Author Topic: General Discussion and Suggestions  (Read 247206 times)

Offline ketaro

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Re: General Discussion and Suggestions
« Reply #900 on: August 19, 2017, 04:32:34 AM »
Maybe Accel was meant to have a Dodge bonus?

Offline Fzzr

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Re: General Discussion and Suggestions
« Reply #901 on: August 19, 2017, 05:01:15 AM »
Oh, that might make more sense. Was that edited some time in the past?

Offline Fzzr

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Re: General Discussion and Suggestions
« Reply #902 on: August 19, 2017, 01:20:11 PM »
Some questions about Main Weapon, Zero Weapon, and mecha damage.

The basic rules read:
Quote
Mecha Ranged Weapons add the wielder's Dex mod to damage rolls. Ranged weapons with the Brutal property can add the wielder's Str mod to damage rolls instead. Mecha ranged weapons always provoke Aoos when firing while threatened.

...

Mecha Melee weapons add 1,5 the Str mod of the user if they don't use any other weapon for that round. If it is a [Main] weapon, 2x Str mod. If it's a Heavy melee weapon, 2,5 Str mod. If it is a Heavy [Main] melee weapon, 3x Str mod. The same thing with ranged weapons and Dex.

What does "the same thing with ranged weapons and Dex" mean? Does it mean that on top of the 1x Dex/Str to damage, Ranged weapons get an *extra* 1.5x etc. when used exclusively, or does it *replace* the normal 1x bonus?

Main Weapon reads:
Quote
It now deals damage as if it was one size category larger and adds 1.5 the relevant stat mod to damage instead of just once (if it is a heavy weapon, 2.5 the relevant stat)

In Main Weapon "1.5 the relevant stat mod to damage instead of just once" - what does that "instead" refer to? It seems like it's referring to the 1x Dex or Str mod that all ranged mecha weapons get at all times, but since it doesn't specify, it becomes ambiguous how it relates to melee weapons. This is especially confusing because the basic rules have different (higher) multipliers for the conditional bonus to melee main weapons. The way I understand these interactions, the Main Weapon text should read as follows (changes italicized):
Quote
Main Weapon: Choose one of your in built weapons. It now deals damage as if it was one size category larger. Ranged Main Weapons add 1.5x the relevant stat mod to damage instead of just 1x. Heavy Ranged Main Weapons add 2.5x the relevant stat mod. Melee Main Weapons add 2x the relevant stat mod when used exclusively instead of 1.5x. Heavy Melee Main Weapons add 3x the relevant stat mod when used exclusively instead of 2.5x. You can only have one Main Weapon, but you can pick this option two more times, each one increasing the damage die another size. The second one the Crit threat increases by 1 and the third the crit multiplier increases by 1.

I also noticed some disparities among the various classes of weapons I want to make sure are intentional.
  • Heavy Melee weapons get an extra 1x mod to their relevant damage bonuses, but Heavy Ranged weapons do not.
  • Ranged weapons get a constant damage bonus and a conditional one, but Melee weapons only get a conditional damage bonus.
  • Ranged weapons with Brutal are entitled to use Str mod for damage, but Melee weapons with Finesse are not entitled to use Dex mod.

Next question, Zero Weapon reads:
Quote
Zero Weapon-You must have Main Weapon to pick this. While you only attack with your main weapon, you gain +3 AC, Saves, DR, Trip, Disarm, Bullrush, Grapple. If you attack with any other weapon (or don't attack at all for 1 round), you lose those bonus until you spend a turn attacking with it and no other weapon.

Is this the exact same condition as that for getting the conditional bonus damage for using a melee mecha weapon exclusively? If so, I suggest changing the relevant lines in the basic rules to include that longer description of the condition, since it's more clear than the current version. Suggested text in basic rules:
Quote
Mecha Melee weapons add 1.5x the Str mod of the user if they don't use any other weapon for that round. If you attack with any other weapon (or don't attack at all for 1 round), you lose this bonus until you spend a turn attacking with it and no other weapon.

