Here's the list, actually. Still lots of options.Cloak only targets your own mech, so that's a no-go(click to show/hide)
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.
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.
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 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.Not exactly a hard guess =P
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 with you but the only action they can take is using their own spirits and they 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).
Cleaned up, thanks.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.Not exactly a hard guess =P
Also, I made some copyedits edits to the text. Changes bolded.
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 with you but the only action they can take is using their own spirits and they 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).
Bonding, eh? ( ͡° ͜ʖ ͡°)
Ironically that's basically perfect for every subpilot situation except DitF, because that requires the owner of the mecha to be the subpilot, at least the way we've been modeling it.
Basically, the mecha belongs to the pistil, but the stamen pilots. This allows the stamen access to the pistil's maneuvers as well as their own. We're doing Zero Two, Hiro, and Strelizia as thought experiment. Having the pistil use spirits while the stamen pilots was an idea about how to model things like Ichigo coordinating the team etc. while being a subpilot. At the same time, the pistils can also technically pilot alone, it just goes poorly.
High level summary of the build(s): Zero Two (Super Pilot 8) has very aggressive feats and maneuvers (critfishing, lots of attacks), with Child Soldier features to double down on that. Hiro (Super Pilot 6) is built more for social (this is a model build after all, not minmaxed) and has lots of Everywhere You Go maneuvers. His Child Soldier stuff adds energy/EN regen mostly. Strelizia is built for Zero Two (Super Robot 8) as a generalist. The result should be a build that can both support and attack, but can only be really good at both with supports to make up for Hiro's subpar stats.
I don't mind if the actual feat added to the system doesn't cover this wacky edge case, though. DitF is... special. The concept is to demonstrate the idea of using someone else's mecha by design in order to remix builds without total character rebuilds. In this context, it shows the way you can get different results by changing the stamen for a given FRANXX. That still works without the original pilot providing spirits.
Edit: Also, the list of things mutually excluded between SP Regen, HARO etc. is getting pretty long. Maybe add a tag like [Extra] or [Spirit] or something and have them all exclude anything else with the same tag.Good idea, done as well.
Actually it was CKirk's idea.Edit: Also, the list of things mutually excluded between SP Regen, HARO etc. is getting pretty long. Maybe add a tag like [Extra] or [Spirit] or something and have them all exclude anything else with the same tag.Good idea, done as well.
Actually it was CKirk's idea.Well you were still the one who actually posted it here. I can't use ideas from other people if I don't know they exist. :p
Edit: Actually another of the players in our game.
Edit Edit: Also, just noticed that Darling Drive doesn't explicitly allow the secondary pilot to be the actual pilot of the mecha, though I think that would work implicitly given how mecha borrowing works. I guess it just needs to say that if the secondary pilot controls the mecha, the original pilot must be their secondary pilot instead.
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.
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.
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:QuoteYou 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.
Thanks! The "For some reason" bit was more aimed specifically at Yazan. Helping allies isn't exactly something he's known for, you know?
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:QuoteYou 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).
I don't think I've reviewed anything for you in depth, so just fyi I read everything but I only comment on things that I have comments about and it can get very stream of consciousness.Engrish is all part of the charm
I'll probably avoid language corrections since you have someone on that front.
The basics seems like the best place to start.After photobucket, seems like imgur is starting to give problems with hotlinking. Replaced with postimage link, can you see it now? Also please do let me know if any other images are not showing up (there should be a pic at the very start and another at the very last post of the intro thread).
Oh good, you recognize that your mecha stuff has a higher power level than normal and have rules for toning it down in a non-srw game.
Your recommended mecha series spoiler is empty.
Language correction person should please review the mecha combat basics spoiler, my phone isn't the place for me to do serious editing from.That would be Fzzr, but he would probably appreciate if you could support on that front when possible. :p
Do mecha gain the pilot's fast healing?Yes.
On crits do mechas take all damage or just the extra damage from it being a crit (on top of the pilot taking damage)?All damage.
How do attack rolls for Area Assault work?Added "roll once and compare against their ACs".
It is now lunchtime, I'll have to do the rest of the thread later.Looking up to it, thanks. :)
Forgive me for my engrish, but what exactly do you mean by placeholder posts?
I did not expect fixing the images to involve so much kissing. :PHard times demand hard measures. :p
I'll be nice to Fzzr and work on the "Engrish" in the Mecha Combat Basics spoiler since I have a full keyboard this time. I've just copied the whole spoiler contents and corrected, you can paste the corrections back in. Since I was editing it anyway I clarified the sections on Fast Healing and Critical Hit damage.
Onto the rest of the Intro post.I honestly thought the "other" bit made it explicit. Added clause that Beam Coat counts as a barrier to make it so. It appears in too many places to risk leaving behind a non-updated version plus the name is too classic to change.
As written, Beam Coat isn't a wall/barrier/field even though that is the intention (I'm thinking about for people who play SRW without you as the DM). I'd suggest renaming it and adding wall/barrier/field to the end (Barrier would make the most sense IMO).
Can I pick spirits for a class that I don't have?Yes.
Other than that everything looks good.Yay!
As an aside, why is it not any more difficult to disarm a weapon physically built into a mecha than it is to regular disarm a weapon that is merely held in hand? I mean, imo, if disarming a built-in weapon is possible, its kind of akin to trying to disarm a weapon from a locked gauntlet or something, no?
A not-in-built weapon isn't "merely held in hand", it's tightly clamped by metal manipulators that were designed specifically for that purpose. If you can pull a weapon from that, pulling a weapon physically built into a mecha isn't really harder.
In mecha battles "disarming" should be taken to the literal sense that a limb's been chopped off. As talked previously it's a staple of mecha shows, giant robots get bits chopped off left, right and center. Luckily mechas don't bleed off and even a chopped limb can be quickly fixed in a base or even jury-rig something on the scene (move action to "pick up" disarmed weapon).
Also again rule of cool, mechas holding weapons in hand should be as viable as leg missiles and shoulder cannons and whatnot.Well, to a degree it makes sense because mecha have a tendency to lose arms and everything else.
But then it goes back to 3.X being all about size for combat manoeuvres and the best way to deal with them is to be big. And if you throw enough attempts in, eventually there's a fail... which is a pretty big deal when it comes to how limited weapon replacement is.
Cough Tek Knight cough. Also Gun Maniac and Martial Machine have some maneuvers to help make up for size differences plus some T.O.U.H.O.U. stuff.
And that is, in point of fact, the only REALLY good option for Tek Knight...
No, seriously, it has the least hideous drawbacks. If you're looking to maximize combat maneuvers as a tiny mecha you're probably getting up close and personal anyways, so arsenal halving is just *shrug*. Point for point some of that stuff is just not worth it. Great Plating and whatnot is a really nice option, why? Because when your Dodge bonus is 0, then you don't care that it gets cut in half. By contrast, consider Tek Reactor, which gives you +40 energy but halves your spirit points, at a whoopin' 4 point cost. In order to make full use of size benefits, you'd have to invest 8 points in it for a total of +75 max energy. By contrast, for 5 points, you could have Reactor 2, which would get you an average 11 points of energy each round with no drawbacks and spare you three upgrade points. Taking Tek Reactor effectively makes certain higher-level Super spirits unusable. Tek Soul, by contrast, makes some low-level spirits spammable (sort of), but max HP in half is... yeesh. Better hope no one gets through your every-single-round Alert, buddy. Tek Storage is... okay, I guess? Sort of? I mean, if you want to be a tiny, tiny kinetic weapons platform, then the energy halving isn't so bad. I honestly don't understand why you can't have Nanomachines along with it (Mysterious Power makes sense though, since less energy is less of a problem if every round regen is making up for it).
You guys keep talking about things that I don't even know about, I'll start with the classes now. :p
Real Pilot
Sleight Of Hand not being on the skills list feels weird, mainly because Open Lock and other primary rogue skills are. It isn't a big deal either way, I just wanted to mention it.
That is a lot of mecha with options that I haven't looked at in years. Is it safe to assume that someone has already reviewed those or do I need to get in depth with them?
I get that half is easier to calculate Osle, but as proportions go, it is exceedingly harsh on some stats and not so much on others (again, Great Plating comes to mind).Spells and stealth and superior range/speed are still around.
Being able to go nova on your opponents is a lot more useful if you can ensure that A) you go first and B) they die either during said nova or shortly after. If either condition is broken, then the drawbacks become untenable - you can't go nova if you're dead, and you can't finish them off if you're spent. Given that there is pretty much no way to manipulate initiative within this homebrew system (that I can see anyway), then as a build choice, it becomes a lot less valid.
I imagine that the reduction applies on top of your "current" totals, rather than atop the totals at the time you pick the option (which would make said options a lot more attractive at lower levels), but it might be a good idea to add a note for the sake of clarification. Cthulhu knows us min-maxers hunt for technicalities like they're the last dodo bird. :PConsidering that modern studies show that dodos were not actually actively hunted (since it seems like they tasted awful) and were most probably driven extinct by pigs and dogs introduced in their island, maybe that's not a boast you should be doing. :p
My suggestion for Tek Reactor, if you MUST apply a reduction to Spirits (I personally dislike the idea of permanent changes to stuff you can only gain through levels... but I get where the design comes from)Yet you have no problem with penalty to Dodge that can only be gained by special abilities. :p
is to apply a 20% or 1/5 reduction instead. It's severe enough to matter without completely inutilizing higher-level spirits usage (it only delays them). Similarly for Tek Soul, apply a 20% reduction to max HP. Which again, is pretty nasty, but a lot more survivable than 50%.I wouldn't say that 20% is that nasty, really. More in particular, there's also quite low HP real robots. If only a 20% HP variation is considered viable, then a lot more needs changing besides this upgrade.
But Hyperdimensional Storage already forbids Nanomachines and Mysterious Reactor. As it is, you can take Tek Storage AND Hyperdimensional if you want to cram more weapons into your tiny robot (which brings this to mind)...
(https://media.giphy.com/media/ertxbTvZZQwvK/giphy.gif)
Now, HS can be taken multiple times, but Tek Storage only once. If you lift the restriction for Tek Storage alone, you provide an alternative for smaller Supers to have a little more arsenal space while also having more staying power. At the same time, if they want MORE DAKKA they'll have to sacrifice staying power for it, which would balance it out. Hyperdimensional Storage still wins out in the cost-benefit department though.
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.
QuoteIn 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.
Name | LVL | Size | Saves | Nat Armor | DR | HP | Energy | Dodge | Arsenal Space | Hardpoints | Speed | Other |
ARMS | 1 | S | 0 | 0 | 0 | 8 | 50 | 0 | 45 | 4 | 20 | |
ARMS | 2 | S | 1 | 3 | 5 | 24 | 50 | 3 | 45 | 4 | 25 | |
ARMS | 3 | S | 2 | 4 | 10 | 48 | 50 | 4 | 45 | 4 | 30 | |
ARMS | 4 | S | 3 | 5 | 15 | 80 | 50 | 5 | 45 | 4 | 35 | |
ARMS | 5 | S | 4 | 7 | 20 | 112 | 50 | 7 | 45 | 4 | 40 | |
ARMS | 6 | S | 5 | 9 | 25 | 144 | 50 | 9 | 55 | 4 | 45 | |
ARMS | 7 | S | 6 | 10 | 30 | 176 | 50 | 10 | 65 | 4 | 50 | |
GUNDAM | 1 | M | 0 | 0 | 0 | 10 | 100 | 0 | 40 | 4 | 30 | |
GUNDAM | 2 | M | 1 | 3 | 5 | 30 | 100 | 3 | 40 | 4 | 35 | |
GUNDAM | 3 | M | 2 | 4 | 10 | 60 | 100 | 4 | 40 | 4 | 40 | |
GUNDAM | 4 | M | 3 | 5 | 15 | 100 | 100 | 5 | 40 | 4 | 45 | |
GUNDAM | 5 | M | 4 | 7 | 20 | 140 | 100 | 7 | 40 | 4 | 50 | |
GUNDAM | 6 | M | 5 | 9 | 25 | 180 | 100 | 9 | 50 | 4 | 55 | |
GUNDAM | 7 | M | 6 | 10 | 30 | 220 | 100 | 10 | 60 | 4 | 60 | |
KNIGHTMARE | 1 | T | 0 | -1 | 0 | 5 | 75 | 1 | 30 | 3 | 35 | |
KNIGHTMARE | 2 | T | 1 | 2 | 5 | 15 | 75 | 4 | 30 | 3 | 40 | |
KNIGHTMARE | 3 | T | 2 | 3 | 10 | 30 | 75 | 5 | 30 | 3 | 45 | |
KNIGHTMARE | 4 | T | 3 | 4 | 15 | 50 | 75 | 6 | 30 | 3 | 55 | |
KNIGHTMARE | 5 | T | 4 | 6 | 20 | 70 | 75 | 8 | 30 | 3 | 60 | |
KNIGHTMARE | 6 | T | 5 | 8 | 25 | 90 | 75 | 10 | 35 | 3 | 70 | |
KNIGHTMARE | 7 | T | 6 | 9 | 30 | 110 | 75 | 11 | 40 | 3 | 80 | |
VALKYRIE | 1 | M | 0 | 0 | 0 | 10 | 100 | 0 | 30 | 3 | 30 | Transform |
VALKYRIE | 2 | M | 1 | 3 | 5 | 30 | 100 | 3 | 30 | 3 | 35 | Transform |
VALKYRIE | 3 | M | 2 | 4 | 10 | 60 | 100 | 4 | 30 | 3 | 40 | Transform |
VALKYRIE | 4 | M | 3 | 5 | 15 | 100 | 100 | 5 | 30 | 3 | 45 | Transform |
VALKYRIE | 5 | M | 4 | 7 | 20 | 140 | 100 | 7 | 30 | 3 | 50 | Transform |
VALKYRIE | 6 | M | 5 | 9 | 25 | 180 | 100 | 9 | 35 | 3 | 55 | Transform |
VALKYRIE | 7 | M | 5 | 10 | 30 | 220 | 100 | 10 | 40 | 3 | 60 | Transform |
Real Robot Math AnalysisIt'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.
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.
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.
QuoteIn 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...
Don't they make up for it by having a lot more hardpoints and Arsenal space?
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.
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.
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.
So what you're ultimately saying is that it pays more to be a guy who outruns range of any weapon than it pays to be able to withstand that guy's attack, gotcha. :P
So what you're ultimately saying is that it pays more to be a guy who outruns range of any weapon than it pays to be able to withstand that guy's attack, gotcha. :P
I'm saying that both are viable builds in normal D&D. :P
Hey, just a couple of questions regarding multi-classing...Not much, the nano-armor and mecha are separate entities.
One: What exactly happens when you multiclass one of these classes with a Moon Vanguard?
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?
That would be nice, at least, like, a feat or something.
I mean it does seem a little weird, considering that the Moon Vanguard relies a lot on this stuff.
Plus I have a character who's a gestalt Moon Vanguard/Peace Princess, and I feel it would just be easier overall this way, hence why I'm suggesting it could be a feat.
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,
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.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.
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.
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.
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).
Speaking of which, can you purposely end Berserk?
Also
1: Did you see my message about how I might have made the MV/PP feat more general.
2: Can a battleship do a "fly-run"
2.5: Can you fly-run whilst using cruising speed
3: Do movement boosting accessories get boosted by things like running or cruising speed?
1: Honestly, the character is more or less just in the planning stage right now.
2: If we have the Star-Lotus Ship, could we make it count as a stage ship with Vanguard Princess?
Not Really A Problem But Still Kinda Weird: Its still called Vanguard Princess
3: If I Disable All Safeties (the SFOH stance) and then activate cruising speed, am I going three times faster, or six (if you can't be in a stance whilst using cruising speed, how the hell does warp speed work)
4: Do landships, submarines and seaships still get five mu for every two Captain levels?
5: If I'm the Heir Apparant (pp rags to riches option), does my Royal Nanoarmour have full Hp, dr and all that stuff too?
6: If I'm a lady, do I need to have my boobs out to be shirtless, or is a bra fine?
7: The seventh tier of PARA-MAIL probably isn't meant to lose an accessory slot
This is apparently from the SRDHahaha, fair enough but added clause to the intro that any multipliers from this material will stack like said before to keep things a bit in check. :P
"When applying multipliers to real-world values (such as weight or distance), normal rules of math apply instead. A creature whose size doubles (thus multiplying its weight by 8) and then is turned to stone (which would multiply its weight by a factor of roughly 3) now weighs about 24 times normal, not 10 times normal. Similarly, a blinded creature attempting to negotiate difficult terrain would count each square as 4 squares (doubling the cost twice, for a total multiplier of ×4), rather than as 3 squares (adding 100% twice)."
