#Prototype Pattern Groups
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Veteran crusader: Similar situation... An enemy which was both a BIG problem, and also a trivial pushover simultaneously. I believe this is probs because between 2 homebrew sets of rules (PPG and L:EC) there is a clash in design ideology. The crusader has CRAZY stats, At T1, 20 hp 2 armour! With an optional weapon to boost that to 3 armour and give guardian! The Crusaders main thing is "everyone in this bubble of 3 gets buffed and enemies get pain" It boasts a terrible heat cap (5) as its main vulnerability and a lot of its buff abilities rely on being recharge 6. So an idea world I imagine a crusader will sit in the middle of a bunch of enemies and go "Quick action buff, quick action recharge 6 second buff" then next activation they pop a different recharge 6 buff. But after popping 1 ability this IMMEDIATELY pushes them into danger zone, even with tempered which they need with these rules as they will struggle with their job for longer than 2 activations if they need to stabilise after each of them, popping 2 recharge 6 abilities with tempered WILL still cause them to pop a stress.
Alas, this is not core rulebook so I doubt you need to fully care about it :P
How I feel about it, I assume this optional will synergise very well with 1 stress rule as it punishes the enemies if the players keep up the pressure but doesn't instantly shut them down. With basic self destruct rules it feels like it can make a heatgunner player thrive, and kill enemies as pushovers with trivial effort (But despite this they were killing the enemies at a good pace anyway). It can really well balance some enemies with decent heat caps and low recharge abilities but suffers at the extremes of low heat cap, high recharges and heatgunner player builds. It overall "nerfs" the enemies which incentivizes me to implement potentially more to patch the hole but that would make the situation worse?
Crusader sounds like it has an absolutely reasonable stat line (I adopt a similar stat line for a few of my NPCs)
Fair
The double recharge 6+ is definitely something to consider though, esp on stuff like Witch
I'm comparing it to the other 2, 3 armour NPC's bastions and pyros but they can also kinda be pushovers as well if you have AP lol
I personally find Bastions to be pushovers period, and aim to make bulkier NPCs than them
Totally valid
I could share my math on Effective HP vs Grit at some point
I've had newer players struggle with pyros and bastions due to not knowing how to deal with armour
But yeah also, depending on design the Crusader could benefit from double tempered
I made Tempered and Recharge heat with CRB in mind, not Wallflower philosophy NPCs in mind (aka lower base heat caps)
I have more opinions but I don't know how to phrase them, but overall it's positive. Like I said I have just figured out the trickiest spot is the extreme cases of enemies. I think a bright side of low heat cap, high recharge/heat abilities does lead to enemies which are on the board are allowed to do their cool things but the more they exist (if I don't deal with the heat) does allow the players to push them over their limits and capitilise on it, which gives a cool counterplay. The problem is I don't think the players know that this counter play is happening... A player (melee) went "I guess I'll invade the crusader" and was a bit surprised when the first invade popped their stress
Alas, in the future I'll experiment with more tempered templates... This IS my first combat with it after all with this so would be a tad skewed
Excited to see more of what happens :D
Thank you for the feedback and happy to hear more when/if you have it! Good food for thought
It's weird because low heat caps are something to say, this IS their weakness, pop them and they'll explode! So using tempered to go "yeah this guy has no weakness" can feel a bit rude
True, though in context of the optional rule, they would have high heat abilities akin to Scourer which leaves them vulnerable to popping
tru tru
Regardless I do think you have a point
TBH, I think I found a real rare edge case... Looking at the wallfower NPCs, If they were all vet/commander/elites, etc I think they could live without tempered... Avenger has no recharge abilities, lurker has 1 recharge 4 which is a moderate amount, Strider has 1 recharge 4 reaction. Spite would be hit the hardest, with 2 recharge 4's and a recharge 6. But it isn't a major part of the kit and I think the spite doesn't suffer as much from relatively frequent stabilisation
Well, Cataphract and Witch are valid cases for this too
yes yes
Hornets I can also see having problems
Eeeh, less so
But 5 heat cap and a single recharge 5 ability
Yeah hm. I’m kinda ok with that though since Impale Systems hits like a truck sometimes
Big hmmm though
Little flying flee deserves to explode 😤
Yeah part of my philosophy on Recharge heat for normals is that I don’t expect them to last longer than 3 rounds
And that’s being generous
Granted I guess there’s target prioritization in play here but yeah if you’re gonna bite it in 2 rounds I don’t care as much if the Recharge 5/6 ability fills over half their heat bar
Yeah I see that, I kinda figured when it says tempered only works if you have more than 1 stress/structure. I think it suffered being a double budget sitrep, + The controllers were doinng a very good job controlling the players so the DPS's of the party couldn't through combination of jammed from sapper kit, hives immobilising, the cataphract FILTHILY STEALING the artillery from under the drakes grasp, there was a LOT. Player target priority they were saying to me and each other was "everyone"
Oh and witch shutting down the drake with blind
Just had a wacky idea for an Artillery/Defender NPC:
MIRROR
Artillery/Defender
Base Features:
Reflector Drone: Can use to extend range by “bouncing” bullets and hold territory. However, shooting the drone can damage the MIRROR (it reflects back).
Mirror Shot: Line 10, can extend again if it hits a Mirror Drone
Crush Targeting - As-is except Reflector drones count as targeting the MIRROR.```
The Reflector Drones are how I reconcile the contradiction between the goals of Artillery and Defender: They both serve as “safety”/range extension but also allow the Mirror to hold territory and draw aggro despite not being in the frontline
Objective Defender wants to hold a point, Damage Management Defender wants to direct damage towards itself, and Artillery wants to kill anything on the point (but not typically hold said point)
Suji has informed me that this exists in Beacon and I think I may crib notes from it haha
I thin this’ll round out the “next 4” I wanna make for this project
It also seems kinda similar to realspace breach, if we're talking about "still in the lancer system" so might want to look at it just in case
Yup yup that’s on my mind
I had a moment to try the capacitor in a combat. Ive been doing this Tourney arc in my campaign, so even when Ive been using some of the PPG npcs, they have been pretty off base.
however, the Capacitor was pretty on model, and I got to see how its systems interplayed.
Overall, I like the Capacitor a lot. I love the optional that lets allies cleanse on shield, as its something that allows some enemies out of the hard counter jam (Suldan Jumper getting Vlad Nailgunned to the floor) without neutralizing player interaction or introducing an ultra.
I also like that the Capacitor can play to the state of battle, and is easy to kill by the players.
Its movement meant that it had what it needed to reposition, and the shielding it gives isnt too much. So its annoying enough to prioritize, but not overbearing.
Okay then that sounds perfect imo, it’s a delicate needle to thread
Exactly. It also was faced up against an emporer. So it was Bow V Bow across a valley.
I also got use out of Arc Feedback several times, and I think it and Marathon as base equipment is a perfect pairing.
Quickening bolt actully didnt get used as much, but that points to something that could possibly be missing.
Always defering to expertise of course, I noticed several times there was at most a posibility to place either 3-4 overshield on an enemy.
When I got a good shot off and got my most abused NPC covered, there wasnt a reason to use quickening because giving them one more point wasnt really worth it.
What might make it usefull is two options in my mind:
1: Quickening bolt specifically gets an option that when used on someone who is already shielded, that unit gains a lesser bonus that adds to what they already have (like instead +2 when used on someone who already has shield)
2: Another optional system that allows some form of shield stacking in a balanced way. A reason to use shielding on people who already have shielding. (seems possibly hard to balance.)
To be clear, the issue is there was easily situations where already shielded allies essentially became targets that "werent worth" covering
I'd sooner just make Quickening Bolt a little more good on its own, I think, but that's good to note on the "too much overshield" front
honestly a side fix would be "when you apply shields X happens" system. Then youd have reason to reshield people. Like arc of damage similar to the emp's bonus damage systems
mm sure makes sense
it's something I'd need to put as a base feature, because making it an Optional wouldn't solve the problem with Quickening bolt
I'll consider this feedback though
I do worry about things getting a little too fiddly
I'll mull it over, and maybe test it out later
It does make me understand why the emp has so many extra effects to what its doing. It needs other reasons to keep doing what its doing, because its having the same issues as the capacitor here: Not enough targets to have bare bodies in need of shields.
so it needs bonus incentives
or just things to be doing
Posting this here to gauge interest before I try to fill from recruiting. Currently have 3 seats filled, 1 seat remaining
Gotta say, I don't fully agree with some of your houserules, but all the rest are just so dang good that it doesn't really matter actually. Might have a few thoughts/questions on some too, but I'll say that later.
As for the game, as long as we can stick to the 4h/4h30 duration, I'm good to go. I'm fine with being a backup though (as in, fill the spot first, and only if you need/want 1 more guy then you tell me).
Thank you! Would be happy to get feedback on them (though huh I don’t have a good place for that… PMs may be fine for now?)
As requested, I’ll let you know if you’re in once applications close on Friday. Thanks for being down!
Pms please, I’d like to keep this channel focused on my NPC homebrew
on it, boss
Oh sick, I'll do that in the future
Oh, you can give feedback here on the stuff in the pdf, to be clear, the stuff I was referring to was from my larger player side house rule collection
Much appreciated! 😄
when next session occurs 😭
I generally prefer keeping it on a server I just didn’t have a good place for the house rule feedback yet
Where are your house rules that aren't here?
hope the testing goes smooth either way, the NPCs especially - those can be a pain to get proper testing with sometimes lmao
Thank you! and yeah here's hoping for the best, it'll be a matter of vibefeel I think
absolutely - i've found that sometimes an NPC can fail spectacularly, and that can be* a good and intended result
it means its weaknesses are functioning as expected
that's very true; I think my weathervane metrics are primarily gonna be:
- How threatening do the PCs think the thing is/is such a response appropriate
- If I have 2 of these on a map at the same time, how oppressive is it
- If it gets 1 unimpeded turn, can it do its job in a satisfactory way
yeah, that looks good
Any seats left?
I have 1 person on waitlist who is willing to defer their seat, so yes, if you wanna join you may
mark me down for (1) PPG playtest ticket please
You got it! Other folks are listing their builds on #1278064902958747699
@granite saddle I’ll keep you updated if anyone drops
Keeping it to 4 for now but if I change my mind you’ll be the first to know haha
ofc ofc, mainly joking.
That said, someone running a 5 PCs playtest at some point could be useful, don't know how many of those you've had feedback from already.