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #903 on: August 19, 2017, 08:28:12 PM »
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.
Focus is working as intended, it's love that had a Typo, thanks.

Some questions about Main Weapon, Zero Weapon, and mecha damage.

The basic rules read:
Quote
Mecha Ranged Weapons add the wielder's Dex mod to damage rolls. Ranged weapons with the Brutal property can add the wielder's Str mod to damage rolls instead. Mecha ranged weapons always provoke Aoos when firing while threatened.

...

Mecha Melee weapons add 1,5 the Str mod of the user if they don't use any other weapon for that round. If it is a [Main] weapon, 2x Str mod. If it's a Heavy melee weapon, 2,5 Str mod. If it is a Heavy [Main] melee weapon, 3x Str mod. The same thing with ranged weapons and Dex.

What does "the same thing with ranged weapons and Dex" mean? Does it mean that on top of the 1x Dex/Str to damage, Ranged weapons get an *extra* 1.5x etc. when used exclusively, or does it *replace* the normal 1x bonus?
It means ranged weapons use Dex by default instead of Str.


Main Weapon reads:
Quote
It now deals damage as if it was one size category larger and adds 1.5 the relevant stat mod to damage instead of just once (if it is a heavy weapon, 2.5 the relevant stat)

In Main Weapon "1.5 the relevant stat mod to damage instead of just once" - what does that "instead" refer to? It seems like it's referring to the 1x Dex or Str mod that all ranged mecha weapons get at all times, but since it doesn't specify, it becomes ambiguous how it relates to melee weapons. This is especially confusing because the basic rules have different (higher) multipliers for the conditional bonus to melee main weapons. The way I understand these interactions, the Main Weapon text should read as follows (changes italicized):
Quote
Main Weapon: Choose one of your in built weapons. It now deals damage as if it was one size category larger. Ranged Main Weapons add 1.5x the relevant stat mod to damage instead of just 1x. Heavy Ranged Main Weapons add 2.5x the relevant stat mod. Melee Main Weapons add 2x the relevant stat mod when used exclusively instead of 1.5x. Heavy Melee Main Weapons add 3x the relevant stat mod when used exclusively instead of 2.5x. You can only have one Main Weapon, but you can pick this option two more times, each one increasing the damage die another size. The second one the Crit threat increases by 1 and the third the crit multiplier increases by 1.
It's the same formula for ranged and melee, simply ranged weapons use Dex where melee weapons would use Str.

I also noticed some disparities among the various classes of weapons I want to make sure are intentional.
  • Heavy Melee weapons get an extra 1x mod to their relevant damage bonuses, but Heavy Ranged weapons do not.
  • Ranged weapons get a constant damage bonus and a conditional one, but Melee weapons only get a conditional damage bonus.
  • Ranged weapons with Brutal are entitled to use Str mod for damage, but Melee weapons with Finesse are not entitled to use Dex mod.
-Same. Formula. Different. Stat.
-SAME! FORMULA! DIFFERENT! STAT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!wHerE@ReyoUreAd!nGº+herWi$e? :psyduck
-Ranged weapons with brutal are still ranged and use Dex for damage since Brutal only changes the to-hit formula.

Next question, Zero Weapon reads:
Quote
Zero Weapon-You must have Main Weapon to pick this. While you only attack with your main weapon, you gain +3 AC, Saves, DR, Trip, Disarm, Bullrush, Grapple. If you attack with any other weapon (or don't attack at all for 1 round), you lose those bonus until you spend a turn attacking with it and no other weapon.

Is this the exact same condition as that for getting the conditional bonus damage for using a melee mecha weapon exclusively? If so, I suggest changing the relevant lines in the basic rules to include that longer description of the condition, since it's more clear than the current version. Suggested text in basic rules:
Quote
Mecha Melee weapons add 1.5x the Str mod of the user if they don't use any other weapon for that round. If you attack with any other weapon (or don't attack at all for 1 round), you lose this bonus until you spend a turn attacking with it and no other weapon.

