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Other Games / Re: Videogame Discussion III - Snake Eater
« Last post by Nanshork on Yesterday at 12:32:37 PM »
That looks a lot cooler than riding bicycles.
Not a problem with not counting bundles as single objects.

Also not a problem with them being subject to interception by point defense. I'll just apply Invisible Spell to the giant sized variety.  :P

EDIT: Any word on a to-hit mod for the launcher?
Other Games / Re: Videogame Discussion III - Snake Eater
« Last post by YuweaCurtis on Yesterday at 10:11:46 AM »
Other Games / Re: Videogame Discussion III - Snake Eater
« Last post by oslecamo on Yesterday at 05:51:37 AM »
Hey, I could have just as easily picked Leadership or something and handwaved away the secret base stuff much in the same fashion Baha has her own organization. I'd just call them my subordinates.  :P
Baha actually has Leadership and an huge Cha score, Hugo has 10. :P

You could've just asked me to roll those, you know. They lasted all of a single round. And either way, just because that's only half my character concept doesn't mean you have to diss it.
Nothing personal, it's from the SRW d20 basic rules thread actually, even the wiki does it.

I'll recalculate the damage then. I was confused by your wording in your post assuming it somehow tore through the AT Field too.

As for the Disk Launcher...

-I don't mind it costing an upgrade point. Hey, while we're at it, we can think of extra upgrade options for it.
-That range is... pretty atrocious. For a weapon that's supposed to be specialized at doing one thing (it's not even damage!), treating it as an improvised throw is pretty bad... I'm sure we can do better. (It's not like there's good reason to ever "throw" a disk into melee either. even by using maneuvers with it...)
Remember that Dynamic wouldn't make it count as improvised anymore plus the 50 mu is just the base range, and you can increase it by taking a -2 penalty for each extra range increment like other ranged weapons, so you could go up to 500 mu.

Also multi-buffing by itself is already pretty boss.

-OK with scatter rules.That actually makes it even more useful for area of effect stuff.
-I get the idea of trying to limit the number of disks thrown per round, but you'll remember Hugo tends to use predetermined "configurations" (I'm the one who ends up picking them on the run). So let's say he could save up to Int mod in "configurations" (this is a mage weapon after all and Int is related to remembering stuff) with up to four disks per configuration (later upgrades could increase that amount), or up to his Dex mod for on-the-fly stuff.
I'm willing to try that out for now.

-The existence of the Disk Launcher does not preclude the ability to draw disks by themselves (which benefits from the Quick Draw feat). This should still allow Hugo to use the quickdraw+Telekinesis combo (it takes him a full round to set up, plus it's a fairly limited range, so it shouldn't be an issue, right?).
Each individual disk counts as an object, no counting bundles as a single object for telekinesis.

Also as already done before, since the disks are physical objects they're vulnerable to be intercepted by defensive weapons.

[D&D 3.5] The Other Half / Re: IC-Multiplanar conflict
« Last post by oslecamo on Yesterday at 12:43:56 AM »
Everybody can see some smoke coming out of Dyson's head as it computes through the infernal clauses of the Pact Primeval, but after a minute and six seconds the inevitable can 100% rule that a lawful release is in order due to exceptional circumstances em situ.
Super Robot Wars d20 / Re: Great General Discussion and Suggestions II-Z
« Last post by oslecamo on Yesterday at 12:34:02 AM »
Understood, I'll keep that in mind.  :)
Oslecamo's Improved Monster Classes / Re: Skaven
« Last post by oslecamo on Yesterday at 12:32:21 AM »
Looks awesome!
Also the delightful little ratling I plan to apply this to is named Snich, so that's a weird coincidence decoy.

Now for what meagre feedback I have:
Is it meant to have quadruple skill points at level 1? I assume it's something like a cope paste error.
Ups, fixed.

Who choses what curse they get from unexplainable bad luck? Is there a hide check to hide the action? Is there a save to avoid it, what about the bestow curse effect?
Should be clearer now.

Unseen force seems very similar to the Cloak of concealment of the Eshin agent Gutter Runner ability, maybe have it overrule it like perfect poisoner does to Lingering poison and weeping blade.

Any suggestions for replacing Claw Marked Treaty pact for games where leadership isn't appropriate?
Added alternative for getting the three other scavenge pile picks with free enhancements representing the Eshin Nightlady becoming a corrupt respectable skaven supply manager.

Perhaps Poisonclaw could have some sort of synergy with the bite attack the cuddly little furballs already has?

No Proof Ever Found - Maybe an action for the Nightlady to designate the decoy as a decoy to get out of sticky situations?

Maybe some sort of ability that continues on the Eshin line of abilities to do fun stuff with disable device? Perhaps bombs replicating spells instead of the sorcerer spellcasting?
Added Infernal Bomb synergy alternative to make Sorcery Bombs that work as Infernal bombs but replicate evocation spells.

Interesting bit with the Nightlady! I have a few recommendations:
 1) Unyielding Shadow: How do you follow something like a Teleport with a Move Action if it's not your turn? Please clarify this aspect of the power so it makes sense.

 2) Unseen Force: Invisibility states it can't be made permanent except on objects. Indeed, Pixie, has a permanentGreater Invisibility, and other Sprites get Invisibility powers but not the spell as permanent. In any case it's not TOO difficult to detect an invisible enemy (Flour, Glitterdust, See invisibility)

 3) I've noticed a trend of 13 being super popular. Why not make any d12 rolls (such as unexplainable bad luck) into 1d12+1?
1) The idea is that after you spend the move action you always tag along them with no need of further actions. Clarified.

2)Specific trumps general. Anyway the abilty was mostly replaced with an improved Cloak of Deception so shouldn't be so easily countered now.

3) Yeah, 13's the sacred number of the Skaven. But adding +1 to the 1d12s is a delightful idea I hadn't thought of yet, added it all around.  :D
Oslecamo's Improved Monster Classes / Re: Arrow Demon
« Last post by oslecamo on Yesterday at 12:32:01 AM »
Added to the index. :)
Oslecamo's Improved Monster Classes / Re: Arrow Demon
« Last post by ~Corvus~ on July 18, 2018, 05:48:51 PM »
Should be ready to go!
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