Author Topic: General Discussion and Suggestions  (Read 247194 times)

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #860 on: July 28, 2017, 01:14:07 PM »
For the Experimental Module, what exactly is the upgrade point limit? Does a material pay for 1 point or to each point of the same upgrade? Or even everything under that material's list?

Also the list needs updating, unless you don't want anything else available through it.
Experimental modules follows the same cap as super robots. A single special material will pay any number of upgrades on the respective category for a single mecha.

Added the new upgrades.

Honestly I'd be content with Supers exactly as they are now if damage across the system wasn’t so high. Around Arsenal IV I find that Super and Real defenses both start to fall behind relative to available weapon damage.

My single biggest issue with damage balance is Heavy weapon abuse. Under normal circumstances, they can be used only as a fullround action, but some maneuvers let you attack with a Heavy weapon as a standard (or even immediate!) action. Then there's the Alpha Strike type Full Attack, which lets you fire essentially all your weapons in one turn, including multiple Heavy weapons.

My suggested fix for that is to change the description of Heavy weapons to this (changes italicized):

Quote
This weapon takes a fullround action to use. It cannot make iteratives, but you can ready up an attack with an Heavy weapon as a fullround action. If any ability would allow you to full attack with a weapon after movement, then it can be used to perform one attack with this weapon. Any ability that would allow you to use a weapon and takes less than a fullround action requires a fullround action to use with a Heavy weapon. If you cannot perform a fullround action at the time you wish to use that maneuver or ability, you may not use a Heavy Weapon with it. A Heavy weapon may not be used as part of the type of Full Attack that uses more than one of the mecha's weapons, as it already requires a fullround action to use. Those weapons add twice Str/Dex modifier to damage rolls instead of just once. If a weapon has somehow the Heavy and Defensive properties simultaneously, then only the Heavy property applies.

This would mean you couldn’t use a Heavy weapon as part of a Counter off your turn. You couldn’t use something like Iron Blow to use a Heavy weapon and move in the same turn because it does not already require a fullround action to use, instead it would just let you fire the Heavy weapon without response. You would also no longer be able to avoid the "can't iterate a Heavy weapon attack" rule by just having multiple different Heavy weapons (or multiple copies of one) and doing a multi-weapon Full Attack.

Zooming in on the interaction between Heavy weapons and maneuvers that use weapons and take standard actions, here’s my view on them. Every maneuver has some benefit to the weapon you’re using. For example, Colossal Strike is a touch attack, doubles damage, and ignores DR - a great deal at 35EN. However, every single such maneuver has an unwritten additional benefit: “And if it’s a Heavy weapon, you can use it and still move that turn”. Taking a fullround action to use is the defining cost of Heavy weapons, so removing that is an incredible benefit.

Regarding the use-multiple-weapons Full Attack, that's another way to do excessive spike damage in a single turn no matter what kind of weapons you use. The restriction to "one per pilot level" becomes irrelevant to all classes around level 6 or so, because from then on you'll pretty much always be able to use as many weapons as you can hold. I recommend making that "one per four pilot levels" or "as many weapons as the number of attacks you could make in a regular full attack". Still a powerful option, but no longer objectively better than a regular Full Attack.

The reason I bring these things up is I exploit them all the time in our campaign and even I don’t think they’re fair. They turn into dominant strategies to the point where if you don’t use them, you’re crippling yourself.

Well the party in this forums haven't really done either in-play (and the Heavy in multiple weapon full attack was something I clarified as not working, point) but I can see the abuse potential, so added the extra Heavy clause as per your suggestion. As for the full attack part, reduced to 1+1/3 pilot level.

Offline Raineh Daze

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Re: General Discussion and Suggestions
« Reply #861 on: July 28, 2017, 01:23:11 PM »
I have no idea what these experimental modules you're talking about are. Or what's the deal with all the Accessories that have [Rev] next to them. Which thread is that in...?

Offline Fzzr

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Re: General Discussion and Suggestions
« Reply #862 on: July 28, 2017, 02:21:34 PM »
Well the party in this forums haven't really done either in-play (and the Heavy in multiple weapon full attack was something I clarified as not working, point) but I can see the abuse potential, so added the extra Heavy clause as per your suggestion. As for the full attack part, reduced to 1+1/3 pilot level.