If you elect to get the basic 1,5x stat bonus to damage, then you give up using any other weapons for the round, point.

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.
TTGL would've been awfully shorter if Lord Genome had bothered putting some failsafes in his mook machines.

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.

Volatile weapons are more supposed to be "fancy cutting-edge not properly tested tech" than "cut corners to get more output", thus more expensive. 

Offline CKirk

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Re: General Discussion and Suggestions
« Reply #904 on: August 19, 2017, 10:10:53 PM »
Hybrid reads
Quote
Hybrid: A Hybrid weapon has two statlines, which can be changed between as an Immediate action. An Hybrid weapon that runs on ammo on one side and runs out of ammo for it  Any bonus that affect a weapon benefit both versions of the Hybrid weapon if valid (so for example a melee only bonus would not affect a ranged version of an Hybrid weapon).
There appears to be some missing text after 'runs out of ammo for it'. I assume that should be 'can still be used in its other mode', but I'm not sure.


Also, thinking about it, Heavy melee weapons that don't have Area seem very very useless. If an enemy knows you have heavy melee, they can attack you, then move away. You'll never get to use your heavy melee, and they'll just keep hitting you. With Area, you can attack from a further range, which makes the increased damage actually useful. I dunno how you could change this to make 'em relevant, but I know that we've only been able to use 'em in our campaign with Area or with the (pre-nerf) maneuvers that let you use heavies as a standard action
« Last Edit: August 19, 2017, 10:20:38 PM by CKirk »

Offline Fzzr

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Re: General Discussion and Suggestions
« Reply #905 on: August 20, 2017, 03:12:14 AM »
Okay, I figured out my misunderstanding. I was reading the sentence "Mecha Ranged Weapons add the wielder's Dex mod to damage rolls." as saying that they add 1x Dex mod, all the time. In my head this conflicted with two paragraphs later where the real numbers of 1.5x etc. are listed. Sleep deprivation is a hell of a drug.

Let me state my understandings as they are now, just so I can be sure my brain is in the right place.
  • A typical mecha weapon does [some damage] + X mod where X is Str for Melee and Dex for Ranged.
  • If the pilot commits to not using more than one weapon in a given round, they get a larger bonus instead - 1.5x for normal weapons, 2x for Main, 2.5x for Heavy, 3x for Main Heavy.
  • Zero Weapon grants a number of bonuses "while you only attack with your main weapon.... If you attack with any other weapon (or don't attack at all for 1 round), you lose those bonus until you spend a turn attacking with it and no other weapon." This is the exact same condition as item 2 - if you're getting the damage bonus increase for exclusive Main weapon use, you're also getting the other buffs from Zero Weapon.
  • A maneuver that makes an attack with a weapon counts as "using that weapon" for the purposes of items 2 and 3. Thus if your only attack in a round was to use Iron Blow, the weapon you used it with would gain the exclusive use bonus.
  • Any Brutal Ranged weapon may use Str for the damage bonus, but Finesse melee weapons my only use Dex for the damage bonus if the user has Weapon Finesse.

Separately: RAW Zero Weapon lets you keep the bonuses if you attack with one weapon and use non-weapon attack maneuvers in the same round. Is this intended behavior? (I assume not)

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #906 on: August 20, 2017, 06:48:16 PM »
Hybrid reads
Quote
Hybrid: A Hybrid weapon has two statlines, which can be changed between as an Immediate action. An Hybrid weapon that runs on ammo on one side and runs out of ammo for it  Any bonus that affect a weapon benefit both versions of the Hybrid weapon if valid (so for example a melee only bonus would not affect a ranged version of an Hybrid weapon).
There appears to be some missing text after 'runs out of ammo for it'. I assume that should be 'can still be used in its other mode', but I'm not sure.
Leftover, removed, thanks.