Don’t recall, would need to check my test logs
was extremely tempted to go Amber Phantom but you don't need to deal with that AP's nonsense while playtesting
BTW, in the LCP for PPG Cyclic Discharg doesnt specify the damage type of the bonus damage ( I am assuming energy)
it should be energy yes
IDK if it matters much, I could make it explicit, but it just means it could default to Kinetic or one of the types it deals by rules of Bonus Damage
oh yeah, i was more just bringing it up to your attention in case it was an error
on my end i just ran it as energy under the assumption it inherits weapon base damage
RAW: Bonus damage cannot be burn or heat unless specified otherwise, otherwise you can choose any of the original damage types for it to be. If there are none applicable it defautls to kinetic
Oh @muted blaze by the way unrelated to my NPCs but you know how we had the same ideas for Operator changes? Well I ran a normal Operator on Saturday, with this version of the Raptor:
Raptor Plasma Rifle
Heavy Rifle, +2/+4/+6
[Line 10][5/7/9 energy]
Honestly? It was great. I lined up an initial shot for 2 with Step but they had some Omnidirectional Soft Cover due to a smoke grenade (good for them!) then I Trace Drived the operator to safe high ground
Second turn with them, I had them teleport down, boost across the field, and teleport on another higher ground to fire a shot that caught 3 PCs in a row. It earned some defensive resources, laid down some pressure, but ultimately didn’t feel oppressive. Folks mentioned it could’ve possibly dealt more damage, but I would only give it 1 more if pressed. Played the role of Skirmisher very well
Players ended the combat before it could act again but I was happy with it
The System Trauma Structure and 1 Stress changes also went over well, players liked that the NPCs had to make hard choices with their Daze and heat
So assume with those changes it basically isn't an artillery anymore lol
Eh I disagree, it’s still ranged and relies on spacing to stay alive. It still folds like paper on a hit. I think it’s still artillery in a way, for a broader definition of artillery. Namely, it still doesn’t want to take or hold objectives if it can help it, lol
Fair, I just viewed it as "range 10" is around striker distance
I personally rate range 10 as a “flex range” for both strikers and artillery
general notes (we went over these but leaving em here for record)
- zealot feels like it could do more; especially since without its optionals it has kinda limited range. that said brand the heretic is very fun optional
- I still think the hatchet attack pattern is a little busy, but not unmanagable. the larger problem is that it doesn't feel like there's any real counterplay to cleaving retrieval; it might as well just be a 1/round free action.
- no real complaints about the anchor, I like where it is, maybe you should be able to shut down the lodestone by overheating? or not, just wondering
Appreciate it! 😄
Rewording Zeal to add an Involuntary Movement immunity:
Zeal
Trait, 2 Heat (Self), Protocol
The Zealot emanates a Burst 3 area of fervent energy. While within the area, characters gain the following:
• Allied characters gain IMMUNITY to hostile involuntary movement, and their attacks gain AP against targets within the Zealot’s SENSORS.
• Hostile characters that have any Burn lose INVISIBLE and HIDDEN and can’t regain either status until they leave the area.
This area lasts until the start of the Zealot’s first turn each round or until the Zealot is STUNNED, JAMMED, overheated, or destroyed.
Hatchet is getting tweaks too, in addition to lowering its E-Def from 8/8/8 to 7/7/7:
Cleaving Retrieval
Tags: Trait, 1/round
Effect: When the Hatchet retrieves a THROWN weapon not used to attack this turn, all hostile characters adjacent to the Hatchet must pass an AGILITY save or take 4/5/6 Kinetic damage and become SLOWED until the end of their next turn.
Flip Kick
Tags: Trait, Recharge 5+, Quick Action
Effect: One adjacent character must pass a HULL save or be pushed 2 spaces away from the Hatchet and knocked PRONE. Regardless of the result, the target cannot take reactions until the end of this turn, and the Hatchet flies 2 spaces away from the target.
Cleaving Retrieval nets 1 more point of damage but requires a turn of setup first, akin to Scourer (but different since an Elite could technically use it the same round, but only once/round).
I justify this damage bump due to loss of control over when it's beneficial to pick up the weapon; melee characters deserve higher potency for the risk and lack of target flexibility
The nice thing to consider, too, is that the dropped thrown weapon is now its own "soft control" zone, which plays into the off-controller aspect of the NPC class
a mine but it's just someone dropping a knife
Also changed Lodestone to immediately drop when the Anchor's Stunned, overheated, or destroyed
might even warrant more damage on cleaving retrieval if it ends up not being easy enough to use every round
That's playtest considerations though
yup, I'm tempering it because it's technically AoE
we'll see
It wasn't in our test, but yeah, I was thinking about what would happen if the Lodestone had multiple structure. Having some way to turn off a Veteran Commander Lodestone other than keep shooting feels important.
trying to hammer out my Controller/Striker concept, and I think I may need to try a playtest of the base kit to see what happens
TORRENT - Controller/Striker
Tactics: Knock enemies out of position.
BASE SYSTEMS
AMORPHOUS Trait
The Torrent has RESISTANCE to all damage originating within Range 3.
ROILING FORM Trait
The Torrent ignores difficult terrain and engagement. It can move through and end its turn in spaces occupied by smaller characters and objects.
Wavebreaker
Main Melee, Knockback 3, +2/+4/+6
[Burst 1 or Cone 3][4/6/8 Kinetic]
On Hit: The target cannot take reactions until the end of their next turn. If this attack inflicts KNOCKBACK upon a target, the Torrent may move an equal number of spaces directly towards the same target.
Storm Surge
System, Recharge 6+, Quick Action
The Torrent moves 8 spaces in a straight line, ignoring engagement and obstructing characters. Hostile characters that the Torrent passes through or that are adjacent to its path must make a HULL save or be pushed to a space adjacent to the Torrent at the end of its movement.
I feel like I want it to knock Prone somewhere in the base kit? There's also the issue of "I want this to be good at driving enemies off a point, but not so good at holding the point." I don't want it to be a better Cataphract or a Caliban and pursue enemies to the end of the earth, but I want it to "flow like water/crash like a wave" and feel like its moving around instead of standing still, if that makes sense?
The "Assault Armor" in Amorphous, I'm considering changing to something else. It's anti-synergistic with Wavebreaker's knockback
For the "not holding the point" bit, maybe consider increasing the knockback it takes ? Or something like a lower limit of knockback.
Like "If it would be [involuntarily moved without telporting] less than 3 spaces by a hostile character, it instead moves 3 spaces" or something like that
Or just +2 to all hostile non-teleport involuntary movement iunno
You get what I mean, something to make even base ram effective at getting it to Screw Off The Point
Perma soft cover maybe ? If I'm reading the vibes correctly, given the name of the traits...
Or an easy terrain-agnostic way for it to gain soft cover
That makes sense
It’s like a more swarmy Balor
Like, in that it’s got a central chassis but it’s moving around with a tide of grey wash
Like a water elemental but with a central core
I don’t know it
Keep forgetting the name, but it doesn't matter that much
It's very chill for greywash, though, if that's what it does
Nice to see greywash finally went to therapy
Make it size 1/2 so everyone can move it?
That’s the thing, I don’t think I want folks to move it more than normal, I want it to kinda be its own little force of nature?
I don’t know
I’m simultaneously thinking of Water Elementals and Winston’s ultimate ability in Overwatch
Well then you have to re-think how you make something good at getting the point but not at staying in it
I (ironically) don't know much about water elementals, but if an ulted winston was standing on a point I needed to get to I'd reconsider, honestly
I do also wanna clarify that “holding” the point is different than just “staying” on the point, too
I think I should consider looking at Pf2e’s Monk design…
Oh !
Instead of following targets it knocks back, what if it could just move that many spaces, but also had to
That’s honestly that I was leaning towards
Must knock back and must move that many spaces
Glad that we’re on the same page haha
What do you mean bu that "must knock back" bit ?
Knockback is an optional tag
So instead I’d make it so Knockback is never optional
Oh right
Yeh
At this point, make it just a "on hit : push target [distance]" and "after attacking with this weapon, the [thing] is pushed [distance] in a direction of its choice"
Or something
Inflicting forced movement on itself is actually a weirdly elegant way to avoid having to write “this ignores engagement and reactions” all the time
As well as letting it easily get out of grapples
Honestly, genius, thanks for suggesting that!!
I was gonna say the movement it had in that first message needed that bit anyways
With that in mind, here's a bit of a revision:
AMORPHOUS Trait
The Torrent always has soft cover, and it ignores difficult terrain and engagement. Other characters can move through and end their turns in the Torrent's spaces, and long as it occupies at least 1 free space, it can end its turn overlapping obstructions, cover, or other characters.
ROILING FORM Trait
Involuntary movement caused by the Torrent ignores difficult terrain. Hostile characters moved by the Torrent must pass a Hull save or be IMPAIRED until the end of their next turn.
Wavebreaker
Main Melee, Knockback 3, +2/+4/+6
[Burst 1 or Cone 3][4/6/8 Kinetic]
This weapon always inflicts KNOCKBACK. The Torrent pushes itself 3 spaces towards one target of the attack.
Storm Surge
System, Recharge 6+, Quick Action
The Torrent moves 10 spaces, ignoring engagement and obstructing characters. Hostile characters that the Torrent passes through at least once must make HULL save or be pushed to a space adjacent to the Torrent at the end of its movement.
Storm Surge still feels like it needs work, and the IMPAIRED part of Roiling Form may be better as an Optional trait
Question: What retrograde mini could you use to represent a hatchet?
This
basically anything with something approximating an Axe and a somewhat-lithe profile
Thinking about my Artillery/Defender NPC:
Reflection
System, Quick Tech
The Mirror places a reflection within SENSORS. The Mirror is treated as occupying the same space as the reflection for all purposes, including RANGE, THREAT, SENSORS, adjacency, engagement, targeting, and line of sight. The Mirror has RESISTANCE to all damage, Heat, and Burn inflicted through its reflection.
Reflecting Shot
Heavy Rifle, +2/+4/+6
[Line 15][5/7/9 Energy]
If this line would pass through a reflection, it instead stops. The remaining length of the line then continues in any direction from the reflection.
Crush Targeting
System, Recharge 4+, Quick Tech
A character within SENSORS and line of sight gains +3 DIFFICULTY to attack any character other than the Mirror until the start of the Mirror’s next turn.
plus this optional:
NARCISSUS Override
System, Recharge 4+, Full Tech, +2/+4/+6
The Mirror makes a tech attack against a target within SENSORS. On a success, the target can only draw line of sight to the Mirror until they end their turn adjacent to it.
Just wondering, why make the torrent move towards one of the targets instead of just anywhere ?
I'm imagining it crashing forward like a wave towards its targets
like, every attack it makes is commital
Also all of these + the optional look good, I just don't really see the use for reflecting a shot given you could instead just. Take it from the reflection.
Maybe give it an extra little bonus for reflecting ?
