#Prototype Pattern Groups
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Okay that’s a Unicode thing, it was supposed to be Range
Yes still the one in the pdf
And yeah it’s literally just slightly changing the wording so it’s clearer what’s being “deployed”
I figured 😆
Just need to remember to change all the other abilities to match then !
Easy enough
@vagrant grotto btw, quick question -- is the soft cover zone from Flock Drones meant to be the type you can hide inside or not?
Yeah I’d say so
Hmm.
So I know what kind of sitrep I'll need, but I have no clue what kinda OpFor I want.
any combos or stuff like that you'd want tried out ?
My basic litmus tests are:
- does this NPC feel good if 2 or more are on the board at the same time
- Does this NPC break (gain too much power or lose too much power) when made Veteran or Elite
In terms of stuff I’m actively looking for feedback on:
- Prism
- Torrent
- Mesmerist Narcissus Override
- Hatchet’s “next turn Cleaving Retrieval”
alright, I'll see what I can cook up
I already know v1.1 Napalm optionals have some bugs I’m fixing in v1.2, so I’m actively not looking for feedback there
Vulture and Occultist also have refinements made that I’ll release in 1.2; Prism and Torrent are thus my highest priorities
yeah and both of those are fairly potent in the context of "moving an objective" based sitreps, so why not ?
I think I'll try multi-torrent + big Prism
instant regret on the Big Prism, putting all my eggs in a 17hp basket feels contrary to my core beliefs
I want to use all the cool shit, but fear for my life !
what veteran trait will be the answer to my problems I wonder...
Also : I dont see Drown in nanites being very useful, and as such want to use it to see for myself. Would you encourage that, or do you prefer I take something more oppressive like Roil to stress-test what multiple Torrents at the same time is like ?
Do it
nice
Ideally every optional would get tested on all my NPCs but sometimes folks just don’t pick em
Ozymandias Protocol for Mesmerist was one of those so it got the axe
When it moves with its weapons, does the torrent need to be entirely in the template or only partially ?
Partially
nice
However warp grenade works
I see
Cone 3 and burst 1 are too hard for size 2 to fit completely in anyway
Esp in Squareland
Smh at T shaped cone 3s in square, in my day 15’ cones covered 7 squares
But yes, Drown in Nanites is something I think is questionable on the Torrent when it thrives on moving enemies and itself around
There’s some deliberate antisynergy and I’m not sure i wanna keep it
Re: big prism; Veteran commander or Elite veteran ? or Elite commander ?
Your call
Right ? what I'm wondering too.
commander for that sweet sweet press the attack
I mean- I got a Champion Hatchet for my boss encounter of my current mission- is that close enough?
Yeah go for it
cool I'll say how it goes 👍
Okay actually, make sure elite is there
Veteran and commander are Fine, it’s the Extra Turns that I’m worried about
Either letting next turn stuff proc too soon or end too early, that’s my concern
mhm, on it
Like Hatchet cleaving retrieval or Prism’s glitter field optional (respectively)
oh, so you'd like to see that one ?
went with the uninspired choice of the double projection, so this works
Again ill take whatever
Double projection has been concerning for me for “is this too much overhead and/or too vulnerable”
But also, I have zero playtesting whatsoever with prism and torrent base kits
So like, yeah. Gimme anything
My bar is at the floor right now
taking the 2 heat twice with 6HC seems very. Daring.
I just realized that I have been using an older version of Prototype Pattern Groups for a while- I've picked up the most recent now but just to check it's this version of cleaving you want to check right?
fuck it then. double vision shotgun hell (thank god overwatch doesn't refresh multiple times with Elite)
Correct that’s it
👍
@granite saddle Ah, another litmus test for me is “is the base kit ‘complete’” as well as “do players feel obligated to prioritize this NPC or like they can outright ignore it? If no to both, test passes”
For both of these, everything I take feels like extra shit I'm putting on
It's not a "I need to take this or this NPC is worthless" situation.
Good
And I feel like with how annoying the torrent is and the los limitations of the prism, they're not gonna be in "ignore" territory either, but that remains to be seen.