Also, thinking about it, Heavy melee weapons that don't have Area seem very very useless. If an enemy knows you have heavy melee, they can attack you, then move away. You'll never get to use your heavy melee, and they'll just keep hitting you. With Area, you can attack from a further range, which makes the increased damage actually useful. I dunno how you could change this to make 'em relevant, but I know that we've only been able to use 'em in our campaign with Area or with the (pre-nerf) maneuvers that let you use heavies as a standard action
The most simple way is having the Assault spirit to attack with them as a standard action. Martial Machine also has maneuvers to help with Heavy weapons. But otherwise yes Heavy melee are the most cumbersome weapons.

Okay, I figured out my misunderstanding. I was reading the sentence "Mecha Ranged Weapons add the wielder's Dex mod to damage rolls." as saying that they add 1x Dex mod, all the time. In my head this conflicted with two paragraphs later where the real numbers of 1.5x etc. are listed. Sleep deprivation is a hell of a drug.

Let me state my understandings as they are now, just so I can be sure my brain is in the right place.
  • A typical mecha weapon does [some damage] + X mod where X is Str for Melee and Dex for Ranged.
  • If the pilot commits to not using more than one weapon in a given round, they get a larger bonus instead - 1.5x for normal weapons, 2x for Main, 2.5x for Heavy, 3x for Main Heavy.
  • Zero Weapon grants a number of bonuses "while you only attack with your main weapon.... If you attack with any other weapon (or don't attack at all for 1 round), you lose those bonus until you spend a turn attacking with it and no other weapon." This is the exact same condition as item 2 - if you're getting the damage bonus increase for exclusive Main weapon use, you're also getting the other buffs from Zero Weapon.
  • A maneuver that makes an attack with a weapon counts as "using that weapon" for the purposes of items 2 and 3. Thus if your only attack in a round was to use Iron Blow, the weapon you used it with would gain the exclusive use bonus.
  • Any Brutal Ranged weapon may use Str for the damage bonus, but Finesse melee weapons my only use Dex for the damage bonus if the user has Weapon Finesse.
1-Yes.
2-Yes.
3-No, basically Zero Weapon allows you to switch to another weapon on the fly, but then you need 1 round of attacking only with the Zero weapon before you recover the benefits, whereas the basic 1,5 multiplier can be switched to another weapon at the start of each turn.
4-Yes.
5-No, again Brutal only applies for ranged to-hit rolls, not ranged damage rolls.

Separately: RAW Zero Weapon lets you keep the bonuses if you attack with one weapon and use non-weapon attack maneuvers in the same round. Is this intended behavior? (I assume not)
It is intended.

Offline Fzzr

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Re: General Discussion and Suggestions
« Reply #907 on: August 20, 2017, 07:24:58 PM »
5. Any Brutal Ranged weapon may use Str for the damage bonus, but Finesse melee weapons my only use Dex for the damage bonus if the user has Weapon Finesse.
5-No, again Brutal only applies for ranged to-hit rolls, not ranged damage rolls.

Okay, I remain confused about this one then. The Basic Rules read:

Quote
Mecha Ranged Weapons add the wielder's Dex mod to damage rolls. Ranged weapons with the Brutal property can add the wielder's Str mod to damage rolls instead.

That seems to contradict your statement that Brutal only applies to to-hit. What am I reading wrong? I don't get it :(

Offline Fzzr

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Re: General Discussion and Suggestions
« Reply #908 on: August 22, 2017, 04:03:37 AM »
Spent some time reading through all the Super changes while auditing my character, came up with these questions:

King Frame reads:
Quote
You need pilot level 8 plus either Great One, Tek Knight, or Zero Pattern to pick this

Is this saying you can have only one of those three?

King Frame also reads:
Quote
Double the numeric effects of your previous choice, 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 +40 HP, +4 DR, +4 Natural armor regardless of size, and your Dodge bonus would be further halved, resulting in being quartered.

I'm not sure I understand the example you used with Great Plating. Is that saying that the first tier effect of Great Plating is doubled and then all the rest of the effects don't happen at all, or just that they happen at their normal rate? As another example, would the exclusive use buff of Zero Weapon be doubled to +6 and then never change, or be doubled and then grow at the normal +3 per 4 Super levels?