Thanks! :D

Now to find even more hilarious exploits! :smirk (It's just what I do)

Offline YuweaCurtis

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Re: General Discussion and Suggestions
« Reply #863 on: July 28, 2017, 02:22:39 PM »
I have no idea what these experimental modules you're talking about are. Or what's the deal with all the Accessories that have [Rev] next to them. Which thread is that in...?

The former is in Support Staff, the later should be in Arsenal and if not the Introduction section.

Offline CKirk

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Re: General Discussion and Suggestions
« Reply #864 on: July 28, 2017, 02:39:59 PM »
I have no idea what these experimental modules you're talking about are. Or what's the deal with all the Accessories that have [Rev] next to them. Which thread is that in...?

[Rev] accessories continuously replicate the effect of spells, and are incompatible with barriers. it's mentioned in the keywords both in the intro and the arsenal

Offline Raineh Daze

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Re: General Discussion and Suggestions
« Reply #865 on: July 28, 2017, 02:45:25 PM »
I have no idea what these experimental modules you're talking about are. Or what's the deal with all the Accessories that have [Rev] next to them. Which thread is that in...?

[Rev] accessories continuously replicate the effect of spells, and are incompatible with barriers. it's mentioned in the keywords both in the intro and the arsenal

They weren't mentioned in the introduction, seems like that was missed when they were added. I was looking at that one, not the Arsenal keywords.

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #866 on: July 28, 2017, 03:08:07 PM »
Now, courtesy of no other reason than my own total boredom, I've decided to see if I can build Getter Robo. Level 5 has been chosen because of how many other versions there are. Getter Emperor is, predictably, sitting somewhere beyond level 20 just based on the size requirements (3,700,000 MU means you need, approximately, another 15 size categories after colossal--so another 13 growth upgrades beyond level 20. Lol)
Getter Emperor's components totally are ship captain/super. They no longer turn into jets, they turn into battleships carrying armies inside and the pilots stand at the bridge shouting orders.

So assuming one is an humongous battleship (colossal+5 extra sizes), the other two can each bring 5 growth upgrades for the total of +15 above colossal you want. And combining mecha also throws an extra free size upgrade.

On the other hand you'll need to pay 235 energy at the start and end of every turn plus an extra 2 energy per turn. How much energy regen can you pull at 20th level again? :P

(click to show/hide)

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Anyway, with all that out of the way, I want to know if I'm combining things right in the next step? Since it seems like additive upgrades stack, and same-weapons don't, so... unless different weapon upgrades count as different weapons...

(click to show/hide)

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I may make the pilot stats and add to the NPC list if you don't mind.

Offline Raineh Daze

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Re: General Discussion and Suggestions
« Reply #867 on: July 28, 2017, 03:39:33 PM »
Now, courtesy of no other reason than my own total boredom, I've decided to see if I can build Getter Robo. Level 5 has been chosen because of how many other versions there are. Getter Emperor is, predictably, sitting somewhere beyond level 20 just based on the size requirements (3,700,000 MU means you need, approximately, another 15 size categories after colossal--so another 13 growth upgrades beyond level 20. Lol)
Getter Emperor's components totally are ship captain/super. They no longer turn into jets, they turn into battleships carrying armies inside and the pilots stand at the bridge shouting orders.

So assuming one is an humongous battleship (colossal+5 extra sizes), the other two can each bring 5 growth upgrades for the total of +15 above colossal you want. And combining mecha also throws an extra free size upgrade.

On the other hand you'll need to pay 235 energy at the start and end of every turn plus an extra 2 energy per turn. How much energy regen can you pull at 20th level again? :P

I thought the way it worked was you would be +1 above the size of your biggest component? I didn't know Growth would get involved and stack like that.

Though whilst that might give you the size, it's a clearly poor way to emulate Getter Emperor. Just because that one is tied specifically to Ryoma, doesn't mean that the other two components get to be smaller. ;)

Quote
(click to show/hide)

(click to show/hide)

(click to show/hide)

Anyway, with all that out of the way, I want to know if I'm combining things right in the next step? Since it seems like additive upgrades stack, and same-weapons don't, so... unless different weapon upgrades count as different weapons...

