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.”
-Stephen McCranie
“The master has failed more times than the beginner has even tried.”
-Stephen McCranie
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.
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.”
-Stephen McCranie
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.
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
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.”
-Stephen McCranie
Thank you for the update, looking forward to seeing how Van progresses.
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.
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.
Given that they are a suite of special Techniques with their own rules, I'm inclined to say no.I can actually put on Status Effects to DRAMA system techniques right? Just checking
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 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
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.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
Yeah, that sounds good, I like the...
.....
^_^
Gotcha, and sure, keep them to yourself.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.
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).
All this looks cool. I get the reasoning behind the 5 turns, though would have been fine with 'one', myself. ^_^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.
Especially the bolded, Krys doesn't drink.
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. ^_^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.
Good luck, dude!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.
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
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.
I'll need it. A lot going on haha.Good luck, dude!
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.
I like this idea.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.
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