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  1. #586
    Legendary God of Pirates Nik Hasta's Avatar
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    Quote Originally Posted by Postmania View Post
    Ya stats are down. Although tbh I already saw the drop in "natural" HP with standard ENR changes and the more nebulous nature of RES working for me made me already not feel that healthy.

    In any case though, this just makes DRAMA system techniques earn their spots even harder since she won't be Terminator-ing through everything now.
    All very apposite points.

  2. #587
    JUST DO IT?!?! Postmania's Avatar
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    Profile should all be updated now. Added a little to Latent ENR too. Although one thing I just realized, with the healing change that means you can only heal HP now? So all techniques will heal at 1/2 rate and only to HP?
    “The master has failed more times than the beginner has even tried.”
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  3. #588
    Legendary God of Pirates Nik Hasta's Avatar
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    Quote Originally Posted by Postmania View Post
    Profile should all be updated now. Added a little to Latent ENR too. Although one thing I just realized, with the healing change that means you can only heal HP now? So all techniques will heal at 1/2 rate and only to HP?
    Correct, Latent ENR is considered as functional HP for purposes of healing techniques and, correct, healing hits for 50% of the total Technique Score. The delineation between Latent ENR and HP remains because of stuff like Bleed which attacks Core HP directly.

  4. #589
    JUST DO IT?!?! Postmania's Avatar
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    Quote Originally Posted by Nik Hasta View Post
    Correct, Latent ENR is considered as functional HP for purposes of healing techniques and, correct, healing hits for 50% of the total Technique Score. The delineation between Latent ENR and HP remains because of stuff like Bleed which attacks Core HP directly.
    Okay then that must be what you mean by ENR recovery per turn being universal then right, cos now we'll just all be recovering ENR only through each turn instead of having a technique to just recover ENR and then keep shooting off our (tons of) techniques
    “The master has failed more times than the beginner has even tried.”
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  5. #590
    Legendary God of Pirates Nik Hasta's Avatar
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    Quote Originally Posted by Postmania View Post
    Okay then that must be what you mean by ENR recovery per turn being universal then right, cos now we'll just all be recovering ENR only through each turn instead of having a technique to just recover ENR and then keep shooting off our (tons of) techniques
    At the moment, recover of Mastered ENR is not possible through Techniques. When I have a larger sample of converted cast members to play with and I run a test battle again, I might change that if it feels too restrictive. If it makes it in, it would be likewise halved as with HP Recovery and, obviously, doesn't impact your HP/Latent ENR.

    And yes, as outlined in the patch notes, you will get +30 ENR per turn if you take no action, +20 if you only use Regular Attacks and +10 if you use a Technique Action.
    Last edited by Nik Hasta; 11-15-2022 at 01:40 PM.

  6. #591
    JUST DO IT?!?! Postmania's Avatar
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    Makes sense. Now all that’s left is to come up with techs
    “The master has failed more times than the beginner has even tried.”
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  7. #592
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    Quote Originally Posted by Nik Hasta View Post
    At the moment, recover of Mastered ENR is not possible through Techniques. When I have a larger sample of converted cast members to play with and I run a test battle again, I might change that if it feels too restrictive. If it makes it in, it would be likewise halved as with HP Recovery and, obviously, doesn't impact your HP/Latent ENR.

    And yes, as outlined in the patch notes, you will get +30 ENR per turn if you take no action, +20 if you only use Regular Attacks and +10 if you use a Technique Action.
    I'm gonna formally request you change the name from 'Patch Notes' to 'Nik Notes'.

    I'll deal with the actually relevant matters (You know, finishing my PC) later, but this had to be mentioned.

  8. #593
    Legendary God of Pirates Nik Hasta's Avatar
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    Quote Originally Posted by Miburo View Post
    I'm gonna formally request you change the name from 'Patch Notes' to 'Nik Notes'.

    I'll deal with the actually relevant matters (You know, finishing my PC) later, but this had to be mentioned.
    I shall consider it, I'm not one for naming things after myself.

    Looking forward to seeing Maximo gain many more options, let me know if you need assistance with numbers and porting him over to the new profile skeleton.