Nothing much, but still some incentive
yeah, I was imagining that it could cover unique ground/shapes by bouncing off its reflection
probably minor gain, though
Basically the only way to take advantage of this is if a PC is between a reflection and you and also another PC is very close to your reflection
Ah ok thank you
It's not that unlikely, but still enough to warrant a little treat. For engaging with the mechanics.
yeah, thinking like +2 damage or something on the back half
The wacky Artillery/Defender has arrived lol
One change made so far: Adding Ordnance to the base gun, mostly for GM overhead purposes
@vagrant grotto
Spoiler for my french players.
||Hi, the Mesmerist template from 0.0.8 seems to be outdated on the lcp, it still displays the old Rapier that jam on crit and has only 1d3 Mirror Images.||
Double check your compendium please
Preexisting npcs may not reflect the changes
Especially double check the ||rapier, || I think Foundry did an item merge instead of an overwrite and that may cause it to have both On Hit and Effect boxes instead of just one
So you may need to manually edit or delete and re import that one
I'll try that.
Oh, just to check, you are on foundry v11, right?
Yes.
I have the basic stuff setup for the Occultist and the Mirror now, but I feel like I should rename half the systems on the Mirror lol
Hell, even calling it “Mirror” feels a lil weak
I occasionally come up with good names.
Where do I find the most up-to date version of both ?
Are both the latest that appear here ?
The current-ish Mirror is the one I linked above
But no need tbh, I’ll figure something out
Honestly I was just bashing my head against mechanics to start yesterday
Felt like I was forcing the lore/names to be something mildly unique
Okay, hear me out: I rename the Mirror to be the "Prism" instead
Reflector or Rebound are others I thought of, but I like Prism better tbh.
Just to cover my bases: The only other instance of someone working on a "Prism" NPC is Ikiryo working on something from around 2022; hopefully they can coexist lol
just gonna rename all the Reflection stuff to "Lens" instead (yay shorter words!)
lol NARCISSUS Override makes less sense now, but I like the name and effect too much to drop it
though....................... that could be an interesting transplant onto the Mesmerist instead 🤔
I have yet to see anyone use Ozymandias Protocol
part of the reason I didn't like "Mirror" was also because I had the Mesmerist with Mirror Image in the same collection, lol
hmmmm okay I'm not calling it a "Lens", I'm gonna call it a "Projection"
similar word length to "reflection" at least
Also be a pain if you had a mirror and a mirage in the same combat for name alone
yeaaaaaaaaaaaaaaaaaaaaaah
Right, it's the Phantasm from EC
That's the one it made me think about
All in all, very different concept, but still. That's the one.
Yeah, I honestly looked at some major homebrew to make sure nobody else had the same idea of making an Artillery/Defender like the Prism. EC had some of that clone bouncing stuff but not in the same way or intent as I have for the Prism, so I felt okay moving forward with it
Honestly? Even if people have the same type of idea, there's nothing wrong with putting your spin on it. Nor is there anything wrong with using a name someone else has - frankly, there's only so many pithy NPC names out there, especially for particular concepts. (Prism for bouncing lasers especially is one of those 'feels especially right' names anyways. Heck, I was working on one myself before I ended up pivoting to something different!)
Yeah, mostly I was looking to make sure someone else hadn’t had the same idea and done it better, since then I wouldn’t have to do it hahaha
These npcs I’m making are mostly attempts for me to make neat toys that I haven’t really seen before and leverage the roles in ways satisfying to me, after all
All I ask is that you name the obligatory "swap places with the /move the/start a move from the Projection" optional something cheeky about how only elctrons are allowed to be in two places at once because they're physics' special little particle
Pweasee
Also since it's now the prism, I'd say it needs an otional that allows it to start multiple lines from the Projection when it's hit by the line, but for that to be in any way useful you'd need a range upgrade on the thing (or at least an extention on hitting the Projection)
Yeah I’d need to playtest it as-is first
I’m already leery of the line redirection as it currently stands
Overhead cannot be too high, it’s an NPC that can be fielded in multiples after all
Well, can Prism A's weapon bounce off Prism B's Projection ?
Not originally intended but could be fun
I don’t think it’ll be particularly effective to do so
I think the only official NPC's with cross-compatible effects are Lurkers, but I don't think the comparison is applicable in this case
Yeah I think I’m gonna move NARCISSUS Override to Mesmerist and ditch Ozymandias Protocol
NARCISSUS Override
System, Recharge 5+, Full Tech
A character within SENSORS can only draw line of sight to the Mesmerist and must make a SYSTEMS save. On a failure, this effect lasts until the target ends their turn adjacent to the Mesmerist. On a success, it lasts until the end of their next turn.
Okay revised NARCISSUS for the Mesmerist
Thinking I’ll set up another piece of LoS fuckery for the Prism, plus maybe even an optional that turns off Seeking?
"for [duration], characters may not draw line of sight or range to the Prism, except through its Projection. The Prism must have a Projection deployed to activate this [trait/system]"
I was thinking a kind of Hardlight barrier that blocks LoS except to the Prism
If you feel this is too strong, you can just make it also apply to the Prism itself
like a Shroud Charge
Of course
I just also had that idea when reading that
Oh !
My idea for splitting the line into multiple (because that's what prisms do, y'know ?) !
Just figured out one way to make it work
Optionnal weapon, range 10/15 (not line), "when you target your projection with this weapon, you may instead attack 3[?] targets in [range] of the projection, drawing range and LoS from the projection."
Maybe it doesn't do the same damage after/before being refracted, maybe it has the same/a different range upon refracting, but yeah
I think the easiest way to make a weapon multi-split is to make a new weapon specifically for it (also weapon optionnals are always good, so that gives it one)
As always, do what you want
Okay I see what you’re saying. I’d probably sooner make it a burst effect? Target the Projection and it diffracts into a burst instead
On-hit rider of “can only draw line of sight to the Prism” would make sense
I actually like that a lot as a defender tool
I might outright replace the line weapon with that
Diffraction Beam
Heavy Rifle, +2/+4/+6
[Range 10 or Burst 2][5/7/9 Energy]
On Hit: Until the end of the target’s next turn, they may only draw line of sight to the Prism.
Attacks made through a projection gain AP.
this is likely gonna be the new base weapon for the Prism
I figured if Crush Targeting Just Worked™️, it wouldn’t hurt to have this work on a hit
I may drop Crush Targeting now if I keep this, though
Stuff I’ve been considering too:
- Quick Tech that basically drops a Sniper Shroud Charge but still allows folks to draw LOS to the Prism
- Preventing Seeking from working; currently has a home on a modified Refraction Barrier but also considered it as an outright trait
I think something similar to stuncrown or the demolisher's concussion missiles could be good for it too, as a TASTE THE RAINBOW ability
But also just in general
Maybe make it inflict blind and make characters unable to ignore LoS restrictions ? (like arcing and seeking then ?)
I’m mostly trying to avoid hard control effects here tbh? It’s an artillery/defender so if anything maybe it should be a different artillery tool?
Well, that's the thing about being in two places at once
But yea, I'm mostly screwing around just because prisms are fun things and it's named after them
@vagrant grotto Does the Jam proc on Codespike Rapier cancel the current attack against it after using Metafold Riposte ?
Yes, just like how Sentinel’s optional that Jams can interrupt and cancel an attack
Yeah Bodyguard + Punisher rounds iirc Impaler
Need to read up on my core defenders damn
yeah Sentinel has some juiced optionals
W u h
what's up? need some clarification?
Just the sentinel synergy
yeah, I found some strong synergies when writing Advanced Paradigms
Today the Capacitor landed the shot of a lifetime, dealt 16 damage to three players, and shielded all its allies.
Literally got all its ducks in a row, nice
Holy shit
Did it get off a Cyclic Discharge shot?
Yesm! Was one hell of a blow lol
Dang, what tier??
Thats just a tier 1. A round earlier it got its entire crew of 4 allies in one line for shielding, so it was pumped up on overshield
Okay, it might have had more OS than intended haha (and the bonus damage may not have been halved?) but hey, nice shot regardless
-- snip --
As for the damage: in version 0.0.8 (or at least my foundry's update so possible breakpoint there) there wasnt included damage halving
I don't think I actually put what I was saying well, sorry.
I made the mistake in that Reciprocity doesn't take all the shields generated in one action (the line attack targeting 4 allies>one action generating 4 instances of 3 shield>12 shield), but did catch that it wouldn't stack infinitely (different actions wouldn't keep adding to the total).
Now understanding shield mechanics, it makes sense and all seems fine. It doesn't help my game has an emp in it, so something in the combat is already stacking multiple shields.
The damage halving is standard rules for Bonus Damage when dealing with multiple targets
Which is: If there’s multiple targets, Bonus Damage is halved (regardless of whether it hits those targets or not)
Today I learned!
Fun fact: Bombard skirts around this by Cluster Munitions explicitly not being Bonus Damage (which was intended, and mentioned in the Lancer FAQ)
I’ll admit that I’d be seeing stars though if it all worked the way you ran it and I got a nutty 16 damage shot on ¾ players
Like that’s hype as hell
Oh yeah! it was like "Well the rules do say I gotta shoot you in the back of the head with this shotgun." like it was an edge case reward for shielding 4 npcs the turn before.
it is also interesting to consider the barb in a new (somewhat lamer) light. Its Siege cannon just aint as good as I once thought it was. Unfortunately, I think that means it loses on every count to just going something else.
From experience : no the fuck it ain't
It may seem like it, but then you remember 18hp is more than most NPCs have and you get half your OpFor blown up turn (not even round !) 1
If you're ever wondering why the MBT can only run over people when boosting, it's because of me. (and my player with a siege cannon)
(Also, more on topic : great segue into a point I made about different GMs seeing different things when presented with the same NPCs. This was the event I was thinking of.)
I’ll say that the last #homebrew-design feedback I got on the Prism was a bit disheartening, looking at all the damn edge cases
The FAQ is only gonna go so far
Crossposting this here, finally got a spark of inspo for this scavenger-type Support
If this is planning for any other homebrew to be used alongside it, restoring limited charges is straight-up insane
Especially at range 5
Maybe also for official NPCs, but I'd have to check first
But for NPCs, you mostly see "limited 1"s, and in that context it's supposed to be "you can use this Once Ever and That's It", so allowing a recharge could have unforseen consequences.
Maybe if the "restore limited" was adjacent only, I'd be okay with it
The specific case I'd be most terrified of from 1st party content is Spec Ops
"yes I would like the spec ops ronin to go invisible again and get a guaranteed critical hit" - statements made by the Utterly Deranged
I don't think you did!
Except for, yes Spec Ops, but even worse : the Pirate limiteds
"oh you like wasting So Many Actions ? Why don't you do it... Again !"
but yes NPC limiteds probably shouldn't have ways to recharge
Most base NPC limiteds are actually Fine, Really. Even the limited 1s.
Like it does take having wrecks on the board and the vulture next to one at the start of its turn
It only gets dangerous when you look at Templates and homebrew, from what I can tell
Otherwise the "steal weapon" optional looks really fun, but I'd make it only be able to add a weapon to itself. Revenge on a Pyro's flamethrower ? No thank you. The rainmaker's missile pods on a bombard ? Somehow even worse.
