Author Topic: General Discussion and Suggestions  (Read 247166 times)

Offline Raineh Daze

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Re: General Discussion and Suggestions
« Reply #880 on: July 30, 2017, 06:56:33 PM »
Excellent, now an Infiltrator Einst Queen no longer has to rely on just light armour when fighting mecha. Now to just hope for an opportunity to use that class in something. :lmao

Incidentally, that seems like the best class to replicate Nono from Diebuster if you have Android as the base race. Which is hilarious when you realise she was made specifically to fight against space monsters.

Offline Anomander

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Re: General Discussion and Suggestions
« Reply #881 on: July 31, 2017, 06:32:34 PM »
On the new Wires. Questions so far:

They are defensive, which means that they can be used as an immediate action. They have a range increment of 90-mu, so 450-mu max range for what seems to be a thrown weapon (as most of the special weapons imply being). The base Wire Hook allows you to make the pull as part of the hit.
Which means that everyone can now travel up to 450-mu as an immediate action for 1 arsenal point and 5 energy.
Handy to get out of area of effects or the maximum range of an attack.

There is no duration to that connection but the fact that there are rules to keep it connected starting from the Arsenal II variant implies that it ends right after deciding whether or not to pull. How long does it last and if it persists, how to sever that connection? Any weight limits/carrying capacity if someone decides to pull a planet?

Once a wire connects to a target and the user keeps it up with energy every round, shouldn't there be a maximum range from which they can be from each-other if one never wants to get carried along?

For the offensive wires, should the user be able to prevent the target from following it for free when he moves?

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #882 on: July 31, 2017, 06:52:30 PM »
On the new Wires. Questions so far:

They are defensive, which means that they can be used as an immediate action. They have a range increment of 90-mu, so 450-mu max range for what seems to be a thrown weapon (as most of the special weapons imply being).
As much thrown as grenade launchers are. :P

The base Wire Hook allows you to make the pull as part of the hit.
Which means that everyone can now travel up to 450-mu as an immediate action for 1 arsenal point and 5 energy.
Handy to get out of area of effects or the maximum range of an attack.
Assuming you have something to attach the cable to and hit. :p

Anyway I now notice I completely forgot to also post the quick-and-dirty rules for pulling different types of stuff. :shakefist
 Also added extra energy cost depending on distance moved to limit movement spam.

There is no duration to that connection but the fact that there are rules to keep it connected starting from the Arsenal II variant implies that it ends right after deciding whether or not to pull. How long does it last and if it persists, how to sever that connection? Any weight limits/carrying capacity if someone decides to pull a planet?
The hook disconnects right after the pull, and there's now the rules for moving different weight categories around.

Once a wire connects to a target and the user keeps it up with energy every round, shouldn't there be a maximum range from which they can be from each-other if one never wants to get carried along?
It's the weapon's own maximum range, clarified.

For the offensive wires, should the user be able to prevent the target from following it for free when he moves?
Meh, it's already kinda too granular. If you don't want someone following you around, don't attach a cable to them in the first place.

Offline Anomander

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Re: General Discussion and Suggestions
« Reply #883 on: July 31, 2017, 07:00:28 PM »
Thanks for the quick patch!

Quote
Assuming you have something to attach the cable to and hit.
There should most of the time be terrain that can be targeted. Walls, building, trees, surface of the planet.
Not as useful in space unless you cleverly prepare the terrain with a few barely noticeable pieces of junk that can be targeted to get pulled around.
Sky battles are more limited unless you move from ally to ally and such but as long as you're about 400-450 mu from the ground there is somewhere to quickly escape to.
New energy costs kills it though :)

Is there a way for a cabled target to free himself? Beyond moving 450-ft away from the target and hoping the user runs out of energy, I mean.
« Last Edit: July 31, 2017, 07:07:48 PM by Anomander »

Offline Raineh Daze

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Re: General Discussion and Suggestions
« Reply #884 on: July 31, 2017, 07:04:04 PM »
Dropkick them when they reel you in.

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #885 on: July 31, 2017, 07:05:52 PM »
Disarm. Cables are still weapons.

Offline Raineh Daze

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Re: General Discussion and Suggestions
« Reply #886 on: July 31, 2017, 07:10:17 PM »
Not Sunder?

Offline Anomander

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Re: General Discussion and Suggestions
« Reply #887 on: July 31, 2017, 07:15:42 PM »
Ah, sound. Seems to mean it can be disarmed anywhere within the wire's range and not necessarily while the 'hooker' is within the range of your own weapons, representing not necessarily the removal of the wire's attach to their mecha but also its attach to your own body, which should always be within range. Or plainly pulling and tearing it off the user's mecha.

Wire Claw(III) : Do you get to choose each round the cable is kept whether you use it to communicate or Trip/Grapple/Disarm/Bullrush or is it the same once you first use it?  Such as deciding to use it to trip and then not being able to use it for a disarm attempt next turn, having to trip again. My understanding is that it is meant to allow usage swaps each round.

