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Messages - Bdrone

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1
Oslecamo's Improved Monster Classes / Re: Chaos
« on: July 17, 2017, 11:20:13 AM »
I am quite glad to see this continue- for the glory of the dark gods! (been eyeing this to make a Malal worshippper off and on for a bit now...)

though i did notice- of your new weapons added to the prior chaos classes, the Soul Snare Lash's text appears incomplete, just in case that was missed.

i can't wait to see the warband and going solo options, as well as the completion of the chaos classes.

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Touhou Battle Grimoire / Re: Purple Mage Heretic and Cosmic Mind
« on: October 25, 2014, 01:27:45 AM »
I'm VERY glad to see something based on Hijiri. Not only did I make it a personal goal to defeat her and recently accomplished just that, but I personally quite like her. Her school being a Forbidden one, not so much... I'm still here and there on the Concept. the prestige will be... interesting. takes a bit of dabbling all over the place, (gotta pull in divine...) but just the Sutra Scroll on it's own intrigues me. I like the limits and the mundane benefits, but on the other hand that's a lot of progression types to me.

I'm currently Attempting a play test of an Ordinary Magician thusfar, and its kind of been stumbling. I want to see how this class and forbidden school affects my thoughts on this particular grouping of things, so ill be watching.

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Touhou Battle Grimoire / Re: Youkai Engineer (base class)
« on: November 23, 2013, 01:41:02 PM »
Suits, and leprechauns (and recent change commentary)!

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Planning encounters

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Touhou Battle Grimoire / Re: Youkai Engineer (base class)
« on: November 20, 2013, 03:16:35 PM »
With regards to Arsenal and emergency plans

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With regards to Engineering Options and Breakthroughs

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And.. Bonus! the Spider encounter finishes.

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Touhou Battle Grimoire / Re: Youkai Engineer (base class)
« on: November 20, 2013, 01:27:11 AM »
Well, the way I saw the Arsenal armor making sense is that we never specify how much we get. Talyin wears hers somewhat hidden under her robe, and in the standard suit activation, i thought of the E.H.S. connecting with certain portions on an undefined level (WAAAGH!!!) in order to make the suit wrap properly, then add additional for tank mode. Although that does make me wonder now, with regards to armor. if you wear arsenal, then step out and let the suit move on it's own with sentience, or use the controller to move it, i assume it can't get the armor benefit as well as you? speaking of that, how close do i have to be to my suit to give it the engineering options (for example, i jump out of the back of an active suit with my arsenal weapon ready to help pour fire down a hole?) although im all but certain i can't make use of those options (like making the weapons) with the suit off...

Anyway, now the standard armor makes sense, and it changes my level 1 perspective of how id have run this- same with feats, the more I glare at sweet pilot ones. but yeah, at the earliest opportunity, Arsenal armor is quite sweet... Talyin's suit in tank mode currently is fufilling it's role. Ive already caught myself staring at my first breakthrough or next Super robot options, since level 2 is so close... that's whats so neat about this to me.  While their might be an optimal method to even this, people will have their own rhyme and reason for taking which upgrades from which trees and when.

Like right now im deciding on the breakthroughs (tossing up between Youkai Drone or system shock (with sentience) for luls, but more seriously, Maintenance or extending arms, maybe turrets), and then i stare at level 2 super robot options. do i take plating, nanomachines, or an improved reactor? what about Sentience programs and balanced to use melee more efficiently?

you know, you've heard what i like (MOAR DAKKA. seriously, how soon can i stick a Youkai Drone, a sentient Suit, enough points to give them both weaponry, and arsenal myself to fire dakka everywhere?), but what do you like out of it? I assume you are also testing it somehow... what do you do with it?

I run my campaigns as an all in one spot on roll20 whenever I can get my players on. He hasn't been about the last few days, but I'm hoping he appears soon so I can continue the field test- also because I really want to work on how I handle Character Interaction. Once i figure out how to let you in (my player got me into using the system and even using maps, really), I may PM you the details. whats the point of working hard to tell a story if only the ones on stage see it?

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Touhou Battle Grimoire / Re: Youkai Engineer (base class)
« on: November 19, 2013, 02:24:52 AM »
Response to Feat Selection

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E.H.S. 001

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Okay, learned even more with this last exchange... I am a bit nervous to share, but if you want a running notation, ill be glad to continue. and i assure you, it does make me happy to get to use such a thing.