(click to show/hide)

(click to show/hide)

(click to show/hide)

I may make the pilot stats and add to the NPC list if you don't mind.

By all means, go ahead. It's not like I did anything terrible novel or original, there.

Offline Fzzr

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Re: General Discussion and Suggestions
« Reply #868 on: July 28, 2017, 04:03:15 PM »
I read over all the schools in this system (ignoring 2hu ones) and that Heavy weapon change fixed almost every previously unfair maneuver! There's only one egregious one left:

Quote
Squad Breaker
Into the Danger Zone (Boost)
Level: Any Pilot Class 6
Initiation Action: Standard action
Range:  See text
Target: See text
Duration: instantaneous
Save: none

When you initiate this maneuver, double your reach and perform two attacks against each oponents whitin reach with one melee weapon of your choice.

In alternative, fire a ranged weapon at a square twice. The shots explode in a burst with a radius equal to 10 x your pilot level in mu. Enemies caught inside the explosion must suceed on two reflex saves with DC equal to your attack rolls. For each failed save they take damage as if struck by your weapon.

This remains extremely powerful even with Heavy weapons turning it into a fullround. I think the fix is simple: just have it only make one shot if the weapon you use is Heavy. That would make it so that it still works as a mook crusher, but would no longer do enough damage to seriously threaten bosses.

Offline Raineh Daze

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Re: General Discussion and Suggestions
« Reply #869 on: July 28, 2017, 04:25:05 PM »
Also, the answer to "how much energy": with stacking levels of Battery for a combined mecha, and a current maximum reactor of III for Supers: 440/5. 88. So, you could merge Getter Emperor for a single turn (more, if EVERY pilot had Spiral Power or whatever it's called and burned all their spirit to do that).

EDIT: Wait, I tell a lie. 132 a turn (88 is for Reactor II). Therefore, for Getter Emperor to sustain itself independently, it needs Reactor VI.
« Last Edit: July 28, 2017, 04:41:23 PM by Raineh Daze »

Offline Fzzr

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Re: General Discussion and Suggestions
« Reply #870 on: July 28, 2017, 05:06:31 PM »
Also, the answer to "how much energy": with stacking levels of Battery for a combined mecha, and a current maximum reactor of III for Supers: 440/5. 88. So, you could merge Getter Emperor for a single turn (more, if EVERY pilot had Spiral Power or whatever it's called and burned all their spirit to do that).

EDIT: Wait, I tell a lie. 132 a turn (88 is for Reactor II). Therefore, for Getter Emperor to sustain itself independently, it needs Reactor VI.
Remember that anything that grants energy to a combined robot gives 1/2 amount, including Reactor and items.

Edit: Energy regeneration, not capacity. For example, Propellant Pack, spirits that grant energy, Reactor, and Energy Taker would all provide half the usual amount of energy.
« Last Edit: July 28, 2017, 05:09:04 PM by Fzzr »

Offline Raineh Daze

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Re: General Discussion and Suggestions
« Reply #871 on: July 28, 2017, 05:36:28 PM »
Also, the answer to "how much energy": with stacking levels of Battery for a combined mecha, and a current maximum reactor of III for Supers: 440/5. 88. So, you could merge Getter Emperor for a single turn (more, if EVERY pilot had Spiral Power or whatever it's called and burned all their spirit to do that).

EDIT: Wait, I tell a lie. 132 a turn (88 is for Reactor II). Therefore, for Getter Emperor to sustain itself independently, it needs Reactor VI.
Remember that anything that grants energy to a combined robot gives 1/2 amount, including Reactor and items.

Edit: Energy regeneration, not capacity. For example, Propellant Pack, spirits that grant energy, Reactor, and Energy Taker would all provide half the usual amount of energy.