Annoying in the same way as the hornet I should add, ie "it's the point"
If I end up with an Avenger situation (must die first or we lose), I’ve fucked up
If I end up with a Bastion situation (not a threat worth respecting), I’ve also fucked up
Defenders aren’t doing their job if everyone is focusing them first without regards to the rest of the board, because half of being a defender is being an innately undesirable target
(tbf, we had an endless revenge commander veteran elite pupeteer Avenger, it triggered revenge multiple times before we ever bothered to take care of it, and we still both killed it through all 4 structures and won the sitrep, so it isn't that bad; but yes)
(I single out defenders here because some folks will claim that drawing that universally attention is meeting criteria for defense. I throughly disagree with that assertion)
Well, happy for you then! I think my comment on the balance of things still stands though
Well, a defender that doesn't draw any fire isn't doing it's job either. Is it ? (/gen)
Correct! You see the dilemma then
It must be threatening but not overwhelmingly so
This is best delivered with Taunts
Or tauntlike effects
Memetic magnetism, compelled duel
I’ll be real, I do worry that anchor and Prism go too hard on the “can’t be targeted” benefits
But mostly because I wanted to start with a hard taunt and see what happened
Exactly why I took this
If it's too much, I'll see that quite easily
I've not tested the change for the tokugawa but I would like to point out something:
I see that it could make melee build more interesting in comparaison to artillery build however, I don't see how it will help more focussed CQB build (half of the weapon of this licence are after all) to be more viable because it will be as much nerfed. CQB build put themself at the same distance than melee one (even more because they don't gain the increase threat and vanguard ask to be very close to see benefit) and don't have the bonus damage for it despite the risk being taken. CQB tokugawa will most likely overshadow by artillery tokugawa (safer) and melee tokugawa (more effectiv)
I suggest that the bonus damage should take effect if the target is withing range 5 to take bonus damage from the talent. Artillery would not get this bonus unless if it is in danger and melee and CQB will have a more "reliable" damage bonus.
Okay, though I think the benefit in the CQB case is being able to use them at ranges they weren’t intended to be used at
If you wanna try what you proposed though I’d be happy to hear the results
CQB intended range is 5 so my suggestion could work
Oh, btw, she's probably gonna be one of my players, so you tell me what you want tested
My little houserule repo is very informal, and I encourage folks to hack their own stuff too
and it will put this category in sort of middle ground, can shoot from a confortable distance but have to be close to be effective
Ah okay. I’d prefer to hear how it plays then first before making changes
RA knows I’ve changed enough around heat already
I have an old build idea with tokugawa and thermal pistols, sad it will get a bit less edge in this situation but i can test it on the eventual session. It depend also what will play other player
Thermal pistol on toku is just sad in general tbh, no range increase bc template + halved bonus damage...
Ehh
I'll see, won't I ?
yeah i know but having a aux who can target multiple target and who don't need to be reloaded was something i wanted to try
and having 3d6 burn seems too funny
I am also curious about what can be done with the retake on the death head and I have also a gorgon build I want to try (iconoclast with noah and scilla)
Good thing I'm running two games then. In the meantime though, I think that's enough here; Wouldn't want to get even more off-topic.
yep, that all for me, just tell me if one of the three mentionned need more testing than the other
Haven’t heard any playtesting on any of those so happy to hear whatever
Will do (this time I swear)
There’s always the possibility I kneejerked on the player stuff tbqh, so feedback on how it feels is valuable.
Not necessarily looking for design ideas, just knowing if the current iteration feels good or not is all I want
Understood
Reading the kai rebakes. I've got a question about recharge heat for homebrew npcs: if an npc has a recharge X ability and a heat X ability, how much heat do they take?:
- always heat X
- whichever is larger and causes them to take more heat
- both heat sources
Im gonna be ruling ut as whichever is larger but I just wanted your opinion as its an edge case I realised could happen and self heat X + recharge heat could just be too much
Take the larger
Point of recharge heat is to introduce heat where there was none before
I assumed so
Actually lemme revise: Try using the source’s Heat Self first, then consider increasing to Recharge Heat if that’s higher (I am doubtful that will occur often)
Largely because if someone is purposefully adding heat already, I’ll trust their judgment more than my blanket rule
Rather than having a blanket all "this is how recharge X and self heat X" in the rules just have a "i'll trust the GM here"
The author yeah
I’ll trust they know what their doing until I have playtest evidence to the contrary
That may be a little harsh, point being “try it before you tweak it”
Instructions unclear. Your rules are breaking my game... I have a heat cap 6, self heat 4 recharge 6 ability and it causes my boss to keep exploding
Just do what I do and stop following the rules that break your games 
On the topic of self heat, I’m planning to reduce the Heat cost of an ally using Ghost’s Quantum Bond from 2 to 1
Finding that a little less heat may be a bit better for some effects
Ghost quantum bond?