Oh, when someone is moving for free (perhaps by force) after a wire user, or is being pulled, is that movement provoking AoO as normal?
« Last Edit: July 31, 2017, 08:57:14 PM by Anomander »

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #888 on: August 10, 2017, 08:24:01 PM »
Not Sunder?

That would demand coming up with HP formulas and then there's energy beams and beam particle coatings so meh.

Ah, sound. Seems to mean it can be disarmed anywhere within the wire's range and not necessarily while the 'hooker' is within the range of your own weapons, representing not necessarily the removal of the wire's attach to their mecha but also its attach to your own body, which should always be within range. Or plainly pulling and tearing it off the user's mecha.
Normal disarm rules. Assume front hook super reinforced and really well attached and in blind spot. Also notice there's several ranged weapons with the Disarm property.

Wire Claw(III) : Do you get to choose each round the cable is kept whether you use it to communicate or Trip/Grapple/Disarm/Bullrush or is it the same once you first use it?  Such as deciding to use it to trip and then not being able to use it for a disarm attempt next turn, having to trip again. My understanding is that it is meant to allow usage swaps each round.
Correct, choose each turn.

Oh, when someone is moving for free (perhaps by force) after a wire user, or is being pulled, is that movement provoking AoO as normal?
Yes.

Offline SorO_Lost

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Re: General Discussion and Suggestions
« Reply #889 on: August 11, 2017, 01:15:27 AM »
On the new Wires. Questions so far:
I got one too.
Quote
Wire Negator(VI): As Wire Cable, but the target takes a -6 penalty to AC and attack rolls plus a -3 penalty on saves, PL, ML and CL while the cable remains attached.
Assuming PL=Pilot Level, if fired as a Super Robot is the Pilot supposed to lose 24 spirit too for the lost Pilot Levels? How does that the mech's base stats or upgrades?

Also seen you changed Real Arcanist. Cool. I presume you mean at least one level of Arcane Pilot and one of either Super or Real for the prerequisites? And is Psionic Trooper and Metal Mind the same Feat with a typo on PP? And are they supposed to be mutually exclusive (ie no x10/arcane1/divine1/psycho1 builds?).

Offline Anomander

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Re: General Discussion and Suggestions
« Reply #890 on: August 11, 2017, 08:25:27 AM »
^^^

Also, on Wire Negator, do the penalties stack? As in; pump someone full of that wire and he cannot do anything anymore, including disarming the wires since its attack modifier is down the drain. Except perhaps trying to move out of range.

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #891 on: August 11, 2017, 08:24:03 PM »
^^^

Also, on Wire Negator, do the penalties stack? As in; pump someone full of that wire and he cannot do anything anymore, including disarming the wires since its attack modifier is down the drain. Except perhaps trying to move out of range.

Effects from the same type of source never stack unless otherwise noticed.

On the new Wires. Questions so far:
I got one too.
Quote
Wire Negator(VI): As Wire Cable, but the target takes a -6 penalty to AC and attack rolls plus a -3 penalty on saves, PL, ML and CL while the cable remains attached.
Assuming PL=Pilot Level, if fired as a Super Robot is the Pilot supposed to lose 24 spirit too for the lost Pilot Levels? How does that the mech's base stats or upgrades?
Neither of those are based on pilot level, they're based on their respective class levels. Pilot Level is normally equal to class level for single classed characters, but reducing pilot level will not result in reducing class level.

Also seen you changed Real Arcanist. Cool. I presume you mean at least one level of Arcane Pilot and one of either Super or Real for the prerequisites? And is Psionic Trooper and Metal Mind the same Feat with a typo on PP? And are they supposed to be mutually exclusive (ie no x10/arcane1/divine1/psycho1 builds?).
You don't need caster pilot levels to take the feats but in that case the feats will do nothing.

Prodigy Pilot uses psywarrior progression and Psycho Pilot uses Wilder progression, thus their respective multiclass feats result in different pp gains.

You can stack them all if you're willing to spend all the feats and delay the progressions (as each caster/psionic class dip won't progress the others spellcasting/manifesting).

Offline SorO_Lost

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Re: General Discussion and Suggestions
« Reply #892 on: August 13, 2017, 10:39:36 AM »
You can stack them all if you're willing to spend all the feats and delay the progressions (as each caster/psionic class dip won't progress the others spellcasting/manifesting).
Sooo..... Baha's ZERO is borked even after you skimmed through it. Used Super's Versatile on a Natural Weapon which in a new post is stated as not being a thing. Plus you just changed Hardpoints again so I have to restat almost the entire mech as strategically it's unable to perform the role it's set up for anymore.

I think now is a great time to flip things around to Mecha that doesn't get changed weekly. Permission to restat towards a more Real-Pilot based build?

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #893 on: August 13, 2017, 08:24:19 PM »
You can stack them all if you're willing to spend all the feats and delay the progressions (as each caster/psionic class dip won't progress the others spellcasting/manifesting).
Sooo..... Baha's ZERO is borked even after you skimmed through it. Used Super's Versatile on a Natural Weapon which in a new post is stated as not being a thing.