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Touhou Battle Grimoire / Re: Youkai Engineer (base class)
« on: November 18, 2013, 04:26:41 PM »
Ok, here to speak about my current thoughts on YE, but there's a briar path of qualifiers i need to put on this.
Qualifiing statements-
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Character notes, the encounter, and Thoughts.
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TLDR- FRIGGIN LOVE IT, but Still have more studying of it to go- will update when i can.

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Sweet on the Heavy Weapon information- that will be put to great use.

im heavy on dex/int for the character in mind, and im alright with the half and half focuses you have created here. i commented about it being int because when making a Scholar i did a massive search for int based disciplines to put alongside Plain History and Int may be one of the least keyed stats in homebrew disciplines. its either that or Con, and i was very disappointed.

okay, now K's Extending Arm makes a lot of sense, and i love it! I already felt like using Gunfight as a primary stance, but this is close company for the close range advantages it provides.

 As for Trauma in the Glimmmering Depths, as far as i can tell, the issue there is making the effect worthwhile to use, tilted vs weapon damage and the opponent dieing normally anyway. im assuredly not the person to Discuss the best method.

Thank ye, ill post what I've found in the YE thread. Ill say this much- the Dakka is beautiful.

9
Hehehe. perfect timing on this, Ano. my YE just appeared in the story, and this afternoon we enter combat, but I was a little sad that I didn't have any non-line AoE potentials to really do missiles if I wanted.  I just glanced over this stuff here, but it looks like a blast (hah). It's always nice to have another Int based discipline (well, sort of here... combined with Swim) to work with, but it's rather beautiful with the YE.

Comments (in no particular order)-

I love the feats for this one- Though I do kind of want to cheese it with my arsenal and use the water option provided in Aquatic engineer, but i know they count as Arsenal instead of firearms. Solid Metal geared? The Box? HAHAHAHA, genius.

Air torpedo, Photon Torpedo, Water Sign "Summer Plastic Bottle Rocket"-

YESYESYES.  Aside from the fact I know heavy weapons probably wouldn't work with this, the idea of deploying missiles in order to ride them (air torpedo), or travel and swerve around to explode on people, is awesome. just awesome. one of the issues i have with YE is effective range, which i was going to fix somewhat by using Ace Pilot stances to counterbalance range, but this is another glorious option- after enough levels you've got the macro-missile spam distance to surprise a pack of archers.

Kappa "Exteeeending Aaaaarm"-

This one is odd to me. so your threatening range extends by the range of an opponent nearby you, but with cucumbernergyâ„¢ (wow, that on the tounge...) you generate a bigger threatening field in general AND your best mod gets used there (INT! INT!). being able to flank a guy yourself is kind of sweet, really. definitely zoggin' bootiful if your da choppy type, but being able to shoot from any distance inside the area is nice to. guess that means with fine tuning you can duck AOO's for shooting close range if you modify the area?

Cucumber Sound System-

This is pretty neat- primarily because we hadn't covered sound stuff in YE. i was just wondering what Progress expenditure would it be to have a microphone set up using the suit to amplify sound or do a Shoutaz sort of thing ("Hear ye, hear ye! your punishment is now in session!" *DAKKA*). but this kind of gives me an answer. lets Beat box/ EM someone into Stunned Silence. Do like!

Drown "Trauma in the Glimmering Depths"-

Uhm... I... don't know if i like this one, but as ive said before, im no judge of balance. im no great DM, so i can't speak about whether or not this is nuts. but it does worry me for an unexplainable reason (my work with higher level campaigns is nonexistent, so i do not know if this is okay or not...). I guess a Fort save or suffer can be par for the course, but to fuffill those criteria... sounds simple, though i have not run the math.

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I was hoping this would be an interesting discipline to add to the bunch, and overall, it delivers. the water shaping, missile options, sound system, and other opportunities just sound great. Where my YE until this moment was sticking with Ace pilot and Into the Danger Zone... Into the Danger Zone may be executively removed to give Super Youkai Warhead a try (to be fair, Ace pilot was the auto-pick...). unfortunately for me... NOW i have to make more room for feats! GYAH!

