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Messages - Fzzr

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1
Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: November 11, 2018, 12:16:08 AM »
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.

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.
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.

-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?)
-You also said that the real generics are too weak, should they be buffed up as well?
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.

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.

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.

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.
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.

2
Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: November 10, 2018, 08:00:50 PM »
So, on the topic of fun and balance. Note: for the purpose of this post I'm referring exclusively to things from within this homebrew (not monster classes and the like) and to single-track builds, no gestalt. I'm also focusing on combat here - let's take it as a given that any class can be made interesting for non-combat purposes. I'm also ignoring Einst Queen because I find it doesn't suffer from any of the problems here, being essentially all three main types of classes in one.

I still hold that Real Pilot is the best combat class due to the Real Robot builtins and models being just that good, plus full arsenal access and more accessories. The thing is, I also find them to be one of the least interesting classes due to having relatively little possible customization. Ironically, the most powerful feature of Reals (the choice of model) is also the most limiting, with only half a dozen choices per tier. The alternative, generics, are undercut by being largely worse than the premade models on the basis of stats, features, and weapons. This is because Real builtins are somewhat better than Arsenal, and premade Real models will end up with more weapons due to having access to builtins and arsenal at the same time. The other classes (not counting Mecha Mook) that get Real Robots but not Super upgrades are Divine Pilot, Mecha Marine, and Prodigy Pilot, all of which can cast or manifest. Every other class is Super-based or hybrid.

This interacts with a few other issues, as well. Due to the way cross-classing works, Real-based classes and hybrid classes always feel Real-first, something else second. The reason for this is that anything that gives you a level in Real Pilot gives you a Real Robot you can customize, instead of feeling like it supplements the other class. As a result, more than half the classes in the homebrew are exposed to the issue of choosing among half a dozen base builds per tier unless they make the affirmative choice to be pure Super for hybrid purposes. On the other hand, they're still more interesting than Real Pilot because they benefit from more customization between real tier breakpoints as they can apply Super upgrades during that point, plus they each have their own distinct set of class features. When you combine this with the numerical superiority of the Real models and access to Arsenal a full tier higher, most builds have to choose to be less interesting to be more powerful. For contrast, the reason that Star Sniper is so promising is that it feels like a Real, but with more interesting class features instead of just having worse stats. (Note, I'm not suggesting turning Star Sniper into a base class, just using it as an example.)

On the other side of the power curve: Ship Captain is other least interesting class to play, and the hardest to make combat-effective. It gets slow Arsenal progression, but can't meaningfully access it without cross-classing or directly sacrificing another class feature via the Combat Commander ACF. It benefits even less than Super-based and hybrid Real/Super classes from cross-classing with real-based classes, essentially ending up just worse than both. (At least Real/Super helps the Real model one chooses, Ship Captain just ends up with an under-leveled Real and an under-leveled Battleship.) It gets all the downsides of size, but none of the upsides. It's only possible to hit things without extra resource expenditure (maneuvers/spirits) or by making the first Distinguished Officer a Weapons Officer. Adding Distinguished Officer variety helped a bit with customizablity, since it's at least possible to focus a bit on one's favorite part of the class. Nonetheless, Ship Captain is arguably even less customizable than Real Pilot, but without the benefit of combat effectiveness. The one thing BB does well is buffs thanks to martial school choice and spirit discounts, but having one way to play isn't a lot of fun, especially since in the end it comes down to "do things to make other classes better at being useful".

The BB variety issue may be harder to solve, as (per other players from my game) the most fun BBs are the ones that are combat effective (Yamato, Neo Nautilus) or that don't really represent a pure BB (ie Choujinga Dai-Gurren and Shin Dragon, which are more like Super/BB crosses). The signature abilities of those BBs are represented in the class already, the main issue is the lack of effectiveness.

