early game then grab more expensive stuff as their pool increases, and making a high.level pilot which can afford to skip the lesser cheaper spirits and grab a bunch of the big ones instead. The computer games skip this problem mostly by giving fixed lists to virtually every pilot ( in New Game+ often you can cherry pick the main character's spirits), but writing dozens of lists really isn't an option.

A solution I've been thinking about is dividing spirits in tiers. Three of them to be more specific, and your first 3 spirits must be from tier I, the next two must be from tier II and the last one will be tier III.

I-The cheap stuff, Accel, Alert, Focus, Invulnerability and equivalent ship captains, plus Valor since basically every pilot that's somebody learns this one. Also the more random ones like the crit enhanchers.

II-More specialized stuff, Guard, Fury, Strike, as well as stronger versions of tier I like Soul and Guts.

III-The "uber" spirits that combine multiple effects such as Love/Bravery as well as the extra turn ones like Zeal and Enable. Quite strong, but you're getting only one of them.

Also Love is probably too cheap right now, the 60 SP cost was taken straight from the GBA original generation games that weren't exactly very properly costed and should probably have cost increased to some 90 SP like in later games which I've been catching up with.


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