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General Maximus
Jul 14, 2006
Standard models come in white labcoats for inexplicable reasons.

LightWarden posted:


Toot toot motherfucker

Just occured to me about this... thrown weapon attacks in Pathfinder always occur in the one combat round, right? So that thrown supertanker is crossing a good portion of the galaxy in at most six seconds. Replace Cthulu at the other end with something capable of receiving such a throw without being vaporised instantly and make the tanker airtight (given it's only six seconds you might not even need that, does Pathfinder have rules for suffocating in the vacuum of space?) and you have the basics of an interplanetary fast travel system. Because magical portals are for lesser beings, obviously.

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cheetah7071
Oct 20, 2010

honk honk
College Slice
Okay, so, Anima: Beyond Fantasy is the name of an extremely lovely RPG from 2005, which received an English translation (from Spanish) in 2008 by Fantasy Flight Games. There's a tabletop miniatures game by the same name that I know nothing about. It's basically run on a d20 system, except with all the numbers multiplied by 5 so you use d100s and the math is hard to do in your head. It also has a number of unclear rules, with no official FAQ I could find, and a number of rules that only exist to allow the GM to gently caress you over. For the rest of this post, I'm going to assume every unclear rule works against your favor, and the GM will use every rule he or she can to gently caress you over, short of having a divine being come and gently caress you up mid-ascension, which there are sufficient rules to allow them to do--even post-ascension, you don't achieve Pun-Pun levels of immortality, and a divine or semi-divine being could pierce through your defenses if they really wanted to. Every roll can critically succeed or critically fail, so I'm also going to ascend without rolling any dice, because fumbling sounds dangerous.

Anima has four almost totally unrelated supernatural pursuits: Ki, Magic, Summoning, and Psychic powers. Our character--who I'm going to name Ghost Mom--is going to be a spellcaster, but will ultimately have indirect access to all three other fields.

First off, here's a bit of a glossary:
Zeon: essentially MP. The resource you use to cast spells.
Minimum Zeon: the minimum cost to cast a spell. Casting a spell using more zeon than this increases the power of the spell.
Maximum Zeon: the maximum amount of zeon needed to cast a spell. This value is a multiple of your intelligence--if you have low enough intelligence that the maximum zeon is below the minimum zeon, you can't cast the spell.
MA: magic accumulation. This stat controls three things. First, it controls how fast you gather zeon for your spells (for example, if you want to cast a spell costing 100 zeon, and you have MA 10, it takes ten turns to cast it). Second, you recover an amount of zeon equal to your MA every day. Third, if two casters touch each other, one of them can give zeon to the other at a rate equal to their MA.

Ok, so first thing, Ghost Mom needs some stats. There are no non-random methods of generating stats, just varying flavors of randomness. The only stat we need to be high is Intelligence (it controls how many spells you can learn). You can't cast spells with less than 5 Power (your MA is 0 below that). Everything else can be a dump stat if need be. Method one of generating stats guarantees you have at least one stat at 9 (out of 10), and gives to a 70% chance at a 10. Method two gives you an 82% chance of at least one 10, and a 97% chance of a 9 or a 10. Method three guarantees nothing, but gives you a 99.98% chance of having at least one 10. I'm going to be conservative and say your intelligence is 9. Ghost Mom can reach the stats she needs as long as she either has Intelligence 9 or Power 5, which is all but guaranteed in every method of stat generation.

Next Ghost Mom needs some advantages and disadvantages. You get 3 CP (creation points) to pick advantages with, and can pick up to three disadvantages to give you more CP. There are a ton of "safe" disadvantages that give 1 CP each, and some dangerous ones that give 2. You can probably get away with taking three of the dangerous disadvantages, but you only really need to if your intelligence is dangerously low. Ghost Mom needs 7 CP, so she's taking two safe and one dangerous disadvantage--she's going to be Sickly, Susceptible to Poisons, and be unable to recover Zeon naturally. Ghost Mom will spend 2 CP on "The Gift", i.e., the ability to cast spells. Another 1 CP will be spent on innately knowing every Creation spell level 40 or below (for reference, a 9 intelligence wizard studying to the maximum of their ability could duplicate this exactly. Ghost Mom starts with it, and can still use her int stat to learn more spells). Another 2 CP will be spent on the second tier of "Been Around", which gives her enough XP to start at level 2. Being level 2 lets you increase one of your stats, so Ghost Mom has 10 int now. Finally, she's spending 2 CP to bump her int up to 12.