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Touhou Battle Grimoire / Re: Youkai Engineer (base class)
« on: November 12, 2013, 12:11:51 PM »
my apologies if this posting is improper (double posting), but further questions have come up...

in addition to what Sentience can actually let your suit do independent of you while being piloted (A question for Super robot in general, i know.) im a bit unsure about how you tally heavy weapons -pp with investing.

investing dictates i can only put in 5pp per YE level in any one particular Engineering option- does this count even when heavy weapons takes the PP under that amount(for example- I wanna make a B.F.G. at level 1, so i make a ranged Heavy weapon with a d12 damage dice. do i still only have 2 pp left to spend on range mods or anything else, or can i take the full extra point investiture, technically having 15 points at the start instead, to make this gun nice and long ranged with extra bitz, but only spending 5 PP in actuality?), or is it the same as with energy and has a limit to your level?

this would help me understand twin-linking such weapons as well, which sounds like a right blast no matter what, but thinking it through to post i feel like a its probably more like energy. I just want my Big shoota to be proppa, if you don't mind the ork-speak.

the times coming to unveil this class in my campaigns and I couldn't be more stoked with all the little bits of choice I get. just the other day i was gleeful about custom tool, and preparing a killzone by "purchasing" several squares worth of Caltrops and taking position with a heavy weapon. having a mini-vending machine of options and the kind of character bonkers enough to be such a class may shake my campaign up a bit. Personally I'm going for a crazy tech genius Sniper, who's got a scheme or two.

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Touhou Battle Grimoire / Re: Youkai Engineer (base class)
« on: October 12, 2013, 03:42:45 AM »
Both of the things that I brought up are actually references to Invader Zim. Zim had for all intents a backpack that doubled as some kind of sustenance for his race, though I can't remember what exactly. One of the coolest things about the backpack to me was when he couldn't or didn't want to walk or run, it deployed spider-like legs to walk on, aiding in climbing as well as just being faster for him, in addition to a host of other gizmos.

A S.I.R (Standard-Issue Information Retrieval) Unit was for all intents a Recon assistant robot, also from the same show. interactions with Sentience from Super Robot was what brought this up. I thought I could do something for giggles more so than practical reasons, like Sentience-treeing for a mind, Giving the suit it's own mobility and have a wandering buddy in my downtime.

While ideas on such a thing like this don't come to me easy, im excited to see what this is going to look like overall.

EDIT: Ever since the changes ive been going nuts waiting for a time to implement this class in my campaigns. i SO want to run it well over 30 days ago.  I do have to point out I thought you could do so much more in a turn until i realized that the one round limitation of most abilities here combined with Progress point recovery means  you really have to budget how your going to spend your points about. I very much like that.  This class has such a shift able device, I honestly am fine with how this draft turned out.  still being fresh to the Rulesets presented,  i can only marvel at the glorious customization... AND ALL DAT DAKKA! WOO!!!

I feel like a lot of my questions are dumb, and probably so because I never used SWR d20.

I love how System Shock is still here, but it makes me question just what your suit can do with its sentience program if you are actively piloting it. rereading that it still obeys orders, but i assume that it can't fire weapons independently of you unless you are outside of it, leaving it to it's own devices. that what i figured until you pointed out in system shock that the suit can use its turns controlling funnels....

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Touhou Battle Grimoire / Re: Youkai Engineer (base class)
« on: October 07, 2013, 10:38:54 AM »
With notes on the Built in range weapons..... YES. <YES, PLEASE>

I... wasn't aware of Shapesand at all, and you have a point- letting artificers and wizards focus on crafting is probably for the best, especially since to me, crafting is such a nebulous thing there's no need to further complicate it with YE specific capabilities. To be honest i don't really have much of a basis besides the idea that you as may be constantly cobbling things together for the sake of testing. Eventually I would figure a YE might modify her suit to help speed such things along, kind of like the self repairing suit in the original draft.

*shrugs* I wanted to try to throw something in there, but since I'm so fresh to a lot of the concepts here, that's what came off my head first- something like lunatic craft for the Chaos template series maybe (substituting a crazed mind for a somewhat less so with mechanical help), but developed by a YE with perhaps some other limitations. Considering the other possibilities, it does sound unnecessary.

huh... there's something I could ask, as clarification. So whats the odds you could make your own S.I.R. unit Invader Zim style, or alternate modes of mobility through the suit? spider leg backpack!

