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Playtest 2 is in the bag. Rogue is looking good, and I have a few tweaks to make from the feedback. Encounter of death was just as deadly as last time - got a tpk this time, despite making it slightly easier. It was fairly close in the end. One extra heal or a few misses from me early and they might have done it. Thanks to both teams for helping out! Wednesday team, if you're up for another session, we can do a high-level test next Wednesday to see if I can get levels 5-9 into shape.
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# ? Jan 30, 2016 15:46 |
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# ? May 13, 2024 02:21 |
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Jimbozig posted:Playtest 2 is in the bag. Rogue is looking good, and I have a few tweaks to make from the feedback. I am up for it!
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# ? Jan 30, 2016 16:03 |
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Jimbozig posted:Playtest 2 is in the bag. Rogue is looking good, and I have a few tweaks to make from the feedback. Totally.
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# ? Jan 30, 2016 17:06 |
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Jimbozig posted:Playtest 2 is in the bag. Rogue is looking good, and I have a few tweaks to make from the feedback. Sounds good to me.
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# ? Jan 30, 2016 22:59 |
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Countblanc posted:Well, I did it. I finished The Psion. Crimeny! It looks like it'll be a couple days before it appears on DriveThruRPG (I hope I did everything right, I've never done it before), but here's the free trial version I have available for anyone interested in getting a peek. Without having seen one in practice, I already like the Psion. It does a thing like the Rogue where it makes use of a type of action (in this case the Reaction/Interrupt) which is rarely used in Strike!. I also love the fact that I can immediately see a bunch of synergies with different roles. The only role that's sort of awkward with this class is the Blaster, because on my first glance I didn't see a lot of powers that would even work for a Blaster, but I might be completely wrong about this. The class itself reminds me a lot of the Occultist from 13 True Ways, but that's a good thing.
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# ? Jan 31, 2016 01:48 |
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Ratpick posted:Without having seen one in practice, I already like the Psion. It does a thing like the Rogue where it makes use of a type of action (in this case the Reaction/Interrupt) which is rarely used in Strike!. Thank you! Perhaps obviously so, the class was inspired by The Occultist, though only through second hand channels. As for blaster, the class actually works fine even if it seems weird; You just target the enemies surrounding the powers triggering target. So if, for instance, an enemy becomes Bloodied and it triggers your Shatter, you also roll the attack against enemies in a burst 1 of the enemy who became bloodied.
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# ? Jan 31, 2016 04:10 |
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Hey all, The Psion just went live. And now begins the terrifying waiting period where I get blown the gently caress up for forgetting a rule interaction. I hope you enjoy it!
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# ? Feb 2, 2016 21:35 |
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Countblanc posted:Hey all, The Psion just went live. And now begins the terrifying waiting period where I get blown the gently caress up for forgetting a rule interaction. I hope you enjoy it! "if they end this move adjacent to an object" means . . . wall or other thing that blocks movement?
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# ? Feb 2, 2016 21:42 |
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Correct. Benches, walls, pottery, tables, etc.
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# ? Feb 2, 2016 21:46 |
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Countblanc posted:Correct. Benches, walls, pottery, tables, etc. I should have been clearer -- something that blocks movement, as opposed to something that creates difficult terrain? Or in addition to, as long as it's an object? Like, if the picnic table is difficult terrain, does that count for damage?
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# ? Feb 2, 2016 21:49 |
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Ultimately it's Fiction Comes First®, but during playtesting it was anything that obstructed movement completely, but I also didn't consider things like picnic tables as difficult terrain I suppose. I don't think the power would become broken if you managed to convince your GM that the car your character has to vault over counts as an object even if it's just difficult terrain mechanically though.
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# ? Feb 2, 2016 21:53 |
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Countblanc posted:Ultimately it's Fiction Comes First®, but during playtesting it was anything that obstructed movement completely, but I also didn't consider things like picnic tables as difficult terrain I suppose. I don't think the power would become broken if you managed to convince your GM that the car your character has to vault over counts as an object even if it's just difficult terrain mechanically though. Also, I should have said that those powers are hilariously mean in the Strike! tradition of being hilariously mean to Team Monster. Well done.
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# ? Feb 2, 2016 22:24 |
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Thank you! A lot of the powers were much more boring in their first incarnations, haha. The at-wills are about the level of complexity that everything else was at and I was relying on the inherent coolness of an interrupt/reaction class to carry it. Fortunately my playtesters told me that it was insanely tedious to have to watch the board like a hawk simply to say "oh you moved adjacent to me. take 3 damage and become slowed." There's a few of the simpler powers left but for the most part the class lives up to its desired complexity and decision-making.