To summarize, there are four main types of classes:
  • Real-Based
  • Super-Based
  • Real/Super Hybrid
  • Battleship-Based

In order of raw power, they are:
  • Real-based
  • Real/Super hybrid
  • Super-Based
  • Battleship-Based

In order of fun to use, they are:
  • Super-Based or Real/Super hybrid
  • Battleship-Based
  • Real-based

In short, class power is roughly inversely correlated with how interesting it is to play. 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.

3
Super Robot Wars d20 / Re: Star Sniper
« on: November 09, 2018, 09:59:43 PM »
Quick look:

Sniper Arts is missing from the table, and Sharpshooter Special is there but only on some levels. Did you mean to reverse those in the table? Sharpshooter Special shouldn't need to be there since it's every level.

Artificial Archer seems incomplete, the last sentence just cuts off. It also doesn't specify the range on the ranged form of the weapon. "Only you can use it" is redundant since all customized weapons miss wildly per the Synthetic Shot feature. As for the option itself, the first part seems like it's way more painful to use than just spending a single super upgrade point on Dynamic. I don't see the tradeoff being worth it for Arsenal melee weapons at that cost.

Real Range and Hyper Lenses seem like they'd work well together. Good classic Sniper stuff.

Custom Clip is potentially very powerful with higher level ranged heavy weapons, but I suppose that's fine.

Stratos Shot: Good for hyper-specializing on a particular weapon. This seems like it could be way too powerful for reals with lots of arsenal space and solid builtins eg. Orgone Rifle A with 15-20/x5. I would suggest limiting it to one increase of each type per weapon (multiplier and threat). When applied to Twin-Linked/X-Linked weapons, does it apply to one of them, or all?

Area Point doesn't make sense for Area (line). Does this mean the line originates from another place?

Synthetic Smoke: Not bad. I like utility options.

Codes of Sacae is a bit odd - it defends against attacks on the weapon? So, disarms and the like?

Algorithms of Sacae: Decent backup option for a super-specialized ranged fighter.

Does Brave Sniper apply when the weapon is equipped at all, or just actively being wielded?

Star Stance seems way too expensive energy-wise for what you get.

Legendary Sniper: Another fun one. That said, RAW if a pilot makes a headshot save by less than 10, they die for one round :P

On the whole, it feels like this is great for a few variants of ranged builds, but the fact that there are 10 levels and only 12 options means the choices become meaningless after a while, even with the repeating ones. At the same time, it's very powerful - Real can dip into this for a few levels and effectively only give up a few SP and a bonus feat or two. Overall I don't see anyone taking all ten levels, but it's a powerful option for any ranged class.

4
Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: November 05, 2018, 01:46:53 AM »
Reminder to add short descriptions for maneuvers/stances to Beam Barrage, Everywhere You Go, and Missile Massacre.

In the index, "Arsenal-weapons and acessories." should be "Arsenal-weapons and accessories."

5
Super Robot Wars d20 / Re: Super Pilot and Super Robots
« on: November 05, 2018, 01:17:31 AM »
"it's" still needs to be "its" in the Super Robot feature (in the first post). Also, in this case "wrecks" should be "wreckage". That sentence is now "If the Super Robot is reduced to 0 HP the Super Pilot will have to undergo some redeeming quest to make it rise again from its wreckage."

Yes, a majority of two. :p But yeah, they're interconnected enough that I liked the idea of grouping them.

6
Super Robot Wars d20 / Re: Techno Thief
« on: November 05, 2018, 12:21:15 AM »
Newly noticed issues:

  • In Metal Marauder, "workIn" should be "work. In".
  • In Metal Marauder, "an hardpoint" should be "a hardpoint".
  • In Mechajack III - V, "in alternative" should be "alternatively". (Change was only made in II)
  • In Scavenge System, "the wrecks can then be scavenged again" should be "the wreck can then be scavenged again".
  • In Ragna's Rally (Fast Option), "In alternative" should be "alternatively". (Come on man, you even fixed it in other places in the same edit!)