King Frame also reads:
Quote
You also gain +1 IL to initiating maneuvers

Does this have the same effect as increasing Pilot Level? (eg. longer range on Chest Blaster)
 
Ancient Sensor has this option:
Quote
Pick two options that can be active simultaneously.

RAW it seems like you can use that to get two options immediately. It should probably say "Pick two options you've already added that can be active simultaneously."

Zero Core reads:
Quote
Reduce the split penalty by 1, up to -1. You can pick this multiple times, stacking.

Edited:
This seems like it would have undefined behavior if you picked it more times than the amount of the penalty. A perverse mind might read it as causing the penalty to turn into a buff if you take it more times than the size of the penalty (so three or more normally, five or more with King Frame). It should probably read "You can pick this multiple times, stacking until the split penalty is 0."

Dynamic + Paired has the amusing effect of allowing you to pair a Melee weapon with a (potentially) Ranged weapon. Not that there's anything wrong with hitting someone and shooting them at the same time.

Could Dynamic mean that the Ranged weapons granted by Tank and Fighter modes can now be used as Melee weapons again? I had this scenario run through my head:
Quote
Super: I hit him with my cannon
DM: That provokes an attack of oppor-
Super: No, I hit him with the physical cannon. As a melee attack.
DM:  :twitch
« Last Edit: August 23, 2017, 09:40:38 PM by Fzzr »

Offline Anomander

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Re: General Discussion and Suggestions
« Reply #909 on: August 26, 2017, 11:11:00 AM »
I've been looking at Real robot options a bit and wondered how the Hybrid super upgrade applied to many of them. The new hybrid weapon attribute says something about what happens when running out of ammo on one side but doesn't finish the sentence.
Looking at some of the Real robot models' ranged weapons with limited ammo that could be converted to melee with the dynamic super upgrade (perhaps through a support staff), it may make actually be that melee attacks would still require ammo. Since some melee weapons still use energy after all and there is a precedent for melee weapons using ammo in the Revolver Stake/Revolving Bunker of the Alteisen/Riese. But since it speaks of running out of ammo on one side, it makes it unclear whether the other side has its own clip of ammo, if the ammo available gets split between both sides or if there is any other kind of arrangement.

Looking at the models, I notice that there are very few small Real robot models at the higher levels. You get two options at Robot V and that's it. I had brought the concept of the tethering cable in remembrance of the knightmares and am glad to see all the wires get in on the fun and with the knightmares getting into the SRW games maybe there is a spot for some of them as Reals?

Offline Fzzr

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Re: General Discussion and Suggestions
« Reply #910 on: August 26, 2017, 01:34:45 PM »
Looking at the models, I notice that there are very few small Real robot models at the higher levels. You get two options at Robot V and that's it.

I think you missed the second post? http://minmaxforum.com/index.php?topic=7161.msg178254#msg178254

Offline Anomander

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Re: General Discussion and Suggestions
« Reply #911 on: August 26, 2017, 01:36:54 PM »
Considering the only two small mechas at robot V that I mentioned are there, what is it about it that I missed, exactly?

Offline Fzzr

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Re: General Discussion and Suggestions
« Reply #912 on: August 26, 2017, 01:41:22 PM »
Oh, I somehow combined "small" and "few" in my head somehow. Carry on.

Offline Fzzr

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Re: General Discussion and Suggestions
« Reply #913 on: August 26, 2017, 01:41:31 PM »
Woops double post

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #914 on: August 26, 2017, 04:49:59 PM »
5. Any Brutal Ranged weapon may use Str for the damage bonus, but Finesse melee weapons my only use Dex for the damage bonus if the user has Weapon Finesse.
5-No, again Brutal only applies for ranged to-hit rolls, not ranged damage rolls.

Okay, I remain confused about this one then. The Basic Rules read:

Quote
Mecha Ranged Weapons add the wielder's Dex mod to damage rolls. Ranged weapons with the Brutal property can add the wielder's Str mod to damage rolls instead.

