Author Topic: [PoC] Power of Cybernetics General Discussion Thread  (Read 66512 times)

Offline Nanshork

  • Homebrew Reviewer
  • Administrator
  • *****
  • Posts: 13401
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #120 on: September 11, 2013, 10:10:15 AM »
If you feel inspired then go for it. :)

Offline Garryl

  • Honorary Mod
  • *****
  • Posts: 4515
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #121 on: August 22, 2014, 05:39:27 PM »
This appears to be my annual return to working on this. I just went through every single file I have on my computer relating to PoC, updated the formatting, and finished off some of the things I'd left in half-finished states.

New content highlights include 3 modules, 11 feats, 2 races, a dozen or so mundane items, 2 gadgets, and nonmagical raising of the dead through cryogenic preservation and revival.

I'll probably get to actually uploading everything over the next I dunno how long while.

August 22, 2014
(click to show/hide)
« Last Edit: August 22, 2014, 05:44:02 PM by Garryl »

Offline Nanshork

  • Homebrew Reviewer
  • Administrator
  • *****
  • Posts: 13401
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #122 on: August 22, 2014, 05:40:56 PM »
I was just looking at this thread within the past hour and lamenting that everything wasn't fully finished.   :lmao

Offline Garryl

  • Honorary Mod
  • *****
  • Posts: 4515
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #123 on: August 22, 2014, 05:43:50 PM »
It still isn't, but it's a bit closer now. Given that there's something like 100 modules already, I'm half-tempted to scrap most of the ones I haven't finished yet and move on to other things.

Offline Nanshork

  • Homebrew Reviewer
  • Administrator
  • *****
  • Posts: 13401
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #124 on: August 22, 2014, 05:44:43 PM »
It still isn't, but it's a bit closer now. Given that there's something like 100 modules already, I'm half-tempted to scrap most of the ones I haven't finished yet and move on to other things.

If that's your blocker then yeah, unless you explicitly see gaps that you want to fill move on to something else.

Offline Garryl

  • Honorary Mod
  • *****
  • Posts: 4515
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #125 on: August 22, 2014, 07:37:16 PM »
Everything's up, plus a couple more. Like an NPC class, or a pair of Phazon templates, or some Cybernetic grafts.

Offline Nanshork

  • Homebrew Reviewer
  • Administrator
  • *****
  • Posts: 13401
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #126 on: August 25, 2014, 06:01:24 PM »
I'm excited about how much new work is happening but I haven't had time to look at most of it.

Offline Garryl

  • Honorary Mod
  • *****
  • Posts: 4515
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #127 on: August 25, 2014, 06:21:30 PM »
To be fair, I've been working on this (and related homebrew) something like 8 hours a day for the past week. This being my last week off before my masters program officially starts seems to have kicked me into overdrive.

Offline Nanshork

  • Homebrew Reviewer
  • Administrator
  • *****
  • Posts: 13401
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #128 on: August 25, 2014, 11:53:03 PM »
Don't worry, I'm happy stuff is being churned out even if it looks like I'll never really get to use it.  I'm just explaining why I haven't been reviewing anything yet.

Offline Garryl

  • Honorary Mod
  • *****
  • Posts: 4515
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #129 on: August 26, 2014, 10:53:26 PM »
If you're happy, I'm happy.

Speaking of getting to use this, I'm considering writing a mini-campaign based on the beginning of Metroid Prime 3. That little sequence from the ship through the defense of Norion seems like it would work as a nice, quick adventure. If you're interested in playtesting I could focus more on that. I could also use a hand statting up NPCs if you want to help.

Offline Nanshork

  • Homebrew Reviewer
  • Administrator
  • *****
  • Posts: 13401
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #130 on: August 26, 2014, 11:26:43 PM »
I'm happy making NPCs and I'm happy playtesting stuff but I haven't played Metroid Prime 3 so I'm not sure what you're talking about. :p

Sometime within the next couple of days I'll take a look at all the new stuff and then you can tell me how else I can help out.

Offline Garryl

  • Honorary Mod
  • *****
  • Posts: 4515
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #131 on: August 27, 2014, 01:02:10 AM »
I'm happy making NPCs and I'm happy playtesting stuff but I haven't played Metroid Prime 3 so I'm not sure what you're talking about. :p

There are plenty of playthroughs and walkthroughs on Youtube and elsewhere if you're curious, but the short version is...
- Samus and other bounty hunters meet on a Galactic Federation space ship to discuss the federation's pirate problem du jour when a space pirate fleet warps in and attacks the ship and the planet.
- Get off the ship, get down to the planet, and help recapture and reactivate the disabled planetary defense systems before the pirates drop a Phazon leviathan onto the planet, while fighting off the pirate boarding and landing troops that get in the way.

Quote
Sometime within the next couple of days I'll take a look at all the new stuff and then you can tell me how else I can help out.

Thanks a bunch. Just proofreading and critiquing and making sure that everything is sane is a big help.

Offline Nanshork

  • Homebrew Reviewer
  • Administrator
  • *****
  • Posts: 13401
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #132 on: August 27, 2014, 10:40:49 AM »
Okay, here's a jumble of thoughts about what you've been putting up recently.  If I don't comment on something it is probably fine.


It's nice to see your aura rules making it to other homebrew.

Dueling Visor module: The concept of not being able to see a creature you have line of sight to is really weird even if the rules allow for that situation.

New Heal skill uses: How much does a cryorevival lab cost?  How about ppropriate tools and materials for Cryogenic Preparation?

I'm iffy about Defensive Shot.  I realize that DC 15 Tumble isn't that high, it just feels weird to possibly fail at using a feat that doesn't require a saving thow.

