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P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...

gradenko_2000 posted:

Do you need more players? I'm interested, trying to work out a character now.

EDIT: I think this should be it. I wasn't sure what "Expanded Defense" meant for a feat, I just picked a General one.

Yeah, that was a bit of crusty editing on my part; Expanded Defense got renamed to Defense Maneuver. In either case, it's just a keyword to differentiate feats a little, currently it doesn't have any mechanics attached.

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Jimbozig
Sep 30, 2003

I like sharing and ice cream and animals.

P.d0t posted:

Well I was planning to wait longer so I could get more apps in and kick you out :supaburn:

Um, I dunno, I guess I need to MSpaint up some grids and stat up some orcs.
I'm gonna be kinda busy with work until like Monday.

What's everyone's post frequency gonna be like? I've been slacking on the games I'm playing in, lately, so I'm at about once/2 days, but I could probably step it up to 1-2/day.

I should be able to do 1-2 per day if I remember. I need to learn to use my subscribed threads list better so I don't forget things like this.

Error 404
Jul 17, 2009


MAGE CURES PLOT

Jimbozig posted:

I should be able to do 1-2 per day if I remember. I need to learn to use my subscribed threads list better so I don't forget things like this.

Apologies if you already know this, but one thing that some folks may not know is that there's three different colors of bookmark. There's standard Orange, and if you click the star next to a thread on your bookmarked threads page, it turns red, and click again it turns yellow, fourth click unbookmarks the thread (only when you reload the page, so click the star again if you accidentally clicked too much).

I use red to mark all the games I'm in, so they stand out when I check bookmarks. It's still a good idea to check back a page or so though, because even a red star thread can fall off the first page if it's slow moving enough.

wtsnaename
Dec 20, 2005

And their legs get
stuck in my teeth!
I'll keep up with the game and probably be waiting around antsy to do so.

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
Alright, so I have a short day at work Sunday, so I'll try and get the gamethread up in the evening.

In case anyone hasn't been following the July contest thread, here is some feedback that was given on SteakPunk.

The bullet points are basically:
  • Everyone feels samey and no one feels "cool"; the mechanical differentiations are pointless
  • "Nothing felt like it combined with anything else"
  • Monsters are "not too tough"
  • Defenders are the "most useless" role and need higher Defense
  • Strikers need more +hit, but their powers from SteakPunk are good
  • Leaders don't have a lot of tactical choice

Excited yet? I know I am! :buddy:


On another topic, with the change to Defender DR, I was considering doing DR by Role rather than by Armaments in the next revision. Perhaps even go whole-hog and get rid of Armaments, just have Role/Class determine that stuff. Thoughts?

P.d0t fucked around with this message at 08:57 on Sep 7, 2014

Jimbozig
Sep 30, 2003

I like sharing and ice cream and animals.

P.d0t posted:

On another topic, with the change to Defender DR, I was considering doing DR by Role rather than by Armaments in the next revision. Perhaps even go whole-hog and get rid of Armaments, just have Role/Class determine that stuff. Thoughts?
Doing it by Role instead of Armaments is certainly a solution that would work. Armaments seem cool, though, and I don't think you HAVE to do that. My problem with armaments right now is basically that they are trading off one form of defense for another form of defense (not getting hit vs DR). It would be cooler if you could trade off defense for mobility (plus maybe some other light-armor bonus) instead. On that thought, trading off defense for mobility would work better if there was a real strong need or advantage for mobility, like a cover system or something.

I mean, Defenders would all go for defense anyway, but I could see strikers or leaders or anyone else going for either option if they were balanced.

Jimbozig fucked around with this message at 16:59 on Sep 7, 2014

wtsnaename
Dec 20, 2005

And their legs get
stuck in my teeth!
I really like the idea of armaments. That said, Prokosch's complaint stands. Heavy armor is not much more defensible than medium or light. (Max of a 2 point difference?) And the DR gap, while much greater, is not huge. I think a wider selection of differentiation with the feats would address some of the "everyone is the same" feeling. Something to the effect of feats basically dictating your class as much as your role selection does. But all that said, I think some straight combat needs to happen before anything else is decided. A melee defender does seem much weaker than a ranged, however.

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
One thing that maybe doesn't come across (or gets overlooked) is how the different Defense expressions interact with the Defense Maneuver/Expanded Defense feats.