Got some write ups for the same variant rules I did previously so overheat shenanigans: What I have to say is surprisingly... Nothing notable...
Huh. Funky
Fight 1: Not many recharge abilities
Fight 2: Same... Recharge abilities were on an elite barricade which sucked up a I deleted the characters shucks so can't easily make an after action report a decent amount of heat on barricades which is neat
Most notable is fight 3: ULTRA TEMPERED SHIP RAINMAKER
All other chaff didn't exist long enough to be relevant for the sake of overheating, enemies never stressed the whole fight yet players did
It was interesting, it added a dynamic which meant there were "pseudo stun" rounds where the Argus armour rainmaker chose to stabilise rather than get heatblasted by the chomo's system crusher. This might have been a worse call to me than just blasting players and taking the stress... Tempered WAS balanced for it, I think the fight added quite a bit rather than its only source of heat coming from enemy invades
So it had wolfhound + hades missile as its heat sources... Making them heat management meant I didn't just throw them whenever available and had to consider what the status of the enemy chomo was and if I was out of range and if I could fix it easily that turn which I think was a good mind game, if it wasn't tempered the fight could have been trivial to just pop the argus armour very easily after it uses its abilites
HOWEVER, this meant that the "optimal turn" for the rainmaker was either: Lock on + skirmish OR Javelin + skirmish
Wolfhounds or hades missiles (on a size 4 ship that couldn't hide behind cover) were basically used when I felt like it rather than when they were optimal, and taking heat on abilities like that makes it much less optimal to do
B uuuut that's why tempered exists, to give me that breathing room
This is kind of more of a ramble than feedback but my mission is over. I like the rules a lot! and I will be having after session feedback with the players on their opinions on it as well as other mission things + potentially introducing more PPG variant rules
Now do I implement the BRigand at some point... When I have 2 NHP players...
I think my thoughts can be summed up on the recharge heat rules:
- It's a really interesting balance change which adds heat management to the NPCs (which is required IMO, interesting and cool) and acts as a nerf to implement more mind games to their abilities... HOWEVER apart from implenting tempered... IT does nothing to... make up for that "nerf" they receive
Yup sounds like it’s working as intended
fair
Finished the mission, asked players post mission feedback and got player feedback on homebrew Rules for recharge heat
Not much but this is what I wrote down:
Recharge heat:
Real cool, makes heat a viable way of dealing with things without being a heatgunner. Means that not all enemies need to be dealt with as “cool need to heat with everything” (all players heatgunning)
Felt good for Hacker, wouldn’t feel bad for enemies having tempered template. Allows playing via pushing characters over heat cap in final burst rather than purposefully doing it from completion.
1 Stress for all was suggested to players, I wanted their thoughts. They were very against implementing it as a rule. Their first perspective was "Incentivizes heatgunning and doesn’t simultaneously"
So unfortunately I'm not implementing that despite wanting to
That is all, might pick up your new escort rules
The contradiction is hurting my brain
But glad they liked Recharge Heat a lot
Lift/drag rules for Escort are nice and easy tbh
Forces some action commitment if you say it’s a Quick to start a drag, but it means enemies also need to commit actions to contest
TBF, it was 11pm when feedback and stuff was given. Long day peeps tired, but it was along the lines of... TBH I don't really remember
Like, I wanted to implement because Hacking/stress is very controller based until they reach 0 then it's an effective striker tool but also isn't because they can easily go "lmao" and deal a strikers worth of damage for being close and running into you
Yeah I’m just mostly disinterested in Multi bar stress as a mechanic these days
Maria’s take on it was a breath of fresh air but still wasn’t quite what I wanted
And for the escort stuff, I never saw it as a problem across 2 playgroups. This playgroup went into an extraction and DESPISED it
Oh uh
which was new
Huh
Ohhhh okok
Extraction is a PITA tbf, but a lot of it boils down to map design too
Depends on their problems? What were their pain points
True, going full length ways of a map I made at LL1 (with 1 player in a drake as exotic gear) was a tad painful
It was a size half target and didn't interact with their expanded compartment full stop was 1 but that's also kinda on me. The only standard movement was "slow and counter-intuitive" at first
Yeah makes sense, inflicting slow outright on Dragging was useful for me
Plus a clean action hook/cost to start the drag is nice imo, but that’s just me
It took a lot to wrap their head around but they also went all in on movement speed first with very little damage dealt so the enemies could do a lot uncontested which meant they finished "quickly" but not efficiently so part of it is to player action
"Talked to death, Movement mechanics are weird. Feel incomplete. Expanded compartment shenanigans… Want a qualifying rule around it rather than ignoring that it exists. " is what I have written down about the RAW rules
So I sent them all your blog and they're saying they'll read it and give it a look/thoughts
THey asked for the homework, not me givingg it to them lol
lol gotcha
Next mission I will probs be throwing out a lot of the tempered template to see how that fares. I'll give more if there's more but TBH I covered most of the issues in my first combat and have quite good data :P
My rules don’t exactly handle Expanded Compartment well; thoughts I just had:
- Limit ExComp to copilots
- Allow it to carry size 1/2 items but it forces the carrier to act as if dragging the object.
I appreciate it!
np
Like, TBH they would have preferred that.... It's the fact it does nothing that sucks...
Annd in act 2 of IGF I mentioned to them as a jest "BTW there's another escort with a size 1/2 objective where it specifically has rules for expanded compartment lmao"
I kinda like option 2 here as it means that the enemy can’t contest the object but the same old issues about weird movement like Sunzi and Accelerate and Forced Movement are now something to keep an eye on
TBF, if it did this but prevented enemies controlling the object OR didn't damage with involountary movement that would be good
I’d love to hear those accommodations tbh
For the act 2 fight?
Yeh
It's, there's 2 human sized objectives. Quick action for an expanded compartment and they're in... No limitations
And also the typical thing I see when expanded compartment hits the field is “combat changes from Escort to Gauntlet”
This was specifically an extraction which makes it wack
Oofies
Sorry merged "escort objective" into 1 thing
Escort needs a “team must extract” caveat lol
At LL1, Expanded compartment feels MUCH more likely to be carried. At LL, tier 2 when it happens I feel your system points are gonna be contested af, so if you have a spare 1sp it's probs for customisations or Redundant weapons
TBF my players actually agreed...
A player was grapppled,. there was a speed 3 drake... And they just won once the objective was off the board and they said it was a weird narrative hickup
Yeah exactly
There’s a fair amount of handwaving required for combats designed sitrep-first and fuck if my arms don’t get tired after a while
It depends how it's going? Extraction is a double budget sitrep right?
Yeah like Escort
Like, eeeh...
IG it can get very bad if you take too long but then... Don't... Just go faster lol
I feel maybe, if it was "extract and get out" you should also reduce the budget to compensate
I don’t know
Me making all my maps like 35x21
24x18 is the same aspect ratio 😉
Requires me to change my inkarnate maps size
I ran a 15x15 escort and that was fun
I keep duplicating the same one
WUH
Yeah with my rules
Lanny grabbed the thing and ran with it
Looks like I'm getting a Monarch and a Barb in my party :P
Long range peeps are validated by being able to shoot anything on the map
tru
Do we make all maps large enough to give max return on the Spell Sniper Eldritch Blast Warlock?
No, and I posit it ludicrous
Yes 😎
I have a monarch, therefore every map should have at least a strip of 50 tiles so therefore that one guy doesn't get hit by divine punishment
But yeah I view range on weapons beyond a certain point to be niche
fair
I feel like at least 20-15 there should be a difference
20+ can be somewhat like... 20 is good enough
If you do 15x15 and pit the players across the diagonal, you’ll get 21-ish
Hex or square?
Hex
😎
I do worry, espoecially with 5 players of going "cool, this enemy spawns in melee range of your spawn with the small map... There is not enough all of you can do with 5 players before they gank an artillery without them taking a turn"
In which case it sounds like the arty should spawn further away? I don’t know
BUUUT, other side of the coin. "It's first round, what do you do" "IDK there's no where in rannge so I just boost and dance as a quick action"
Hard balance
Good thing about 35x21 map is I can do both long and close range by shifting spawns from top of map vs bottom, Left vs right, middle vs somewhere else, etc
So I get consistency so my players know what the max and minimum are + variety of both long and close maps
Yeah true, but I highly enjoy the clustering I get in going smaller
true true
I get a lot more adjacency and melee clumps on small maps
Playing on Interpoint on size 35x21, I never really saw that happen
I do sometimes... IDK If it's just my playstyle?
I like to see it all the time tbh
It means the melees and cqbs are eating well and the long rangers have a front line to snipe behind
I’m also pathfinder 2e brained though so take my takes with salt
But I did do a rules fuck up on that and knocked them prone mid charge but ended the charge full movement anyway
I did make this map, limiting it to roughly 20x20? I'm curious how it will go
EDZ is by the Big fire portal
It's not as extreme as 15x15 but it's an attempt with a smaller map that's forced
vs an ultra pyro
Ah, ||the return of Andros Capella||
yep
Long may his flamethrower be smashed
||I've played him twice and I think my games cursed... Has never happened||
Alas this is discussions for PPG, this is getting a tad off topic
the flip side of this is that there are builds that quite want a chance to set up before everything turns into a melee
Kidd, Hydra, etc. Also hide-based infiltrator builds.
The downside of an expanded compartment carrying an objective is that its impossible to hand off to an ally. The question is then, okay, what about friendly forced movement? Can they Ferrous Lash + Accelerate the guy with the objective across the map? Maybe the rules for forced movement of the objective apply even when it's in the compartment ?
Yeah, on one hand I think this is fine and requires smart use of 1 setup turn but on the other it makes me long for pathfinder’s 3 action rules for more robust setup options
Honestly ExpComp is one of those reasons I want to write up flexible objectives to fit the fiction, because sometimes you aren’t hauling a bulky thing back through the damn dungeon
Or like, maybe size ½ objectives shouldn’t exist period
If it’s something you can just carry then why make it an objective whose primary struggle is dragging it around
Size ½ objective: can be carried without a problem, but someone can try to steal it off you
Unless you have ExpComp, in which case it’s safe from “disarm” attempts
Just had a quick thought on recharge heat (again). Opinion on recharge heat on enemies with no heat cap...
Wise
That or commit to the bit
It could work if they had a bit more HP like with tempered
Yeah
uhhhhh, that's a great one, would fit perfectly in my current campaign
I think you should add that Oppertunistic Salvage can't trigger on its own Deployables, otherwise it could loop the Birdhouse Bunker indefinitly (which isn't a bad thing balancewise I guess, it just doesn't feel right)
Still needs a wreckage in order to deploy the bunker, and the bunker isn’t tied to Magpie Subroutines though
But thank you for the feedback and I’ll keep an eye out for other loops
Ah true, missed that
.
.
I still mostly agree with my previous points.