The Energy Warrior's energy beam ability still says: You can only use your energy emitter in the form of one weapon at any given time.  This means that you can't use Energy Claws and Energy Fangs at the same time.  This saddens me.

The Inventor looks interesting, I'll have to dig into the crafting feats sometime.

Aim is interesting and different than I expected.  Quick Aim + Sniper can be nasty when used by someone with precision dice against a target so far away he doesn't even know who's attacking him..


Offline Garryl

  • Honorary Mod
  • *****
  • Posts: 4515
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #133 on: August 27, 2014, 07:41:23 PM »
Okay, here's a jumble of thoughts about what you've been putting up recently.  If I don't comment on something it is probably fine.


It's nice to see your aura rules making it to other homebrew.



Quote
Dueling Visor module: The concept of not being able to see a creature you have line of sight to is really weird even if the rules allow for that situation.

You can see them. They just get the +2 bonus for attacking a creature that can't see back, without the other goodies of invisibility (like denied Dex). It's like that instead of an AC penalty like that Diamond Mind stance so that if you really can't see them (ex: blinded, they're invisible, etc.) the bonus doesn't stack. Eh, screw it. I'm removing the bonus enemies get entirely. The module's basically just double Dodge, which is perfectly reasonable (Power Beam is +1 deflection vs. everyone, Phazite Plating is +2 natural armor but does 1d6/minute unless you're protected). That will also let me simplify the wording a fair bit.

Quote
New Heal skill uses: How much does a cryorevival lab cost?  How about ppropriate tools and materials for Cryogenic Preparation?

5000 gp for the lab (plus another 5000 gp per revival). It's 6000 gp for a permanent cryotube and 50 gp for cryoprep kit, or 300 gp for a kit with a portable cryochchamber that lasts for only 3 days. They're listed among the mundane items, under Adventuring Gear.

Quote
I'm iffy about Defensive Shot.  I realize that DC 15 Tumble isn't that high, it just feels weird to possibly fail at using a feat that doesn't require a saving thow.

The idea was that it's like tumbling to avoid an AoO for movement, only instead you're avoiding the AoO for something else. Although then it should at least have the option to take a -5 penalty on the check to remove the attack roll penalty on a failure (which is like the part of tumbling where you're moving at half speed instead of full, making it not be a pure upside to use the skill).

I'm open to suggestions, but if you want me to just remove the chance of failure entirely, you'll have to convince me that a 1st-level feat that removes ranged attack AoOs perfectly is appropriate. I don't think it would be imbalanced or anything, it's just the kind of thing that's supposed to be a little more special than anyone's feat.

Quote
The Energy Warrior's energy beam ability still says: You can only use your energy emitter in the form of one weapon at any given time.  This means that you can't use Energy Claws and Energy Fangs at the same time.  This saddens me.

I'll see about making them work together. As long as you're spending two feats, you ought to get something good for it.

Quote
The Inventor looks interesting, I'll have to dig into the crafting feats sometime.

Coolio. Although half of them are just like your regular magic item crafting feats, and the other half are Amechra's creations that he was kind enough to convert to cybernetics; you've already seen their original Incarnum incarnations. I hope that helps you make sense of it a bit easier.

Quote
Aim is interesting and different than I expected.  Quick Aim + Sniper can be nasty when used by someone with precision dice against a target so far away he doesn't even know who's attacking him..

Kinda the point. If you're spending 4 feats on sniping (Point Blank Shot + Precise Shot + Quick Aim + Sniper), you ought to do it well. Although remember that you still only get that first attack in the full attack with aim bonuses unless you use your swift action to aim for a second attack; it still only boosts the first attack you make after aiming.
« Last Edit: August 27, 2014, 07:46:08 PM by Garryl »

Offline Garryl

  • Honorary Mod
  • *****
  • Posts: 4515
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #134 on: August 27, 2014, 10:54:17 PM »
I just noticed that I forgot the completion of the Mind Scanner, Omnitool, Stealth Field, and Universal Translator modules from a while back. I'd finished them some time over the last year and missed putting them in the change log.

Offline Amechra

  • Epic Member
  • ****
  • Posts: 4560
  • Thread Necromancy a specialty
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #135 on: August 27, 2014, 11:11:04 PM »
That reminds me...

Do you want me to make a copy of Soul-Factory Artifice for Cybernetics? Called something like Cottage-Industry Circuitry?
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline Garryl

  • Honorary Mod
  • *****
  • Posts: 4515
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #136 on: August 28, 2014, 12:03:21 AM »
How could I possibly say no to that?

Thanks, Amechra.

Offline Garryl

  • Honorary Mod
  • *****
  • Posts: 4515
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #137 on: August 28, 2014, 10:38:22 PM »
August 28, 2014
(click to show/hide)

No wonder I'm having trouble thinking up new and cool abilities for the remaining modules. Including the various WIP modules, 7 Metroid modules, and a few more modules I'm trying to sketch out, PoC is (or will be) up to 100 modules! That's something like 3-400 distinct effects. I think the PHB has around 600 spells, to put it in context.

In any case, with the recent changes (being uploaded right now), there are 87 complete PoC modules and 6 complete Metroid modules, for a total of 93.

Offline Amechra

  • Epic Member
  • ****
  • Posts: 4560
  • Thread Necromancy a specialty
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #138 on: August 28, 2014, 10:46:33 PM »
Pshaw, steal effects from Percy. I'm sure he won't mind.
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline Nanshork

  • Homebrew Reviewer
  • Administrator
  • *****
  • Posts: 13401
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #139 on: August 28, 2014, 10:51:38 PM »
Given that you already have more modules than there are soulmelds in MoI, I'm a little concerned about there being too many options if you're looking at tripling the current number of modules. 

Also, yeah, Percy has a few different sets of soulmelds running around.