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# ? Feb 2, 2016 22:33 |
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Doing layout stuff for the nearly-finished Rogue now. Had a couple of options for the little subtitle that goes under the class name: Speed is the Essence of War Fusing Speed with Secrecy The first is from Sun Tzu. The second is from von Clausewitz. Both seem pretty appropriate. I'm leaning towards the second, but you can also build a rogue with zero stealthy options. Figured I'd throw it out here for opinions.
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# ? Feb 8, 2016 16:33 |
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I like the first one.
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# ? Feb 8, 2016 17:33 |
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I prefer the second one myself.
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# ? Feb 8, 2016 17:40 |
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Jimbozig posted:Doing layout stuff for the nearly-finished Rogue now. Had a couple of options for the little subtitle that goes under the class name: If you had one about mobility/agility, I think that would be better than either, since honestly Rogues are not in fact speedier without the feats that everyone has access to. My contribution is Churchill's "Won by Slaughter and Maneuver."
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# ? Feb 8, 2016 17:48 |
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Do monsters use the rules for being Incapacitated or are they simply Taken Out? I saw somewhere that Stooges and Goons just get Taken Out, but I couldn't find anything explicitly saying anything about Standard Monsters and up.
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# ? Feb 14, 2016 17:58 |
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I ran a game yesterday (it went really well!), but we didn't figure out how to handle initiative for Team Monster. Do all monsters go on the same initiative? Does each standard monster "slot" (1 standard, 2 goons, 4 stooges) roll its own initiative? Something else?
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# ? Feb 14, 2016 21:31 |
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Man Dancer posted:I ran a game yesterday (it went really well!), but we didn't figure out how to handle initiative for Team Monster. Do all monsters go on the same initiative? Does each standard monster "slot" (1 standard, 2 goons, 4 stooges) roll its own initiative? Something else? Each standard monster and up roll their own initiative. For Goons and Stooges I tend to group them for face-to-face games (on Roll20 I roll em all individually and let the initiative tracker handle it). Bophf posted:Do monsters use the rules for being Incapacitated or are they simply Taken Out? I saw somewhere that Stooges and Goons just get Taken Out, but I couldn't find anything explicitly saying anything about Standard Monsters and up. Simply Taken Out when they hit 0.
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# ? Feb 14, 2016 21:49 |
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Hey, I'm brainstorming for a mini-expansion based on survival stories: human against nature. Stories I love like: Into thin air Touching the void The martian Seveneves The revenant I've always been fascinated by this genre - I remember loving the book Hatchet when I read it back in grade school. And it lets me write about two of my favorite places: the Canadian wilderness and outer space. So under the pretext of helping me work on this expansion, and mainly because I love this stuff, does anyone have any book or movie recommendations in this vein? Most useful to the game side would be stuff like seveneves where people are struggling for survival as a team, but individual survival stories are great, too, and more common. They can be fictional, but the best fiction in this genre always leans very heavily on reality (see: the Martian).
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# ? Feb 15, 2016 05:57 |
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I feel bad about triple-posting, but The Rogue is up! And it's awesome! Everyone go check it out and get hype for all the cool stuff it let's you do. KS/patreon backers should have got their links last night.
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# ? Feb 16, 2016 02:55 |
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Looks fun! I'm about a week and a half out on my own Strike campaign, and hope someone picks it up.
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# ? Feb 16, 2016 03:48 |
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The extra content is pretty unexpected but appreciated. Also man that formatting really puts mine to shame, haha. Glad to see Hasten made a last-minute comeback, and I agree with the change to Sneak Attack.
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# ? Feb 16, 2016 03:50 |
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Jimbozig posted:Hey, I'm brainstorming for a mini-expansion based on survival stories: human against nature. Stories I love like: For outer space, maybe Gravity? Also it's not exactly against nature, but Runaway Train (escaped convicts on a runaway train through the Alaskan wilderness) is absolutely a survival thriller and might give you stuff to go on.
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# ? Feb 16, 2016 16:47 |
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Rogue: Why does it use the wording "[this] movement does not grant Opportunities" instead of Shift?
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# ? Feb 16, 2016 17:11 |
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Aside from specific powers calling for effects such as movement that doesn't result in Opportunities from select targets only, part of it is probably because things like being Marked can result in Opportunities when Shifting.
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# ? Feb 16, 2016 18:51 |
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Auralsaurus Flex posted:Aside from specific powers calling for effects such as movement that doesn't result in Opportunities from select targets only, part of it is probably because things like being Marked can result in Opportunities when Shifting. Basically this - it lets you get away even if you are Marked. Any other upsides or downsides beyond that are edge cases and probably stuff I didn't think about. The alternate language I considered was "If you are Marked, end that Status. Shift your speed." That is actually a bit stronger because it lets you then attack without the mark triggering.