Otherwise good. Now that the full features are in I can definitely see ways this could be a fun and useful class.

7
Super Robot Wars d20 / Re: Super Pilot and Super Robots
« on: November 04, 2018, 07:37:29 PM »
In Super Robot, Gravity Engine, Miniaturization, Sentient (twice), and Transform (Fighter once, Tank twice) "it's" should be "its".

Hyperdimensional Step should specify that it doesn't work when taking a 5ft step. Is it intended to work when moving as part of eg. full attacks using an area melee weapon, maneuver, etc?

Should King/Emperor Frame require pilot level 8/16 or Super Pilot level 8/16?

What happens when a mecha with King Frame is in a combined robot with a mecha with a different tek/great/zero option?

Grouping Great, Zero, Tek, King, and Emperor makes sense to me. I'd say put them all together at the end. Here's the code (plus a bunch of grammar and spelling changes). Please make sure I kept the meanings of things correct.
Quote
Great One: Choose one of the following options. This option costs 4 points and can only be taken once. For Super Robots that can change size, count only the smallest one possible for bonuses based on size. (For example, if your robot had a medium and huge forms, it would only count as medium.) If your mecha is bigger than colossal, it simply counts as colossal. Any penalties apply to your current relevant value.

(click to show/hide)

Tek Knight: Choose one of the following options. This upgrade costs 4 points and can only be taken once. For Super Robots that can change size, count only the largest one possible for bonuses based on size (For example, if your robot had a medium and tiny forms, it would only count as medium.) If your mecha is smaller than fine, it simply counts as fine. Any penalties apply to your current relevant value.

(click to show/hide)

Zero Pattern: Choose one of the following options. This option costs 4 points and can only be taken once. For Super Robots that can change size, count only the one furthest away from medium for penalties based on size. (For example if your robot had medium and tiny forms, it would only count as tiny.) Those effects only apply while piloting the Super Robot.
(click to show/hide)

King Frame: You need pilot level 8 plus only one of 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 Great One, Tek Knight, or Zero Pattern (whichever you have), including any penalties, except for any extra effects based on size (or pilot level in the case of of Zero Pattern). 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 1/4 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 qualify for King Frame.

Emperor Frame: You need pilot level 16 plus King Frame to pick this. It costs 4 points and you can only pick it once. Double again the numeric effects of your previous choice for King Frame, 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 another +40 HP, +4 DR, and +4 Natural armor regardless of size, and your Dodge bonus would be further halved, resulting in being reduced to 1/8. You also gain +1 to all your maneuver's DCs.

8
Super Robot Wars d20 / Re: Techno Thief (WIP)
« on: November 04, 2018, 05:58:26 PM »
Is this no longer WIP? Either way, copyedit time! Separated by feature for your convenience.

Multiple:
  • In Mechajack II - V, "in alternative" should be "alternatively".
  • In Metal Marauder, Magna Marauder, Mega Marauder, and Macro Marauder, "acessory" should be spelled "accessory".
  • In all the Marauder options, "an hardpoint" should be "a hardpoint".
  • In all the Marauder options, split up the second/third sentence (matching the changes) like so: "In addition you can smuggle your stolen system wherever you go outside a mecha so it’s always within your reach as a fullround action. Until then it is perfectly hidden behind a fake wall or basement or some other cunning concealment. After it is revealed it’ll take another 1d12 hours to smuggle somewhere else."
  • In Macro Marauder and Million Meseta Marauder, "different Mechajack Marauder pick" should be "different Mechajack Marauder picks" (the second time in each only).

Mechajack I:
  • In Scavenge System, "wreckage"/"wreckages" should be "wreck"/"wrecks".

Mechajack II:
  • In Grand Theft Accessory, "acessories" should be spelled "accessories".
  • In Mari’s Maraudering, "Maraudering" should be spelled "Marauding".
  • In Magna Marauder, there should be a period after "smuggled Stolen System".
  • In Magna Marauder, "Mirage Colloid or Tactical Hologram or Fake Frame" should be "Mirage Colloid, Tactical Hologram, or Fake Frame".
  • In Arronax’s Abduction, "ejects their mecha" should be "ejects from their mecha".