If Ghost Mom started with less than 9 int, or less than 5 power. she can take three dangerous disadvantages instead of 1, and spend 2 CP on the advantage that sets a stat of your choice at 9. Ghost Mom needs 12 int after advantages to ascend with minimal chance for the GM to interfere, but can theoretically ascend with as little at 9 final int.

We're still not done building this character, because Anima is nothing if not overly complex in pointless ways. We'll set our race as a boring old human, because all the other races have pointless advantages balanced by an XP penalty. We'll set our class as wizard, because the book gives the GM more licence to gently caress with you if your class isn't from the "Mystic" category, and Wizard has more zeon than Summoner. Summoner would ultimately be fine too though. At level two, we have 700 DP (development points) to spend on a bunch of random poo poo. By being a second-level wizard with 5 Power, we innately have 270 zeon. The most any single spell can cost is 1000 zeon, so that's a good target to shoot for. We'll be level 5 soon, which will give us 570 zeon, so we need to buy another 430, which costs 86 DP. We don't actually need anything else, though in a disaster where you actually end up in combat somehow, having a high block value, more MA, or more LP (life points, because gently caress you for wanting it to be HP like in everything else on the planet) would be nice, but Ghost Mom is optimistic about avoiding combat, and just wants to look stylish while she's ascending, so she's spending the remaining 614 DP pumping her Style skill up to 307. She is now the world's greatest master at looking rad as hell while doing things.

Ghost mom is finally built. She's a level 2 wizard, knows the first 40 levels of the Creation school of magic, has 700 zeon, and not much else. Time to start ascending!

Well, there's a roadblock first. Her 12 int entitles her to develop her spell schools an additional 100 total levels. The book recommends that Mystic-type classes (Wizards and Summoners) be allowed to start the game with 50% of that value already learned, and non-Mystics be allowed to start with 25% already learned. It's left up to the GM's discretion though. There's also no rules for how long it takes to learn new spells, only that it takes downtime. If the GM allows Ghost Mom 40 levels of spells at chargen, she can ascend immediately. With only 12 levels of spells (to get Creation up to 52), she can have downtime at the same time as going on adventures. Any less than that and she should probably rethink those 300 points in style, she's gonna need to hoof it for a while.

So, how does Ghost Mom have downtime and adventure at the same time? The key is in the incredibly, incredibly broken spell Create Monstrosity, which you get when you have the Creation school at level 52. This spell, costing 80 zeon, lets you create a level-one monster, completely under your control. The monster creation rules are pretty similar to character creation rules, with a few caveats. First, it doesn't have CP, but can spend DP on getting any of the advantages you would spend CP on, plus a bunch of other monstery stuff like wings, natural attacks, or whatnot. Second, it can never, under any circumstances, learn any spells its creator doesn't know. Third, the GM gets to spend up to 200 of its DP for you, because gently caress you. You can spend extra zeon to make it higher than level one, but Create Monstrosity can't make monsters of a higher level than you, so it'll just be level two. Maintaining this spell costs 9 zeon every single turn, which seems like a hefty enough downside to make you only cast it in combat, and then dismiss it.

The GM spending some of its DP isn't really a concern. The only things he can really do to hurt you are make it unusually large (which is annoying but whatever), or make it incorporeal, so you can't touch it. And what Mom (Ghost or not) doesn't want to hug her babies? Fortunately, you can spend 10 DP to let it become material at-will. So, crisis averted--we can hug our creations.