True, hmm. Therefore, you need Reactor XII--obviously beyond what you can get in 20 levels (or at all) but hey, Getter Emperor's not supposed to be something that's attainable. Infinite growth potential and all. Pretty much a cosmic horror. :p
« Last Edit: July 28, 2017, 05:42:12 PM by Raineh Daze »

Offline Anomander

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Re: General Discussion and Suggestions
« Reply #872 on: July 29, 2017, 12:15:03 AM »
Question on the terminology of some Super Robot upgrades.

Many upgrades uses terms that make slightly unclear whether they are meant to refer to the pilot himself, the super robot or both.
Quote
Tek Soul-Super Robot's main pilot maximum spirit points increases by 20 and they recover 4 extra spirit point per turn, but your HP is halved. You receive an extra +5 max spirit and 1 spirit regen if you're small, extra +10 max spirit and 2 spirit regen if you're tiny, extra +15 max spirit and 3 spirit regen if you're diminutive, extra +20 max spirit and 4 spirit regen if you're fine.
It is often used for the abilities that vary with size, in which case it seems meant to refer to the robot and not the pilot. But in the above example who/what does the HP halving affect?

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #873 on: July 30, 2017, 04:48:51 AM »
I read over all the schools in this system (ignoring 2hu ones) and that Heavy weapon change fixed almost every previously unfair maneuver! There's only one egregious one left:

Quote
Squad Breaker
Into the Danger Zone (Boost)
Level: Any Pilot Class 6
Initiation Action: Standard action
Range:  See text
Target: See text
Duration: instantaneous
Save: none

When you initiate this maneuver, double your reach and perform two attacks against each oponents whitin reach with one melee weapon of your choice.

In alternative, fire a ranged weapon at a square twice. The shots explode in a burst with a radius equal to 10 x your pilot level in mu. Enemies caught inside the explosion must suceed on two reflex saves with DC equal to your attack rolls. For each failed save they take damage as if struck by your weapon.

This remains extremely powerful even with Heavy weapons turning it into a fullround. I think the fix is simple: just have it only make one shot if the weapon you use is Heavy. That would make it so that it still works as a mook crusher, but would no longer do enough damage to seriously threaten bosses.

Changed.

Also, the answer to "how much energy": with stacking levels of Battery for a combined mecha, and a current maximum reactor of III for Supers: 440/5. 88. So, you could merge Getter Emperor for a single turn (more, if EVERY pilot had Spiral Power or whatever it's called and burned all their spirit to do that).

EDIT: Wait, I tell a lie. 132 a turn (88 is for Reactor II). Therefore, for Getter Emperor to sustain itself independently, it needs Reactor VI.
Remember that anything that grants energy to a combined robot gives 1/2 amount, including Reactor and items.

Edit: Energy regeneration, not capacity. For example, Propellant Pack, spirits that grant energy, Reactor, and Energy Taker would all provide half the usual amount of energy.

True, hmm. Therefore, you need Reactor XII--obviously beyond what you can get in 20 levels (or at all) but hey, Getter Emperor's not supposed to be something that's attainable. Infinite growth potential and all. Pretty much a cosmic horror. :p

Quite true in the manga version, in which the aliens indeed see Getter Emperor as a cosmic horror coming to destroy them all, curb-stomping all on its path.

Also kinda hard to design a full length campaign when the party can just literally crush planets in their super robot's hand. :P

Question on the terminology of some Super Robot upgrades.

Many upgrades uses terms that make slightly unclear whether they are meant to refer to the pilot himself, the super robot or both.
Quote
Tek Soul-Super Robot's main pilot maximum spirit points increases by 20 and they recover 4 extra spirit point per turn, but your HP is halved. You receive an extra +5 max spirit and 1 spirit regen if you're small, extra +10 max spirit and 2 spirit regen if you're tiny, extra +15 max spirit and 3 spirit regen if you're diminutive, extra +20 max spirit and 4 spirit regen if you're fine.
It is often used for the abilities that vary with size, in which case it seems meant to refer to the robot and not the pilot. But in the above example who/what does the HP halving affect?

Unless it specifically mentions the pilot,  it works with the super robot.