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# ? Feb 17, 2016 02:35 |
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Minor thing; I'm using the 2d6 variant in a game I'm running and just realized that the Rogue's pseudo-effects are less likely to happen under those conditions (28% vs 33.3% for poisoner/brawler, 9% vs 16.7% for Backstabber). Fixing Backstabber is pretty easy, simply make it trigger on 10-12 instead of 11-12, this makes it a 17 vs 16.7 which is pretty dang acceptable, but Poisoner and Brawler are a bit more difficult as bumping it from 9-12 to 8-12 means it's now a 42% chance which is quite high!! Any suggestions?
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# ? Feb 17, 2016 02:45 |
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Always read the first die, or something?
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# ? Feb 17, 2016 03:05 |
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Strike! is like Gogeta but with D&D 4E instead of Goku and FATE instead of Vegeta.
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# ? Feb 17, 2016 03:08 |
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Jimbozig posted:The alternate language I considered was "If you are Marked, end that Status. Shift your speed."
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# ? Feb 17, 2016 04:34 |
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Countblanc posted:Minor thing; I'm using the 2d6 variant in a game I'm running and just realized that the Rogue's pseudo-effects are less likely to happen under those conditions (28% vs 33.3% for poisoner/brawler, 9% vs 16.7% for Backstabber). Fixing Backstabber is pretty easy, simply make it trigger on 10-12 instead of 11-12, this makes it a 17 vs 16.7 which is pretty dang acceptable, but Poisoner and Brawler are a bit more difficult as bumping it from 9-12 to 8-12 means it's now a 42% chance which is quite high!! Any suggestions? Uh, you could do 9-12 plus double-4's and double-3's if you wanted to get it to exactly 33%. Otherwise, 28% is the closest you will get.
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# ? Feb 18, 2016 03:59 |
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I recently purchased this game and I am a bit confused about Team Effort. More specifically, how do you win? It says that if your Advance beats the opponent's Defense and your Defense outclasses their Advance you win, but unless I have missed it there is no way to actually reduce your opponent's. A Hit can disable a Trait, but Traits aren't what constitues Advance or Defense, although some of them grant bonuses to those.
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# ? Feb 22, 2016 01:09 |
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paradoxGentleman posted:I recently purchased this game and I am a bit confused about Team Effort. More specifically, how do you win? It says that if your Advance beats the opponent's Defense and your Defense outclasses their Advance you win, but unless I have missed it there is no way to actually reduce your opponent's. A Hit can disable a Trait, but Traits aren't what constitues Advance or Defense, although some of them grant bonuses to those. If I understand your question, the answer might be on p. 76 under Phase 2: Resolution: "Once everyone has chosen an action, add up your team’s Advance modifiers and add a die. Do the same with the opponent’s Defense. If your Advance is higher than their Defense, your Advance is successful. If it is lower, it fails. Then repeat with the opponent’s Advance against your Defense and see the possible results below." In other words, the various Actions are mostly, but not exclusively, about tilting your roll modifiers in your favor and hoping the 4 total die rolls (your roll+ your Advance modifiers, opponent's roll + its Defense modifiers, opponent's roll + its Advance modifiers, your roll+ your defence modifiers) come out in your favor. Does that help, or did I completely misunderstand? I believe you are correct in that I don't think there are ways to reduce opponents' die modifiers.
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# ? Feb 23, 2016 04:40 |
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Alright, upon rereading that I see the point. But isn't it possible that, if the dice decide to screw with you, both sides of the conflict continue to accumulate Hits and Strikes without any progress being made?
paradoxGentleman fucked around with this message at 21:52 on Feb 23, 2016 |
# ? Feb 23, 2016 21:40 |
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In the same way that it's possible to flip a coin and repeatedly get heads on every flip for hours on end, sure.
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# ? Feb 23, 2016 21:52 |
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With a typical set-up, it is quite unlikely to last more than 5 rounds. Odds are it'll last 1-3 rounds. This goes up more if the players keep spending APs to not lose. Also, I'm going to have to release an errata'd version of the Rogue because of a couple of mistakes (e.g. Vanish still refers to Subtle Shot, which got rolled into Sneak Attack; Throw Sand lacked a target; garotte needs to be melee only) and a couple of improved wordings. Any other issues anyone noticed? I would really prefer not to have to keep changing files on people.
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# ? Feb 23, 2016 22:28 |
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We did find a degenerate case in a team conflict, where every round for the party our best option was to increase our defense as much as possible and have one person use Targeted Effort. Under those circumstances, there was a tiny chance of our losing if the opposition maxed their roll, and a much more likely chance that we would net a Hit each round and slowly whittle our way to victory.
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# ? Feb 23, 2016 22:32 |
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# ? May 13, 2024 02:21 |
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Jimbozig posted:Any other issues anyone noticed?
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# ? Feb 23, 2016 22:45 |