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Touhou Battle Grimoire / Re: Youkai Engineer (base class)
« on: October 07, 2013, 02:55:39 AM »
I'm with Raineh. This isn't even my work and im a bit flustered under the collar with some of the tone in here.

..looking at the Draft here, I... ach, I'm cautiously optimistic. I'm hoping there's a lot that be done with the point value system to replace spirits- not that it bugs me to lose them- i was to caught up in the robot mods and chassis anyway. I already had a prelim drawn up to use Real pilot base mechs with maybe some Super robot in the back- but that's gone off the wayside. fair enough, but I guess I should then ask, can we tinker a built-in ranged weapons onto it, since i could never figure out on my own if that could be done with the Super Robot? pleeease tell me I could add missile pods to the YS.

I know im not much help, but for random suggestions maybe you could have some sort of an assistant crafting system for the YE through their suit for a level of point expenditure? just kinda makes sense to me that an engineer of this would try to automate processes. Thing about that is, I don't know where to begin to structure such a thing based on your vision- or where to slice it for the sake of...balance. I still bring it up because while in the old draft you could modify devices, you couldn't "make" anything short of a YS or readjust it really. Though its just as likely i missed something.

I'm personally happy with the potential for a potent mech-like get up with sufficient amounts of Dakka. longer the range, the better.

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Touhou Battle Grimoire / Re: Youkai Engineer (base class)
« on: October 02, 2013, 03:21:56 PM »
...well, I like it. I must have because it made me re-read everything involving the Super Robot Wars project i could use with this. I'm pretty sure i blew the last 3 hours giggling about deciding on the base Chassis alone (more dakka, please!) between the two pilots and trying to figure out how to implement this or Moon Vanguard in my current campaign, after going to reread that.

I am assuredly not one to know balance, and i have no intention of rating it on that, but this got me to jump around the house and reintroduce myself to other homebrew and dig in deeper. had to do something right. Maybe it was the thought of in mid stride pulling a cord or pushing a button that triggers my Suit and then punching a bystander who was chuckling about my backpack in the face with a metal arm as I pass by. had to help!

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Homebrew and House Rules (D&D) / Re: Machine Mistress
« on: August 23, 2013, 03:29:08 AM »
I have a few questions about this class...

So, going to the last question about Two weapon fighting with the various bits of wargear, are any of these enchant-able? if so, which ones?

I would assume anything you refer to as a weapon would require fine manipulation, but is that entirely true? could you have, for example, an Android with a Gauss flayer in their arm, or a Runner variant with a horn that has the flayer inside of it? (Death robo-unicorn!)

Im using a slightly altered variant of this in my games right now, and I very much enjoy it. (i wanted to see what would happen with earlier access to the machine mistress gaining upgrades, so i moved Auto upgrade to level 2, and I'm thinking some kind of integrated control enhancer for level 7 instead (no weapon required to be held at minimum, slightly bigger range as a potential.)) While I do want the Mistress to be a bit more capable as an individual character (maybe some kind of extra crafting perk or combat benefit, im not sure.), its hard to deny how bonkers it gets when you have just a few HD 1 minions about.

I can sock all my concerns of the class down to the fact that they imply she is without her children. and while that can indeed be the case, you are still dealing with a metal plated character who has probably come up with a trick or two, like an Artificer without the magic items. also, ive never had a feat with so many options as upgrade specialization that are equally juicy. Do i pick another 1 off upgrade to boost all my children? or do I plan ahead and reduce the cost of something else. if you apply that to the machine mistress herself, things get very interesting.

This is the alternative to necromancer centric characters i always wanted. sometimes, you just don't care for Rot, you know?

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Introduce Yourself / Following a path...
« on: August 11, 2013, 12:54:46 AM »
...I find myself here.

Greetings. Usually I do not post, but I felt the need to thank a particular person on these boards, and so, here I am.

I'm youngish to tabletop games, because of my extended time with only video games, but now that I've taken the role of DMing smaller games for the people i know, i came out here in my ever expanding search to see what i can do to my party... or with them.

Right now my current interests for tabletops are collecting for Pathfinder conversions, playing Bare-bones Multiverse, and when I can finally getting to play both Call of Cthulu and Warhammer 40k in RPG format.

failing that, im usually playing one of the Touhou series of games, or Blood Bowl. now, if ya don't mind me,  I must give my thanks.

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