Granted : you need a shit ton of wrecks, so a bit more nuanced still
Really like the new optionnals though
Also think the flak gun could use 1 extra charge
I did make a few changes since I posted that last one; made Flak’s zone act like a Flash Grenade (one-way no LOS)
Also considered adding “recharge 1 thing” to the base Magpie Subroutines
Glad you like the new optionals at least; I’m still wary of the feast or famine nature but I’m not sure how to change it to preserve the ideal
Maybe add limited to Magpie by default and have it not eat a charge if you consume a wreck
And I appreciate you linking back to your prior feedback, I forgot to write down feedback last time this made the rounds 😓
I think the important thing I need to remember is that the Vulture is mostly going to pick over its allies’ corpses, since the Lancer expectation is for PCs to survive/win/etc
Yup
And since grunt wrecks are the same as any other wreck
Like, I know it's a major case of "immense power the GM should know better than to actually use", but still
(This class in general I mean)
The restoring limited charges can break some certain stuff really bad (though mostly homebrew I'll admit that)
So I don’t want to have pitfalls where the GM needs to pull punches or have the class overperform. That said, I’d wanna test this first with some noted Core offenders before writing it off completely
Like, I’m not gonna balance against homebrew
(There’s also an argument to be made that many “limited 1” NPC features could instead be “1/scene”, my stuff and the CRB included)
Yup
The absolute WORST the CRB does in limited 1s are the pirate optionnals imo, so look at that
Especially since flavor-wise it fits so well, people might even pair them by coincidence
Then there's Spec Ops in dustgrave, but those aren't as bad, even just looking at it like that
The one other thing that could be an issue is the Aegis' HA blackwall. Not because it's spectacularly strong (it's nothing to sneeze at when a controller-heavy OpFor uses it well, but still), but because spamming range 5 line 10 (semi)perma walls of "Fuck You And Fuck Your Seeking" might get annoying even simply for "getting to the point" purposes
Nothing much else stood out to me back when I looked at all of them in my original comments iirc, so the rest is probably fine
Oh !
If you want to look at core offenders for stuff, for the weapon transfer optional :
I'd say look at the Bombard with any multi-target weapon, mainly the rainmaker's missile pods (can guarantee a 3-target bonus for (8/11/14)*3 damage) or the pyro's flamethrower (cluster munitions can deal more burn, and the damage it adds would also be doubled on pre-burned ennemies; pretty likely given there was a pyro on the field); and the Avenger with anything that targets more than one character per action for much the same reason, especially since the avenger already synergises pretty well with the vulture's whole deal[this is good] (already faced an avenger with the flamethrower thanks to a homebrew template in a One shot here, it was a menace)
Though I do love the idea of an Avenger gaining the anime protag power-up and then picking up his freind's weapon off thr ground
Bombard with Rainmaker pod sounds like a reasonable thing to keep an eye on, even if it requires 1 wreckage per shot. I’m not concerned about a Bombard with a Flamethrower though; if the bombard is CQB, something has gone wrong for the bombard
But yeah bombard getting rainmaker gun requires a few things:
- a bombard and a rainmaker must be present on the same scene
- they must be close enough for the Vulture to throw the gun of the destroyed one to the other one
Enemy comp:
Ultra vulture
Grunt avenger
Grunt bombard
Grunt pyro
A bunch of hives
This can surely go fine
kid named 18 burn + other 6 per character in area only hit
Could specters damage to alone targets or assassins double damage knives be something to be weary of?
At limited 1? Maybe? I don’t know, worth a playtest or 5
I don’t know, IMO Trash to Treasure is just Cross Class Features with several extra hoops at the end of the day
If the Vulture can pull it off and an NPC can use it before they’re merc’d, that’s just a Support doing a successful force multiplication
The repeater cannon in my pocket :
I'd say no ordnance, burn damage and the possibility of doubled burn are better than knockback 3
(this is mainly a joke, but also a good point of reference)
-------------Jokes aside------------
ofc ofc, these weren't a "they are bad, will be bad and something should be done about them", they were just the first and most easily exploitable things I thought of, just in case, y'know ?
So just keeping an eye on it for when it gets feedback is the point, that's why I mentionned them in the first place
@vagrant grotto , Clarification: its weapons state that they always inflict Knockback, but it already has the Knockback X tag. Is it intended to work even when missing, or even if the target would be immune otherwise
Suggestion: rename "Wave Pounding" to "Concussive Wave" or something
Suggestion: First sentence in 'Undertow' is redundant, Forced Movement doesn't interact with Difficult Terrain in the first place, unless specifically states that it does (e.g. Puppet System)
For your first point :
Knockback on weapons is inherently optional; that line means "you can't choose to not knock someone you hit back"
On your last point : Difficult terrain always affects all movement period. Unless you can ignore it, that's the base scenario.
Yeah this. I personally think forced movement obeying difficult terrain is wack, but it’s the default so I need to make it clear what the expectation is
And yes, knockback is usually optional. I can reword it to make it clear that it’s “mandatory” and not “cannot be prevented”
Wack indeed, maybe I had an outdated version but the way the part on Difficult Terrain is worded made it feel like it's only relevant if it interacts with your own Speed (rather than a set amount of forced movement from an outside source)
Lancer core book p. 62
This is latest version off itch
okay, I recognize I was wrong but my brain is still protesting
Yeah, I account for it here and on the Knight’s Mighty Throw. Because I don’t like how it makes two bread and butter control tools (forced movement and difficult terrain) inherently anti-synergistic at a systemic level
Wasn't Mighty Throw the one I suggested you make flying instead of movement ?
Yeah I basically did that by saying it now ignores terrain and obstructions
Why not just make it straight-up flight ? /gen
(also I do have feedback on the Torrent, i'll get into it when I can)
It’s involuntary movement, I don’t want people being like “hey they’re flying, that means that immobilized stops them right?” Or something like that
Torrent will likely get a few optionals swapped to new ones
Two ideas from conversing with SeaShells last night:
- Scald: Cone 5 Save vs burn
- Drown: Single Target Full Action Jam, thinking of Specter’s Drain Systems or something more committal (like “must remain adjacent” or something)
Oh, like how people think being teleportation means anything about how voluntary/involuntary a movement is ?
Yeah I see it.
I'd have gone with "this is involuntary movement" or "involuntarily flies" personally, but I also am not, in fact, the one making the supplement, so who cares
There was just also some landing language I’d need to add that I had no interest in adding
So this was my attempt at “just fucking yeet them, don’t overthink it”
Entirely fair
I know it's supposed to be flight, so I'll just run it like that's what it was
And it'll change right about nothing
Punt the Witch (affectionate)
My "Core 8" are feeling strong, so it's time to call this properly released! Plus 4 more in-dev NPCs awaiting testing, and many more optional rules!
https://valkyrion.itch.io/prototype-pattern-groups/devlog/876107/version-102-release
Ok so. Wave pounding for mass deterministic impaired seems really strong. Like I get you still have to hit or have someone fail a save, but y'know. Not sure, but I'd keep an eye on it.
I know the point of it is "use tech to deal with it", but even exposed it's got perma soft cover, high eva and more hp than a hive (and those already have way too much hp). So even playing to its weaknesses, it's a struggle. (Also it gets to raise its hp, eva and edef every tier, and that feels unfair to the poor goliath in the corner.) The fact I felt like comparing it to a goliath should mean something I feel
Maybe experiment with DZ/exposed/stress taking away the soft cover ? Duration or "as long as the status lasts", idk
Drown makes me think of pin and crushong embrace of the Goliath. Maybe look at those for inspiration ?
I dropped the evasion by 2 across all tiers, replaced wave pounding and inexorable tide
Remember that Goliath has Siege Armor too. Its evasion is much worse, true, but resistance gives it a huge bump to survivability. That’s the case for most defenders: they have a resistance or invisibility feature that they can lean on to inflate their HP. Even the Bastion has better effective HP than the Torrent (post evasion nerf) if you treat its Armor as worth 2x HP and it has its resistance
Like, also compare/contrast to the Ronin, who has similar HP, Evasion, and Speed, as well as an anti-ranged feature
But yeah I added Scalding Greywash and Drown in Nanites
I mean, perma soft cover is also a big help
But yeah, 2 less eva should already be better
I figured it could use the cover help given that it’s also Size 2 yeah
Entirely fair
Happy to see more NPCs! I'll be looking over these goodslater today ^_^
Hell yeah! The new kids still need testing but the rest are feeling pretty good. Will maybe tweak a few of the Core 8 later but I think they’re solid
As always my biggest target metric is “can I run two of these at a time? What about three?” So fingers crossed on the new kids
ooooo
new npcs
my fingers are wiggling about the zealot
even if I don't end up borrowing these NPCs directly, I might lift some of the systems
That’s what they’re there for! Lift away
@vagrant grotto noticed one of the prism's optionals don't appear
Gonna have to fix that after work today, and maybe reconsider how I increment versions so LCP patches don’t invalidate the PDF
Thinking about a replacement for Explosive Vent on the Napalm:
Heat Haze - Trait
The Napalm has Soft Cover while in the Danger Zone.
Wait what's Explosive vents already ?
Get invis for a turn when you overheat or become stunned
Mhm
It was filler at the time of writing napalm
Went and downloaded the pdf on my phone, should get some milage out of that
Should really pay you eventually
When you can, all good
Oh emergency vents
Oh whoops wrong name
Maybe I’ll do the same for Mesmerist’s Step, give it a Mirror Image and reduce the range
Dont' know exactly what you mean by that
But I'm meh on this : it's already got an optional that makes soft cover
Like it's a cool ability, but soft cover doesnt stack so
I’m fine with it because the optional also grants invis, AND it’s for benefiting allies
Heat Haze is selfish
Yeah
And by that metric Emergency Vent is meh because it’s invisible
It's also way less reliable, mainly
Hmm
Flicker field projector but for heat instead of movement.
Is that anything ?
I don’t wanna give it Invis tbh
Fair
I’m happy with soft cover deterring range
And cover helps make it technically weaker to melee
While not deterring tech or melee
Yea that
Hmm. Soft cover dz is fine yeah.
'specially for a size 2
Exactly my thoughts
It’s already got Salamander Thermobaric Catapult and Adhesive Gel
I think Napalm has done well in spite of its reused assets
Of course, and plenty of other NPCs have reused/unoriginal stuff, too
I like the simple elegance of “you get a defensive benefit based on your danger zone status”
It's just some part of me that doesn't vibe with it for some god-forsaken reason
Plus, as you might’ve noticed, space is at a premium
Mhm
I mean, nothing stops you from going over the 1 page per NPC limit, core does it, but as long as you stick to that yeah, it's rough
I am stopping me from going over the 1 page per NPC limit
It gives me:
- concise and satisfying layout
- features that do not consume too much mind space
It is forcing me to word my shit carefully, clearly, and concisely
And IMO I’m making a more usable product as a result
Okay I think this is the cleanest approach
MOUNTEBANK’S JAUNT Trait
When the Mesmerist uses MIRROR IMAGE, it may teleport to a free space within SENSORS.