Mechajack III:
  • In Mega Marauder, "Quantom" should be spelled "Quantum".
  • In Steal Spirit, "that much" should be "that many".
  • In Judau’s Judgement, "either attack the other" should be "either attacks the other".
  • In Judau’s Judgement, "2" should be "+2".

Mechajack IV:
  • In Sweet System, "acessed" should be spelled "accessed".
  • In Hell’s Hijack, "operation" should be "operational".

Mechajack V:
  • In Pilot Possession, "defeatdestroy" should be "defeat/destroy".

Questions:
  • Does Metal Mug require you to have space for the stolen weapon if it's arsenal weapon? Does it work on builtins?
  • What kind of action, if any, does it take to equip the weapon in Metal Mug?
  • In Lulu’s Looting, does that allow the Techo Thief to use maneuvers that are above what they would qualify for on the basis of PL?
  • In Uso’s Usurpation, does "You add your PL and Int mod to any Bullrush checks as well" apply all the time or only during the hijack attempt?
Comments:
  • Ramba's Rally seems really overloaded. The description is as long as two or three other mechajack options combined. Probably split up the leadership feat part and the battleship capture part. Though really, the part where it requires the GM/Ship Captain to either prepare or put together a map on the fly would be really annoying to deal with, so it may not be worth keeping that feature at all. Also, I just want to point out that most characters will be smaller than a battleship when outside a mecha. :p
  • In Kamille’s Karma I recommend specifying that the failures are on natural 1-2s etc.
  • Supply System IV doesn't need the "IV" because the previous picks have their own names.
  • Hell’s Hijack should probably specify that you can only get a base as a Support Staff of your Techno Thief class level.
  • In Synthetic System, specify it requires "Supply System".

9
Super Robot Wars d20 / Re: Techno Thief (WIP)
« on: October 28, 2018, 02:23:35 PM »
I don't get this one though, why shouldn't Sneak Attack and Trapfinding get descriptions in the features?

Because I was apparently sleep deprived as hell and forgot to remove that sentence before posting. :blush Nevermind.

10
Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: October 26, 2018, 04:06:42 PM »
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.

11
Super Robot Wars d20 / Re: Techno Thief (WIP)
« on: October 26, 2018, 04:02:12 PM »
I like the new Stolen System much better. I recommend a readability rewrite of the last few sentences of the first paragraph like so:
Quote
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. The Techno Thief can steal change Arsenal weapons and accessories at any organization the provides them. The Stolen System must have one of the following quirks, changeable at level up:

Other issues:
  • There should be a comma after "Mechajack I" in the level 2 class features.
  • 9th level on the table is missing "+1" under BAB.
  • In the description of Mechajack I, "At 1st and 2nd" should be "At levels 1 and 2" to match Mechajack II.
  • Remove descriptions for Sneak Attack and Trapfinder from the features.
I'll a do a more detailed spelling-and-grammar check another time once the features are filled out.

12
Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: October 23, 2018, 10:45:49 PM »
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.

Stolen System is just... really, really unappealing. It seems like it would be next to impossible to focus a build around a playstyle when you never know what your mecha will be next level. You can't know if eg. your random accessory will be Nackt System when you already picked Metal Marauder. On top of that, the flexible super/real cross-class in other classes that can change each level benefit from targeting appropriate breakpoint levels to get the best use of each level. Lack of control over that makes it sub-par by default, even considering the random (potential) bonus. I also wouldn't want to always need to stat a new mecha from scratch every level - at higher levels you're looking at rolling lots of super upgrades and applying them to different reals every time, with all the stat tweaks that result. That's a lot of character sheets!

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.

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."

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.