Hence, since the speed is measured in distance, I actually could be going six times faster.
Also, who exactly even can use the Terror Tactics and Neo Granzon schools? Right now, they seem to be schools with no pupils
Incidentally, should the Safari tactical option gain the choices of creating a PARA-MAIL or a BONTA-KUN?
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
1. That's bullshit and you know it2. 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
3. Since you're seemingly down with just making whatever a feat, could we have a feat that makes our mechas start working according to the laws of physics again? :P
4: If I have the Star Lotus Ship, can I take Ship Captain feats?
5: How does a spaceship wield the Granzon Sword? Actually, considering the transform property, how do tanks and planes do it? Come to think of it, since Supers and Battleships can both use Into The Danger Zone, how do they kick?
Rocket punches are missiles shaped like fists, obviously.
6: The TOUHOU feat allows pilots to take Drunken Demon. I am PRETTY SURE a Mecha is heavy machinery, and thus, should NOT be piloted when drunk.
Disclaimer about “Realism”(https://i.imgsafe.org/ca/ca74e741d5.jpeg)
In space there is no atmosphere and gravity's effect is a lot weaker among other details.
However pretty much every action show/game doesn't care about that. You can hear lasers and explosions, while having your engine turned on at the same potency simply results in constant velocity and you need to turn on the turbo to go faster and when you turn off said turbo you lose speed despite no atmosphere to slow you down. That's even more true in SRWd20 games where Evangelions can just run in space and martial art robots can slam you against the void and don't care about the whole virtually zero weight factor.
Plus the purpose of SRW d20 is having mecha fun and not to be a physics simulator. Think of the catgirls. If a player at your table complains, just say it's because of magic/extremely advanced SCIENCE!
....
Okay fine I guess if this isn't a physics simulator it makes sense that things don't work according to physics
That being said, I would like to point out that this isn't a loophole, this is just straight up the basic rules of the game. Like, no disrespect, but I would hardly call the laws of physics of the game an "obscure loophole"
Incidentally, I am imagining a star lotus ship medbay as being staffed with Inchlings using attack on titan gear to bandage wounds. (or at least androids the size of inchlings)Now I'm picturing Angelic Layer healbot versions.
Also what happens if I take humongous ship for my SLS?A really big nanoarmor.
Additionally, there seems to be no way to use the Lunar Dial maneuvers that need knives in a Mecha, despite it being a valid TOUHOU option, and Chinese Star is listed as a discipline you can take, but TOUHOU says you must fulfill all prerequisites, and the prerequisite for knowing Chinese Star is a feat that, itself, grants access to Chinese Star. I don't think having two black belts in Chinese Star is actually worth anything?
New races, hooray!Yes, clatrified.
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?Colossal as they're supposed to be about 30 ft tall, fixed.
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)?12 points.
Protodeviln don't have natural flight? What about Sivil? :PRemind me, did all Protodeviln fly in Macross? I assumed she was getting that ability from class levels, otherwise I guess I can find a way to fit that in.
Also I just noticed that none of your races have a listed Favored Class. Is that intentional?
Ooh, new races. You might want to make a few placeholder posts before I do a copyediting run =P. Also this inspired me to finish my Zero Two/Hiro/Strelizia builds since there's new stuff to swap in.
Added placeholders, although feel free to discuss the races here too in this case. Also glad to hear those builds are still being worked on.
There's quite a bit more from Phantasy Star alone I've got my eyes on:Added placeholders, although feel free to discuss the races here too in this case. Also glad to hear those builds are still being worked on.
That may have been excessive... or do you really have that many races planned? :o
Anyway posted my races edits and the first quarter of the Franxx sheets.Looking good so far.
Edit: But seriously, put placeholders on Traits, it's only a matter of time...Done.
1: Actually, thirty feet tall is Huge, not CollossalWell Zentradi are supposed to be the size of a Valkyrie and a VALKYRIE is colossal, so Zentradi staying colossal. :P
https://www.dandwiki.com/wiki/SRD:Table_of_Creature_Size_and_Scale
2: Allow me to clarify my previous question. If I am a ninth level Moon Vanguard, with a Star Lotus Ship, and I take the Humongous Ship feat, does this mean I can make my ship Huge and Enormous
1: "plus another size at 11th, 13th, 15th, 17th and 19th Moon Vanguard levels."From the Lotus feat, yes.
Just to check, this is on top of the already there size increases?
2: It just hit me how kinda f-ed up using the Chrome option of Gate to Nowhere could beJust as planned.
"Hey, bro, I need some help over here"
"Sure thing brah, here's a self-destruct button!"
3: Why do ship captains not have the option to take traits or TOUHOU?They can now.
4: I now have decided that Zendrati pull off weird shit that would make people decide to stop drinking whenever they are witnessed doing anything reliant on size, such as grappling and making melee attacks at their full reach.
Let's say I decided to take TOUHOU-Septette For The Dead. Not sure why I did this, even if I'm a vampire, it's not like Giant Robot's have blood to drink, but I did it anyway.Yes.
Then some asshole hits me, so I decide to use Divine Punishment "Young Demon Lord" to summon a demon to deal with that sh-t post-haste.
Is the demon mecha-scale?
Also, does vampire's web turn me into robot bats, or normal bats, and are the bats mecha scale, normal scale, or normal scale, but there's a f-ckton of them?Mecha-scale "normal" bats.
On a similar note, if I TOUHOU'd Doll Judgement, can I build the dolls using my Giant Robot?(https://i.imgsafe.org/35/359110a19e.jpeg)
Also, if I am a Battleship Captain when I'm Judging people with my Doll's, am I storing them in the normal transport hold, or do I have a special secret compartment for my weird giant dolls in the ship?Up to the ship captain, some like to show their collection to any visitors, other prefer to hide them until needed.
Additionally, what happens if I have been delving into Forbidden School'sNow they do.
Does the mecha show the signs too?
If I know Fate Of Sixty Years, does my robot gain green hair?They would gain hair-like radiators/cables coming out just from their head plating.
And more importantlyIt looks fabulous.
Does the hair look good?
What happens if I have Diabolic Wave or Marvelous Mount Oue, but I pilot a battleship? Or Fate Of Sixty Years for that matter?The battleship gains an Humanoid heraldry/figurehead.
Incidentally, Misteryous Millenium has maneuvers that rely on a bow and arrow, but it is also a valid TOUHOU choice.Addded new BOW weapon property along a bunch of BOW arsenal weapons and BOW super upgrade and made them useable with Mysterious Millenium.
And now that you have the Martial Machine feat...Sure.
Can a Moon Vanguard take that feat if she has, let's say, Burning Justice and Neo Granzon?
Does a MV even count as a pilot class enough to take Neo Granzon?Updated MV with the most recent pilot schools.
And should MVs be able to take TOUHOU, considering they are in imitations of Mechas?Done.
1: So would I be making a Mecha scale doll with my normal human hands?
2: Incidentally, the hells an Agnis?
1: Is BOW an acronym, or are we just shouting BOW for no reason?
2: If I have dolls in my ship, and then I level up and get a new, bigger ship, do my dolls go up in size too?
2.5: This time around, I reconfigured my Star-Lotus Ship, do the dolls grow in this scenario?
3: Should Ideal Idol's be able to take captain feats?
4: If I'm reloading my weapons, can I reload one I won in a Gamble (the spirit)
5: Can my battleship be a hollowed out asteroid even if I'm not a multi-classed einst queen?
Suppose someone with a Hat of Disguise uses it to simulate Shirtless. Does it actually work?No, it's not just how you look but also how you feel. Being actually Shirtless, feeling the air and sun in your bare skin, is a much more spiritually liberating experience.
If someone founds a school and makes their everyday clothes be the uniform, does it count as a school uniform outside of the school?
Going by G-Gundam's standard, the ultimate authority on giant robots using martial arts, basic kicking/punching on foot deals about the same damage as doing it on a mecha.Does it? I mean, I don't recall the Rose Gundam or the Dragon Gundam doing more damage than anyone else in the show (well, excluding Domon, but he actually broke out the beam sabers sometimes), and those guys had actual weapons. The Maxter Gundam had "gloves" but that didn't seem to make its punches that much more effective...
The idea is that the pilot's personal skill is what matters most for unarmed combat, mecha or not. Domon can kick mechas even on foot, and applies his superior unarmed skillz in the God Gundam.Going by G-Gundam's standard, the ultimate authority on giant robots using martial arts, basic kicking/punching on foot deals about the same damage as doing it on a mecha.Does it? I mean, I don't recall the Rose Gundam or the Dragon Gundam doing more damage than anyone else in the show (well, excluding Domon, but he actually broke out the beam sabers sometimes), and those guys had actual weapons. The Maxter Gundam had "gloves" but that didn't seem to make its punches that much more effective...
I mean what is this based on though? Everything else on mecha scale seems to do more damage (excluding certain special arsenal options). A super robot's initial weapon deals D10, and the example is a fist, though the fact it could be a blade means something too.
1: Hey, should a Lenz be a BOW, or is it too 'splodey for that?.1: Too splodey.
2: Can Martial Machine be used to take Ships Full Of Hope?
3: Can a moon vanguard use the Heats feat to Gattai with a mech?
The idea is that the pilot's personal skill is what matters most for unarmed combat, mecha or not. Domon can kick mechas even on foot, and applies his superior unarmed skillz in the God Gundam.Going by G-Gundam's standard, the ultimate authority on giant robots using martial arts, basic kicking/punching on foot deals about the same damage as doing it on a mecha.Does it? I mean, I don't recall the Rose Gundam or the Dragon Gundam doing more damage than anyone else in the show (well, excluding Domon, but he actually broke out the beam sabers sometimes), and those guys had actual weapons. The Maxter Gundam had "gloves" but that didn't seem to make its punches that much more effective...I mean what is this based on though? Everything else on mecha scale seems to do more damage (excluding certain special arsenal options). A super robot's initial weapon deals D10, and the example is a fist, though the fact it could be a blade means something too.
A quite reinforced fist like the Mazinger has.
But unarmed combat aren't just reinforced fists. Like Sekai (and his sister) can use any mecha's whole body for unarmed strikes even if they were not designed for that.
If you try to use unarmed strike without the pilot knowing some great martial arts themselves, it's just not going to be very effective. Refer to Wing Gundam when a Leo breaks its fist trying to punch one of the protagonist mechas that doesn't even bother to react.
1: Does a nanoarmour possess the standard extras?1: Yes.
2: What happens if someone who Martial Machined Ships Full of Hope uses a maneuver that relys on something their Mecha doesn't have?
(I assume: they are embarrassed and wonder why they even took that)
3: If I gattai my large Nano-Armour with a small Mecha, is the result Small, Medium or Huge?
4: If I TOUHOU'd Crystalized Silver, can my Mecha make an Icicle Weapon of anything in the Arsenal list, such as, for (incredibly stupid) example, an incendiary bomb?
5: If I'm a Mecha Mook, is my "GUNDAM" secretly a disguised (or not) Zaku?
6: Can a battleship fall prone?
The idea is that the pilot's personal skill is what matters most for unarmed combat, mecha or not. Domon can kick mechas even on foot, and applies his superior unarmed skillz in the God Gundam.Going by G-Gundam's standard, the ultimate authority on giant robots using martial arts, basic kicking/punching on foot deals about the same damage as doing it on a mecha.Does it? I mean, I don't recall the Rose Gundam or the Dragon Gundam doing more damage than anyone else in the show (well, excluding Domon, but he actually broke out the beam sabers sometimes), and those guys had actual weapons. The Maxter Gundam had "gloves" but that didn't seem to make its punches that much more effective...I mean what is this based on though? Everything else on mecha scale seems to do more damage (excluding certain special arsenal options). A super robot's initial weapon deals D10, and the example is a fist, though the fact it could be a blade means something too.
A quite reinforced fist like the Mazinger has.
But unarmed combat aren't just reinforced fists. Like Sekai (and his sister) can use any mecha's whole body for unarmed strikes even if they were not designed for that.
If you try to use unarmed strike without the pilot knowing some great martial arts themselves, it's just not going to be very effective. Refer to Wing Gundam when a Leo breaks its fist trying to punch one of the protagonist mechas that doesn't even bother to react.
Not the best comparison, really. In Wing, Gundanium is such a ludicrously strong alloy that each of the Gundams can, and do, take on entire military bases by themselves, pretty much by dint of not taking damage from anything. I honestly can only remember Deathscythe being destroyed by enemy fire, and even then it was execution style...
1: More to the point, how exactly would it work? Does it...roll over onto its side?
2: At this point, I would probably change that Tactical Option in Gat to Nowhere to say, that you can summon any Generic Real so that you don't have To keep going back like FUCK I FORGOT TO ADD ZAKUS or whatever.
3: Tangentially, what would a Qubley be?
4: I guess the parts to make it medium just...comes out of nowhere? (The Nano-Mecha Gattai)
5: Can custom funnel be take note multiple times, or do funnels only have a limited amount of space for modification?
6: If my Nano-Armour is in overdrive, are my bits Mecha-Size, normal size, or normal size, but also in overdrive. What happens if I run out of overdrive but my bits are still out?
6.5: What if I use Young Demon Lord? Am I summoning demonic Kaiju or normal demons, and if normal, do the demons still work on the usual scale, or do they get really pumped up by my energetic spirit?
7: Does putting my (still large) Nano-Armour in overdrive do anything for the gattai?
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.
1: I was talking about volume change too.
2: I meant does the Nano-Armour being in overdrive during a gattai do anything size-wise.
3: "Pumped up" was meant to indicate that the demons would be the same size, but working on mecha scale, but this way's fine.
4: Can it be assumed that if a martial discipline has entered a pilot's known Disciplines, such as taking the Shanghai Teahouse feat, that it works like a pilot discipline, even if such a line isn't featured on the method of gaining the new maneuvers?
Okay, I'm recovered (enough) from a severe allergy attack and I said that I would get more reviewing done before tomorrow so it's time to look at the Super Pilot!
Your skills aren't in alphabetical order, this threw me off. It isn't a big deal but I wanted to point it out because I was wondering why Intimidate wasn't a class skill until I found it.
So it looks like a Real Robot is equivalent to a Super Robot that already spent upgrade points. Can you change upgrades when you change arsenal or are they permanent?They can't change by themselves but a Ship Captain can pick up a feat to do it.
Also, looking around it looks like information about when Arsenal can be changed is only in the Real Pilot class entry. I'd suggest moving it to the Arsenal section, Paradox Prototype talks about changing arsenal.Hmmm, the Super Pilot's arsenal says "At 4th level, the super robot gains some kind of patronage which supplies an array of basic swappable weapons and accessories to further customize his mecha, although not as good as those of a Real Pilot. He may only choose weapons of up to the level indicated on the Super Pilot table (I at level 4, II at level 7, ect). Those weapons can be reloaded and/or swapped whenever the patronage entity is contacted. "
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.As Raineh said, it fluctuated quite a bit but the current version didn't get any big complains. Supers can get superior base stats, but the reals get higher arsenal access and more hardpoints/arsenal space which gives them plenty of toys to pimp their rides.
Super Robot UpgradesOne of the mecha base special properties from the intro, gives chance to ignore pilot damage from crits to the mecha.
Alien Alloy says that you get Reinforced +1. What is that?
Transform is missing a picture (not that you don't have enough pictures....)No such thing as enough pictures! :P
Great Agility feels meh (unless you have natural armor bypassing stuff).There's still touch spells around and some maneuvers making touch attacks.
Cutting Plasma Field is also missing a picture.Replacement in place.
The last sentence of King Frame confuses me.You can only have one of Great One/Tek Knight/Zero Pattern to pick King Frame, and the last sentence is to stop the pilot from picking up the others after picking King Frame.
Berserk button doesn't say it is mutually exclusive with hyperdimensional storage. Is this intentional?Yes, E(arth) V(ector) A(rtificial)s are known to carry quite a bit of guns after all.
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 (https://docs.google.com/spreadsheets/d/1IZfe43HrVDnAVwaWMwG93U1J_3j5PbU4XpGoL-gCbb8/edit?usp=sharing) 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).
2: What would even be the point of taking love-coloured magic with TOUHOU?