Step yes
I like it, but I also enjoy "Fuck It, teleport 50 spaces why don't ya. I don't care."
good thing I can also just. add Step back if I want to 
There’s an appeal to that for sure; however note that this isn’t restricted to line of Sight too
oh hey woah wait hold on
ohohoho
sealed box of "fuck seeking weapons" here I come !
@ashen crown
Pictured : me being wrong I guess
While I did see all your optional rules at the end of the pdf, nothing about your core NPC remakes, so if you ever put those in a format able to be observed by mortals, consider me interested
I was hesitating to do so due to a combo of legal uncertainty but now I might consider making a repo for it (or add it to my house rules repo)
That and it’s technically separate from PPG, but talking NPC design shop feels appropriate here
I guess Brigand is technically my “pirate rebake” lol
Anyway also workshopping a better wording/less confusing mechanic for prismatic projection
Thinking “this shares HP” or “deploying this eats half the Prism’s remaining HP” or something
@granite saddle pinging you for wording feedback on the Prism; thinking of changing it to this:
The Prism creates a projection in a free space within SENSORS, a copy of itself with the same statistics and RESISTANCE to all damage, heat, and Burn. The Prism and its projection share the same HP, Heat, turn, pool of actions, and action usage restrictions (such as 1/round, RECHARGE, and LIMITED). The projection can cause engagement and contest objectives.
If the Prism would have more than 1 projection, it must destroy any beyond that limit. Projections last until the end of the scene, or until the Prism is STUNNED, JAMMED, overheated, or destroyed.
Thoughts? How is it to read/comprehend? better or worse than before?
@clever condor Thanks again for letting me know about Scintillating Gleam on the LCP; I just released a v1.1.0 that fixed the bug while also replacing a trait for the Mesmerist and Napalm (and added half damage to Cleaving Retrieval's save, shhhh
)
thanks!
Hmm
Besides minor wording adjustments I'd make, this makes the projection feel way more like it's own seperate thing compared to the current version
Also, because I know the current version and what you want it to be, I know how to read this so it makes sense, but I don't know if someone reading this version as their first exposure to the prism would get the right idea
If the aim is to change the wording but not the effect, I prefer the previous version.
If it does change the effect, I couldn't figure out what it does, so it's probably got a problem there.
The idea of this modified version is “okay the projection is their own character, and it’s like a mech and pilot splitting their actions”
But yeah, it’s hard to get this wording concise
What's the original wording?
Whatever is in the pdf right now haha
I was thinking it could be simpler to say "the mech is considered to occupy both spaces, though any movement it is granted only applies to one instance"
Or along those lines
Got it, that’s similar wording to what I have though the Projection is more of an untargetable Marker in the current case
Basically yeah
Basically right now the projection just marks the spot where the prism occupies, but can’t be interacted with itself. The prism can be interacted with from that spot though
So if you KB a projection, a mech 3km away goes flying?
(Not a complaint, just asking how the mechanic works)
Might not have PDF in front of me atm, hence my queries
I would replace untargetable with indestructible, and say that any effect that would affect the projection affects the Prism instead, although damage, heat and burn are halved
But you can't KB the projection because it's untargetable?
Wait
Ok "untargetable" is massively throwing me off
In my eyes it's saying "you can't interact with this" and "you can interact with it" simultaneously which seems very counter intuitive
In v1.1.0 the projection is just a marker like Soul Vessel
Realizing why Kai had to make a FAQ sheet specifically for IBEJI in Suldan
I don’t know if I have the page real estate to get this wording right
I'd say two options : go the "mark a space. It's a projection and that means this :"/"mark a space as a projection. The Prism [...]" ; or take inspiration from like, Void husks or something.
Current version works fine, except for the "untargettable" bit I'd say
the thing is that Void Husks have a ton of verbiage to indicate they can't be targeted or destroyed, and that's just gonna be confusing when I say "okay but the Prism can be". I actually started off referencing Void Husk and then ran into that verbiage lol, then shifted to Lich's Soul Vessel instead
Yeah
Was on my phone, so couldn't check around to see what "like, void husks or something" actually meant
Also, just wondering, why spend so many characters on the description instead of just going "for all intents and purposes" ? Maybe even "for all intents and purposes, including [...]" for the more unexpected applications.
Actually hang on
A wording just popped in my head, I'll write that up for you to see what you think of it 1nd what you want to use from it
I did before, and kinda prefer it, but it led to an extra newline and I was running out of space
"Mark a free space within sensors as a projection. The Prism occupies the projection's space for all intents and purposes, including adjacency and contesting objectives, though it has Resistance to all damage,
, and
inflicted through it."
Alternatively, "The Prism shares the projection's space" or something to that effect.
Why would it need to be treated as when it could just, y'know, be there ?
Take what you want, but I'd say that's already fairly shorter
I will say that part of the reason I was considering a “copy character” was so that forced movement could be applied to the projection, since that was a potential concern for objectives and counterplay
And there was a reason I used “treated as” but I can’t recall why
fair
so the question now becomes "do you actually want the projection to be able to be moved around or not ?"
argument for against : someone puppet systems the projection. what now ?
Indeed, that’s where I’m at right now. And if they do so they move the original prism
yep
They could EPJ it to make it disappear, once, and keep it from coming back for a round
so for now you're no longer considering it ?
makin sure
For now, I’m letting it ride
If feedback indicates that it’s untenable, I’ll readjust
I'd say it's fair for a defender to go "I'm standing on the point and you're gonna have to kill me about it". It's kind of the point of them to draw aggro
and of course, the very easy counterplay then becomes "alright bet"
especially since now they're on the point (you were already there or going to be) ripe for attacking and/or you still get to shoot the original guy
Yeah, same thing as a Goliath or a Demolisher I suppose
Though tbf SMN can deal with them
This is a lot more frail in comparison though
even better, if the prism contests via projection, you get to involuntarily move them where you want from where you are (to better kick the shit out of it)
that's why it works, it's a big risk to itself as well
Good point, what does happen when you grapple the projection ?
You immobilize the Prism and it moves with you assuming you maintain adjacency to the immovable projection
Anyways, thoughts on using a kind of "sharing a space" wording ?
Kinda fits with your faq answer comparing it to a discombobulated size 2
dunno, considered it, esp in "maybe I should make the projection a 'projector drone'" sense
but I think it'd run into the same issues? Willing to try writing it a bit though
Not making a character be what you share a space with, litterally just inserting that second bit in my suggestion
Sharing a space with the mark
Same exact thing, more recognizable wording (ie : people already ask questions about it with mule harness and BT, so this kind of thing is known about)
Though that does give me an idea for an optional
Drone that "carries" (one of) your projections, except you get to move the drone/it gets to move itself
Upside : moving projection
Downside : the drone can be destroyed, and if it is your projection is too
You don't have any more space for it unfortunately, and all the other optionals look real good
Hearing this is reassuring, thank you
Prism had some iffy optionals when I was writing them
Would like some clarifying on Shattered Glass though
It's a lot, so I'm not sure I get everything the way it's meant to be
Good thing I made it 1/scene then lol
But it’s very much “move Ally, take hit instead, blow up the projection”
What happens if the Prism uses it on itself then, it just gets resistance ?
Yeah basically
It swaps with the projection, gets resistance, punishes the attacker
Alright yeah ok
Quick sidenote, nothing to do with mechanics too so you're all good :
While it makes sense when it uses it on itself, in the narrative, I don't see how it's doing what it's doing when it uses the reaction on an ally. What do you picture happening ?
the ally wasn't actually there at all, it was the projection
mirage-style
Oh wait yeah
And since the projection is the prism it takes damage because of it
Right, ok
When was recharge heat taken from recharge value-2 to -3?
v1.0.2 release
Sick
Felt it was hitting a point where I couldn’t use my NPCs effectively
I felt similar... TBH I didn't notice too much until I saw it was updated and "Yeah that's so much better"
yeah, it wasn't terrible but there were times where I felt I couldn't actually do my NPC's gameplan for 2 consecutive turns. NPC should be able to do its thing for at least 2 turns in a row, if not 3, before stabilizing IMO. NPCs should target surviving for 2-3 turns, so they should be able to use their kits for at least 2-3 turns in a row IMO
without PC interference, obviously
but yeah whole point here is for controllers to have a leg up with interference, but not have the NPCs do their job for them
Yeah
Yeah
I had a support roast itself last session to exposed, then it got orchis rammed to death from full HP
Industrial as well so +1 armour
Mmm. Yeah. Dialing it back was the right choice
9 heat from restock*2 + remote cloud... Lessened to 6 which would allow be so much more fortunate
Oof yeah that all adds up
I think I incorrectly pegged Recharge 4 as the “bread and butter recharge” and thus gave it the “bread and butter heat cost” of 2
But like, I saw on Hornets, Witches, and Mesmerists that the heat cost for Recharge 5 and 6 was just mondo big. So we’ll see how the new setup goes
It’s likely gonna be super pronounced on my end too since I’m now doing single stress enemies with “heatcap is overheated” (effectively lowering heatcaps by 1 across the board, ooh boy)
Yeah was meaning to ask that : Why make it so at heat cap is overheating ?
So as soon as you hit cap, you overheat and become exposed and any heat beyond the limit inflicts energy damage instead
Yeah, but I remember the playtest we did where you mentionned having all your heatcaps effectively reduced by 1 was a problem
Eh it was probably in tandem with the higher recharge heat
Needs more data, I don’t have enough
is reprocity on the capacitator supposed to stack? (like overshield on the emperor?)
like how emperor overshield stacks
also has there been any consideration that the anchors "lodestone" might have a weird little restriction of some sort for like
ranged (cbq) weapons while like right in the enemies face to let close range weapon users to also do a similar thing to melee mechs? its definitely possible its already been discussed
It doesn't say it stacks, does it? The general rule is Overshield doesn't stack
yeah, thats what i figured but brain had to ask because its emperor the npc
the intent is that it doesn't stack on my end yeah
hasn't been mentioned yet no
sounds like you're suggesting that ranged attacks from outside the Lodestone area are the only ones affected by Lodestone?
so that you can use ranged while within the radius
Yeah maybe…
Because like, bristlecrown fletchettes and shotguns and stuff exist and it would be a bit sad if you were eight in the enemy face and couldn’t shoot because your shotgun didn’t count as a melee
Only thing that also does mean.. non cqb builds can just walk in too, kinda
Well not only thing
But to practically implement it means there’s a entire new thing of counter play from any Joe shmoe
Unless you like, had it worded to be based on weapon threat, (which might work, actually?)
maybe, but I haven't heard any playtest feedback about it yet
if someone playtests it and shares their findings, I'm all ears
Completely fair
Consider asking one to take a shotgun or something is my only thought
Okay so: Did some playtesting of the Vulture tonight, along with Smolder Charges on the Napalm. Map attached:
Napalm could comfortably sit back on this Holdout and lob burn at the enemy. It was able to consistently get 3 targets in its line 5. However, the PCs all had decent engineering and were able to clear the burn with checks for the most part. For the cases where they couldn't, they used my homebrew Aid action (thanks Acatalepsy) to split the action cost of Stabilize between two characters
Realized that Smolder Charges have weird wording that imply that it confers invisible against melee attacks and Tech attacks. That's not intentional, and likely will be clarified to be ranged only like Firebreak
Hm. Also realizing that Smolder charges lingering could make it hard for the Napalm to hit additional targets in a criss cross.... It may get workshopped to a Trait instead
Looking at this map size though, I'm realizing also that Long-burn catalyst is actually really fucking wide. Like, to the point where I went "okay I can't use two of these things at once if Long Burn is covering this much ground". So that'll probably get shrunken to just the affected line again
Heat Haze was neat but didn't get use because it was hiding behind the rocks, lol. Chalk up a win for Big Terrain™️
As for the Vulture:
- It feels heckin' chonky. 14 HP + 2 Armor may be overkill for a support.