13
Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: October 20, 2018, 05:41:09 PM »
Lol, the Soul Pilot's flavor is too sour and over powering. I did read over it, and is alright.

How about now? I like it a lot more now that it has multiple entry points and leaves room for a bit more variety in playstyle since osclecamo added the various suggestions.

That said, I actually would like a rogue/thief base class. It's more or less the last missing RPG archetype (except monk? builtins being sorta like natural weapons makes that not quite as relevant, though).

On the more-like-reals PrC side, one thing I think could be cool would be something like Sniper - a hard range focus. For example, Yoko is all about ranged combat even as a super pilot, and it crosses over with her focus on firearms on foot. Something like that would certainly work for any combat-focused or hybrid combat class, but I think reals especially would appreciate the specialization. It would probably have "X maneuvers and stances from the gun maniac school" or certain ranged-weapons-related feats (even ones from outside the homebrew???) in the prereqs. Benefits could include things like giving Hybrid to weapons that don't have it, extending the range on things, better crits, higher accuracy at longer ranges but lower accuracy at short ones, called shots, etc. Downsides could include less access to things that benefit melee (like maneuvers), restrictions on Area in favor of single targets, reduced ammo clip sizes, etc.

14
Super Robot Wars d20 / Re: Soul Soldier
« on: October 18, 2018, 06:48:01 PM »
Great!

Also, did you mean to remove the thing about not spamming the same speech? Not requesting adding/removing it, just making sure you did that on purpose.

15
Super Robot Wars d20 / Re: Soul Soldier
« on: October 17, 2018, 08:04:16 PM »
-Replaced with "Every class skill is a class skill for the Soul Soldier."
Should that be "Every skill is a class skill for the Soul Soldier"? Otherwise it's a bit tautological. Just to clarify (and I think the answer is "no") do skill checks count as activated abilities from a class for the purpose of Soul Speech?

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

I still feel like once a round is a bit too often on the soul speech thing, and since I've been known to use two unique Unlimited Blade Works chants in three rounds in the past that's really saying something :p. A SRW "round" can be anywhere from a minute to an hour depending on the scenario, after all, and a D&D round is 1/10th that. Maybe something like "To use any activated ability from any class (not just Soul Soldier), the Soul Soldier must have made a speech about souls of at least nine words in the previous 30 seconds." That's a reasonably long time in roleplaying but not so long that it gets forgotten, plus it mandates making such a speech at the beginning of an encounter regardless.

Good compromises and changes on the rest. The class is still very powerful, but now at least it's no longer too onerous to use for roleplaying purposes and too OP to not use for minmaxing.

16
Super Robot Wars d20 / Re: Soul Soldier
« on: October 16, 2018, 07:04:57 PM »
So... Soul Soldier. A very powerful class, and yet also so silly.

Questions:
  • Soul Science is unclear to me whether it advances Super Robot upgrade points or only stats. Please clarify that and also that it explicitly doesn't advance Arsenal per answer above.
  • For advancing maneuvers, does that mean advancing the number available, the PL to use/qualify, or both?
  • What happens if they don't make the speech, specifically?
  • Class Skills says: "The Soul Soldier's class skills (and the key ability for each skill) are all". Does this mean all skills are class skills, or is that just an incomplete sentence?

Upsides:
  • d12 HD
  • Early entry by PrC standards.
  • Doesn't lose core Real/Super advancement
  • Top level SP growth
  • Stacking Reactor III and Regeneration III in four levels. Compare Machinery Warrior, which gets there in five and doesn't stack.
  • Fast save advancement on all
  • 8 + Intmod skill points
  • The final level is part of the benefit of three levels of cross-classing, plus a bonus feat.

Downsides:
  • Magitech Knight level required. This is actually odd to me, because the only thing Soul Soldier has in common with Magitech Knight is a strict requirement to use its abilities.
  • The mandatory speech is just so weird. It requires the Soul Soldier to say the same 9 words every six seconds.