 Plus you just changed Hardpoints again so I have to restat almost the entire mech as strategically it's unable to perform the role it's set up for anymore.

I think now is a great time to flip things around to Mecha that doesn't get changed weekly. Permission to restat towards a more Real-Pilot based build?
It's been almost one month since supers aren't the most popular option for hardpoints anymore, but permission granted.

Offline Anomander

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Re: General Discussion and Suggestions
« Reply #894 on: August 13, 2017, 08:51:59 PM »
Quote
Selling mechas and their weapons/acessories is a shady and risky business, only gaining 1/100th the crafting costs unless you're ahead of a pretty big and respectable corporation, in which case it's a full time job for life assuming you're not somebody else's cohort/follower/minion/similar.
This is where I point out that there are many abilities that hinge on loot conversion. If you want to absorb/convert a fortune for XYZ benefits, converting mechas into a different form of loot or into bonuses is a very lucrative way to go.

Quote
Arsenal acessories and weapons each cost 1/10th of a real of the same tier, except for Volatile weapons that cost 1/5th instead. Ammo costs are not included, cartridges must be acquired separately.
Oh, shouldn't Volatile weapons cost less than regular ones? As worded they cost twice the price of non-volatile weapons.
« Last Edit: August 13, 2017, 08:55:39 PM by Anomander »

Offline Fzzr

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Re: General Discussion and Suggestions
« Reply #895 on: August 14, 2017, 03:31:11 AM »
Acro Effect in Martial Machine says "Enemies that see you doing this must make a Will save when this maneuver is completed with DC 10+1/2+Str mod or they become Blinded for 1 round, except that they can still see you (and only you)."

I presume the 1/2 should be 1/2 HD?

Offline SorO_Lost

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Re: General Discussion and Suggestions
« Reply #896 on: August 14, 2017, 10:35:27 AM »
It's been almost one month since supers aren't the most popular option for hardpoints anymore, but permission granted.
ty, and I know about the hardpoint change. Doesn't seem like combat is around the corner so I procrastinated on it to see what else would change.

I suppose now Real Robots may get some changes soon too ;)

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #897 on: August 14, 2017, 07:56:42 PM »
Quote
Selling mechas and their weapons/acessories is a shady and risky business, only gaining 1/100th the crafting costs unless you're ahead of a pretty big and respectable corporation, in which case it's a full time job for life assuming you're not somebody else's cohort/follower/minion/similar.
This is where I point out that there are many abilities that hinge on loot conversion. If you want to absorb/convert a fortune for XYZ benefits, converting mechas into a different form of loot or into bonuses is a very lucrative way to go.
Good point, added clause to prevent that.

Mind you, I don't think the party's managed to capture a single intact mecha, but better safe than sorry. :P

Quote
Arsenal acessories and weapons each cost 1/10th of a real of the same tier, except for Volatile weapons that cost 1/5th instead. Ammo costs are not included, cartridges must be acquired separately.
Oh, shouldn't Volatile weapons cost less than regular ones? As worded they cost twice the price of non-volatile weapons.
That's intended to make them less attractive options overall.

Acro Effect in Martial Machine says "Enemies that see you doing this must make a Will save when this maneuver is completed with DC 10+1/2+Str mod or they become Blinded for 1 round, except that they can still see you (and only you)."

I presume the 1/2 should be 1/2 HD?
Fixed, thanks.


Offline Anomander

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Re: General Discussion and Suggestions
« Reply #898 on: August 15, 2017, 12:28:52 AM »
Quote
Mind you, I don't think the party's managed to capture a single intact mecha, but better safe than sorry. :P
For sure! Though the notion reminded me that you were conceptualizing a class that's all about finding new randomly generated mechas and swapping mechas as the fight goes. Capturing mechas is pretty tough when they all self-destruct.

Quote
That's intended to make them less attractive options overall.
Hm. I woulda thought that them being volatile would be demotivating enough, which is reflected in the lower arsenal value. Unless crafting them makes it not as penalizing somehow.
I don't mind, though. Just thought it was kinda odd that they were more expensive to make.


Offline Fzzr

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Re: General Discussion and Suggestions
« Reply #899 on: August 19, 2017, 04:07:46 AM »
Love reads:
Quote
[Super Pilot](60):This replicates focus, strike, alert, valor and accel at the same time, except the Dodge bonus is only +4, the speed increase is only +15 feet/mu depending on scale.

However, none of the other spirits grant dodge bonus. Focus reads:
Quote
[Real Pilot](15):You gain +6 Insight bonus to attack rolls, AC and Reflex saves for 1 round.

This would make sense if Focus read like this instead:
Quote
[Real Pilot](15):You gain +6 Insight bonus to attack rolls, and a +6 Dodge bonus to AC and Reflex saves for 1 round.

And Love read like so:
Quote
[Super Pilot](60):This replicates focus, strike, alert, valor and accel at the same time, except the bonuses from Focus are only +4 and the speed increase is only +15 feet/mu depending on scale.