Are you using the top armor/shields for the reals max values with AC? Seems like so since the Astrangant starts at +20 and you claim it caps at +79, the difference is covered by Fortress Z.O. Armor (+21), Artificial Aegis (+21) and Advanced AI (+7) for the extra +49.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 (https://docs.google.com/spreadsheets/d/1IZfe43HrVDnAVwaWMwG93U1J_3j5PbU4XpGoL-gCbb8/edit?usp=sharing) 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.Besides super maneuvers that work as Touch attacks, the Super Pilot also gets more spirit points and have upgrades for even higher spirit regen.
My idea was more for a multiclass character.2: What would even be the point of taking love-coloured magic with TOUHOU?
Arcane Pilot who wants bottomless magic.
On Supers vs Reals, Reals also get damage growth on weapons that's comparable to or better than Supers, with far fewer compromises/relative investment in resources.
For example, at level 16 a real pilot gains access to Sledgehammer anti-ship missiles (VI), which does 22d12 base damage for an average of 149.5 with Disarming, Downfall, Brutal, Pushing, and range 75mu.
To match that weapon a Super must take: Combined paired weapon (2 points), growth x4 to Colossal (4 points), Great Power (4 points), King Frame (4 points), Emperor Frame (4 points), Dynamic (1 point), Versatile x2 (2 points), and Mighty x2 (2 points). That's a total of 23 upgrade points, or 5 and 3/4 levels worth.
Total: 2d10+16d6+76 damage base, spending 10EN for +12dmg more, averaging 149.5. It has Disarming, Pushing, and Brutal (can't get Downfall). It's better in some ways - EN cost 10 instead of only two ammo, and 100 mu range instead of 75mu. On the downside it lacks the +11 to-hit bonus of the Sledgehammer.
The thing is, the Super used more than 1/3 of all its upgrade points. It now has a base speed of 5mu due to Great Power, King, and Emperor. It also no longer has access to some of the options described by CKirk to have reasonable AC, and it lost even more to-hit and AC due to Growth.
Compare AshSaber, which has enough Arsenal space to equip the Sledgehammer and speed 65mu, without using any of its 5 hardpoints.
On Supers vs Reals, Reals also get damage growth on weapons that's comparable to or better than Supers, with far fewer compromises/relative investment in resources.
For example, at level 16 a real pilot gains access to Sledgehammer anti-ship missiles (VI), which does 22d12 base damage for an average of 149.5 with Disarming, Downfall, Brutal, Pushing, and range 75mu.
To match that weapon a Super must take: Combined paired weapon (2 points), growth x4 to Colossal (4 points), Great Power (4 points), King Frame (4 points), Emperor Frame (4 points), Dynamic (1 point), Versatile x2 (2 points), and Mighty x2 (2 points). That's a total of 23 upgrade points, or 5 and 3/4 levels worth.
Total: 2d10+16d6+76 damage base, spending 10EN for +12dmg more, averaging 149.5. It has Disarming, Pushing, and Brutal (can't get Downfall). It's better in some ways - EN cost 10 instead of only two ammo, and 100 mu range instead of 75mu. On the downside it lacks the +11 to-hit bonus of the Sledgehammer.
The thing is, the Super used more than 1/3 of all its upgrade points. It now has a base speed of 5mu due to Great Power, King, and Emperor. It also no longer has access to some of the options described by CKirk to have reasonable AC, and it lost even more to-hit and AC due to Growth.
Compare AshSaber, which has enough Arsenal space to equip the Sledgehammer and speed 65mu, without using any of its 5 hardpoints.
Or the Super Pilot could just take the Missile Body stance that at PL 16 grants 32d12 Heavy Missiles and grant the properties with a fraction of the upgrades. And the Super Pilot does get more stances/maneuvers than the Real, then can further buff them through Favored Maneuver.
On King Frame, do you want people to not get other options in general or just not have King Frame apply to additional choices?Not get the other options in general.
On Supers vs Reals, Reals also get damage growth on weapons that's comparable to or better than Supers, with far fewer compromises/relative investment in resources.
For example, at level 16 a real pilot gains access to Sledgehammer anti-ship missiles (VI), which does 22d12 base damage for an average of 149.5 with Disarming, Downfall, Brutal, Pushing, and range 75mu.
To match that weapon a Super must take: Combined paired weapon (2 points), growth x4 to Colossal (4 points), Great Power (4 points), King Frame (4 points), Emperor Frame (4 points), Dynamic (1 point), Versatile x2 (2 points), and Mighty x2 (2 points). That's a total of 23 upgrade points, or 5 and 3/4 levels worth.
Total: 2d10+16d6+76 damage base, spending 10EN for +12dmg more, averaging 149.5. It has Disarming, Pushing, and Brutal (can't get Downfall). It's better in some ways - EN cost 10 instead of only two ammo, and 100 mu range instead of 75mu. On the downside it lacks the +11 to-hit bonus of the Sledgehammer.
The thing is, the Super used more than 1/3 of all its upgrade points. It now has a base speed of 5mu due to Great Power, King, and Emperor. It also no longer has access to some of the options described by CKirk to have reasonable AC, and it lost even more to-hit and AC due to Growth.
Compare AshSaber, which has enough Arsenal space to equip the Sledgehammer and speed 65mu, without using any of its 5 hardpoints.
Or the Super Pilot could just take the Missile Body stance that at PL 16 grants 32d12 Heavy Missiles and grant the properties with a fraction of the upgrades. And the Super Pilot does get more stances/maneuvers than the Real, then can further buff them through Favored Maneuver.
I left out maneuvers since those end up pretty much comparable at the end. The Super gets only one maneuver and stance more than the Real, which doesn't help if we're comparing "best options". I couldn't find a maneuver that benefits enough from Favored Maneuver to outright beat things a Real can do. For example, the Real has equal access to Missile Massacre, and that's a stance so Favored Maneuver doesn't apply. Combine that with Careful Aim (ignore DR) and now at level 19 anyone can do more damage on average than the base HP of anything in the system (even alt!) other than maybe a hilariously minmaxed Machinery Warrior.
Suggested change on King Frame for clarification (added "only one of" to first sentence and rephrased last sentence for clarification):Edited in, thanks. :)
King Frame: You need pilot level 8 plus only one of either Great One, Tek Knight, or Zero Pattern to pick this, it costs 4 points and you can only pick it once. Double the numeric effects of your previous choice, including any penalties, except for any extra effects based on size (or pilot level in the case of of Zero Pattern). So for example if your previous choice was Great One (Plating), you would gain +40 HP, +4 DR, +4 Natural armor regardless of size, and your Dodge bonus would be further halved, resulting in being 1/3 of its original value. You also gain +1 IL/PL to initiating maneuvers both you and your super robot know. Once you've picked this you can't gain Great One/Tek Knight/Zero Pattern outside of the choice you made to apply King Frame to.
I mean with a super, so far in my experience hitting things hasn't been my biggest issue. It's been surviving a hit.An important point, there's plenty of extra sources for to-hit bonus in D&D for a pilot and not as many AC bonus. Bab for starters.
Though... 35 STR gestalt, so take that value with a grain of salt.
I think it's because it's spell completion but I don't have the rules compendium handy.What's sacrificing a spell slot? Is it permanent?
"These abilities can be activated by sacrificing 1 or 2 (delete as appropriate) spells of the indicated spell level. All caster level effects use the caster level of the class granting this ability (minimum CL1). Saving throws are equal to 10+(level of slot sacrificed)+ABILITY SCORE MODIFIER. Activating these abilities takes a standard action and provokes attacks of opportunity as if casting a spell."
Something like that? Then just format them as spell blocks like normal.
What if Favored Maneuver could apply to Stances? What if Favored Maneuver's bonus was increased?
Also Missile Body still needs to hit but lacks a basic to-hit bonus, so the Super Robot will have better acuraccy with Targeter
then there's your usual Defend/Guard/Invulnerability extra defenses.Those are pretty much even all around too, though.
Plus the PL 19 option costs 180 energy to shoot, meaning most reals can't use it at all.
I mean with a super, so far in my experience hitting things hasn't been my biggest issue. It's been surviving a hit.
Though... 35 STR gestalt, so take that value with a grain of salt.
What if Favored Maneuver could apply to Stances? What if Favored Maneuver's bonus was increased?
Huh, somehow I thought there was a class with "Favored Stance". Wonder how that got into my head.
I think Favored Maneuver is fine honestly. The fact that it can't hold up to some heavy weapons is a problem with those weapons, not with Favored Maneuver. For example, if Favored Maneuver had increased effect, Unlimited Blade Works would become way too powerful. (That's already on the higher end for damage output - on a target above Large it's arguably already too powerful, potentially doing high double digits of d12s).Please don't nerf that one though because it's the only way my super can keep up in damage with the rest of the party these days.
I personally prefer balance by bringing the top down and the bottom up, rather than just bringing things up to the top. The problem here isn't that many things are too weak, but that a few things (certain heavy weapons, a few top-level reals, and some maneuvers and stances) are too strong.
Ok, can you please list those "few things" that you consider too strong and the middle point that you consider would be ideal?
Realised there's one thing I failed to edit:Thanks, added.
"Saving throws are equal to 10+(level of spells rendered impossible to cast)+ABILITY SCORE MODIFIER"
Why aren't they called "Magitechniques"!? :lmao
-Reduced FXA-03M2 Hyper Mega Launcher damage from 10d12 to 10d10 (average 65 to 55), just a bit higher than the rectangular launcher's 49,5.Ok, can you please list those "few things" that you consider too strong and the middle point that you consider would be ideal?
OK, I'll do it in stages since there's a lot to cover and I need to do things like sleep. Chances are other members of our group will have more examples.
Arsenal Weapons:
- FXA-03M2 Hyper Mega Launcher (III) - Comparable in damage to the other T3 Heavy weapons, but wide crit range and special properties make it just too good. Suggestion: Reduce damage.
- High Mega Cannon (IV) - This has the same base damage as the GN Buster Beam Sword (IV), but it's ranged, costs less energy, has a better crit, and takes up less than half the space. It's volatile and has three less to-hit bonus, but I don't think that makes up for its raw power. Suggestion: Increase space and energy cost.
- Hv Ruin Cannon (V) - This series of weapons (the light/medium/heavy cannon trio) works at lower levels, but the multiplication means that at the highest levels the heavy variants are too much. Suggestion: Reduce damage and ammo.
- Hv Orphan Cannon (VI) - This has a typo - I assume it's meant to be 20d10 currently. See Hv Ruin Cannon. Suggestion: Reduce damage and ammo.
- Sledgehammer anti-ship missiles (VI) - Incredibly high damage even by Heavy weapon standards. The limit of two ammo and high space requirement mitigate it somewhat, but it still seems too powerful in raw numbers. As an ammo weapon, it's also affordable to twin-link. Suggestion: Reduce damage and space taken.
- Hv Neo Cannon (VII) - See Hv Ruin Cannon. Suggestion: Reduce damage and ammo.
- Satellite Cannon (VII) - Super high damage, long range increment, incredible crit, great specials, only ten space. Suggestion: Reduce the damage, keep the crit range and specials so it's still special. Increase space.
- Anti-Matter Blade (VII) - Damage almost as high as Satellite Cannon. Crazy crit range. Same suggestion as Satellite Cannon: Less damage, more space.
- Moon Class Hypermissiles (VII) - The highest damage arsenal weapon by dice, though 20/x2 crit makes it less egregious than the previous ones. This one seems mostly balanced by the space requirements. Suggestion: Less damage, but still higher than the other T7 Heavy weapons.
The main Arsenal issue is that Heavy weapons tend to have just too much damage output, particularly at high tiers. The one not-fun thing I want to avoid is a situation where almost any character is nigh-guaranteed to die instantly to any crit, with even Defend or barriers not giving a good chance to survive. At higher levels it gets easier to restore energy, so the higher EN costs for many of them have less balance impact within their tier.Well at high-tiers getting crit resistance/immunity also becomes easier too.
This is exacerbated by Arsenal weapon linking. Early on being able to double/triple etc. a given weapon isn't so bad, because the results are comparable to the weapons of the following tier. At the higher tiers linking ends up being much powerful because the difference in damage between tiers is so far away from linear. This is less of a problem with weapons that cost energy since those still cost the same energy to use per-shot, even linked. Ammo weapons not having this restriction makes them significantly better for linking. For balance reasons I'd rather both types have the behavior of energy weapons, but I can't think of a logical way to express that for ammo weapons. The other way to deal with that would be to treat ammo as less significant than energy as a way to balance a weapon, but that would make ammo weapons underpowered within their own tiers. I don't have a good solution for that, honestly.A key disadvantage of going too deep with twin-linked weapons is that most maneuvers that allow to use a weapon allow only one weapon, so it may pay off to have a single weapon with high damage rather than two that technically have higher combined damage but can't be combined with a strike at the same time. Also notice that right now anything over twin-linked also means they can't ignore any DR at all.
Something I consider a well-balanced heavy arsenal weapon is Graviton Cannon (beam)(VII). It has solid damage, a great crit, good specials, and fairly high costs. The difference from the others is that the lower base damage makes the crit merely very scary instead of utterly terrifying and isn't a nigh-guaranteed instagib on a pilot. Another good one is Rectangular Launcher (III), which has a good mix of damage, to-hit bonus, crit, and specials without being an answer to everything.
I'm on my phone and don't want to try and find the final writeup for magitechniques, but it might be easier to just call the spell-like abilities that are activated by expending spell slots.
That will automatically take care or rules interactions like AoOs and SR.
Ok, can you please list those "few things" that you consider too strong and the middle point that you consider would be ideal?
Royal Champion-You gain a Real Pilot Cohort that can only take Pilot feats and places your protection above everything else to the point of not starting fights unless absolutely necessary, meaning they won't willing go further away than 30 mu from you neither will they attack/hinder an enemy unless they try to attack you first or the champion themselves. The Royal Champion is level 3 or the Peace Princess's level, whichever is lower. You can take this multiple times, each one increasing the Royal Champion's max level by 1, up to 6. If Lost, it takes 1d12 days to get a replacement. You can only pick this option once per Peace Princess level.
Great Champion - You must have picked Royal Champion four times to pick this. Increase the maximum level of the Champion by 1 per pick, up to a maximum of 9. You can only pick this option once per Peace Princess level.Queen would read:
Queen: At 20th level the Peace Princess gains another two Rags to Royalty abilities of any level, which may be changed 1/day at her whim as a free action. If the Peace Princess has a Champion of level 20, picking one of the Champion abilities may raise the Champion's max level to 21, regardless of the Peace Princess's own level. The 21st level is in Super Pilot.
Royal Champion - You gain a Real Pilot Cohort that can only take Pilot feats and places your protection above everything else to the point of not starting fights unless absolutely necessary. The Champion won't willingly go further than 30 mu away from you, nor will they attack/hinder an enemy unless they first try to attack you or the Champion. The Champion is level 3 or the Peace Princess's level, whichever is lower. You can take this multiple times, each one increasing the Royal Champion's max level by 1, up to 6. For every two points of Leadership score, you may increase the maximum level of the Champion by 1 without taking another pick of Champion. This does not allow the Champion to exceed level 6 or the Peace Princess's level. Leadership score points used to increase your Champion's maximum level don't count toward your effective Leadership score for determining the maximum level of the Cohort gained from the Leadership feat. If the Royal Champion is lost, it takes 1d12 days to get a replacement. You can only pick this option once per Peace Princess level.And Great Champion and higher would read something like:
Great Champion - You must have a Champion of level 6 to pick this. Increase the max level of the Champion by 1 per pick, up to a maximum of 9. For every two points of Leadership score not used to raise the Champion's level to 6, you may increase the maximum level of the Champion by 1 without taking another pick of Great Champion. You still must pick Great Champion at least once to increase the maximum level of the Champion above 6. You can only pick this option once per Peace Princess level.