That seems to contradict your statement that Brutal only applies to to-hit. What am I reading wrong? I don't get it :(

My apologies, I completely forgot about that bit. Yes, Brutal allows you to use Str for damage in ranged attacks instead of Dex while you need Weapon Fineesse for the same effect for melee with Dex. That's because I value Dex higher than Str at the end of the day since Dex benefits (touch) AC, reflex saves, stealth skills and tumble, while Str benefits... Carrying capacity? Str/Trip and whatnot I guess, but you can go whole battles without that mattering.

Spent some time reading through all the Super changes while auditing my character, came up with these questions:

King Frame reads:
Quote
You need pilot level 8 plus either Great One, Tek Knight, or Zero Pattern to pick this

Is this saying you can have only one of those three?
Correct.

King Frame also reads:
Quote
Double the numeric effects of your previous choice, 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 +40 HP, +4 DR, +4 Natural armor regardless of size, and your Dodge bonus would be further halved, resulting in being quartered.

I'm not sure I understand the example you used with Great Plating. Is that saying that the first tier effect of Great Plating is doubled and then all the rest of the effects don't happen at all, or just that they happen at their normal rate? As another example, would the exclusive use buff of Zero Weapon be doubled to +6 and then never change, or be doubled and then grow at the normal +3 per 4 Super levels?
Base bonus be doubled and then grow at the normal rate.

King Frame also reads:
Quote
You also gain +1 IL to initiating maneuvers

Does this have the same effect as increasing Pilot Level? (eg. longer range on Chest Blaster)

Correct, clarified.

Ancient Sensor has this option:
Quote
Pick two options that can be active simultaneously.

RAW it seems like you can use that to get two options immediately. It should probably say "Pick two options you've already added that can be active simultaneously."
Done.

Zero Core reads:
Quote
Reduce the split penalty by 1, up to -1. You can pick this multiple times, stacking.

Edited:
This seems like it would have undefined behavior if you picked it more times than the amount of the penalty. A perverse mind might read it as causing the penalty to turn into a buff if you take it more times than the size of the penalty (so three or more normally, five or more with King Frame). It should probably read "You can pick this multiple times, stacking until the split penalty is 0."
That's already what the "up to -1" means, clarified.

Dynamic + Paired has the amusing effect of allowing you to pair a Melee weapon with a (potentially) Ranged weapon. Not that there's anything wrong with hitting someone and shooting them at the same time.


Could Dynamic mean that the Ranged weapons granted by Tank and Fighter modes can now be used as Melee weapons again? I had this scenario run through my head:
Quote
Super: I hit him with my cannon
DM: That provokes an attack of oppor-
Super: No, I hit him with the physical cannon. As a melee attack.
DM:  :twitch

Very much correct. :D

I've been looking at Real robot options a bit and wondered how the Hybrid super upgrade applied to many of them. The new hybrid weapon attribute says something about what happens when running out of ammo on one side but doesn't finish the sentence.
Looking at some of the Real robot models' ranged weapons with limited ammo that could be converted to melee with the dynamic super upgrade (perhaps through a support staff), it may make actually be that melee attacks would still require ammo. Since some melee weapons still use energy after all and there is a precedent for melee weapons using ammo in the Revolver Stake/Revolving Bunker of the Alteisen/Riese. But since it speaks of running out of ammo on one side, it makes it unclear whether the other side has its own clip of ammo, if the ammo available gets split between both sides or if there is any other kind of arrangement.
That was already pointed out and fixed days ago, are you keeping old tabs and not refreshing them? :psyduck

Looking at the models, I notice that there are very few small Real robot models at the higher levels. You get two options at Robot V and that's it. I had brought the concept of the tethering cable in remembrance of the knightmares and am glad to see all the wires get in on the fun and with the knightmares getting into the SRW games maybe there is a spot for some of them as Reals?

I only really stat in detail original units from the SRW games. But added a bunch of tiny sized generics since that seems to be about the size for knightmares when compared to gundams. Now only need a real's series for small sized.