The reason we need to hug our creations, instead of merely wanting to, is hidden up above in the previous wall of text. Can you find it? It's hidden in the glossary. From my description of MA: Third, if two casters touch each other, one of them can give zeon to the other at a rate equal to their MA. So the first pet we're going to make is going to be a zeon battery. Not just any zeon battery, though--a zeon battery capable of casting the spell Create Monstrosity, and make its own zeon batteries. The plan is to have one Monstrosity constantly hugging us, giving us zeon. Whenever it gets to 50% or so, it summons another zeon battery, which fills it back up. Here's the stats on our first baby:

Zeon Battery
level 2 wizard--700 DP
200 DP spent by GM, 500 remaining
10 DP spent on becoming material at-will, just in case, 490 remaining
24 DP spent on 8 Power, 9 Intelligence, and 1 in everything else, 464 remaining
50 DP spent on physical exemption, so it doesn't need to eat, drink, breathe, or sleep, and can continue to supply us 24/7. 414 remaining
30 DP spent on being able to cast spells, 384 remaining
30 DP spent on knowing the first 60 levels of the Creation tree, 354 remaining
120 DP spent on bringing MA from 10 to 50, 234 remaining
234 DP spent on bringing zeon from 310 to 1480, 0 remaining

Note that with 50 MA, our baby is giving up 50 zeon every turn. We can support 5 babies with that income, indefinitely. If you wanted to field more, we'd just summon another zeon battery. Basically, you can drown your adventuring party in level 2 monster allies while you gently caress off to your wizard tower to study. The monsters are all directly under your control, with no qualifiers or limitations, so they'll behave exactly as you do. Spend this time to figure out which of the various supernatural disciplines is best in combat, then make a small army of that. The only limitation is that it can't know spells you don't know--but it can sure as hell be a psychic, or a master of ki, or a master of hitting things with swords.

So now we simultaneously contribute more to the party than anyone else, and have downtime to study magic. The first thing we do is continue studying Creation, to bring it up to level 80. This gives us two important spells--Create Being, and Chimera. Create Being is a lot like Create Monstrosity, with a few key differences. First, our baby has gnosis 25 instead of gnosis 20, which is a weird, fancy way of saying it can buy fancier stuff in the monster creation rules, including knowledge of spells up to level 80 (gnosis 20 only lets you get up to level 60). Second, it has to be one level lower than Ghost Mom. If we support two babies with this spell, they each have to be two levels lower, and so on. Finally, Create Being has daily zeon maintenance instead of maintenance every turn, so you don't have to be constantly hugged by a zeon battery to maintain it. At this point, you can dismiss your army of Monstrosities, and have our new baby maintain the army for us, while we get daily hugs.

The second important spell, Chimera, is, if anything, more important. It turns you, or anything else you target, into a gnosis 25 being, and gives them extra DP to play with. If cast at the maximum zeon value by a being with 20 Intelligence (which we can easily engineer one of our babies to do), you get 300 extra DP, and can select 125 DP worth of disadvantages to give us extra points.The DP we get has to be spent on the monster creation rules, rather than the normal ways characters spend DP, but that's fine. What we really care about is that increasing your DP directly like this increases your level to match the amount of DP you have. We'll be level 5 after casting it--all without ever gaining a single experience point. Gaining three levels gives us +300 zeon from our class, and increases the maximum level we can make our babies. Still, bonus DP is bonus DP, so we should spend it on something nice. In addition, as a gnosis 25 being, we are able to cast spells of level 80-90 once we learn them (though monsters created at gnosis 25 can't actually know level 80+ spells innately from creation; we'll have to learn them the hard way via downtime).

Increasing our int by 6 costs 120 DP, and the maximum number of spell levels we can learn with 18 intelligence is 600, way more than enough to learn every useful spell in the game, given enough downtime.
Giving ourselves immunity to any physical attack from any monster level 19 or lower, and any weapon below the equivalent of +2 (which also has to be supernaturally enhanced by some other effect) only costs 80 DP somehow.
Giving ourselves immunity to any spell a reasonable caster can cast in a few turns only costs 80
Giving ourselves immunity to psychological conditions like fear and rage finishes us off by costing 20