I also want to suggest a sorta-buff to the Champion ability: synergy with Leadership. This would be Leadership increasing the maximum Champion level without another pick. Modified with this suggestion, Royal Champion would read:QuoteRoyal Champion - You gain a Real Pilot Cohort that can only take Pilot feats and places your protection above everything else to the point of not starting fights unless absolutely necessary. The Champion won't willingly go further than 30 mu away from you, nor will they attack/hinder an enemy unless they first try to attack you or the Champion. The Champion is level 3 or the Peace Princess's level, whichever is lower. You can take this multiple times, each one increasing the Royal Champion's max level by 1, up to 6. For every two points of Leadership score, you may increase the maximum level of the Champion by 1 without taking another pick of Champion. This does not allow the Champion to exceed level 6 or the Peace Princess's level. Leadership score points used to increase your Champion's maximum level don't count toward your effective Leadership score for determining the maximum level of the Cohort gained from the Leadership feat. If the Royal Champion is lost, it takes 1d12 days to get a replacement. You can only pick this option once per Peace Princess level.And Great Champion and higher would read something like:QuoteGreat Champion - You must have a Champion of level 6 to pick this. Increase the max level of the Champion by 1 per pick, up to a maximum of 9. For every two points of Leadership score not used to raise the Champion's level to 6, you may increase the maximum level of the Champion by 1 without taking another pick of Great Champion. You still must pick Great Champion at least once to increase the maximum level of the Champion above 6. You can only pick this option once per Peace Princess level.
Queen would be the same as the edit above.
I think those changes would give a nice balance of keeping the Champion's power under control while also allowing you to benefit from the feature without spending a pick on the Champion every single level. A reasonably attainable Leadership of 24 at level 20 would provide enough extra levels to require only one pick of each tier.
As a comparison "middle point", I don't consider the Royal Guard ability substantially overpowered. Even though it gives earlier access to Followers and potentially higher levels for them, it can't completely overwhelm what Leadership grants in follower level and number at the same time. Also the restrictions on the followers are harsh enough to make up for the difference in levels. The only change I would make would also be restricting the followers to the Peace Princess's level or below. It would also be possible to grant similar synergy with Leadership there.
Okay, finally home.
Alternate Magitechnique language:
Magitechnique: A Magitech Knight may pick one of the following Magitechnique lists and must forget spells on her paladin spell list to gain Magitechniques of the same level at the rate of 2 paladin spells per Magitechnique spell from that list. Such abilities can only be activated by an actual Magitech Knight, they can't be made in item form (no scrolls, wands, staves, wondrous item, etc of Magitechnique) and no other class or ability may replicate them.
These abilities can be activated by rendering 1 prepared spell of the indicated spell level impossible to cast until the Magitech Knight next rests for eight hours. Magitechniques are activated as if they were spell-like abilities using the Magitech Knight level as caster level (minimum CL1), except they require spell-components as listed in the magitechnique entry. Saving throws are equal to 10+magitechnique level+Wis mod.
Since the magitechnique is activated by expending 1 spell of the same level I changed the save to just use magitechnique level. I also removed the word "cast" in a couple of places and standardized as the word "activated" since you had that in at least one place already and it helps keep the idea that these aren't spells.
Spirit On the Machinery: Each level of Machinery Warrior increases the maximum number of spirit points of the character by 4. In addition the character learns one spirit at levels 1, 5 and 9. Those Spirits only cost half the normal amount of spirit to use, or subtract 2 * Machinery Warrior level + 1 * other levels from the SP cost, whichever discount is smaller.
Self-Regenerating: The Machinery Warrior's mecha gains the Regeneration and Reactor I properties, both increasing an extra 1 at levels 3, 5, 7, and 9. This doesn't stack with Nanomachines or Reactor gained from other sources. The Machinery Warrior himself also gains the same grade of Nanomachines. However, the Machinery Warrior can no longer gain health or energy from any external source (including accessories, potions, and magic) nor from any spirits, including his own. He may still gain healing and energy from any racial ability, feat, class feature, or anything inherent to the Machinery Warrior or his mecha.
You Cannot Stop Me: At 3rd level 1/hour when the Machinery Warrior's mecha would drop below 50% max HP, he may instead have it drop to only 50% HP.
Machinery Cannot be Stopped: at level 6 1/hour when the Machinery Warrior or his Mecha would drop below 75% or 25% max HP, he may instead have it drop to only 75% or 25% HP respectively.
Thanks for taking on these suggestions, glad you like them so far. Here are some more looks at classes:Another good idea, done.
Magitech Knight:
I don't have anything to add to the Magitechnique suggestions others have given. I think this class is actually a bit too constrained. Compared to Paladin, which just loses class features when violating the code of conduct, the Magitech Knight is potentially damaged enough to die outright. I would instead apply the HP penalty to the mecha. If the mecha would have HP below zero due to code violations, the Magitech Knight may not pilot a mecha of any kind until all code violations are resolved.
I have no problem with other pilots getting eaten by the mecha though. Om nom nom.:D
Machinery Warrior:Those sound like more good points, applied. I particularly like the simplicity of the new "Cannot" abilities.
Basically a Super that's hyper-specialized for survivability. There are two main issues with it: it's TOO survivable and the spirit discounts are too great. On the survivability side, it has two health bars, 25 HP/level, regen, reactor, immune to crits etc, and ignores death once/day. Add in up to three free action spirits per hour based on HP thresholds and half-price spirits and this thing can go forever. I have several suggestions here:
Cut the spirit discount like so:QuoteSpirit On the Machinery: Each level of Machinery Warrior increases the maximum number of spirit points of the character by 4. In addition the character learns one spirit at levels 1, 5 and 9. Those Spirits only cost half the normal amount of spirit to use, or subtract 2 * Machinery Warrior level + 1 * other levels from the SP cost, whichever discount is smaller.
This means that Love costs 30SP at level 20 instead of level 11, but Revival can't cost less than 120SP no matter what you do.
Prevent external healing like so:QuoteSelf-Regenerating: The Machinery Warrior's mecha gains the Regeneration and Reactor I properties, both increasing an extra 1 at levels 3, 5, 7, and 9. This doesn't stack with Nanomachines or Reactor gained from other sources. The Machinery Warrior himself also gains the same grade of Nanomachines. However, the Machinery Warrior can no longer gain health or energy from any external source (including accessories, potions, and magic) nor from any spirits, including his own. He may still gain healing and energy from any racial ability, feat, class feature, or anything inherent to the Machinery Warrior or his mecha.
Removing external healing means it's still the Juggernaut, but not so much so that even the slightest amount of external support makes it truly unstoppable.
And replace the HP threshold spirits with hard HP stops (suggestion from Raineh Daze)QuoteYou Cannot Stop Me: At 3rd level 1/hour when the Machinery Warrior's mecha would drop below 50% max HP, he may instead have it drop to only 50% HP.
Machinery Cannot be Stopped: at level 6 1/hour when the Machinery Warrior or his Mecha would drop below 75% or 25% max HP, he may instead have it drop to only 75% or 25% HP respectively.
The end product of these changes is something that's still very survivable, but not so much so that it essentially only dies if you do 500 damage per round.
It's also a unique survivability. You get to survive any massive burst damage, but you can't heal straight up to full and rely on cheap maneuvers to ignore your class's own healing abilities.Thanks for helping too, really appreciate it.
Close relationships are a very complex matter, but there's no denying that there's great power to be drawn from them. For a mecha pilot putting their life on the hands of other mecha pilots, it's not unexpected at all to develop strong feelings for your companions of one kind or another.
When you pick a [Relationship] feat, you must choose an individual to which it will apply. Each individual can only be targeted by a single kind of relationship-you cannot love someone while wanting to be friends with them. However the feelings don't need to be mutual. The target of your love can feel you as just a friend, if they have have any feelings back for you at all!
Ship captains and Mecha Mooks that took the Combined Team feat cannot have relationship feats towards their own class companions. They already have deep links between them resulting from piloting the same machine simultaneously. Similarly, you can't benefit from Relationship feats if the target of your affection is sharing your space.
Each relationship feat provides certain bonus when near the target of your feelings (even if they're disabled or dead), but if you both share the same kind of feeling for each other, this allows you to unleash a Synchro Attack :
If you would lose HP that would reduce you below 50% of your maximum HP (excluding temporary hitpoints), 1/hour you may lose only enough HP to bring yourself to only 50% of your maximum HP instead. Any further damage from the same source is ignored until the start of your next turn.
Well I would say the main problem with masochism is masochism itself,
Still doesn't hurt to limit such shenigans, and the anti-multiple attacks clause is fine if you think it's needed too. Just had to adapt the wording to cover the fact where it's supposed to work for the mecha too.
I figured.
Nonetheless, the joke was mostly aimed to poke fun at Kamina.
I'm all for having Zeal not show up before Time Stop does, at least.An interesting idea, but I'm trying to keep the number of spirits fixed.
Though would it work that for Tier II you could also pick two Tier I options etc.?
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.
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?
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?You mean RD's like two year old spreadsheet? It probably has some outdated information in it since the rules are always changing. Like your post is already a little outdated.
The Astrangant starts at +20
Real Robots List ExpandedThe Astranagant clearly has a +11 armor and a +11 dodge bonus for a total of +22 to AC, not +20.
Mecha(lv) Size Save Bonus Nat Armor/DR HP/Energy Dodge Bonus Arsenal Space/Hardpoints Speed Astranagant (VII) Huge +6 +11/30 250/160 +11 10/2 80 mu, fly 60 mu (good)
the difference seems covered by Fortress Z.O. Armor (+21), Artificial Aegis (+21) and Advanced AI (+7)The Astranagant currently has two hard points, limiting it to two Accessories, not three btw.
Or is there any other bonus I'm missing that you included in your spreadsheet?Do you think RD included this?
Artificial Aegis (VII):+21 Shield bonus to AC, +21 Reflex saves, +120 max HP, you're immune to the Power, Disarming and Grabbing properties. This is bolted down to a mecha arm and thus it can still use up to one weapon and maneuver/spell/similar per round, but you lose the bonuses if flanked or flat-footed. As a move action you can raise your shield to double its bonus to AC and reflex saves for 1 round.Because that would make it's Shield bonus +42.
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.Astrangant's AC can be 83 (+10 base, +11 natural, +0 dodge, +21 armor, +41 shield) using clearly intended abilities without cheesing any descriptions. And I would have probably used the Banpreios (+20 natural, 92 AC total) or the Alteisen Riese (+22 natural, 74 without using a move action, & 94 AC total) with an Automatic Aegis or better to prevent Power from halving the AC bonus instead for an example. Which makes her 79 AC figure about twenty points lower than you can achieve with minimal effort these newer updates you decided to write.
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.
Maybe it's just me, but the stat requirements to eck out the abilities of H.A.R.O seem a little high. It's bothered me before, but with this Extra tag I'm wondering if it can be reduced a bit... Maybe I'm just selfish lol.I think the stat requirements are still fine since easily having access to all the benefits would be probably too much. But I'm open to other people's opinions in the matter.
I should probably note that the way you have spirits divided right now kinda opens you up to getting more useful low-tier spirits early and then just wasting new spirits learned as you level. How about giving them like half again as many SP as they'd gain from a new level when they'd learn a new spirit? It's not a big bonus, but at least it doesn't just waste a class feature if one multiclasses.I'm not very sure what you mean here. Are you saying that if one would learn more than 6 spirits with multiclassing, for each extra spirit instead increase the spirit point pool?
I have been reminded that two classes does not a full review make. Man, I've been so lazy this week.Fixed and sounds like a plan.
I'll do Ship Captain now. After that will probably be the casters, and the more complicated/weird stuff will be after that.
As an aside, Steel Soldier has a broken cell tag in its table.
Ship CaptainFixed both.
Level 9 fort save on the table has an extra space.
Skill list feels lacking. You've already got Diplomacy and Intimidate, why no Sense Motive?
Ship Captains can't use guns? I don't know mecha source material but anime in general tends to involve a lot of spaceship captains with pistols.(https://i.imgsafe.org/47/47206996d3.png)
If reduced to 0 hp does a battleship crash to the ground when it's in space? (Not a big deal.)Yes.
How do Ship Captains get arsenal weapons? Is Custom Ship meant to grant weapons as well as accessories?Good point, it's supposed to be with Custom ship, clarified.
I have to say, I'm not sure why but I really like this one. I think that for whatever reason being a giant spaceship and shooting the crap out of everything is more appealing to me than being a mecha.Can't blame you, spaceships have long been a key part of mecha shows. In Super Robot Wars games there's always some of them as essential units that you must keep alive and sometimes they're plain some of your most best units like the Nadeshiko in J with great stats all around and a whooping 4 subpilots. One of the recent SRW titles even had Yamato joining the party of playable characters despite being a series with just space ships and no actual mechas.
I'm not very sure what you mean here. Are you saying that if one would learn more than 6 spirits with multiclassing, for each extra spirit instead increase the spirit point pool?
Can an Intelligent Item be a Battleship?
Edit: as in your template class, not the dmg version.
Sounds like a good idea then, done.QuoteI'm not very sure what you mean here. Are you saying that if one would learn more than 6 spirits with multiclassing, for each extra spirit instead increase the spirit point pool?
Yes.
Also, why on Earth is there fanart of Bright Noa cosplaying as Hajime SaitouNo idea but I love it. :P
It would probably be helpful to add on the table what's the highest level tier spirit you can learn at a given level, by the by.
If you take levels of both, I don't see why not, although there's also the Integrated AI flaw for androids.
Yes.If you take levels of both, I don't see why not, although there's also the Integrated AI flaw for androids.
Levels of both as in Int Item & Ship Captain?
Well anyways I did not realize Androids had such a feature, actually. That's really handy.Thanks!
As well, are Ship Captains not able to learn any martial schools outside the original 4?Beam Barrage, Missile Massacre, Neo Granzon and Terror Tactics all can be swapped by any pilot's base schools, and Martial Pilot feat can grab you any pilot school.
As well again, if an Android Ship Captain has Integrated AI, how does HP work? Cause Ship captain has it's own HD but battleships also have HP of their own separate from that. Which pool of HP gets used? Do they stack? This question actually relates to Integrated AI with any kind of Mecha, thinking about it.The HP from HD would apply to the AI box itself, but you could use One With the Machine to apply the android's HP to the battleship instead of the battleship/mecha's own, but in that case if the battleship/mecha's reduced to 0 HP so is the AI itself.
I don't understand the Weapon Size Scaling table in the Arsenal thread. Mostly because, like, say, going from Medium to Colossal is +6d6 on the table, but does that mean the weapon gains +6d6 damage regardless of the die size the weapon uses? Like a weapon that uses d8s would still get bonus d6s on size increase? Or does the die size change to the same size the base weapon uses?The bonus is the same regardless of the base die. That way weapons with lots of smaller die don't get penalized over weapons with fewer big dies.
So regardless of the starting size of a Battleship, Arsenal weapons always are outfitted as if for a Medium sized Mecha, it says.Humongous ship not supposed to do that, clarified the feat, but other stuff like a super's Growth upgrade would boost the ship's weapon damage.
Do size changes applied to the Battleship after the initial creation of the Battleship allow Arsenal weapons of greater size? Like at 1st level I start with a Colossal sized Battleship with Medium sized Weapons, but then later take Humongous Ship to increase the ship to Colossal+; are the Arsenal weapons now Large sized?
If an Integrated Android grows in size categories from, I dunno, say the Growth options from a Monster Class, would the Growth be applied to the mecha/ship the Android is integrated into?No, only growths from actual mecha material can make a mecha grow. One of the key aspects of mecha is to allow "small" characters to act big, but if bigger characters get bigger mecha by default that really defeats said point.
As an aside, does Humongous Ship only ever grant +1 Hardpoint or is it +1 Hardpoint per size increase as you hit the level required by the feat for the next bump up?One hardpoint when you take the feat, clarified too.
Are Arsenal Weapons considered "Built-in" weapons? If not, what is, and how do you get more? All I know is Super Robots have 1 built-in weapon as default. It's just not really a descriptor that shows up very often.Only weapons that are referenced as "built-in" count as so. Super robots have 2 by default and can pick more with Extra, non-generic Real's base weapons are Built-In too.
Only weapons that are referenced as "built-in" count as so. Super robots have 2 by default and can pick more with Extra, non-generic Real's base weapons are Built-In too.
Ace Pilot's Mixed Fire maneuver is definitely useless. The amount of built-in weapons a mecha has is incredibly low, and the mechas that have more than 2 or 3 are really high level and by then you can already use that option everyone has to attack with 1+1/3 level weapons as a fullattack from mecha basics to do the same thing a maneuver you get 3/4 of the way to 20th level. The only thing this maneuver does is basically grant multiattack for 1 turn as a 7th level maneuver. :(
Funny (since getting a Space Suit gets around it) but until level 20, an Einst Queen is pretty screwed in space despite being a space monstrosity. The Adaptive Queen can get into a drone but if the Infiltrator or Nurturing stand on one, they still asphyxiate. xD...Can't believe I forgot that all this time. Fixed, thanks.