Suggestions:
  • Raise entry level to PL 5 or 6.
  • Remove Magitech Knight entry requirement in favor of some others. For example Kn (Religion, Planes, or Arcana) 8+, must be any Lawful.
  • Make the speech less specific, like "In order to use spirits and activated abilities from any class (not just Soul Soldier), the Soul Soldier must make a brief speech about souls once per minute."
  • Downtune Soul Symphony and Soul Synchro by either making them non-stacking or only going up to II.
  • Weak suggestion: Ban the pilot from benefiting in any way from the Soul System feat, as it seems like the exact opposite of what this class stands for.
  • Weak suggestion: Lose the level 5 bonus feat. That level is already great in absolute terms without being Just Better than a class level that gets a bonus feat.

17
Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: October 16, 2018, 05:38:29 PM »
Was thinking about pilot PRC, none of them seem to be choices for Real Pilots, or at least more pure ones.

Why not Soul Soldier? You don't lose Real (or Super) advancement, just Arsenal. The additional hardpoints make one of the best things about Reals even better. The only thing you're completely giving up is bonus feats, which are more than made up for by the class features. The biggest downside I see is the Magitech Knight requirement, if you do mean an absolutely pure Real otherwise. Even Magitech Knight doesn't interrupt Real Robot/Arsenal advancement.

Edit: I was wrong, it still gets a bonus feat (getting one at level 5). Basically you give up a bit of arsenal for great stat boosts.

I actually have some issues with and questions about Soul Soldier. I should write those up soon, while they're still in my head.

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.

It was only a matter of time until we got Mecha!Rogue after Ranger, Pally, Bard, Psychic Warrior, and Wilder all showed up :p

18
Super Robot Wars d20 / Re: Magic Knight
« on: October 13, 2018, 04:27:51 AM »
The description still refers to the Mashin Mecha as a "Super Robot" in the last sentence of the "Mashin Mecha" feature.

Chamod + Conmod for HP/level is pretty good combined with half damage, the Knight can now pretty reasonably keep up with their mecha.

Good description of the subpilot rule.

I may have time again to work on balance, copy editing, and wiki in a few weeks, will see.

19
Super Robot Wars d20 / Re: Magic Knight
« on: October 12, 2018, 09:11:55 PM »
Quick take:
  • Description says "Super Pilot" instead of "Magic Knight" several times.
  • It seems like it's nearly impossible for the Mashin Mecha to go to 0HP before the Magic Knight. The knight gets an average of 5.5 HP/level and the mecha gets 10 hp/level before upgrades.
  • Since pilot takes damage as the mecha does, presumably the pilot takes normal damage on crit rule doesn't apply. Please specify if so.
  • On Mashin Burst, is that only for those targeted by a spell directly or does it include those in an AoE?
  • On Mashin Burst, does that apply even if the spell has no effect for whatever reason? (SR, save made, etc).
  • Does a subpilot of whatever kind benefit from the Escudo Armaments bonuses to the mecha when they take control?
  • Alternatively: Recommend that "any source that would grant the Magic Knight a subpilot may have the subpilot be of the Magic Knight class". And then give appropriate restrictions eg. which class features they do or don't get, how their Magic Knight features interact with the mecha, etc.

Overall the joint HP thing seems like it would make this class way too squishy. They're effectively dealing with the consequence of being hit with a crit all the time, where for other classes that's a rare thing. Virtually any actual crit would instagib the pilot.

Otherwise I like the class concept and nothing seems particularly out of place. Full BaB, caster, initiator at the same time could be crazy powerful, but somehow I don't see that happening here given the limitations (even if the joint HP thing was removed or at least mitigated). No bonus feats helps with that too.

20
Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« on: September 07, 2018, 01:46:29 AM »
Thanks for taking on these suggestions, glad you like them so far. Here are some more looks at classes:

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.

Machinery Warrior:
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:
Quote
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.

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:
Quote
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.

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)
Quote
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.

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.

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