- Its abilities feel controller-adjacent. TBH I was getting that vibe too. I'm okay with that, it's just something I wanna be mindful of when designing
- Magpie Subroutines were difficult to use due to the Protocol nature; not many allies were around in range 5 after they were destroyed, too. Very likely to change this to a Quick action instead, at least
- Magnet Bombs were neat but kinda a lot to manage. Damage (including half on miss), Lock On, and No Cover, plus asking for saves is a PITA in foundry right now
- Dandelion Flak Cannon did good work controlling space like a flash charge. Considering though that maybe the damage should be smaller for both the Dandelion and the Magnet Bomb; just seems like a lot of AOE damage potential that I'd prefer be support power (or control power, as it were)
fielding two Vultures at once currently sounds too daunting with its wide array of options; I may need to cut some of its base kit
Reducing self-heat on Recharge was fine. Most NPCs I used had either 1 Recharge 4+ ability (so the heat was a drop in the bucket) or simply outright had big Self Heat tools (Pyro, Napalm) so couldn't really say if it made much of a difference yet
Single Stress with Heat Damage Overflow worked well this time, though I realized that Pyro's Explosive Vent doesn't clear Exposed, lol, lmao. So it got dunked on after getting exposed and using Explosive Vent (and whiffing with it)
my streak of failing to inflict Structure damage continues, though, as I only structured the friendly NPC witch 😩 The Gilgamesh was an endurance monster
Even with an Elite Napalm raining flaming gel on 2-3 PCs at a time couldn't knock them down a peg, their Stabilize discipline was too good
this does make me glad though, as it means that Elite Napalm isn't like, a game ruiner on its own
realized I held back reinforcements for too long though, 3 of my initial 5 npcs all crumpled Round 3 and I was left flailing trying to recover
The Holdout itself was custom rules, 3xPC count points to win, earn points end of the round = # PCs in CZ - # NPCs in CZ
ended Round 5; bit long for my tastes but likely faster than normal Holdout
my NPCs struggled to get to and stay on the point more than 1 at a time, so maybe that's a pattern I should keep in mind for "typical holdout gameplay"
Oh, also of note: the Vulture in the initial deployment didn’t have a lot to do regarding Wrecks in the initial rounds, getting by with its limited gear… but by the time half its team was destroyed, it suddenly had too much to do, with no one to do it for but itself lol
Okay, after sleeping on it, I’m considering a few things:
- make Magnet Bomb an optional, or make it like a flashbang that blinds or something
- Put Lock On as an on-hit effect on the Dandelion
- Big one: Change Magpie Subroutines to a Quick action, but also let it be used by Destroying a Weapon or System on itself or an ally. Plus add the option of repairing a Weapon or System when used
"Magpie" Subroutines
Trait, 2 Heat (Self), Quick Action
Destroy an adjacent wreckage or one weapon or system equipped by the Vulture or a willing allied character. The Vulture or a character in Range 5 gains one of the following effects:
• RECHARGE one weapon or system.
• Repair one destroyed weapon or system.
• All LIMITED weapons and systems regain 1 use.
• Gain OVERSHIELD 4/6/8 and clear 1 condition.
Give the Vulture an extra avenue for using Magpie Subroutines, plus a way to undo the weapon/system destruction
Okay, I moved Magnet Bomb to the optionals and scrapped Pinion Mine; it was a little too "cute" and was altogether too wordy/complicated
Magnet bomb now gives Seeking to all weapon attacks against save-failers
Using the above rules for Magpie now to solidify its use in the main kit
That is a buff
Wasn't there, so it probably was needed, but as always more testing will need to be done
Also the part that allows you to destroy the weapon of an adjacent and willing allied character is a bit confused, I'd put that before the part that says you can break one of your own
I'd go with "Destroy one weapon or system equipped by a willing and adjacent allied character or the Vulture or an adjacent wreckage."
Is the occultist's only option to move its drones the Diviner's Darts? Seems like it's a bit limited in terms of moving drones up to support allies
Yes, but like any weapon you can target spaces instead
ahh, that makes sense.
Aight so, did some thinking last night. Realized that effectively lowering HC by 1 across the board may hit PCs harder than expected, but I think the biggest culprit of that is actually the NPC invade action (which historically has been an issue, period).
Many cases of 1-turn overheats vs a no-Eng 4 HC mech will usually still happen even without the Stress change (nominally, T1 Hornet’s Impale Systems + Invade, and T1 Witch Tear down over 2 turns); notable gain is T1 Mirage Warp Sensors + Invade.
But this honestly made me think: Maybe removing the Slow from NPC Frag Sig vs PC Frag Sig isn’t enough? Maybe the Heat should be halved too, maybe even move the Impair to an “if they’re in the danger zone” clause?
IMO the only NPCs that should be heatgunning are the ones dedicated to it, anyway
So I may wind up testing an extra houserule soon too: NPC Invade deals 1 Heat and Impairs until end of next turn
I know other folks have considered simply limiting the action to Controllers/folks with positive Systems, but I think that NPC controllers are part of the problem
There is the consideration that overheating with the 1-stress system doesn’t eat repairs directly, and still requires further follow up on another turn (which could give a chance for the PC to Stabilize/mitigate the Exposed), which may make it naturally less punishing than the existing ruleset?
If you stop me from stressing a careless lycan with a berserker, know that I will be mad
/j, mostly
Interesting thought though
Main problem I see is : you can't make it scale, because HC doesn't naturally do that, but then it gets pretty useless as a punish tool vs. the ones most likely to use HC in such a way as to need that kind of punishing
Right, but I think the punishers should be folks intended to punish that
Heat on NPC frag sig = Tier?
IDK if that will fix anything, probs break higher tiers, keep low better and mid the same
Yeah enemy heatgunning can be lethal... I personally feel NPCs should have more heat options because heat feels like something that is relatively easy to abuse as a resource on the side of PCs that there should be more counterplay...
Yeah pc heat is frustrating because it has surprising variance
Low as 4 on frames not named Lich, as high as 18 on a Genghis with 6 Eng and SbD
Highest NPC HC is T3 Pyro at 16 iirc
I don't think the variance is the problem
I feel it's more along the lines that as a smaller value, it's harder to tweak
Like, if all heat cap was doubled, everything that gained heat was doubled, and you gain +2 hc from eng like you get HP from hull
Then it allows you to fine tune it much more
As an inherently lower number, it makes it more swingy and harder to balance
Maybe the problem is, it's both comparable to HP and not comparable simultaneously? So it is sometimes treated as a second health bar and a resource bar at the same time? IDK I could be spouting rubbish rn
Invade is an "Attacking the second health bar"
do NPCs just have inherently higher heat caps than unedited players as well?
Yes, NPC HC is 8 by default on average
Yet NPCs have the activations
That’s why I was willing to reduce NPC invade heat
V1.2 will probably include my lift/drag house rules and now this variant of NPC invade
I do think it’s wild that even in Core, Hornet can Stress a 0Eng Balor in one turn with Impale Systems and Invade. Could even punish a Goblin with the Jammed so it can’t Reactive Code
You can say the same thing about damage, an assault can structure a 0 Hull Swallowtail, Atlas, Goblin, etc
Actually no they can't... because of grit to HP
They can with a barrage with the knife...
At what point is something a problem inherent to game design and what point is it a problem due to player build
Tbf I see PCs 1-turn NPCs with HP much more often than I see PCs 1-turn NPCs with heat
NPCs can't boost their HASE as their stats are arbitrary values, a hornet with 5 HC could be like... Started at 4 HC and put 1 into eng for example
If put onto a player scale
So it makes sense that NPCs stats are higher because they already have "optimised" their HASE stats. Like, yeah you could have a hornet with 20 evasion and 3HC at LL0 I guess
That also gave me a random thought, veterancy boosting stats as well as just accuracy to a skill
Of course, but NPCs aren’t built with HASE increases in mind either. It would be a different story if NPCs actually had a point value balance system
I think that's my point just with better wording
Tbh I’d rather it be a flat bonus to the skill lol
Easier to code, easier to remember
Just +2 to a skill?
Yes
That’s easy to automate in the current system
Like if the automation existed then maybe
I think with stuff like that you need to assume all options, you're assuming a VTT is in use. I guess one hand you can just scribble over a physical char sheet with the new stat. But as the trait in foundry isn't attached to a skill, I change the name of the skill to have brackets and the skill it changes
Then if rolling a skill check I just double check it and go "cool it can do that" and just throw an additional d6 into my hand
In any case I’m longing for the theoretical Lancer 2e where player HASE is gone, reduced, or baked into the frame itself
I like HASE TBH, I say this as someone deeply allegergic to AGI and SYS
I never remember to check lol, it’s buried under all the other features I struggle to remember
I do 😎
Power at a cost:
- You remember veterancy
Cost: - You forget everything commanders have
Power at a cost:
you get:
- forget every NPCs’ passive abilities
In exchange for: - also forgetting every NPCs’ reactions
This is me, lol, lmao
I'm getting better
Cannot remember passives for the life of me, nor niche reactions
I know rough vibe reactions
Like, if an archer exists I'll know it has reactions... I know assaults can hunker down because it's base kit
However throw the optional reaction on a hornet, unless I did revision before the combat I will forget
I forgot my archer’s reaction The other day even though it’s baseline ugh
I SAY THIS AND I SOMEHOW FORGET COMMANDER REROLLS ALL THE TIME!!! DESPITE THE FACT ALL COMMANDERS HAVE IT
I also like... somehow know all weapons threat by heart so know when overwatch triggers
This is why all my reaction abilities are optionals, subconsciously
Is it possible to get a foundry plugin to have "Reminder" menu, maybe even a macro, opens a menu that has a bunch of preset conditions
Overwatch is easy, I grew up on 3.5e attacks of opportunity
Archer starts supresss, start macro on target which pushes message to chat "if target moves"
Yes, I think Lancer QOL does
In some cases
But not that one
Though if you wrote the macro it could hook in
"If, [enemy/character/ally] moves into range X" and all it does is post a message to chat
Macros are JS right?