As said in the multiclassing rules, Arsenal access equivalent is Real level+Super level+Captain level-3 (minimum Real level). A lv7 super (minimum for tier II arsenal) and lv 7 ship captain (minimum for tier II arsenal) would have 7+7-3=11 so they would access to Arsenal III like a lv11 real. A couple more real or captain levels and you would get tier IV.QuoteOnly weapons that are referenced as "built-in" count as so. Super robots have 2 by default and can pick more with Extra, non-generic Real's base weapons are Built-In too.
Darn. That makes Ace Pilot's Mixed Fire (7th) a lot less valuable -_-'
Oh well.
If Multiclassing Super Pilot with Ship Captain, if my Captain has Tier 2 Arsenal available, and Super has like Tier 2 Arsenal available, do they add up to having access to Tier 4 Arsenal? Or if you're ahead in one class with Arsenal, then is the lower class' arsenal class feature completely wasted?
Maybe pilot classes should combine to advance the slower Arsenal access? No multiclassing for early tier 7, but not dropping four levels behind either.I believe that's kinda how it already works, you'll never fall behind and a super/captain multiclass would basically progress as normal.
i.e. use the better native arsenal access or access = to your slower class's with your HD as level.
Do natural weapons get channeled through Mechas? Are those considered Built-in if so?They get channeled but wouldn't count as built-in.
Ace Pilot's Mixed Fire maneuver is definitely useless. The amount of built-in weapons a mecha has is incredibly low, and the mechas that have more than 2 or 3 are really high level and by then you can already use that option everyone has to attack with 1+1/3 level weapons as a fullattack from mecha basics to do the same thing a maneuver you get 3/4 of the way to 20th level. The only thing this maneuver does is basically grant multiattack for 1 turn as a 7th level maneuver. :(There's a couple other key benefits:
You could use Martial Pilot to grab Ace Pilot as a Super Pilot, or be a multi-class super/real.QuoteAce Pilot's Mixed Fire maneuver is definitely useless. The amount of built-in weapons a mecha has is incredibly low, and the mechas that have more than 2 or 3 are really high level and by then you can already use that option everyone has to attack with 1+1/3 level weapons as a fullattack from mecha basics to do the same thing a maneuver you get 3/4 of the way to 20th level. The only thing this maneuver does is basically grant multiattack for 1 turn as a 7th level maneuver. :(
Would just like to add that this is the school Supers can't get without Real multiclassing, so you can't even take advantage of the upgrades to add inbuilt weapons and get the maneuver.
Thank you^No to (improved) toughness since it's mechas have their separate HP, yes to everything else.
What really constitutes "self buff class abilities for fighting" in regards to what a mecha benefits from its pilot?
Like, Fast Healing apparently works in the single given example. What else? Toughness? Improved Toughness? Diehard? Spell Resistance? Spell Immunity? Rage?
Or what doesn't if that's a shorter list.
-Maneuver can fire multiple built-in Heavy weapons, 1+1/3 level fullattack can't since it's a fullattack and Heavy weapons specificially limit you to one Heavy weapon and nothing else in a full attack, which the 1+1/3 level is. But Mixed Fire isn't a full attack, so can get around the Heavy restriction.
Though on the stacking question...Eeerrr, it's called Nat(ural) Armor because it is literally Natural Armor, says so in the intro and everything. If that formatting is not good enough, please suggest a better wording.
Mecha Natural AC is formatted as an untyped bonus. If a pilot has a class feature supplying natural AC, does that give the mecha base nat AC which gets further boosted?
Mecha weapons count as doing [Force] damage except where DR comes up, but do they count as Magical for bypassing DR/Magic?No unless you have Arcane Arsenal or something else to make them magic.
Infiltrator Einst Queen can grant a maneuver or Stance to a Drone it spawns. Einst ACF for Ship Captain lets their drone merge with their Battleship. With myself also being Integrated with the Battleship, could a Stance known by the Drone and a Stance known by myself be active simultaneously and be benefiting both/all of us?I'll answer all of that by clarifying that besides instinct/Queen's Will, the drone battleship counts as a battleship and not as a drone.
Also, Drones auto die if critted, I read that right, right? Would a Drone that was merged with a Battleship that got critted also die and thus no longer be merged with the ship? If so, how would that interact with how crits usually work with damage going through to the pilot if the crit is kind of being taken by the Drone in that instance? Or would it be possible to choose whether the fused Drone takes the crit or you do so as to save the Drone and keep it fused?
I'll do Arcane and Divine pilots next.Done.
Arcane Pilot and Divine Pilot
Super vs Real dichotomy, fair enough.
Divine Pilot needs Sense Motive on the skills list.
I'm not going to go through the spells lists. I barely ever play casters (remember how I never used spells when playing Jeremy 2.0 in the Nintendo game?) and since they both get bonus spells anything missing can be grabbed. Divine Pilot gets a hell of a lot more extra spells though.True, but divine spells usually aren't as versatile, so the arcane pilot should be able to do as much with less picks.
I feel like if the Arcane Pilot is going to (potentially) have a lot of familiars in combat pods then they might want to have a pass on familiar death XP penalties.Good point, added clause that they'll only take penalties if all the familiars die and the penalty will be the same as if a single one had died, plus 24 hour free ritual to bring dead ones back to life as long as one remains.
I think all of the custom spells are okay.Yay!
Well that was quicker than expected. I'll just go down the list alphabetically now, otherwise I'll probably lose track of what I've done.Trivia time, although the Einst Queen draws inspiration from many space bugs sources, the main one was the webcomic Knight Run (https://www.mangareader.net/knight-run) (class pic source too) which I really, really liked despite averagish art, so yeah this one holds a special place in my heart and it goes to show your review skills that you noticed it.
Einst Queen
Yay, a crazy complicated one.....
I feel like you care about this one more because it has pretty formatting. And the skills are in alphabetical order!
I see that Swim isn't on the skill list. It isn't needed, but Queen's get all the other movement skills so I noticed it not being there (and Super Pilot's get Swim so I know you aren't against swim in principle). If you don't add it that's fine, I don't know if Queen's actually swim.Recently saw Gargantia on the Verdurous Planet so swim now class skill.
Okay, drones get a bioframe and an instinct. No HD, that's interesting.Saves quite a bit of trouble since HD come with a lot of strings attached.
I'm getting a pretty well reviewed vibe out of this one. Not that I'm complaining.You're right, removed.
The Adaptive Queen's mutation Hunger should probably have the word permanent removed. The phrasing isn't bad, it just isn't actually "permanent" in my opinion. I can see an argument for leaving it in (permanent until removed). Do whatever, I won't complain.
The Aquatic mutation grants Drones the ability to breathe underwater. Do Drones breathe?Good catch, they don't so removed that bit.
In Spore Spreader - trough should be through. This one popped out at me because that was the first misspelling in this post.Fixed.
How does an Einst Queen/Ship Captain's Officers/Crew work? Also, togheter should be together in that multiclass spoiler.Added "crewed by a mix of lesser einst, enslaved/delusioned/fanatic humanoids and hybrids."
Your multiclass math feels off.Ups, yes. Fixed too. :blush
"For determining Pilot level for other abilities, count full class level plus half the other levels for purposes of that class. So for example an Einst Queen 8/Ship Captain 4 would count as having PL 10 for other Einst Queen ability purposes and PL 6 for other Ship Captain ability purposes."
Should it be PL 8 for other Ship Captain ability purposes?
I take it Queen's Will is the only way to have a "party friendly" Queen? Oh look, Guardian instinct. I missed that on first read.You can thank Raineh Daze for that one if I remember correctly. :p
Do Drones have to spend energy to fly like normal mecha? (I'm assuming yes.)Yes, unless otherwise noticed they work like mechas.
Can a Queen absorb a drone or would it just eat the drone normally? I'm thinking of mecha vs. non-mecha scale switching (as a player where you won't have a billion drones).Need to nom the drone.
Bioweapon minimum damage as small. Fair enough. I'm not an arsenal expert so I can't tell if the bioweapons are good, but given the great formatting I'll assume they've been looked at. :pDoes this means the bio-weapons by themselves look good, nothing that stands as too strong/weak compared to the other bio-weapons? :P
Eeerrr, it's called Nat(ural) Armor because it is literally Natural Armor, says so in the intro and everything. If that formatting is not good enough, please suggest a better wording.
No unless you have Arcane Arsenal or something else to make them magic.
Apply the best natural armor between pilot and mecha, if the pilot has an ability that improves natural armor it improves the pilot's own and if it ends best than the mecha's own then use the pilot'e enhanced, otherwise mecha's.QuoteEeerrr, it's called Nat(ural) Armor because it is literally Natural Armor, says so in the intro and everything. If that formatting is not good enough, please suggest a better wording.
Basically:
I have a mecha, which has a certain nat AC.
I have a monster class, which grants nat AC via class features. This value is higher.
Which value do I use for the mecha?
Subquestion is, what if said class then has a different feature that enhances its AC. Does this bonus apply to mecha AC even if the (monster class) AC otherwise wouldn't?
On the bio weapons, I think that they're okay internally but I'll admit to just skimming at the end.
I'll give them another look through and actually look up the weapon special abilities before moving to the next class.
Einst Queen multiclassing needs to be fixed for Real and Super pilots too.
I like the Einst Queen too. So far I'd play either a Ship Captain or a Ship Captain/Einst Queen.
I'm glancing through other things on my phone.Fixed too.
Musk Cat favored class is in the feat spoiler.
Classes without a race having it as a favored class (in case you aren't keeping track):Thanks, I had a rough idea while drafting the new races, but an actually written list is better (plus confirmation that no race should be the Mecha Mook race).
Ideal Idol
Mecha Mook (doesn't really count)
Peace Princess
Prodigy Pilot
Psycho Pilot
Ship Captain
Support Staff
How would a Super Pilot /Ship Captain /Einst Queen work?You get buffed drones like a super/einst and then can fuse a buffed drone to your battleship (although only HP, DR, saves, natural armor, Dodge and weapons would count for the buffed drone battleship). Super levels would also directly buff the battleship as a super/captain so your drone battleship can also transform and gets upgrade points.
QuoteNo unless you have Arcane Arsenal or something else to make them magic.
Huh, so creatures immune to non-magical attacks are immune to being damaged by mechas? Thats spooky. It's a rare feature, but interesting to know.
Apply the best natural armor between pilot and mecha, if the pilot has an ability that improves natural armor it improves the pilot's own and if it ends best than the mecha's own then use the pilot'e enhanced, otherwise mecha's.
In the Einst Queen fluff, apparently they are sometimes raised in captivity or brainwashed with drugs.
Hence, the current situation with Einst Captains raises an interesting possibility of the "tame" Einst Captain kidnapping and enslaving randos and the Government is like
"This is fine."
I can't believe I missed this.Hoorah for Nanshork's keen reviewing eye noticing something that everybody else here missed for years!
The bad multiclassing math came from the intro post. All four instances where it is written have an example of lvl 8 / lvl 4 with PL 10 / PL 6 (should be PL 10 / PL 8).
Looking around I'm not sweing many class features that rely on PL aside from maneuvers.Hahaha, I had some plans for that but then outside of maneuvers ended up not using PL that much indeed. :blush
With regards to ammo and bioweapons it's probably a "try by experience" thing because the only way to recharge it is consuming food and who knows how hard that's going to be?
BioweaponsGood point, removed those mentions to avoid confusion.
Sensen Klingen (I) and Tentakel-dringt(VII) specify that they costs no energy but that seems to be the default. A bunch make no mention of energy cost either way.
A handful of bioweapons don't state their crit multiplier.If no crit is stated then it's supposed to be standard x2 on a natural 20, added clause for that.
Verschlinger(III) has its range in feet, not mu.Fixed.
Can you select multiple bioweapons that improve the built-in bite?Yes.
Säure-Speichel(VI) should probably specify acid damage.Despite the description, those are not supposed to deal actual acid damage since that would ignore all DR and would make Rending kinda pointless. Replaced the word "acid" from the description with "enzymes".
Vencom Kanone(IV) should specify that it does acid damage.
I have no idea how much ammo/energy cost mitigate things so I just made another table so that people better familiar with arsenal rules can easily see all of the math. The table does not include suggested changes listed above.(click to show/hide)
With regards to ammo and bioweapons it's probably a "try by experience" thing because the only way to recharge it is consuming food and who knows how hard that's going to be?
That's fair, after reading the "reload" rules I decided that if I ever played an Einst Queen I would probably just avoid bioweapons with ammo so I didn't have to deal with it.
Ideal IdolDone.
Needs Sense Motive as a class skill.
Other than that it's a bard with a spaceship. Everything looks fine.Yay!
Magitech KnightDone too.
Should probably also have Sense Motive since it has so many other social skills.
For Code of Conduct, does a LN Magitech Knight choose alignment separately for each ability or once for all?Each ability.
How does "she make up for her mistake threefold" to remove penalties?Good point, added a list of penitences for each specific code of conduct.
The fluff implies that you can only have magitechniques from one list, is that the case?Yes, clarified.
I'm assuming that Code Explode is a SoD and that exploding=death?Correct, clarified too.
Wren’s Flare says the damage is half fire/half electricity twice in the text.Fixed.
Was thinking about pilot PRC, none of them seem to be choices for Real Pilots, or at least more pure ones.
Was thinking about pilot PRC, none of them seem to be choices for Real Pilots, or at least more pure ones.
Stealth Knight-Specialized in both stealthing around and protecting others and hitting hard even while remaining hard to find even when on a mecha.
Mecha Thief-Can temporally steal weapons/accessories/spirits/maneuvers, find secret passages even if there weren't supposed to be any.
Lol, the Soul Pilot's flavor is too sour and over powering. I did read over it, and is alright.
Would this be the place to ask?
Why the change from Arsenal space to Hard Points for accessories? It suddenly feels really limiting.
Meanwhile posted what I have of the Techno Thief as base class, basics are all there now need to just finish the custom abilities, but feel free to comment on how it's looking so far.
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.
I'm still waiting for your people vs mecha classes that might never get made. :pAh thanks for the reminder, there's the first one.
Instead of the randomness, I suggest that mecha acquisition work the same as all the other hybrid real/super classes (eg. Magitech Knight), fluffed as "theft". Instead of the crying/praying whatever the thing about stealing another mecha is fine.Fair point, but I still would like some custom trait to make it stand out a bit from properly supplied mechas.
The rest of the special restrictions on Stolen System just feel like they arbitrarily make it a worse class than others without contributing to balance. CKirk put it as "If a party can have a paladin and a rogue, a thief can get new guns on the party battleship."I'm... Not really following that analogy.:psyduck
Everything else about it is fine so far, a bit on the strong side given that it gets most of Rogue, Bonus Feats, and then the Mechajack features as well. I would suggest removing the use of Rogue features directly (except sneak attack) and instead mix similar-feeling options into the Mechajack lists.That sounds like a good suggestion and yeah was a bit lazy just slapping the rogue abilities in there, although seems the Techno Thief will have to wait bit while I finish the Monado classes that have been waiting for quite a bit.
Am I reading the tables right though? Seems most people won't get more then 1, maybe 2 hard points? Unless I missed some class feature that ups it or gives an extra. That seems so few. So restricting. I get why the change, I also wondered why I should bother with a bunch of weapons when I could just load 1 up and get a ton of toys to upgrade it. But these seems like it's cutting too far in the other direction.Yes it's intended that you usually just get 1-2 accessories to spice up your mecha since those are supposed to be extras on top. The mecha itself is supposed to be the main star, and the more hardpoints then the less the actual mecha abilities matter.
New Stolen System doesn't say how to acquire the System Quirks or how many or few you can select.
Use your Techno Thief level to determine the kind of robot your Stolen System can emulate, including Arsenal Options (your Techno Thief levels can count as either Real Pilot or Super Pilot levels, or any combination of those two classes), changeable at each level up, plus one of the following quirks, changeable at level up. The Techno Thief canstealchange arsenal at any organization.(click to show/hide)
Probably move it to the end right above the list it references. It definitely got lost in the block of text.I got confused too. Posted a suggested rewrite in that thread, check it out.
Probably move it to the end right above the list it references. It definitely got lost in the block of text.Applied Fzzr's suggestion, thanks for the helping spot.
If I'm a Techno Thief Moon Vanguard, can I use Vanguard Princess to make my Nano-Armour stolen property?Yes.
If so, how exactly would I make it Hot Property, fluffwise? Do I just call up some random military and start calling them a bunch of assholes for eight hours straight, and then their enemies are like "Check out the balls on that kid. Nice!"It would be more "check out the balls on that kid who stole a nano-armour from the random military. Nice!"