Now that we have 18 int, there's plenty of spells we can learn. Just looking at the ones with daily upkeep or no upkeep, we have:
--Zone of Concealment, which makes everything in our home base nigh-undetectable
--Undetectable, which makes us literally impossible to detect by supernatural means--you have to be physical looking at Ghost Mom to find her.
--Regeneration, which lets us recover HP every turn, and regrow lost limbs other than the head.
--Increase Resistance, which gives us the equivalent of +13 to saving throws
--Perfect Shield, which lets us block attacks using our spellcasting stats, just in case we didn't put all our points into Style
--Vitality, which roughly doubles our HP
--Transmute, which lets us turn just about anything inorganic into anything else inorganic. And I do mean just about anything--if we cast it for its max value, we're just shy of transmuting mountains
--Zone of Safety, which makes it impossible to hurt anything in our home base unless they pass the equivalent of a DC 49 will save.
--Provide Soul, which lets us give one of our babies free will, because that's the kind of mom we are
--Greater Creation, which lets us create a fuckton of stuff. At max power, we could create 13.8 mountains
--Teletransportation, which lets us teleport 163840 miles at max power. That's about 6 and a half times the circumference of the earth!
--Weather Control, so our base is always pleasant and sunny
--Inside the Mirror, which creates a hidden pocket universe, which can only be accessed by a single door, probably hidden inside a cave deep in a mountain we created.
--Soul Barrier, which makes us immune to the equivalent of saving throws with DC 38 or less
--Acquire Natural Capacities, which lets us be good at jumping or singing or whatever the gently caress we want to be good at
--Shield Area, which stops anyone but us and our babies from entering our home base without passing the equivalent of a DC 42 will save
--Transmigrate Soul, which lets us move into one of our babies, in case we like their body better
--Spiritual Existence, which gives us another 350 DP to play with and turns us into an invisible, intangible ghost (though many things can see spirits, and some things can touch them). Now we don't have to eat, breath, drink, or sleep (though we'll have to turn tangible whenever we need to hug a baby for zeon, or teach them a spell to turn into energy themselves). The book doesn't explicitly say that this DP increases our level, like it does with Chimera, but it's heavily implied, so there's a good chance we're level 9 now. Now Ghost Mom is truly a Ghost
--Tie Vital Existence, which gives us a phylactery like a lich, though it has to stay within 1 mile of us
--Surpass Death, which gives us another 450 DP to gently caress with. It's unclear whether this spell is compatible with Spiritual Existence or not. If it isn't this brings us to level 10, if it is, we're level 13
--Contraceptive Protection, just in case we don't want a real baby
--True Close, which makes the door to our home base impossible to open without being utterly destroyed
--Detection Mark, which lets us see and hear what the baby we send adventuring is up to, even if they die
--Natural Spell, which lets us cast a spell with zeon value 220 or less for free. I recommend Create Monstrosity, or Acquire Powers (which gives us temporary DP to gently caress around with)
--Prepare Spell, which lets us prepare a single spell ahead of time, up to zeonic value 300. The maintenance on this is way way cheaper than Natural Spell, but only lets us cast the thing once
--Immortality, which stops us from aging
--Conditioning, which lets us set up a contingent spell with zeon 350 or less on any trigger. I recommend a medium-power teletransportation with the trigger "Someone hostile to Ghost Mom passes the saving throws needed to be able to reach and hurt her, or dispels any of her protective spells"
--Link Maintenance, which lets us assign another creature to pay the maintenance on one of our spells, just in case they all add up to more than our maximum zeon value
--The Gift of Knowledge, which lets us know a bunch of stuff
--Predestination, which lets us force anybody who fails the equivalent of a DC 48 will save to subconsciously work toward a specific set of conditions. I recommend the scenario "Nobody who isn't one of her babies will ever know Ghost Mom exists. Anybody who does will find themselves attacked by everyone and everything they meet."

Every morning you wake up, pay the daily costs on your spells, summon a zeon battery for free, and hug it till you're at full again. Then kick back in your impenetrable fortress while your babies save the world or whatever. All without gaining a single experience point.

cheetah7071 fucked around with this message at 09:43 on Nov 29, 2015

cheetah7071
Oct 20, 2010

honk honk
College Slice

Ryoshi posted:

Is this the one with the really nice looking book? I almost picked it up just for that when I found it at a HPB...until I opened it and saw what looked like a literal poo poo stain on the blank character sheet.

Yup! The art ranges from this, on the front cover:



To this:



Ghost Mom is almost certainly a big-boobed anime babe, because that is the only character archetype supported by Anima.

e: Some notes on the effortpost above--there are actually two spells called Teletransportation. One of them starts lower but scales, much much much better.