Yup
I don't know the Foundry API but I could probs learn it... Problem is motivation, I can code however I struggle to outside of "work" hours
Valid tbf
Brain blast moment
Empath 2 does nothing with your alt rules
Similarly, there are issues with briareos, stasis shielding, adaptive reactor, (minor, but heatfall coolant system)
We already talked about some of those, but since they're in the pdf officially now, I'm putting them here too
Briareos is an easy fix: replace structure damage check with Hull Check, maybe with mounting difficulty
Stasis Shielding is also easy; just replace “when you take stress damage” with “when you overheat”
Heatfall is fine as is imo, esp if I decide to start charging repairs to reduce the overcharge counter
Adaptive reactor, I’d probably expand it to let the person pick an extra option when stabilizing
Like Tagetes
Now, Reactor Stabilizer… that’s a problem
Maybe something like “you can still use Self-Heat abilities while overheated. You still take the damage though”
Feels 3SP worthy
Empath 2: I don’t know why does being an Empath make an allied mech more resilient to critical damage
How about 1/scene, as a reaction take a condition intended for someone else
That way you can eat the Dazed from structure damage and have more flexibility in general
all of these work yeah
the real question is "are they good though" now
mainly stasis and adaptive
well given that Exposed is guaranteed, Stasis Shielding still gives you a measure of safety until your turn comes back around
Adaptive with an extra option I think would be pretty good? Clear 2 conditions, or clear burn and a condition (sounds good vs. Hives?)
I should run some more playtests soon, I'm worried about the Prism and the Torrent (and maybe the Occultist, in 2x Occultist scenarios)
and maybe the Hatchet now that Cleaving Retrieval only triggers on the next turn
Alright so. With tony's campaign now over and winter break approaching, I might try to run some stuff in the next two weeks. First on the list is running https://discord.com/channels/426286410496999425/1323256473350045716 's Bloodhound GMless with all your house rules. Given the nature of the thing though, might not be great feedback to you, so is there anything in particular you'd like to see along with your house rules if I get to run a second game ?
Oh, that and applying for your game if it comes up during that time ofc
I’m happy to hear the interplay between my house rules and others’ homebrew, I just know I’ll have to temper it with plenty of salt
I very much want to see how Recharge Heat, Overheated Status, and Overcharge Rerolls play with anything and everything.
The alternative Structure Damage and Overheating tables would also be great though I anticipate they’d be significantly more warping
Oh: if you happen to run something that tests the variant lift drag rules, that would be dope
I know I can tighten those up somehow, but stress testing will show where the holes are
Alright
Yeah that's what I meant, I'll still tell you ofc (or ping you there if I give them feedback)
And I know just the person to test OC's limits at least
Oh ! Just one last thing : what kinda LL would be interesting to you ? Not too willing to go above LL9, but anything else is fine, and I don't really have a preference.
You know, legit I think I need more T2 and T3 testing
I spend a lot of time testing T1
So yeah if you run T2 tests that’d be great
Aight, on it
Already probing for interest as we speak
Oh right I have something else to say actually :
I really want to try to run the 1 stress rule like I would (only on exceeding HC, not reaching), so would you like to see how that works out, or would you really rather run with the "on reaching" version. I'm only asking because I'm willing to do it ofc, so don't be hesistate to tell me.
Either way tbh
Actually
Do it my way please
I know it works with Exceeding (Stormtalus uses it for games with success, minus the Overheating status aspect) so I just wanna see what happens
Alright
Saves me some explaining at least
"yeah do like that document except not always" ugh
If you want some extra safety, feel free to try the “1 heat NPC invade” I’ve been floating too
Yeah
Basically, I'll run everything you have there : https://github.com/msprijatelj/valk-lancer-houserules/blob/main/DOCUMENTATION.md , in the lastest pdf, and 1heat invades plus those : #1254229800952922193 message
Good luck and Godspeed
I gladly await your feedback
Sometimes I look at my rules and wonder if I’ve gone too fucking far, and other times I think I haven’t gone far enough
Time to test it then !
Also, for the sake of completion : what's your current take on the resetting of overcharge costs ? How many for free, how many for what amount, ...
Just so I can tell my players how they should be acting like it works
Ah, follow PPG for it, sorry I know it’s diff on my github
Noted
1 free per rest, 1 repair to completely reset
If I start changing repairs stop me I’ll probably change the reset too, but that’s not until later
Ran an Occultist in a Holdout sitrep today, alongside some rebakes. My player's impression (and I see where they're coming from tbh) is that you have very little incentive to actually use Reap the Chaff against your own drones, since turning off reactions is extremely powerful
now granted we have a Gorgon, a Lycan, and a Heavy Gunner Death's head in our group, so we're definitely fairly loaded on reactions
This is helpful, thank you
I honestly thought it was the weather half of Jammed so that’s good to know I might need to tune it down
Or tune Reap up?
i thought about swapping the Shred from Jealous Flock with Flock Drones, but Shred might be too niche a status to inflict?
or yeah, maybe tune down the default flock drone effect and tune up Reap. A full Burst 1 jam would probably be overkill i think?
It might be, if the occultist starts with the drones. It’d be harder to set up if it required 2 turns to summon drones and then Diviner Dart + Reap
true! the fact that it spawns with 2 drones also definitely helps it a lot
Though I just thought of a weird thing to try to dissuade Dart + Reap if it’s too strong
Add ordnance tag to Reap
Or make it a full action I suppose
That would justify the aoe jam for sure
maybe another optional that lets reap target 2 drones?
Which optional would you drop for such a thing?
But also 2x reap doesn’t solve the issue of “reap isn’t worth it”
If it’s better to keep the drones in the first place
true. Full action for Reap, which now jams, by default the Drones just slow / shred maybe?
i feel like slow might not be punishing enough since there are plenty of builds that don't want to move and keeping it burst 1 is not particularly painful if your goal is to move anyways
uhh, the player suggested that they could instead take damage/heat on reaction instead of having them turned off, like that one gorgon drone?
Ah like sentinel
Okay yeah no that makes sense
Completely forgot that Heat was designed for the soft control role I want these drones to fill
Okay this is all good feedback; feel free to leave more but I gotta get to bed for now
Hopping from #1334655875679260692 , thinking about rebaking Exotic template as the “Aunic” template
Idea had: Attack that ejects your soul from your mech and you need to get back to it in time or bad things happen
Alls fun and games until the exotic pulls out THE UNMATCHED POWER OF THE SUN
Aunic stuff as a template is fun (I've done that), but, man, there's a lot of stuff in the old field guide that should absolutely be "DO NOT TOUCH", haha.
@static kernel I'm reworking Reap the Chaff, what do you think of this:
Reap the Chaff
System, Overshield, Shield, Full Tech
Target up to 2 controlled DRONES or allied GRUNTS in SENSORS. Destroy them and apply these effects:
• Allied characters adjacent to a target gain OVERSHIELD 4/6/8 and clear one condition.
• Hostile characters adjacent to a target gain LOCK-ON and must pass an AGILITY save or become JAMMED until the end of their next turn.
oh, 2 drones at base? I would maybe suggest that you can't apply the same effect to both drones, and each drone needs to choose one or the other effect maybe?
Notable changes:
- Full tech instead of Quick Tech
- can target up to 2 drones/grunts now
- Applies both allied and hostile effects
- increased allied overshield by +2
- changed hostile to guaranteed Lock-on and save vs Jammed
I think it may be overtuned in this iteration
i'm not sure how i feel about point 3 and point 2 together is my read. the rest definitely feels fair though
I may just make it "pick 1 drone"
cause, just thinking about my current holdout combat, that could with some bad rolls have resulted in a full team jam, which would basically be a game-ender
got it, I'll limit it to 1 drone or grunt
I also changed the FLOCK Drone adjacency effect for hostile characters to "1 heat per action while adjacent"
when you say action, does that include quick, full, and reaction?
All of those are actions, so yes
yeah no that sounds pretty fair. just in terms of language i'm wondering if things like protocols or free actions would also qualify here
those are also actions, so yes
that's definitely punishing, but 1 heat is a cost that's easy to pay so it's probably fine
yup and the counterplay is "walk 1 space away"
disrupts protocols and ordnance at least (which I'm fine with), and combos with immobilize/overwatch buddies
full action and only 1 drone on Reap definitely incentivises focusing more on either harrassing the enemy backline or supporting your own, which is an interesting choice to build around imo
@granite saddle When you get the chance, can you let me know how this wording sounds on "Magpie" Subroutines?
“Magpie” Subroutines
Trait, 2 Heat (Self), Quick Action
Destroy one of the following:
• An adjacent wreckage.
• A weapon or system equipped by the Vulture.
• A weapon or system equipped by a willing adjacent character.
The Vulture or a character in 5 then gains one of the following benefits:
• RECHARGE one weapon or system.
• Repair one destroyed weapon or system.
• All LIMITED weapons and systems regain 1 use.
• Gain OVERSHIELD 4/6/8 and clear 1 condition.
Asking since you mentioned the new wording to be awkward
Also, I'm floating a rewording of Prismatic Projection for the Prism, which may make it clearer what is being deployed? (a hologram projector is being deployed, and it projects the Prism in its space):
Place an untargetable holographic **projector** in a free space within SENSORS. The Prism is treated as occupying a projector’s space for RANGE, THREAT, SENSORS, line of sight, adjacency, engagement, contesting objectives, being affected by abilities, or any other purpose. The Prism has RESISTANCE to all damage, heat, and burn inflicted through a projector.
If the Prism would have more than 1 projector, it must destroy any beyond that limit. Projectors last until the end of the scene, or until the Prism is STUNNED, JAMMED, overheated, or destroyed.
if that actually improves comprehensibility, I'll commit to the change
Recharge as in, the rechage X+ tag ? Fun concept. Would you also consider reloading being something this can do ?
Either way, this reads perfect ! No confusion, everything laid out seperately for readability; As long as it fits on the page this looks streamlined as can be !
Yes like Recharge X. Not doing Loading since those tend to be balanced around purposeful action costs
Glad it’s streamlined!
Alright then, no loader buddies for the snipers I guess
I do wonder how you ended up with a "姄" in there though (unless that's just my phone being weird)
Especially since I'm almost certain I know what it means but I forgot, and now you've got me wanting to go dig my old chinese notebooks back up.
Also, this does look good yeah, just need to compare it to the current version. Is it still the one in the pdf ?