Also, if I'm a pilot with particular requirements, like a Peace Princess, do all the Mecha I acquire through "totally legit" means meet those requirements, like being filled with nice but useless stuff as all Royal Robots are?Usually not right away, but nobody said you're stealing from just one source. :p
Oh yeah, and can Techno Thiefs "borrow until they die" a Mass-Produced super robot?Indeed if you take the respective quirk.
One more thing. Do Battleships stolen with Lacus Leftovers have crew, and can I steal an alternate class feature or flaw battleship?Good points, added clauses to cover that.
I don't know if these compare well with the mecha on a mathematical level but assuming that mecha don't get bonuses from magic items and only from accessories/class features they seem already from a theoretical perspectiveMagic Items that grant permanent effects seem to transition through mecha. I.E. Belt of Strength.
Does Mark of Monado mean that while fighting mecha they gain all bonuses/penalties of being fine sized (such as +8 to hit but no reach)? It looks like yes but I want to make sure.Correct, that's also why each of them gets a custom weapon for minimm 5 mu reach.
Also I can't remember if this has come up. Do mecha gain the bonuses from magic items their pilots are wearing?As Ketaro helpfully pointed out, yes for permanent effects that benefit the pilot.
Monado MasterPer round, clarified.
Does the damage for other people trying to wield the monado replica happen once or every turn?
Does Monado Power: Shield negate one total or one per person?Per person, clarified too.
Monado PhalanxGood point, allowed them to get a free martial weapon, automatic rifle with a clip and a light, heavy or tower shield for their first gunlance.
The Gunlance has made me look at the firearms, which brings up a question. I assume that you have to pay for the weapons/shield that make up the gunlance as a first level character?
Monado MedicBasic Tome of Battle that can do it too with divine spirit maneuvers, just explain how trees/rocks are your ancient enemies. :p
So close to infinite out of combat healing... (PF has no usage cap on level 0 spells, not that that's really relevant.)
Spellcraft should be on the skill list. Also Heal since Medic is in the class name.Ups, added. :blush
Monado MageDone too.
Spellcraft should be on the skill list.
Does Summon Copy have to copy another Summon X that you know?Yes, clarified.
Arcane Arts: Ether Blast should say that the Elemental Burst ends immediately.Done, applied it to Burst End too since it's also supposed to end Elemental Burst.
Cross referencing I just realized that Divine Pilot references Sorcerer casting. Is that intentional?Well it's supposed to be the same spell slot progression and mechanics except they're supposed to be divine instead of arcane, good eyes.
So you effectively (kind of) have rogue/fighter/cleric/wizard. I'm going to guess that Myrmidon is paladin. I have no idea what Maid is.Correct in Myrmidon, Maid will basically be normal-humanoid-sized combat cyborg/android with super upgrades.
I don't know if these compare well with the mecha on a mathematical level but assuming that mecha don't get bonuses from magic items and only from accessories/class features they seem already from a theoretical perspectiveI suppose you mean "alright" instead of "already" there. :P
The only other concern that I can think of is hp. I've been keeping an eye on your SRW game since I started looking at this project and a lot of damage gets thrown around. Monado classes don't get two pools of HP. I don't know how big of an actual problem this is or the best way to address it.
Monado MyrmidonYeah, that sounds better.
I think that Lay on Feet should say that it isn't active as long as you aren't prone instead of not tripped.
Astra Art should specify that they Gifts apply to Lay on Feet.Done too.
Monado MaidenExcellent.
Hmm, interesting.
To summarize, there are four main types of classes:Considering einst queen is being left aside for now I agree.
- Real-Based
- Super-Based
- Real/Super Hybrid
- Battleship-Based
In order of raw power, they are:If you don't mind me asking, how can the real/super hybrid be below the pure real? Because the hybrid should be able to do all that the real does but with upgrade customization on top.
- Real-based
- Real/Super hybrid
- Super-Based
- Battleship-Based
In order of fun to use, they are:Ok, so just to make sure I'm understanding your points properly, you're suggesting to:
- Super-Based or Real/Super hybrid
- Battleship-Based
- Real-based
This is the source of much of the frustration you've heard from us over the years. Much of our feedback has revolved around the Super/Real dichotomy - reducing the power on high-level weapons that only reals can truly access, and giving Supers access to options to keep up with Reals in more ways. Battleship is now even further behind as a result, and I suggest looking into ways to improve BB build variety.
Addendum: Even if you don't agree with the assertion that Reals are numerically superior, the rest of the issues with Real and BB not being as fun as other classes apply, just without the element of compromise on power. If you take that view, then there's no point to playing a Real at all, because everything else is equally powerful but more interesting.
If you don't mind me asking, how can the real/super hybrid be below the pure real? Because the hybrid should be able to do all that the real does but with upgrade customization on top.Somehow I had it in my head that they lose their arsenal access, but that only applies to Soul Soldier, not the base classes. The main point of differentiation between Reals and the Real/Super hybrids is maneuvers and bonus feats vs their class features. In retrospect though, you're right: Statistically, Techno Thief and Magitech Knight are potentially the most powerful base classes in raw mecha numbers, mitigated somewhat by the Stolen System quirk and Code of Conduct respectively. I'll need to think about that in more detail. That said, bringing Reals down in power somewhat would mean that they're naturally just like playing a Real/Super x-class with some flavor instead of just being Better.
BBs need numerical boosts in TH primarily, but I'll let others dive into those details. Supers mostly don't need buffs if the top level to-hit, damage, and AC (especially this) on Reals come down somewhat. BB combat ACF is reasonable for itself, the problem is more that the Custom Ship feature (Arsenal) is useless without it. Custom Ship needs to be better or useful in some other way, so that the ACF can enhance it instead of be mandatory to use it. I don't know how to make BB/real x-class work better, it's something I've been thinking about for a long time.This is the source of much of the frustration you've heard from us over the years. Much of our feedback has revolved around the Super/Real dichotomy - reducing the power on high-level weapons that only reals can truly access, and giving Supers access to options to keep up with Reals in more ways. Battleship is now even further behind as a result, and I suggest looking into ways to improve BB build variety.Ok, so just to make sure I'm understanding your points properly, you're suggesting to:
-Supers/battleships should be buffed up numbers-wise (with battleships getting greater boosts).
-Battleship multiclassing with real/super too weak, buff up.
-Battleshiip combat ACF too weak, buff up.
-Battleships need more build options.
-The only thing that should be toned down on the reals are the current top weapons (any more problematic weapons on arsenals or just in-built?)Top level AC is the other big issue with reals - anything but another Real (and even them sometimes) need Strike or tons of buffs to hit them. Another way to look at the issue is that at the top level, the roll barely matters at all - it's all an arms race between TH and AC, and AC wins in the end. Generics don't need a buff, they're only weak compared to pre-built reals. Compared to other classes they're pretty reasonable.
-You also said that the real generics are too weak, should they be buffed up as well?
e needs to be a simple option. I understand your group prefers deeper customization, but there's also people out there that want to be able to just pick a mecha with stats already prepared with a bunch of weapons and go to town.I can accept that on Reals being the drop-in-and-go option. If the pre-built Reals weren't so far ahead of the generics it would actually feel like they have much more choice now that there are more generics per tier than pre-built models. I'm not questioning that role, just the fact that they don't stand out in any way other than numbers. I guess what it comes down to is that Real Pilot is the only class without a truly unique class feature. Even Super Robot, the other "vanilla" class, has Favored Maneuver to distinguish itself from the Super-based classes. That's about as small a point of customization as can be, but it's something to draw you in.
Ditto for battleships, they're supposed to be simple mobile bases with a bunch of big guns (that surprisingly are just about as effective as smaller mecha weapons) supporting from behind. Yamato and Neo Nautilius are the exception in the series, not the rule, and thus at best should be ACFs.As for BBs... I know they're like that in the games, but that's exactly the problem. In the games, the player controls lots of units, and BBs are few and far between. This lets you (the player) focus the fun on the more varied mecha. In tabletop, someone is dedicated to largely a single character, and if that class is boring, there isn't something else to do. I don't think every BB needs to be as broken as the Yamato, that's just an example of why some BBs are fun in their own right - they're able to proactively contribute.
Now the main problem seems that there's not enough real options, in particular since you claim generics are too weak. I can go work on more reals, buff the generics if that's the case.More real options would certainly help across the board. Generics are only weak statistically by comparison to the pre-built Reals - they're reasonable until the very top level compared to other classes.
Also we can make more prcs a la Star Sniper to offer further customization paths for reals. Another idea I had floating around was a real-only self-engineering feat for reals to represent stuff like Amuro who can tweak their machines (and only their machines) a bit during downtime.Exclusive feats was actually something I was going to bring up in the future, since a few classes are still missing them. That's certainly something that could help.
And yes, mechas with fixed stats should have slightly higher raw power, because mechas with customizeable stats will end up being, well, more customizeable and be able to make up for the raw difference with better synergies. Now if the difference is too big it needs to be toned down, but again I would like you to tell me what's the ideal "middle point" that would be best to aim at. Einst Queen numbers since you claimed it to be the one with no problems?In the end, yes, a Real will have better default stats than any other class. It's just a matter of degree. I think the first four or five tiers of generic Reals are about the sweet spot. They start with stats commensurate with or a bit ahead of other classes, and then customize with weapons and accessories to taste.
Although now that I think about it, it's a bit weird to me that you claim Einst Queen's pretty cool but Real Pilot's too limited. Why? Einst Queen drone list is smaller than the real robot list, the list of bioweapons and mutations is also shorter than the list of arsenal weapons and accessories, and to pick up the mutations you need to give up on maneuver/spellcasting progression. The way I see it, the Einst Queen's even more limited than the Real Pilot and one of the things in my to-do list is expanding the drones/bioweapons/mutation lists.Einst drones do indeed start with limited models and can by default can only be modified with Bioweapons (like Arsenal weapons). They're individually weaker than mecha, but that's fine since they make up for it in quantity. The reason that's not a problem is that Einst are different from everything else. I think the three queen types are a strength there, not a weakness. The reason they're interesting is that precisely what you point out - each Queen type interacts with the drones differently (mutations/maneuvers/spells). Einst Queen is almost three classes in one, or one class with two major ACFs. Adaptive queen is the most limited there, but the some of the options it gets are still distinct from anything available to other classes. There are also more choices than it seems just by looking - consider how many accessories are "the last one but better". On top of that, the ability to make the drones have different types and levels mean that at any given Einst Queen level you have a wider array of actual build options than it would seem by looking at a single drone. The Einst Queen feats give you a wide variety of tactical options if you want them. Einst Queens also don't suffer from the key disadvantage of other classes when they cross with Reals, because they still get to use the rest of their class features in a way that doesn't make it seem like they switched their primary playstyle to be Real-based.
So what is it exactly that makes you like the einst queen but not the real pilot? If we can pinpoint that key difference, it would be a great help.
Ok, thanks.If you don't mind me asking, how can the real/super hybrid be below the pure real? Because the hybrid should be able to do all that the real does but with upgrade customization on top.Somehow I had it in my head that they lose their arsenal access, but that only applies to Soul Soldier, not the base classes. The main point of differentiation between Reals and the Real/Super hybrids is maneuvers and bonus feats vs their class features. In retrospect though, you're right: Statistically, Techno Thief and Magitech Knight are potentially the most powerful base classes in raw mecha numbers, mitigated somewhat by the Stolen System quirk and Code of Conduct respectively. I'll need to think about that in more detail. That said, bringing Reals down in power somewhat would mean that they're naturally just like playing a Real/Super x-class with some flavor instead of just being Better.
Ok, so something like every 2 captain levels grant +1 to hit with the base weapons? Or maybe different progressions for each, +2 per level for anti-air, +1 per level for missiles, +1/2 level for Beam cannon.BBs need numerical boosts in TH primarily, but I'll let others dive into those details. Supers mostly don't need buffs if the top level to-hit, damage, and AC (especially this) on Reals come down somewhat. BB combat ACF is reasonable for itself, the problem is more that the Custom Ship feature (Arsenal) is useless without it. Custom Ship needs to be better or useful in some other way, so that the ACF can enhance it instead of be mandatory to use it. I don't know how to make BB/real x-class work better, it's something I've been thinking about for a long time.This is the source of much of the frustration you've heard from us over the years. Much of our feedback has revolved around the Super/Real dichotomy - reducing the power on high-level weapons that only reals can truly access, and giving Supers access to options to keep up with Reals in more ways. Battleship is now even further behind as a result, and I suggest looking into ways to improve BB build variety.Ok, so just to make sure I'm understanding your points properly, you're suggesting to:
-Supers/battleships should be buffed up numbers-wise (with battleships getting greater boosts).
-Battleship multiclassing with real/super too weak, buff up.
-Battleshiip combat ACF too weak, buff up.
-Battleships need more build options.
Something I don't understand here, generic Dodge+Natural Armor only lags 2 points behind named reals. And then there's a bunch of smaller generics that will make them harder to hit, while named reals don't go below small and several are large/huge and even the gargantuan Banpreios that will end up with actually worst AC than generics. Doubly so because generics get as much if not more hardpoints than named reals in average.-The only thing that should be toned down on the reals are the current top weapons (any more problematic weapons on arsenals or just in-built?)Top level AC is the other big issue with reals - anything but another Real (and even them sometimes) need Strike or tons of buffs to hit them. Another way to look at the issue is that at the top level, the roll barely matters at all - it's all an arms race between TH and AC, and AC wins in the end. Generics don't need a buff, they're only weak compared to pre-built reals. Compared to other classes they're pretty reasonable.
-You also said that the real generics are too weak, should they be buffed up as well?
Hmmm, how about favored feats? Aka the real pilot would be able to count as having extra picks of some multi-pick feats, including being able to go over the normal caps. So Favored Feat +1(Counter) would allow the real pilot to have Counter x2 even if they're below PL 4 for example.e needs to be a simple option. I understand your group prefers deeper customization, but there's also people out there that want to be able to just pick a mecha with stats already prepared with a bunch of weapons and go to town.I can accept that on Reals being the drop-in-and-go option. If the pre-built Reals weren't so far ahead of the generics it would actually feel like they have much more choice now that there are more generics per tier than pre-built models. I'm not questioning that role, just the fact that they don't stand out in any way other than numbers. I guess what it comes down to is that Real Pilot is the only class without a truly unique class feature. Even Super Robot, the other "vanilla" class, has Favored Maneuver to distinguish itself from the Super-based classes. That's about as small a point of
customization as can be, but it's something to draw you in.
More acuratte weapons should help with that.Ditto for battleships, they're supposed to be simple mobile bases with a bunch of big guns (that surprisingly are just about as effective as smaller mecha weapons) supporting from behind. Yamato and Neo Nautilius are the exception in the series, not the rule, and thus at best should be ACFs.As for BBs... I know they're like that in the games, but that's exactly the problem. In the games, the player controls lots of units, and BBs are few and far between. This lets you (the player) focus the fun on the more varied mecha. In tabletop, someone is dedicated to largely a single character, and if that class is boring, there isn't something else to do. I don't think every BB needs to be as broken as the Yamato, that's just an example of why some BBs are fun in their own right - they're able to proactively contribute.
Generics good compared to non-reals, that's good to hear... But then what exactly pushing named reals so much ahead in your opinion? Again, in something like AC they're actually pretty close, and the other raw values shouldn't be that different (besides the smaller generics that get significantly reduced HP, but G.U.N.D.A.M.S and V.A.L.K.Y.R.I.E.S are quite close, actually pulling ahead of the squishier named reals). The only significant advantage of the named reals to me seems to be the in-built weapons (plus some specials like regeneration, but then it's a case-by-case problem).Now the main problem seems that there's not enough real options, in particular since you claim generics are too weak. I can go work on more reals, buff the generics if that's the case.More real options would certainly help across the board. Generics are only weak statistically by comparison to the pre-built Reals - they're reasonable until the very top level compared to other classes.
Funny since Reals right now have Real Rank and supers don't have any exclusive feat. :pAlso we can make more prcs a la Star Sniper to offer further customization paths for reals. Another idea I had floating around was a real-only self-engineering feat for reals to represent stuff like Amuro who can tweak their machines (and only their machines) a bit during downtime.Exclusive feats was actually something I was going to bring up in the future, since a few classes are still missing them. That's certainly something that could help.