Saving throws essentially start at +6 and increase by +1 per level, barring shenanigans. The DCs are as impossible to hit as they look, for the most part.

ee: Going back and looking at it, it's well within the GM's prerogative to say you can't use CP to push a stat above 10. We can still get it to 11 by starting with 9, increasing it to 10 with CP, and to 11 at levelup, or can get it all the way to 12 if we end up starting with 10 int. 12 int is the breakpoint where the recommended number of starting spells lets us start with Create Being and Chimera, but you only need 9 int to start with Create Monstrosity and be able to learn Chimera eventually, so we're still set even in this case.

In addition, there's a fourth method of generating stats that I forgot about, which is roll 1d10 for each stat, in order. Since we only need Intelligence at 9 or Power at 5 to go off, we have a 68.2% chance of succeeding anyways.

eee: casting Chimera on ourselves levelled us up, and every even level you hit gives you a point to a stat, so we actually have 19 int right after casting it, without any buffs. By the time we cast our next DP-granting spell, we have 20 int (the maximum possible value) without using any spells to increase it.

cheetah7071 fucked around with this message at 11:38 on Nov 29, 2015

Iny
Jan 11, 2012

LightWarden posted:

But one day Elrond encounters a strange meteorite and is exposed to its unusual energy. His body flooded with power, he turns his face to the heavens and for a brief moment... he can see!



quote:

We return now to Elrond Hubble, and finding him floating in space above the planet of Golarion.

[...] he's also been permanently paralyzed.



(source: an artist friend who was listening while I was laughing at this post)

Ariamaki
Jun 30, 2011

"I'm the most powerful
search engine in the world!"
-- The GoogleProg
Well frig. After seeing the glory of the Ghost Mom, I'd love to create the polar opposite, a character who is so terrible that they functionally spawn into the game pre-dead, but my hardcopy of Anima has gone and found itself a better home, IE, it's lost as poo poo. Regardless, good work on the ascension to functional godhood, in a world where even the more literal gods are probably not as capable as you at doing... anything.

Zark the Damned
Mar 9, 2013

General Maximus posted:

Just occured to me about this... thrown weapon attacks in Pathfinder always occur in the one combat round, right? So that thrown supertanker is crossing a good portion of the galaxy in at most six seconds. Replace Cthulu at the other end with something capable of receiving such a throw without being vaporised instantly and make the tanker airtight (given it's only six seconds you might not even need that, does Pathfinder have rules for suffocating in the vacuum of space?) and you have the basics of an interplanetary fast travel system. Because magical portals are for lesser beings, obviously.

http://www.d20pfsrd.com/feats/combat-feats/snatch-arrows-combat---final

You're welcome :)

thespaceinvader
Mar 30, 2011

The slightest touch from a Gol-Shogeg will result in Instant Death!

So, they can immediately be thrown back.

Interstellar boat tennis, anyone?

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.
Just slap on returning and you can cut your personnel in half. Be a bitch to get on and off, though.

Evil Mastermind
Apr 28, 2008

thespaceinvader posted:

So, they can immediately be thrown back.

Interstellar boat tennis, anyone?
Is there a catch-and-throw-back feat? Then you can get a cosmic scale Link/Ganon boss fight thing going on.

Zark the Damned
Mar 9, 2013

Evil Mastermind posted:

Is there a catch-and-throw-back feat? Then you can get a cosmic scale Link/Ganon boss fight thing going on.

Snatch Arrows does that but only once per round.

Then again it's Pathfinder so there's probably some kind of 'ignore limits' ability somewhere which lets you repeat it.

Kurieg
Jul 19, 2012

RIP Lutri: 5/19/20-4/2/20
:blizz::gamefreak:
Mythic deflect arrows increases the limit to one half your tier.

Caros
May 14, 2008

Zark the Damned posted:

Snatch Arrows does that but only once per round.

Then again it's Pathfinder so there's probably some kind of 'ignore limits' ability somewhere which lets you repeat it.

quote:

You can use the weapons you pluck from the air to immediately make melee attacks.

Prerequisite(s): Snatch Arrows.

Benefit: When you use Snatch Arrows to catch a thrown weapon that can also be used as a melee weapon, you can make a melee attack with it as an immediate action against a foe within the weapon's melee reach. You can expend one use of mythic power to make this attack without spending an immediate action.