  9. #594

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    Sorry for not updating my sheet yet, I did read the patch notes but work put me in an off mood and I used my weekend to just relax. I'll have my sheet updated on Thursday. Or at least updated enough that I know what question I want to ask Nik.

  10. #595
    The Weeping Mod Sharpandpointies's Avatar
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    Possibility one - you CANNOT activate new techs in a fight.

    Possibility two - You can, but you can only use them once that fight.

    Possibility three – you can, but you can only use them once that fight, and you must have some sort of big description of the character learning them or coming up with them or working out that way. Or whatever.
    Why are we here?

    "Superboy Prime (the yelling guy if he needs clarification)..." - Postmania
    "...dropping an orca whale made of fire on your enemies is a pretty strong opening move." - Nik
    "Why throw punches when you can be making everyone around you sterile mutant corpses?" - Pendaran, regarding Dr. Fate

  11. #596
    JUST DO IT?!?! Postmania's Avatar
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    Thought I'd work on one technique or so and ended up just putting together almost all of them lol

    They're all in my profile, although I wasn't sure about some things.

    There's AoE options I know, but I wasn't sure how many targets would then be hit by AoE so I just put multiple (guessing that might be up to the GM's deciding?)

    I can actually put on Status Effects to DRAMA system techniques right? Just checking

    I ended up just moving the 1 Mundane tech from Mind into Spirit and then taking that new mundane tech and combining it with the 1 mundane tech in spirit to get another Honed tech, is that's possible

    That does leave me with no Mind resistance, but eh, it's not really that out of character for Jane to be weak to some mental stuff

    Also no idea what to do with an Epic body Tech for Jane really, so maybe I'll just wait around and see how things get added
    “The master has failed more times than the beginner has even tried.”
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  12. #597
    Legendary God of Pirates Nik Hasta's Avatar
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    Quote Originally Posted by Siriel View Post
    Sorry for not updating my sheet yet, I did read the patch notes but work put me in an off mood and I used my weekend to just relax. I'll have my sheet updated on Thursday. Or at least updated enough that I know what question I want to ask Nik.
    Thank you for the update, looking forward to seeing how Van progresses.

    Quote Originally Posted by Sharpandpointies View Post
    Possibility one - you CANNOT activate new techs in a fight.

    Possibility two - You can, but you can only use them once that fight.

    Possibility three – you can, but you can only use them once that fight, and you must have some sort of big description of the character learning them or coming up with them or working out that way. Or whatever.
    I mean, #3 of that was always how I thought it would work. My original plan was "the stress of battle forces innovation," so it would be taken as read that you could do cool new **** on the fly in there. Though as I recall it was also double ENR cost and, in the original design doc, cost one RUM.

    I'm less concerned about combat techniques to be honest, I'm more thinking about out of combat checks. I also had a bit of a thought last night about codifying social stats based off your existing stat builds but I'm worried that I'm overcomplicating the system. I could do it on a system like Sync wherein it's sort of automated based on your Build decisions but that's yet more systems and the game is already kind of complex. It's possible I might do this and just keep those stats to myself haha.

    Still mulling this over at the minute. For combat techniques, I'm erring toward the following:

    1) Can be activated in battle but will come with an additional +30 Mastered ENR cost on top of the normal ENR costs of the Technique in question and it will drain -30 Latent ENR from your character as spontaneously developing a new Technique is taxing on your energy reserves broadly. No RUM required though Krys
    2) Players would be expected to provide flavour as to how and why this is happening, I kind of take that as read.
    3) You can only spontaneously develop a Technique once every 5 turns. I was going to lock this to one per battle but in the case of a long and gruelling battle wherein your characters are really being pushed, I think it makes sense to allow it albeit with a cooldown in combat.

    Non-combat, I'm still thinking about.

    Quote Originally Posted by Postmania View Post
    Thought I'd work on one technique or so and ended up just putting together almost all of them lol

    They're all in my profile, although I wasn't sure about some things.

    There's AoE options I know, but I wasn't sure how many targets would then be hit by AoE so I just put multiple (guessing that might be up to the GM's deciding?)
    Kind of GM defined. Honed can hit "A group of enemies," and Epic will hit "Most enemies," but it depends on the context and the description of the Technique. Your Range score will also be considered as part of this calculation.