So, how would you feel about an option for real pilots to use a lower tier real in return for getting some extra machines of the same reduced tier with "free" elite grunts to pilot them? The grunts get the same stats as the real pilot while close (only main pilot gets spirit but can share with the whole squad), representing close team training, but training replacements wouldn't be that hard.And yes, mechas with fixed stats should have slightly higher raw power, because mechas with customizeable stats will end up being, well, more customizeable and be able to make up for the raw difference with better synergies. Now if the difference is too big it needs to be toned down, but again I would like you to tell me what's the ideal "middle point" that would be best to aim at. Einst Queen numbers since you claimed it to be the one with no problems?In the end, yes, a Real will have better default stats than any other class. It's just a matter of degree. I think the first four or five tiers of generic Reals are about the sweet spot. They start with stats commensurate with or a bit ahead of other classes, and then customize with weapons and accessories to taste.
Einst Queen isn't really a good example for balance, because it gets its strength from multitudes rather than raw numbers, see below.Although now that I think about it, it's a bit weird to me that you claim Einst Queen's pretty cool but Real Pilot's too limited. Why? Einst Queen drone list is smaller than the real robot list, the list of bioweapons and mutations is also shorter than the list of arsenal weapons and accessories, and to pick up the mutations you need to give up on maneuver/spellcasting progression. The way I see it, the Einst Queen's even more limited than the Real Pilot and one of the things in my to-do list is expanding the drones/bioweapons/mutation lists.Einst drones do indeed start with limited models and can by default can only be modified with Bioweapons (like Arsenal weapons). They're individually weaker than mecha, but that's fine since they make up for it in quantity. The reason that's not a problem is that Einst are different from everything else. I think the three queen types are a strength there, not a weakness. The reason they're interesting is that precisely what you point out - each Queen type interacts with the drones differently (mutations/maneuvers/spells). Einst Queen is almost three classes in one, or one class with two major ACFs. Adaptive queen is the most limited there, but the some of the options it gets are still distinct from anything available to other classes. There are also more choices than it seems just by looking - consider how many accessories are "the last one but better". On top of that, the ability to make the drones have different types and levels mean that at any given Einst Queen level you have a wider array of actual build options than it would seem by looking at a single drone. The Einst Queen feats give you a wide variety of tactical options if you want them. Einst Queens also don't suffer from the key disadvantage of other classes when they cross with Reals, because they still get to use the rest of their class features in a way that doesn't make it seem like they switched their primary playstyle to be Real-based.
So what is it exactly that makes you like the einst queen but not the real pilot? If we can pinpoint that key difference, it would be a great help.
So I had an idea, how about mecha traits? Like to represent the different ways certain companies build differently... then again I guess there literally different modelsAfter making the Techno Thief was wondering about something like that but wasn’t sure if people would be interested in another layer of complexity, although if they’re simple and capped at 2 it could turn out good.
Also I'm thinking about making a trait/feat that allows you to temporarily seal your magical/supernatural abilities for combat enhancements. Basically you'd only be able to use none supernatural manuevers and regular attacks in exchange for basic combat offense/defense augmentation and maybe a few tricks.... Erm I'm mostly just bouncing ideas around atm.
No news related to the old posts. I'm talking to Strat about it and some other (much more minor) board issues.Since I believe one of those people you were reviewing for is Strat, that's probably the best motivation for him to work on that. "Fix this or no more reviews for you!". :p
I reviewed three different people's stuff in posts that got eaten, I'm waiting for all of that to get sorted out one way or another before getting back to work.
Those traits look good.Nice, added them to the traits thread and will be adding more as ideas come up.
Also my second idea isn't entirely a SRW one lol. But I'm not sure for someone who's normal. On one hand they have nothing to give up, on the other hand it is about focusing on combat talent... I'm still sorting it out in my head. Maybe they have weaker, permanent buffs while others have stronger, limited time buffs? In the cause of not being permanent I think the time the abilities are disabled would be longer than the state itself.Remember the usual D&D problem that if you allow to go all nova with limited resources, players may just have 5-minutes workdays.
No news related to the old posts. I'm talking to Strat about it and some other (much more minor) board issues.Since I believe one of those people you were reviewing for is Strat, that's probably the best motivation for him to work on that. "Fix this or no more reviews for you!". :p
I reviewed three different people's stuff in posts that got eaten, I'm waiting for all of that to get sorted out one way or another before getting back to work.
Okay, soQuick Reconfiguration would allow you to change traits along the mecha model yes.
-gross knuckle cracking sounds-
Do I need to manually add a trait to my Nano-Armour, or can I do it via my reconfiguration?
Like, going from a Light Zaku to a Scout Gundam?
And if I'm an einst queen, can I add traits to my drones?
Ever seen Outlaw Star? Their ships have arms.
The magic-shooting gun was nice.Yeah it was, Outlaw Caster added to personal equipment and Mega Outlaw Caster to special weapons.
Grappling guns.
The mecha cannot have any armor or clothing for the benefits to be gained while piloting.
What if I reconfigure it to get rid of the old one and replace it with a different one, that just happens to be loaded with the same spell?That's impossible since there's no different Outlaw Caster to replace, there's only one model so reconfiguring an Outlaw Caster into an Outlaw Caster is just a waste of reconfiguration.
Also, just to check, if I'm a Moon Vanguard, will my Internet Explorer maneuvers work on the fleshies, or do they only work vs mecha?Internet Explorer also affects meatbags as seen in the real world.
One more thing, if I'm a Tactical Leader and I have decided to start giving more Aggressive Orders, could I go back to just shouting non-specific but generally motivating things, instead of changing to Defensive Orders or whatever?When you can apply a Tactical Leader option, you can reverse the leader aura to "normal" instead.
And does having a Star-Lotus Ship make me Captain enough, or would I have to settle for having X be half my level?A star-lotus ship would be limited to half level yes.
And another thing, if I'm a Wonderful Shrine Maiden Of Paradise with a big enough holy symbol, can my mecha use it as a flail?Yes, but it would still be a non-mecha weapon.
Additionally, if I'm a multiclassed Moon Vanguard/Einst Queen, and my nanoarmour is mimimcing a non-generic real, can I replace in-built weapons with bioweapons?Yes.
QuoteThe mecha cannot have any armor or clothing for the benefits to be gained while piloting.
So, wait, mechs can wear clothing? I can make a dress for my GUNDAM? HOW DID IT TAKE ME THIS LONG TO REALISE THIS?
1: Okay, so what if i reconfigure to get rid of it, then reconfigure to have it again? Or, less wastefully, reconfigure to have one loaded with a different spell?You end up with an empty Mega Outlaw Caster because no special abilities can make mega caster shells. Please don't ask anymore if special ability can make mega caster shells. They can't.
2: If I'm just a lone Moon Vanguard, no Pilots in my party, are there even bases for me to resupply at?Yes, don't even need to look that high tech. There's always some forgotten super prototype stuff buried around if you know what you're looking for.
3: Fluffwise, if my Nano-Armor has an E.V.A system, what is happening? Is it a cyborg or...what's going on there?
4: Actually, I usually just ignored Riverside View due to it requiring an acceptance of mortality, but are battleships boats? What about seaships or submarines?Those would work too yes.
5: With Ammo Rack, do we round up or down?Up.
6: Do I strictly need to dabble in the Forbidden Arts to give my mech fabulous cable hair or can I just give it the hair without going through the whole hulabaloo of tracking down the lost scrolls that tell of Immortal Smoke or the Fate Of Sixty Years or whatever?
FYI, the Tactical Leader list got messed up as well, since you are presumably going to fix what got altered by this change
FYI, the Tactical Leader list got messed up as well, since you are presumably going to fix what got altered by this change
Nanshork said he'll work on fixing the forum code itself when he has the time and hopefully that will get the posts to show properly again. Otherwise I'll need to basically go all over my homebrew and try to clean it manually and let's just say I'm not looking forward to that because that would be a lot of stuff to look over and edit.
If I TOUHOU'd Lunatic Princess, and I make an Impossible Request, old or New, what happens?
Is it fine if I just have the treasure with me in the cockpit?
Does my ship manifest a Mecha-scale version of my Treasure?
Os, your problems should all be fixed now. Out of curiosity, do you have a non English based keyboard?
I have no idea where I left off on reviewing due to the eaten posts but I'm ready to pick things back up.
And what I meant about the Favored Feat is it seems you have to already have the feat in order to make it a favored feat. Meaning you either have to make all your Real Pilot choices feats which can be taken multiple times or you have to fill up normal feats slots....
Does the Aura Manakete's ability count as one that can be affected by Favored Feat?
Where would the treasures from a Lunatic Princess's Impossible Requests manifest on a plane, tank or battleship?
Do accessories work on mechs in vehicle form?
Does movement from Area Melee weapons cost energy.
Magic KnightWorking as intended then. :D
So this is basically a gish class.
Pure Pillar doesn't seem to do anything if the Magic Knight didn't pick an alignment descriptor.
I just realisedYes.
Can mechas (and, more importantly, battleships) make unarmed attacks?
Also, if I am a Moon Vanguard and I take an option that gives me a subpilot, can they actually do anything or was I just an idiot for taking that thingThey can use the subpilot options as normal.
And if I've Disabled All Safeties, but I've figured out how to compress the important bits of my ship into a single Hit Box (Touhou Feat), does a one on a save damage me, even though I rerolled?No unless you re-roll into another 1.
Additionally, if I TOUHOU'd the Septette For The Dead, and I decide to call upon my Servant Flyer, how does that work? Is my Servant Flyer abnormally large, do they have their own, smaller mecha, do they just do things on mecha scale-or not, as the case may be?Abnormally large blood familiar.
Os keeps poking me in PMs so I guess I should review something else. :pNice, I half-remembered your deleted comments and did my best to update the classes according to them and seems like it worked.
Ugh, now we're in eaten post territory. I know that I did Mecha Marine through Peace Princess but my reviews are gone so I have to do them again...
Mecha Marine
Looks fine.
Mecha MookAs intended then. :D
I actually like that Mecha Mooks have expanded options in what they're piloting. It opens up options from a DM perspective for things like being attacked by a fleet.
Module PilotI look forward to when we get to the pilot schools.
So no maneuvers/stances and no fine manipulation but lots of upgrades. I haven't gotten into those yet so I'll have to let someone else judge that balance for now but the rest of it looks fine.
Peace PrincessYes.
Okay, I had a lot of comments here, let's see if I can remember them.
I think you confirmed that the Genetics options don't have to be taken in sequence?
Does Protesting Princess affect allies as well as enemies? As written it is a yes, I'm just making sure that is intended.Also yes, the princess protests to both enemies and allies.
I know I had way more to say, I'm going to pretend that you responded to/ fixed whatever else there was.Well it was, then it got deleted and I edited in again to the best of my memory. :p
Additionally, if I TOUHOU'd the Septette For The Dead, and I decide to call upon my Servant Flyer, how does that work? Is my Servant Flyer abnormally large, do they have their own, smaller mecha, do they just do things on mecha scale-or not, as the case may be?Abnormally large blood familiar.
Also, question for either you or the guys who did the pathfinder conversion;Yes, your sheer rage makes the mecha's head split open and reveal teeth like it's Evangelion.
If I'm a barbarian with the Animal Fury rage power, which grants me an (extraordinary) bite attack, and I'm also a pilot, does the mech gain the bite attack when I rage, assuming mechs even gain the benifits of rage, and if so, what's happening, fluffwise?
Incidentally, is it possible to gain blood charges from mechas or would I have to drink beforehand to get the most useage from T.O.U.H.O.Uing Septette For The Dead?Yes you can customize your mecha with needles and tubes to drain blood, although you'll need to be hitting something with an actual Con score to gain charges so better fill up beforehand depending on the campaign.
Similarly, can spells be cast if I'm using a Love-Coloured Magic maneuver?No unless you have an Arcane Robot or similar.
If I Touhou'd Misteryous Millenium (I go with that spelling because it seems more fun to me), could I take ammo from my BOW and use it for a Misteryous Murder?Sure. :D
2: Is Hurricane Protocol level V, like Hurricane Born, or level IV, which is where it is now?Ups, supposed to be V, fixed now. :blush
Life has been busy lately.Yeah last week was also pretty filled for me. :)
Prodigy PilotGreat!
Looks fine.
Psycho Pilot
Looks fine.
Steel Soldier
Needs Sense Motive.
20th Level BAB chart has an extra +5 at the end.
This is a weird class.Hahaha I suppose so. Basic idea was kinda mixing an assassin with a super pilot then health drink as an homage to Kusuha's original character.
I think at a minimum Extra Weapon should be able to grant a ranged weapon. Option two I could see going either way.
Option 3 feels like people should multiclass if they want a Real Robot.
If a Monado Maiden gains a fly speed from something that isn't a mecha choice (such as a race or a feature of another class since these are usually gestalted) do the flying penalties still apply? I assume the answer is no since the restrictions are about flying mecha but since it is a mecha I figured I'd make sure.Correct, no.
Doea the penalty of Zero Arts apply to a weapons effects even if you use it for a manuever?-No, anything used with the maneuver would benefit and not suffer the penalty.
I'm assuming Zero Stance still only allows the use of one tactic feat at a time, is that right?
How does an Android's Integrated Weaponry interact with Monado Maiden since you're not piloting a mecha?You would be able to use it normally.
Time to finally finish looking at the classes (and review other stuff too)!Yay!
Support StaffUps, not supposed to, added "willing allied" to that.
Can Module Change have one/both of the target mechas be enemies?
Mechanization is a nice mad scientist ability. Does taking it multiple times let you add multiple abilities to the targets attacks? It looks like that should be a yes but the language is odd.Yes to multiple, clarified.
Super Weapons are crazy (and also you have some unfinished ones)."Crazy" in which sense? Crazy awesome? Crazy borked? Crazy "not sure what to think about this"? :p
I'm wondering if Mega Minion needs any restrictive language on Max HD, but then again you need to spend 3 specializations to get a 2 HD minion and the feat for more specializations can't be taken at 1st level. Also, the machine minions should get the updates from Machine Mistress.Added HD cap equal to your own as well as the new upgrades.
Drug Cocktail as written allows you to choose two drug options even if you don't know them. Is this intentional?No, added clause that you must already know them both.
I'm way too into seeing this class as a villain, that was unexpected.Excellent, seems like that front pic worked wonders in lulling you in a false sense of security. :smirk
Techno ThiefGood. :D
Looks good.
Skills
Look good.
FeatsAgain, which kind of "crazy" exactly? :P
Turbo Operational Universal High Overcharge Utility giving a battleship arms amuses me.
Entropy Elemental is crazy.
So many feats, I think everything else is okay.Also good.
Traits
Fine.
Races
Okay.
SpiritsYes.
Does Taunt continue doubling if used for more than 2 rounds?
That should be everything important except for the schools and prestige classes.We're almost there! :sobbing
As a side note, it might make sense to let your SRW players rebuild their characters when in a situation where that would make sense to allow since there have been added classes and some significant changes (also since you've lost some players maybe the optimization could be toned back down :p).Fair advice, but I recall everybody in the high-end campaign already overhauling their characters twice at least. -_-'
On Super Weapons, they are crazy "not sure what to think about this".Feel free to come to them later then after you had more time to think about them. Basic idea is that every a good chunk of mecha shows eventually have some kind of super weapon (or even multiple ones).
On Entropy Elemental, I think the language needs to be defined better. One of the options removes people from existence if they take sustenance from magic (IIRC). If I eat magic food does that count?Yes.
You can tell everyone it's my fault, I should have finished all of this forever ago. :lolStill better late than never. :P
I'm also somewhat tempted to try and join the high end campaign since you've lost players but I have no idea what I'd do.You would be more than welcome.
We had a ship captain once.
They disappeared after about two posts.
Yuwea has a ship captain cohort according to the character sheet thread
We had a ship captain once.
They disappeared after about two posts.
They lasted longer than their ship did tho. Twice as long!
I need to keep up this momentum.Great!
Most of Entropy Elemental feels like too much to be honest (especially at first level). I don't see any reason not to take the feat at least once if you know you'll be okay meeting the pre-reqs.Null soul’s SR reduced from 15+PL to 11+PL, Shatter Soul’s first effect now only halves ability scores instead of erasure and offers chance to have a limited lifespan instead, undead/construct rampage only lasts 1d12 days, End of Magic halves ability scores until they make up for all the magic sustenance they took threefold plus makes them unable to benefit from magic sustenance ever again.
Atreim PilotYay!