Sort of unrelated but I like the idea of C'thulu grabbing the boat out of midair and smashing someone with it.

Heffer
May 1, 2003

Caros posted:

Sort of unrelated but I like the idea of C'thulu grabbing the boat out of midair and smashing someone with it.

The fabled Chaos Dunk

Loxbourne
Apr 6, 2011

Tomorrow, doom!
But now, tea.

cheetah7071 posted:

--Contraceptive Protection, just in case we don't want a real baby

Can't help noticing this entry on the list of protective spells. It suggests rather alarming things about the standard campaign expectations.

cheetah7071
Oct 20, 2010

honk honk
College Slice

Loxbourne posted:

Can't help noticing this entry on the list of protective spells. It suggests rather alarming things about the standard campaign expectations.

There's actually only like two mentions of sex in the mechanical parts of the books (I didn't read the setting details though). The spell is one, and the other is a god who uses debauchery to drown her depression, and expects her followers to do the same.

There is this gem of a quote though:

quote:

The Empress Reversed incarnates the darkest aspects of womanhood. It represents infertility and lack of imagination that repeats itself over and over again, motivated only by a vague vanity. It is a barren terrain--a womb out of which no life or fruit springs--and the mother whose children are stillborn.

That, taken together with the rule that female characters may reduce their size by 1 if they wish, suggests a lot about the attitude at the writer's games.

remusclaw
Dec 8, 2009

On the matter of a Bard using music to help one sneak, hide or whatever, I feel it can easily be justified in that the Bard is basically creating a loud distraction that will cause enemies or marks to overlook the relatively quiet thief who is making his or her way through the room and their pockets. Distractions are pickpocket 101.

bewilderment
Nov 22, 2007
man what



cheetah7071 posted:


There is this gem of a quote though:


That, taken together with the rule that female characters may reduce their size by 1 if they wish, suggests a lot about the attitude at the writer's games.

Isn't that just a relatively standard reading of that particular Tarot card?
https://teachmetarot.wordpress.com/part-iii-major-arcana/lesson-2/the-empress-iii-upright/the-empress-iii-reversed/

Daeren
Aug 18, 2009

YER MUSTACHE IS CROOKED

It is, but the context isn't helping its case. Tarot's got a card interpretation for drat near everything.

blastron
Dec 11, 2007

Don't doodle on it!


It is important to note that Deflect Arrows specifically states that it does not work against unusually large projectiles, such as ballista bolts or boulders. Catching the interstellar freighter is not possible.

It is also important to note that there is no mention of what game mechanics map on to the concept of "unusually large", leaving us without a clear way to determine what objects are too big or too small to deflect, and no clear way to adjust that based on the size of the character. An uncharitable reading would make it impossible for any character, regardless of size, to deflect a ballista bolt... but on the same token it would allow a character of any size to deflect projectiles smaller than a ballista bolt, allowing a tiny pixie to catch and throw back normal-sized arrows.

nimby
Nov 4, 2009

The pinnacle of cloud computing.



If you usually toss around large superfreighters, could it still be considered unusually large?

Rexides
Jul 25, 2011

Well, that particular superfreighter used in that example was definitely unusually large since it was the largest.

What if you used just average-sized superfreighters?

Zark the Damned
Mar 9, 2013

Why not just throw individual people? If they're rich enough to afford interstellar travel they'll have some sort of protection from the hard vacuum of space.

Cthulhuchan
Nov 10, 2005

Rose: Sip martini thoughtfully.

Such as this one.

Just a tiny sip couldn't hurt...
They're only going to be in hard vacuum for about 6 seconds, tough it out you pansies.

Small Strange Bird
Sep 22, 2006

Merci, chaton!

Cthulhuchan posted:

They're only going to be in hard vacuum for about 6 seconds, tough it out you pansies.
At the speed they're going, visible light would be blue-shifted to gamma radiation and instantly incinerate them. Maybe if the person being thrown had Darkness cast on them...

Cthulhuchan
Nov 10, 2005

Rose: Sip martini thoughtfully.

Such as this one.