Offline Fzzr

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Re: General Discussion and Suggestions
« Reply #915 on: August 27, 2017, 02:26:13 AM »
Thanks for all the answers! Regarding the new generic reals, may I suggest an alternate name?

Quote
Knight Neutralizing Impulse Geas Hadronic Terror

I think it improves on the acronym :p

Regarding Small Reals, how about Arm Slaves? In the anime at least I think they're somewhere between Gundam and Knightmare Frame size.

Offline Anomander

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Re: General Discussion and Suggestions
« Reply #916 on: August 28, 2017, 08:22:00 PM »
Neat!

Question on crafting; what reason would there be for crafting arsenal/hardpoint stuff?
Considering a mecha gets them automatically when selecting its arsenal gear and that they can only equip specific levels of arsenal equipment anyway.

Unless the crafter is not a pilot and doesn't have access to automatic arsenal refills, which may indeed be the case in a non-gestalt game where one side has to be full of pilot levels. Or where pilot levels are optional. Or doesn't have access to a friendly PC/NPC that can install arsenal options for free.

Also, just to be sure, when it says that a support staff can use an ability on a mecha within melee reach, does that include his own mecha? Such as to, say, use Fix It to repair his own busted volatile weapon.

I've been thinking about it for a long time but I'd also like to mention, before I use it, that maneuvers with huge base damage such as Flash Thousand would more or less obliterate any non-mecha target. Because mechas deal maximum base damage to non-mecha targets.

Reverse Tap (Gun Maniac): Since the melee attack gets all the properties of the twin-linked weapons, what would happen if they have the Area property? Is the melee attack against all adjacent targets done to every target passed by in a straight line up to twice the initiator's base speed? And are the targets within the first ranged increment of the twin-linked weapons those within that range before/after/throughout that movement?
« Last Edit: August 29, 2017, 11:20:17 AM by Anomander »

Offline Fzzr

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Re: General Discussion and Suggestions
« Reply #917 on: August 29, 2017, 11:25:19 PM »
I’ve also been thinking about Area Melee. I’ve been making extensive (ab)use of this feature, and I think it’s still too powerful. It currently acts as a Charge you can use as a standard action, which also attacks everything on the way at full BaB and damage, and which doesn’t require you to end the action in melee range of an opponent. To give an example of something from a recent session, a full attack with an Area Melee weapon (including Zero Reach and Haste) let me move over 300mu in a single turn, getting four kills despite starting over 100mu away from the first target. I still like the idea of movement that attacks enemies in the way, but I think it needs to be toned down somewhat.

The current description of melee weapons with Area is as follows:

Quote
If this appears in a melee weapon, you can move in a straight line up to twice your base speed, ignoring any opponents in your way for purposes of movement, without causing attacks of opportunity. Any buffs to speed increase the range after the base speed is multiplied. Roll to hit against all opponents you passed through. If your movement would cost EN or other resources, you must pay for it as normal. If an opponent is bigger than you, you need to pass through the middle of their position to affect them with this.

This is my suggested text:

Quote
If a melee weapon has the Area feature, as a fullround action, you can move in a straight line up to twice your base speed toward an enemy. If the weapon is a Heavy weapon, move only up to your base speed. Ignore any opponents in your way for purposes of movement, and this movement does not provoke attacks of opportunity. Any buffs to speed increase the range after the base speed is multiplied. Your movement must end adjacent to the final target of your attack without passing through them.

Roll to hit with that weapon against all opponents you passed through, plus the target at the end. If you pass through an opponent bigger than you with this movement, the line needs to pass through the middle of their position for you hit them with this attack. You deal 50% damage to all enemies you hit with this attack, except the final target who takes full damage. You may not make any other movements in a round in which you use a melee weapon in Area mode, including a 5mu step. Movement made as part of an Area Melee attack costs an additional 1 energy per 5mu moved on top of any other normal cost.

Any ability that allows you to make more than one attack in a round with a melee weapon may not be used with Area mode, even if the ability also requires a fullround action.

(I added that last line based on Anomander's question, since it's a potential source of abuse.)