Light has a smaller die, bigger mod; this translates to less damage but more movement on a Defense Maneuver. And of course, the opposite is true for Heavy; with Medium, naturally, "it depends." So I think/hope that gets across some of the notion that Light is nimble and agile and whatnot, whereas Heavy is the immovable brick shithouse who hits like a truck. How much it comes up in practice will be important to whether or not this comes across.

Something to remember when you get missed in combat!


EDIT: I guess the problem I have with Heavy armaments being made flatout better defensively is, at that point it almost becomes the overwhelming obvious choice, no? Particularly with Armaments separate from role and class, there's nothing hard-coded saying the party can't all be Heavy. Otherwise you have to start buffing the other Armaments in other ways, which turns into an attempt at balancing apples against oranges (which I'm not sure I'm up to the task).


Also, if you want, you can name your Role/Class/Armaments combo... and post a token for your character, if you didn't submit a picture already. Thanks!

P.d0t fucked around with this message at 02:26 on Sep 8, 2014

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
Game thread is up!

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
Some other revisions that I'm considering:

SteakPunk allowed Warriors/Butchers to specialize with melee attacks, ranged attacks (adding their lowest attribute to damage) or to go generalist and get a +1 to damage. Furthering that train of thought, what if the class benefits were made more customizable?


So, say, instead of classes, you could pick one of these 3 power sets:
  • You can make a [close burst 1] attack (1d6 damage) or attack 1 enemy at range (1d10 damage) each turn
  • You can make 1 melee attack (1d10 damage) or make an [area burst 1] attack (1d6 damage) each turn
  • You can make 2 melee or 2 ranged attacks each turn (1d10+1d10 or 1d6+2d6 damage)

And one from these 3 features:
  • Add your lowest attribute to melee damage rolls
  • Add your lowest attribute to ranged damage rolls
  • Add +1 to ranged and melee damage rolls

For quick pregens, you could have Melee Specialist, Ranged Specialist, and Generalist "classes."


...

Expanding on what Corbeau has been poking at with damage types, you could easily reskin stuff for like, Space Marines With Guns:
    Fire = High Explosive
    Lightning = Ricochet/Beam Weapons or some poo poo
    Poison = Armor-Piercing
    Cold = well, anything debilitating, really. Tear gas, pepper spray, EMP cannon..

P.d0t fucked around with this message at 12:21 on Sep 8, 2014

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...

Jimbozig posted:

On that thought, trading off defense for mobility would work better if there was a real strong need or advantage for mobility, like a cover system or something.

I'm not sure how it works out in play, but targeting being "within sight" for everything means cover is hypothetically important. I think 3e/5e does cover really poorly (both in different ways) and 4e comes out sort of binary and plays like "yet another +X to Y"

Cover rules seem like a pain in the rear end to write, but I should probably get around to making some; I'm planning on using the "corner-to-corner" rule for the playtest, to determine line of sight.

wtsnaename
Dec 20, 2005

And their legs get
stuck in my teeth!
I'm guessing most of the people in the thread either lost interest or don't know the game's up? We still doing this?

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
As a bit of feedback, the rules don't make a clear distinction between Encounter Points and Encounter Reserves, and I couldn't find how much Encounter Points I should have had. I'm guessing 3 because I'm level 1 and Tier Level 1. I think it would help if there was a section that listed every stat of a character and how it's derived.

Thanks for your patience, by the way, P.d0t.

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...

gradenko_2000 posted:

As a bit of feedback, the rules don't make a clear distinction between Encounter Points and Encounter Reserves, and I couldn't find how much Encounter Points I should have had. I'm guessing 3 because I'm level 1 and Tier Level 1. I think it would help if there was a section that listed every stat of a character and how it's derived.

Thanks for your patience, by the way, P.d0t.

The encounter points you should have is explained in the "Character Creation" section (click the link in the Table of Contents in the rules doc) but I also made this handy-dandy chart on the previous page:


P.d0t posted:

code:
Level	HD	Encounter Points	Daily Points		Feats
---------------------------------------------------------------------
1	2		2			2		0*
2	3		3			2		1
3	4		4			2		2
---------------------------------------------------------------------
4	6		6			4		2
5	7		7			4		3
6	8		8			4		4
---------------------------------------------------------------------
7	10		10			6		4
8	11		11			6		5
9	12		12			6		6
---------------------------------------------------------------------
10	14		14			8		6
11	15		15			8		7
12	16		16			8		8


Basically Hit Points and Damage go up but your number of Reserves don't, unless you do like Aedan and be a Leader with Survival Training; Points are the things you do damage with, Reserves are the game's pacing mechanic.

Effectively, the number of Encounters you have per day should be (approximately) your number of Daily Reserves +1.