Just a tiny sip couldn't hurt...
They'd also be traveling backwards in time, but last I checked d20 isn't compliant with General Relativity.

Zereth
Jul 9, 2003



Yeah d20 contains no mechanics about blue-shifting or other effects of really, really high speed.

Small Strange Bird
Sep 22, 2006

Merci, chaton!

Cthulhuchan posted:

They'd also be traveling backwards in time, but last I checked d20 isn't compliant with General Relativity.
Well, what kind of lovely-rear end "physics simulator" does it think it is, then?

Zereth
Jul 9, 2003



Does d20 even have generic mechanics for being in space, come to think of it? Rather than ones tied to a specific spell or the like.

90s Cringe Rock
Nov 29, 2006
:gay:

Zereth posted:

Does d20 even have generic mechanics for being in space, come to think of it? Rather than ones tied to a specific spell or the like.
Well, D20 Future was a thing.

Ignite Memories
Feb 27, 2005

I miss spelljammer.

5-Headed Snake God
Jun 12, 2008

Do you see how he's a cat?


Ignite Memories posted:

I miss Alternity.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


Maleketh posted:

Ignite Memories posted:

I miss Alternity.

you're a god damned dirty liar. loving no one misses the abortion of a system that was the failed precursor to balls out insanity of 3.X and the d20 system.

nobody misses a game where the classes are functionally useless and doing anything at all requires a 2E D&D style roll-under non-weapon proficiency check.

"complex" skill check rules that scientists still can't figure out how to work in the mechanical context presented in the book.

how about having multiple attributes that can independently determine now only how many actions you can take each round, but also how likely you are to act? it's awesome when someone has 3 actions per round but rolls poorly enough on initiative that they can only act once! nope, there's nothing that having those wasted actions can do for you in this situation.

okay, you rolled to hit your foe. did you get a marginal or ordinary or good or amazing success? does you weapon deal light impact or high impact or energy damage? does he have light impact or high impact or energy resistant armor? is your weapon dealing ordinary or good or amazing damage, and how does that upstage or downstage the damage based on your foe having ordinary or good or amazing armor in the relevant damage category? does your weapon deal stun or wound or mortal damage based on your skill check? if your target takes damage, is there any wound or mortal or fatigue overflow? what about fatigue or wound or stun secondary damage?

i don't even know if the system is a murphy in its entirety because it's barely functional as is

Remora
Aug 15, 2010

Jesus Christ, I remember Alternity a lot more fondly than that. Was it really that bad?

Ariamaki
Jun 30, 2011

"I'm the most powerful
search engine in the world!"
-- The GoogleProg

Remora posted:

Jesus Christ, I remember Alternity a lot more fondly than that. Was it really that bad?

Yeah basically. I tried to work with Alternity 1 time, precisely once, and it was... Woof. What a bear. I remember a character's starting money being more than enough to supply them with a nearly-indestructible bulletproof briefcase full of some kind of thrown weapons, and combined with a very basic core luck-manipulation power, they were untouchable.

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
Anyone who does not miss Alternity has no heart. Anyone who wants it back has no brain.

- Vladimir Putin, probably

Kwyndig
Sep 23, 2006

Heeeeeey


Mostly people miss Alternity for the settings.

ZorajitZorajit
Sep 15, 2013

No static at all...
Yeah, thank god Alternity is dead. Now we all sing the praises of squishy storygames in a race to the bottom to just say "gently caress it, just tell stories or something." Because mechanical design is for Minecraft-playing neckbeards.

Nea
Feb 28, 2014

Funny Little Guy Aficionado.
I'm sorry, the Grognard thread is dead, and this is the wrong one anyways?

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?

ZorajitZorajit posted:

Yeah, thank god Alternity is dead. Now we all sing the praises of squishy storygames in a race to the bottom to just say "gently caress it, just tell stories or something." Because mechanical design is for Minecraft-playing neckbeards.
You realize nothing is actually stopping you from playing a game this thread dislikes, right? Your books didn't suddenly catch fire because of sick goon burns.

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Rulebook Heavily
Sep 18, 2010

by FactsAreUseless
Speak for yourself. Every time I point out a d20 loophole, a full set of d20 books catches fire somewhere in the world and their owner forgets all they knew of it.

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