Looks like a good dual-progression PrC.
Conscience AndroidYes always active. Too powerful?
Are the benefits of Empty Machine always active? Also, this is a powerful ability.
What is a synchro attack?Combo attacks with relationship feats (http://minmaxforum.com/index.php?topic=7160.msg123302#msg123302).
Machinery WarriorDone, threw in Ride and Swim too.
Needs Sense Motive as a class skill.
I think that the rest is okay.Yay!
Soul SoldierExcellent.
I think that the comments of "powerful but silly" sum it up pretty well.
I just remembered that while I looked at Arsenal I didn't do any reviewing. Just like with the real robots back when I started this, I'm not mathy enough to do an in-depth analysis of arsenal weapons.Well Fzzr and Ckirk already pointed out the most problematic ones some time ago and I haven't done any significant updates to them since then, so it shouldn't be an urgent matter. Once everything else is taken care off I'll fine-check them again.
I don't see the Rev tag explained anywhere.It's in mecha special properties. -_-'
Interference Driver(II) doesn't have any accessory tier restrictions like similar options, is this intentional?Ups, no, fixed. :blush
Also, is Star Sniper done? It isn't in the indexCould've sworn had already done so, seems like I either forgot to save the edit or was undone by that forum misbehaving some time ago. Added.
We had a ship captain once.
They disappeared after about two posts.
They lasted longer than their ship did tho. Twice as long!
I'll take it as a good sign you still remember the campaign's beginnings. :P
You should remove the Special part for Entropy Elemental. In any game where its an allowed choice, there's almost never a reason I could think of to not pick it unless you were specifically avoiding it because of how crazy it is. Considering how much you don't need magic buffs or items to make a crazy overpowered character using your SRW system, not having access to any of those things is not very much different from simply not having any drawbacks to this feat at all.Some clarifications:
And to loop back around to my first sentence, being able to just temporarily sack Spirit Points to gain the feat whenever you want temporarily is way too much. Half the options are already easy Cohort fodder picks, and the other half have zero drawbacks in an SRW game where the PCs do not need magic where things like Child Soldier, Psionics, homebrew Martial Schools, and Pure Metal exists. In fact choosing to use magical equipment in such a scenario is almost a drawback in of itself whenever Pure Metal is accessible.
Lastly, being able to make constructs & undead go berserk permanently with a touch is a fantastic pick for a villain type. Does that ability work on sentient mechas? (Hello Evangelions)Alas mechas are not actual creatures (no HD for one) although some ability to make them go out of control sounds something interesting to do, I'll cook something up.
-Pure crafting can still be combined with magic items as long as they're not spell trigger/activation stuff like scrolls and wands.
-Feats are a limited resource, even more than levels usually. When writing NPCs I often run out of feat slots pretty fast long before I even consider just handing out Entropy Elemental. And anybody specializing in Entropy Elemental with their base feats would just leave themselves too vulnerable to non-magic characters specializing in anything else.
Is it that much to ask for a non-magic character to be a viable option?
-Also Entropy Elemental is necessary settingwise to explain why don't people just magic up all their problems and immortal wizards don't rule everything from their pocket planes with only other immortal wizards being able to challenge them. Remember this isn't just a mecha rules supplement, is a setting on itself, and one where tech needs to be a competitive alternative to magic, and since magic is already well beyond infinite in so many ways then that means dragging magic down. My original idea was actually making it some sort of space monster going around destroying everything magic but ended up doing it as a feat so PCs could use it too.
(also current version was changed to just berserk for 1d12 days but I can go change it back to permanent if you feel it's a better idea after all)
It just feels like a bad PC option.My point was supposed to be that Entropy Elemental needs to be something readily available, not somehing you can only pick at level up.
Also you didn't address that you are not required to spend a feat slot on picking Entropy Elemental but can instead just sacrifice a little bit of Spirit Points to gain it whenever. And there's enough options to gain more Spirit Points to make up for the loss.
Again, 21 SP is at least 3 levels worth of SP for anybody besides the Soul Soldier. And picking it base means a non-magic foe picked something else more widely useful like Attacker or Counter that will give them the edge if you fight.Quote-Feats are a limited resource, even more than levels usually. When writing NPCs I often run out of feat slots pretty fast long before I even consider just handing out Entropy Elemental. And anybody specializing in Entropy Elemental with their base feats would just leave themselves too vulnerable to non-magic characters specializing in anything else.
Costs 21 SP instead of a feat slot, for one. Having this feat makes you no more vulnerable to non-magic foes than not having the feat considering everything else available in just your own content. No-magic item builds are super easy with most of your content (SRW, Monsters, TobHou, Pure Metal, ect ect ect).
Is it in the same level of Wish? Shapechange? Gate? :psyduckQuoteIs it that much to ask for a non-magic character to be a viable option?
Both my previous post and this one, I feel, kinda are making that point actually. I've been advocating non-magic characters in both of these posts. After all, a non-magic character is exactly who'd be using this feat. But it's just too much. It's like giving some one 9th level spells or higher at 1st level. Maybe a slight exaggeration but my point is there.
This feat is too much to be a feat. Shoot, make an actual Entropy Elemental monster for the SRW setting -_-' Maybe make a 'lighter' form of this feat based around being a survivor of an encounter with such a creature?Yes I could make an actual monster (and maybe I still will), but then as they say as soon as I give it stats, a wizard can kill it, probably a level 1. However you can't kill a feat. Entropy is everywhere.
Quote-Also Entropy Elemental is necessary settingwise to explain why don't people just magic up all their problems and immortal wizards don't rule everything from their pocket planes with only other immortal wizards being able to challenge them. Remember this isn't just a mecha rules supplement, is a setting on itself, and one where tech needs to be a competitive alternative to magic, and since magic is already well beyond infinite in so many ways then that means dragging magic down. My original idea was actually making it some sort of space monster going around destroying everything magic but ended up doing it as a feat so PCs could use it too.
That sounds like a far better idea than making this a PC option. At the end of the day, Entropy Elemental just feels so much like a bad PC option to make available.
Indeed. :smirkQuote(also current version was changed to just berserk for 1d12 days but I can go change it back to permanent if you feel it's a better idea after all)
Temporary berserking can also have some interesting consequences though. Like, if they aren't killed before the end of it, many societal & political problems could arise such a situation.
otherwise Entropy Elemental Elder (name pending for monster version)
Yuwea has a ship captain cohort according to the character sheet thread
I am doing all of the maneuvers. I am looking at every school. If I don't mention something it's fine.Great cleaning, and yes you interpreted it quite correctly. Also the PL 19 heavy beam should be 64d10, fixed.
Beam Barrage - Body Beam says that you pick stuff when you enter the stance but then talks about changing options when you level up. It is also wall-of-texty. I would rewrite it as follows (assuming I've interpreted it correctly). Emphasis mine to note changed language. Also PL 19 says 16d10 damage, that's super wrong.
When you learn this stance you gain a number of Beam Ammo equal to your Int score (not mod, full Int score) that can only be used to fire Beams from this stance. This stance allows you to fire Beams with either the Defensive, Area (your choice, changeable at level up) or Heavy Property (Property chosen when Beam is fired) plus the Power property from your mecha’s body with range 30 mu dealing 1d4/1d8/1d0 damage respectively, costing 1/2/3 Beam Ammo. Beam Ammo can only be recovered at any effect that would recharge normal ammo like a chance to change your arsenal, even if you change stances.
- At PL 4 you can grant Rending to the Defensive one, double the Area’s range increment and increase the Heavy’s damage to 2d10 by paying 2/4/6 Beam ammo per shot respectively.
- At PL 7 you can grant Rending+Pinning to the Defensive One, triple the Area’s range increment and increase the Heavy’s damage to 4d10 by paying 3/6/9 Beam Ammo per shot.
- At PL 10 you can grant Rending+Pinning+Concussive to the Defensive one, quadruple the Area’s range increment and increase the Heavy’s damage to 8d10 by paying 4/8/12 Beam Ammo per shot.
- At PL 13 you can grant Rending+Pinning+Concussive+18-20 critical to the Defensive one, quadruple the Area’s range increment and increase the Heavy’s damage to 16d10 by paying 5/10/15 Beam Ammo per shot.
- At PL 16 you can grant Rending+Pinning+Concussive+18-20x3 critical to the Defensive one, increase the Area’s range increment by x6 and increase the Heavy’s damage to 32d10 by paying 6/12/18 Beam Ammo per shot.
- At PL 19 you can grant Rending+Pinning+Concussive+16-20x4 critical to the Defensive one, increase the Area’s range increment by x10 and increase the Heavy’s damage to 16d10 by paying 7/14/21 Beam Ammo per shot.
Beam Barrage - Beta Beam should say how long ago you can only have attacked the target once.My original idea was no time limit and basically only worked against each target once, but looking again now maybe that's a bit too harsh so put a 24 hour limit.
Beam Barrage - Balance Beam, when does the target take the damage? After the 1d12 rounds ends?Right after the penalties apply, clarified (also the damage type).
I like Gun Maniac!(http://i247.photobucket.com/albums/gg138/oslecamo/oslecamo012/Anime-phantasy-star-online-2-lisa-pso2-kawanakajima-1129319_zpspzkhd7b0.jpg~original)Yay! :D
Martial Machine has the tags in the maneuvers list, might be a good idea to add those to Gun Maniac too.Done.
Martial Machine - Dark Scherzo, can Twin-Linked weapons target separate targets?Yes.
Am I done? I think I'm done! Sorry it took so long!Still greatly appreciate it, thanks a lot! :clap
Edit: Ugh, I started last July. I have no excuse, I've never taken this long to review a project.
You must choose a type (offensive, ranged or defensive) when you pick this feat, and you add the highest level of spell/power you can cast/manifest to the damage dealt/reduced by your funnel
A note looking at Monado Maiden: the increased energy cost for flight and inability to regenerate energy whilst flying seems particularly painful when everyone and their mother can hover indefinitely and like 90% of the enemies we've had in PS have been flight capable.Other monado classes don't get flying at all.
Super Robot base + difficulty touching any airborne enemy seems lethal.
And looking at them (and Cyber Newtype) gives me an interesting question about Funnels:They do now. :pQuoteYou must choose a type (offensive, ranged or defensive) when you pick this feat, and you add the highest level of spell/power you can cast/manifest to the damage dealt/reduced by your funnel
What about these alternate funnel qualifications that don't manifest or cast? Do they get any sort of bonus?
You did forget the downsides to fine size (even disregarding that you could be a Zentraedi and get none of these:p): damage down, and... no reach. Bonuses to hiding aren't exactly fight-relevant.Zentraedi would be replaced by Cyborg due to Iron Heart. Plenty of maneuvers deal good damage regardless of size, and stealth can be a viable combat tactic. Good point on reach though, added 5 mu minimum for in-built melee like the other monado classes each get a special weapon with it.
As for balance... I dunno, it just seems that as a detriment it scales faster than you improve? If you get faster it takes more energy, it negates reactor more as time goes on, it takes fewer maneuvers to eat through it... the combination of costlier + blocking energy regen seems a bit overkill.Minimum Monado Maiden energy is 100 so it's still perfectly doable when you need it. And landing for a turn is hardly wasting time when you can still attack at range. Reasons to switch tactics are good in my humble opinion.
I mean, let's say you're level 6 and have taken agility as repeatedly. That's a base speed of 60MU.
If you use flight and a 3rd-level maneuver, that's 75 energy. Which you can't regen until you land and more or less waste a turn. For one turn's worth of action. It feels steep?
(Also do seriously none of the classes have access to flight spells etc?)
Either way a Monado Maiden counts as a Super Robot of Monado Maiden level except her HP is based on her HD instead of base Super Robot progression
Okay, so setting aside my fear of flying enemies, I have two mechanical questions:In case you're still afraid, I'll point you to the Dynamic Terrain feat that allows you to use maneuvers to apply exotic enviroments to the field, including Bi-dimensional that would make everybody count as if they're at the same height like most SRPGs and you'll never need to fear anybody to be too high for you to reach.
Monado Maiden makes your base race cyborg. Monster classes remove said base race. How do these resolve?Welp the latest one would overwrite the other so if you're taking both at first level you get to choose (and you'll probably want the monster class since otherwise cyborg would eat up all the monster class levels). Unless you take the feats to be able to benefit from both.
QuoteEither way a Monado Maiden counts as a Super Robot of Monado Maiden level except her HP is based on her HD instead of base Super Robot progression
Does, e.g., plating still give HP?
The allied mecha must be fired from a mecha of your own size or bigger.
You can't take actions besides exiting while riding a mecha (and ships count as mechas) as a passenger unless you have a specific ability for it.
Unless otherwise noted, each mecha has only enough space inside for the pilot carrying a light load. This can be spent to carry other people if the pilot is strong enough, although those other people cannot contribute to the mecha's abilities unless noted otherwise, and they will have to squeeze in the pilot's lap/back. Such freeloaders cannot take any actions besides basic speaking that can never trigger other stuff, including being unable to use Spirits unless they have a specific class feature that mentions it like a ship captain's 2nd officer or a Peace Princess's passenger ability. The exception is that it is a move action for them to exit. If the current pilot does not wish to let freeloader exit, roll opposed pilot level+Str mod checks.
Arsenal > Special Weapons > II > Secura Penta is missing Crit information.
Edit: I also just noticed that some guns have a damage type of -. Does that mean that they don't do any specific type of damage?
Arsenal > Special Weapons > II > Secura Penta is missing Crit information.
Edit: I also just noticed that some guns have a damage type of -. Does that mean that they don't do any specific type of damage?
It means they don't deal damage at all, clarified. Also fixed the Secura Penta crit.
Do Neo Skills apply to mechas that you are piloting?Yes
Extra question: If a Ship takes a melee weapon with its arsenal is that a ramming weapon?Of course.
As a more general question, Distinguished Officer could use a way to change what role your officer has. For example, Weapons Officer gets way better when the Officer is level 10 and not as great otherwise.
I've been looking through this set of Homebrew, and it looks incredibly awesome!Thanks! :D
There where some questions I had that I couldn't find the answer too though, so I hope someone more familiar with it could help me answer those.There is the Reactor special mecha property that increases mecha energy regen by 10% per Reactor level. A few real robots have it by default, but you can also obtain it through accessories (http://minmaxforum.com/index.php?topic=7163.msg321595#msg321595), Super Robots have the Mysterious power upgrade, Annihilation Engine 1st level stance from Neo Granzon (http://minmaxforum.com/index.php?topic=18586.0) martial school grants Reactor, there's also the Machinery Warrior and Soul Soldier prcs, a support staff mechanic can recharge energy too, the child soldier (http://minmaxforum.com/index.php?topic=17870.msg336228#msg336228) trait has several options that increase energy recovery, the Helpful Autonomous Robotic Operator Extra feat can grant Reactor too, then there is the Resupply spirit too.
First, a general impression I got was that energy seems very restrictive. Using higher level maneuvers and/or being engaged in airborne or space fights means you could conceivably burn through your entire energy reserve in 1-2 turns, and then you'd be stuck waiting for a 5 energy per turn recharge. Is that correct, or did I just fail to find all the energy and energy regen increasing equipment, feats and class features?
Secondly, how do feats interact with vehicles, such as mechs or battleships? I get how many of the basic feats like weapon finesse work, but would I be able to apply, for example, the flyby attack feat while piloting a mech or battleship. What about feats that increase flight maneuverability?Feats would work when the rules fit, so something like improving flight maneuverabily would be fine.
Speaking of battleships (I might ever so slightly be falling in love with the ship captain class), does flying the battleship consume energy as it does with mechs?Normally yes, although battleships have the cruising speed option to fly with no energy cost in return for some limitations.
And can you do a full-round attack with those twin-linked missiles (for, for example, 4 12d8 missiles at level 12)?Yes.
Lastly, I assume the attack bonuses listed with weapons is on top of everything else? So, to give an example, a lvl 12 ship captain firing the missiles from a huge battleship would have an attack bonus of 6(BaB)+2 (weapon bonus)-2(size penalty) for a total of 6?You would also add Dex mod, and battleship weapons have an extra scaling bonus equal to 1/2 level to their attack rolls, but otherwise correct.
Edit:That's the default reload option, but there are accesories for faster reloading as well as some class abilities (support staff mechanic, resupply spirit) and the Veteran Mechanic feat for ship captains.
regarding Ammo weapons, am I correct in understanding you can fire them as many times as they have ammo, and then you need to spend a full-round action to reload the weapon?