    I can actually put on Status Effects to DRAMA system techniques right? Just checking
    Given that they are a suite of special Techniques with their own rules, I'm inclined to say no.

    I ended up just moving the 1 Mundane tech from Mind into Spirit and then taking that new mundane tech and combining it with the 1 mundane tech in spirit to get another Honed tech, is that's possible

    That does leave me with no Mind resistance, but eh, it's not really that out of character for Jane to be weak to some mental stuff
    Specialisation will make your Resistance to things you are bad at lower. A Mind Technique might be useful though, even if it's a small debuff or buff, there's a lot in the Mind Status Effects table.

    Also no idea what to do with an Epic body Tech for Jane really, so maybe I'll just wait around and see how things get added
    I am aiming to get all Status Effects completed this week. As a heads up, I have been informed in my morning meeting that this month is going to get very busy at my workplace and the winter social calendar is beginning to ramp up so time is going to be a little thin for the foreseeable but I'll try and make space where I can.

  13. #598
    The Weeping Mod Sharpandpointies's Avatar
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    Quote Originally Posted by Nik Hasta View Post
    I mean, #3 of that was always how I thought it would work. My original plan was "the stress of battle forces innovation," so it would be taken as read that you could do cool new **** on the fly in there. Though as I recall it was also double ENR cost and, in the original design doc, cost one RUM.
    Yeah, that sounds good, I like the...

    .....



    ^_^

    I'm less concerned about combat techniques to be honest, I'm more thinking about out of combat checks. I also had a bit of a thought last night about codifying social stats based off your existing stat builds but I'm worried that I'm overcomplicating the system. I could do it on a system like Sync wherein it's sort of automated based on your Build decisions but that's yet more systems and the game is already kind of complex. It's possible I might do this and just keep those stats to myself haha.
    Gotcha, and sure, keep them to yourself.

    Going to go out on a limb here and state my own personal preference towards systems that DO NOT have built in lie detector skills/stats. Or built in 'Automatic Win Argument If You Hit This Difficulty Number' kinds of things. Really don't like that, myself.

    Social stats, for me, are fine as a guideline. But I don't feel social interaction should depend on them, like it does in any D20 style game (D&D 3.X, looking at you as an example).

    1) Can be activated in battle but will come with an additional +30 Mastered ENR cost on top of the normal ENR costs of the Technique in question and it will drain -30 Latent ENR from your character as spontaneously developing a new Technique is taxing on your energy reserves broadly. No RUM required though Krys
    2) Players would be expected to provide flavour as to how and why this is happening, I kind of take that as read.
    3) You can only spontaneously develop a Technique once every 5 turns. I was going to lock this to one per battle but in the case of a long and gruelling battle wherein your characters are really being pushed, I think it makes sense to allow it albeit with a cooldown in combat.
    All this looks cool. I get the reasoning behind the 5 turns, though would have been fine with 'one', myself. ^_^

    Especially the bolded, Krys doesn't drink.

    Specialisation will make your Resistance to things you are bad at lower. A Mind Technique might be useful though, even if it's a small debuff or buff, there's a lot in the Mind Status Effects table.
    I'm planning at least one technique in every area I'm 'bad' at to be some kind of resistance technique. RES, for example. But like Post obliquely notes, it's actually fun to have areas in which a character is weak. ^_^

    I am aiming to get all Status Effects completed this week. As a heads up, I have been informed in my morning meeting that this month is going to get very busy at my workplace and the winter social calendar is beginning to ramp up so time is going to be a little thin for the foreseeable but I'll try and make space where I can.
    Good luck, dude!
    Why are we here?

    "Superboy Prime (the yelling guy if he needs clarification)..." - Postmania
    "...dropping an orca whale made of fire on your enemies is a pretty strong opening move." - Nik
    "Why throw punches when you can be making everyone around you sterile mutant corpses?" - Pendaran, regarding Dr. Fate

  14. #599
    Legendary God of Pirates Nik Hasta's Avatar
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    Quote Originally Posted by Sharpandpointies View Post
    Gotcha, and sure, keep them to yourself.