Anywho, I'll look to cleanup the language in the revised doc, since this has come up as an issue both here and in the playtesting that was done for the contest.


EDIT: Probably I could just rename Encounter Reserves to "Reserves" and Daily Reserves to "Short Rests"
Would that be helpful? I want to make sure people will remember that Reserves and Encounter Points get refreshed by a Short Rest.

P.d0t fucked around with this message at 06:39 on Sep 18, 2014

Cerepol
Dec 2, 2011


For the purposes of improved penalties when do you roll to inflict penalties? As in when doors it kick in? Don't you choose whether or not to inflict penalties after rolling?

Also can a controller in advance declare they are giving up some amount of theoretical damage ex. 1 or all, to gain the benefit on a regular attack?

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
The general rule is basically you can do whatever you want whenever, within some sort of sane limits.


You're probably gonna want to run it this way:
Resolve all attacks on your turn, in any order; you can then decide to apply Encounter Points to any enemies you Hit or Daily Points to any enemies you Attacked.

So if the enemies clump up together and you can Nuke 9 of them with an area attack, go ahead and roll all the attacks and then you can decide who/if to penalize after.

It's like Power Strike; "I Hit. Eh, y'know what gently caress you, eat another [W]" sort of thing


The controller feature is intended to be "you can decide to exchange the [W] of damage for a [W] of penalty, so long as you hit, after you determine you've hit." in case that wording makes better sense. It's not a sliding scale, a-la 3.5 Power Attack or Combat Expertise (which is what I assume you're thinking of?)

Advantage happens basically after you roll the dice; you can choose not to apply it (like if you rolled doubles on an attack or something) but rarely would you ever do that.

Core Mechanics posted:

When you have Advantage, you can treat rolls of 1 on a d6 as 6 and rolls of less than 5 on a d10 as 5.


EDIT: Not sure exactly what your question is angling at, but the way Aedan's turn was done sorta gives an example. Basically penalties kick in anytime you want, after the trigger, on the turn they're applied. And if you're attacking the same thing twice, you can apply the attacks in either order, go hog wild with the cool combos. :toot:


More Edit: There isn't a specification in the rules whether an area attack uses 1 damage roll (4e-style) or if each target hit gets its own roll. Any preferences? The 4e method is a bit quicker and cleaner, and is how Points are rolled (in case that is unclear in the rules)

P.d0t fucked around with this message at 07:28 on Sep 18, 2014

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...

Cerepol posted:

For the purposes of improved penalties when do you roll to inflict penalties? As in when doors it kick in? Don't you choose whether or not to inflict penalties after rolling?

I think I get what you're asking now.

So yeah, basically, your attack hits; then, roll the [W] and/or dice for any Points spent, then determine if you'll use it for Damage or a Penalty. So like, if you roll a 1 on a d6, you could be like "oh hey I have Improved Penalties, which would make that a -6 penalty, but only 1 damage, so I'll go with the penalty."

The rules are intended to err on the side of letting the players do the most optimal thing.

Cerepol
Dec 2, 2011


That's weird the idea of modifying how a roll is percieved just seems so strange to me. That's definitely not a bad thing though.

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
Yeah, it does sort of have a retcon feel to it. :)


This actually made me realize that, RAW, Controller at-wills are potentially a lot better at inflicting Speed and DR penalties than using Points..

Using Encounter and Daily Points posted:

Penalties can be:
  • [number of points spent + your tier level] penalty to the target's speed or DR
This is basically reverse-engineered from the stat expectations:
    Speed will be 5 or 6, DR will be [2 to 6]+tier (barring feats and roles)
    Speed and DR penalties from Points cap out at 4+tier
..but Controller at-wills could be 1d6 or 2d6; on a high roll, you can potentially Immobilize an enemy or give them Vulnerability. :getin:


E: probably as a Hotfix, I should say you can't spend Points, roll the dice, and then be like "ehh I'm gonna do a Speed/DR penalty, instead" after the fact. That's pretty munchkiny; if you wanna inflict one of those penalties, there's no random rolling when you use Points for them, so you'll know what you're in for if you're choosing those options.

P.d0t fucked around with this message at 08:18 on Sep 20, 2014

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P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...

P.d0t posted:

Monster Math

Regarding this post, are there any requests for future playtest battles?
I'm assuming the casters will want more mooks/minions to nuke. I also have an idea for a Solo I want to throw at y'all.

Also, if anyone wants to change up characters for future encounters, that's cool too, just let me know.

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