Offline Raineh Daze

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Re: General Discussion and Suggestions
« Reply #874 on: July 30, 2017, 09:16:30 AM »
Not just the aliens--the thing alternately terrifies and horrifies Ryoma (depending on whether it's the manga or one of the anime) in particular. And it's still shaping up to be the final boss... :lmao

Offline YuweaCurtis

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Re: General Discussion and Suggestions
« Reply #875 on: July 30, 2017, 12:34:40 PM »
Are you going to make Psycho/ Prodigy feat equal to Real Divinity/ Super Arcanist?
« Last Edit: July 30, 2017, 12:37:04 PM by YuweaCurtis »

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #876 on: July 30, 2017, 05:19:46 PM »
And done.

Not just the aliens--the thing alternately terrifies and horrifies Ryoma (depending on whether it's the manga or one of the anime) in particular. And it's still shaping up to be the final boss... :lmao


Future Musashi is a lot more enthusiastic about the whole thing.

Shame Getter Arc never got finished.

Offline Raineh Daze

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Re: General Discussion and Suggestions
« Reply #877 on: July 30, 2017, 05:31:18 PM »
Supporting the Getter or being dead? Tough choice.

I'm reminded that I was interested in the Einst. Still looks like an interesting class to play. I'm surprised there's not an Instinct to have them stick by their Queen without directly controlling them, though. And how the second two classifications are supposed to contribute much in a fight, given that hitting on mecha scale won't help with the difference between non-mecha and mecha AC/attack, and Nurturing has... no protection at all against mecha going for their weak point?

I mean, that's my real concern with the Einst Queen: they're pretty much normal characters, where only one of them has a means to not be taking massive damage, but you can't use Queen's Will without being present on the battlefield... and if you're there, it's an easy target.
« Last Edit: July 30, 2017, 05:50:53 PM by Raineh Daze »

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #878 on: July 30, 2017, 06:34:26 PM »
Supporting the Getter or being dead? Tough choice.
Someone's cosmic horror is somebody else's beloved god that rewards your faith with mass produced replacement clones eternal life. :P

I'm reminded that I was interested in the Einst. Still looks like an interesting class to play. I'm surprised there's not an Instinct to have them stick by their Queen without directly controlling them, though. And how the second two classifications are supposed to contribute much in a fight, given that hitting on mecha scale won't help with the difference between non-mecha and mecha AC/attack, and Nurturing has... no protection at all against mecha going for their weak point?

I mean, that's my real concern with the Einst Queen: they're pretty much normal characters, where only one of them has a means to not be taking massive damage, but you can't use Queen's Will without being present on the battlefield... and if you're there, it's an easy target.
Ah yes Einst Queen lagging behind.

Instinct for bodyguards would be kinda OP since there's no cap on how many you can produce total. Einst Queen is all about quantity over quality. Zerg rush your enemies and stuff. Queen's will is what you use when the enemy after the enemy is worn down/distracted by your first waves.

Gave Infiltrator Queen a bunch of bonus when working in mecha scale.
Nurturing Queen gets to sacrifice ongoing spells to save drone cores, plus she cannot be harmed while she still has an on ongoing spell and drones under Queen's Will.

Offline Fzzr

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Re: General Discussion and Suggestions
« Reply #879 on: July 30, 2017, 06:48:26 PM »
I read over all the schools in this system (ignoring 2hu ones) and that Heavy weapon change fixed almost every previously unfair maneuver! There's only one egregious one left:

Quote
Squad Breaker
Into the Danger Zone (Boost)
Level: Any Pilot Class 6
Initiation Action: Standard action
Range:  See text
Target: See text
Duration: instantaneous
Save: none

When you initiate this maneuver, double your reach and perform two attacks against each oponents whitin reach with one melee weapon of your choice.

In alternative, fire a ranged weapon at a square twice. The shots explode in a burst with a radius equal to 10 x your pilot level in mu. Enemies caught inside the explosion must suceed on two reflex saves with DC equal to your attack rolls. For each failed save they take damage as if struck by your weapon.

This remains extremely powerful even with Heavy weapons turning it into a fullround. I think the fix is simple: just have it only make one shot if the weapon you use is Heavy. That would make it so that it still works as a mook crusher, but would no longer do enough damage to seriously threaten bosses.

Changed.

Yayz! Thanks for taking in all this feedback,.