    Going to go out on a limb here and state my own personal preference towards systems that DO NOT have built in lie detector skills/stats. Or built in 'Automatic Win Argument If You Hit This Difficulty Number' kinds of things. Really don't like that, myself.

    Social stats, for me, are fine as a guideline. But I don't feel social interaction should depend on them, like it does in any D20 style game (D&D 3.X, looking at you as an example).
    I'm kind of on that limb myself, but I do like the option to have a good enough social check give the player more agency. Like, it allows them to use a judicious Intimidate Check to browbeat a hostile NPC into obedience or giving them more information for example and it takes the onus off the GM for having to think in terms of what "needs to happen,"

    Also, Insight as a check is just a really useful tool for players to request more information from the GM about a situation or character that is specific to the character based on their build rather than the whims of the GM. I want to kind of insulate myself against having to make hard and fast calls about what to share and what not to share, y'know?

    I think I'll keep it behind the curtain, though if people want to know how things work I will tell them. Just to the think about how these sub-stats will work lol.

    Good luck, dude!
    I'll need it. A lot going on haha.

  15. #600
    The Weeping Mod Sharpandpointies's Avatar
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    Quote Originally Posted by Nik Hasta View Post
    I'm kind of on that limb myself, but I do like the option to have a good enough social check give the player more agency. Like, it allows them to use a judicious Intimidate Check to browbeat a hostile NPC into obedience or giving them more information for example and it takes the onus off the GM for having to think in terms of what "needs to happen,"
    Absolutely.

    As an example, I like to bring up Anima (yes, again). There are skills for intimidate, persuade, leadership. There is a skill for 'composure' that one might use to resist certain social things. But there is literally nothing to say how these interact, no hard-and-fast rules. Instead, it's pretty much left up to interpretation. A good persuade roll can go a long way, but there are limits. A good intimidate roll can go a long way, but there's no magic number that will allow a level 3 character to intimidate Kisidan. Results are basically left up to the GM.

    And there is no detect lie skill. Again, that's left up to the GM to interpret, based on stuff like 'notice rolls', experience of the character, maybe some other skills, information the characters already know, the difference in power between the characters, how stressful the liar is, etc. Ie, situational stuff plus maybe some skill rolls. Or not. Or it's up to the characters to decide if the NPC is lying, and up to the GM to decide if the NPC guesses the characters are lying.

    Also, Insight as a check is just a really useful tool for players to request more information from the GM about a situation or character that is specific to the character based on their build rather than the whims of the GM. I want to kind of insulate myself against having to make hard and fast calls about what to share and what not to share, y'know?

    I think I'll keep it behind the curtain, though if people want to know how things work I will tell them. Just to the think about how these sub-stats will work lol.
    I like this idea.

    And I know what you mean about the insulation thing.

    It's tricky being a GM, but even more tricky in a game without rolls (I've run an Amber: Diceless RPG in the past). Like, without random elements, it basically comes down to the numbers. Which is cool for players - we don't know the numbers for the NPC's, so techniques will miss, we'll use the 'wrong' kind of technique or attack, and heck, an entire fight could pass without a player landing a single effective hit on an NPC simply because they don't figure out HOW to fight that NPC (it's unlikely, but possible).

    But the GM knows all the numbers.

    That kind of situation DOES make it hard on the GM to avoid picking every attack or defense 'correctly' and making their NPC's into hyper-effective fighters. And if they don't, how many 'misses' or 'incorrect techniques, attacks, and defenses' are appropriate? How often do the NPC's choose to 'attack the wrong person' (ie, someone who it would not be efficient for them to attack, due to either their defenses or being just less-effective themselves in the fight, and so not primary target)? Tricky, tricky.

    Granted, this does happen with 'games with dice', but it's less of an issue because of the randomizer.
    Why are we here?

    "Superboy Prime (the yelling guy if he needs clarification)..." - Postmania
    "...dropping an orca whale made of fire on your enemies is a pretty strong opening move." - Nik
    "Why throw punches when you can be making everyone around you sterile mutant corpses?" - Pendaran, regarding Dr. Fate

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