With or without the above change, I suggest Area be broken away from Versatile in Super Robot upgrades and turned into its own upgrade, costing two points. The other effects in Versatile do some non-damage effect to the enemy. Area lets you do (potentially) more damage with an attack, making it more similar to Progressive Edge, which adds Rending for two points.

Offline Anomander

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Re: General Discussion and Suggestions
« Reply #918 on: August 30, 2017, 03:20:34 AM »
Quote
Your movement must end adjacent to the final target of your attack without passing through them.
I'll note that this part can be played around since one can well target an empty space. Not necessarily because of potential invisible enemies. (although in your version it would mean that all targets take half damage).

Your version misses an application per attack, as per the ranged version.

Although...
Quote
Area Melee weapon (including Zero Reach and Haste) let me move over 300mu in a single turn, getting four kills despite starting over 100mu away from the first target.
Might be worth mentioning that if a single fullattack was enough to take out 4 targets within 300-mu that were positioned in such a way that you could attack each of them more than once by moving in one straight line per attack, then the target positioning made it possible. Which is pretty tough to accomplish with airborne enemies. Unless they gently align themselves for you or you have an immense occupied space so as to pass over them more easily, you'd normally only get about 2 targets per attack. With a similarly advantageous positioning of the enemies, a ranged area weapon you'd have just as optimized for greater range could probably have taken them out with a regular fullattack just as well. Especially if a single fullattack was enough to take out any single one of them.

Offline Fzzr

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Re: General Discussion and Suggestions
« Reply #919 on: August 30, 2017, 05:38:49 AM »
Quote
Your movement must end adjacent to the final target of your attack without passing through them.
I'll note that this part can be played around since one can well target an empty space. Not necessarily because of potential invisible enemies. (although in your version it would mean that all targets take half damage).
I see what you mean. Charge requires attacking something in your line of sight, but this is not quite that.

Your version misses an application per attack, as per the ranged version.
I don't understand. Please explain further. Suggested text is fine.

Although...
Quote
Area Melee weapon (including Zero Reach and Haste) let me move over 300mu in a single turn, getting four kills despite starting over 100mu away from the first target.
Might be worth mentioning that if a single fullattack was enough to take out 4 targets within 300-mu that were positioned in such a way that you could attack each of them more than once by moving in one straight line per attack, then the target positioning made it possible. Which is pretty tough to accomplish with airborne enemies. Unless they gently align themselves for you or you have an immense occupied space so as to pass over them more easily, you'd normally only get about 2 targets per attack. With a similarly advantageous positioning of the enemies, a ranged area weapon you'd have just as optimized for greater range could probably have taken them out with a regular fullattack just as well. Especially if a single fullattack was enough to take out any single one of them.
No, this was a different movement with each attack, only one of the attacks hit more than one target. Four targets, three movements. The fact that they were kills was just that they were all damaged or squishy, but being able to attack four units at full BaB across a wider range than most ranged weapons could accomplish the feat is nuts. With haste, Zero Reach, and a Super Robot at Agility 2, the targets would have had to be more than 160mu apart to avoid this being possible (though using that range to the max would pretty much completely drain my energy reserves).

I may have gone too far in the nerf, now I compare to the ranged version again. Maybe drop the movement reduction on Heavy (since ranged gets a bonus there) and the damage reduction? The main thing that makes it subject to abuse is the extra movements in a single turn with a full attack. Alternative, much simpler change:

Quote
If this appears in a melee weapon, you can move in a straight line up to twice your base speed, ignoring any opponents in your way for purposes of movement, without causing attacks of opportunity. If you are making this movement as part of a full attack, or ability that allows you to make more than one attack in a row, only the first attack may include movement granted by Area. Any buffs to speed increase the range after the base speed is multiplied. Roll to hit against all opponents you passed through. If your movement would cost EN or other resources, you must pay for it as normal. If an opponent is bigger than you, you need to pass through the middle of their position to affect them with this.

Any ability that allows you to make more than one attack at the same time with a melee weapon may not be used with Area mode.

Edited to fix misuse of quote tag.