The “leech ability” of the ghost that lets an ally take heat to gain intangible
Ghost also takes the heat, and any conditions, and it has a heatcap of 4/6/8 so yeah
Oh your NPCs
Yes
Mb
Oh yeah on that subject !
Sorry boss, but the math ain't mathin'
I think you forgot to change it to "X-2" when you changed it, is that right ?
Ooo yeah -3
Fucked it up myself too, so yeah I'd agree
Alright, team selected, and I even got my two overcharge freaks(affectionate) on board !
So, I've got a player interested in running a Death's Head with your reworked CP; Do you want to try and make it compatible with Sheavies to test how it feels with them, see if excluding them from it is necessary ? Or do I once again run with just how it's written and that's it ?
They haven't made their build yet, so we can do either
Legitimately I don’t remember how it goes
nice
It should work with a superheavy
and like that we see if it needs a downside with them or no
spreading the good news the best way I know how
yep
Guess what ? i just got inspired.
I'm gonna bring mostly PPG NPCs, and All The Taunts.
Very well; hope it works
You're interested in seeing how bad it is when multiple of any given class are in paly at the same time, so I raise you : interplay between your taunt-er NPCs !
(and also a fuckton of torrents. Drown the planet.)
yeah no I did not balance for multiple different types of taunters on the field at the same time
much like how Crush Targeting likely wasn't balanced for multiple Goliaths at the same time
Mesmerist and Knight are probably in a fine place yeah
I think Knight can't overlap duels EDIT: I am correct
Anchor might be iffy but the fact that it's region-based is more palatable IMO
Prism though... only drawing LOS to Prism after getting hit with Diffraction Beam is gonna be a painpoint to test
in general I leaned hard on the "prevent targeting" side of things for these NPCs
Yea
i'm floating some extra optional repair rules
not sure if they're necessary together or not but figured I'd put them to paper
EXTRA REPAIRS
For Lancer tables that struggle with REPAIRS (or just filled with frames with low REPAIR CAPS), consider permanently granting an EXTRA REPAIRS reserve (Lancer, p. 51). This can grant some extra breathing room to frames with otherwise poor longevity, such as the ATLAS, KOBOLD, and DEATH’S HEAD.
FORGIVING REPAIRS
This rule is intended to be used alongside SYSTEM TRAUMA STRUCTURE DAMAGE, ONE REACTOR STRESS FOR ALL, and OVERCHARGE REROLLS, but can be used standalone. It’s intended to simplify repairing multi-weapon mounts, reduce REPAIR pressure on frames with low REPAIR CAPS, and grant more cushion after suffering System Trauma.
Under REPAIRS AND REST (Lancer, p. 82), adjust the REPAIRS costs as follows:
• 1 REPAIR: Restore full HP, restore 1 STRUCTURE or 1 STRESS, reset the OVERCHARGE counter, repair a destroyed system, repair all destroyed weapons and any mods on a single mount, or repair a single SUPERHEAVY weapon and its mod (if any).
• 4 REPAIRS: Repair a destroyed mech (see next column).
In addition, make the following change to any mech with the REPLACEABLE PARTS trait:
REPLACEABLE PARTS
While resting, when this mech spends a REPAIR, they may also regain full HP without spending an additional REPAIR.
I mean, 1 stress for all really eases up on the repairs so eh
I introduce it back with Overcharge resets
Plus System Trauma costs reps
That said this may be overcooked
But repairing mods is just clarifying RAW, which is never bad, and I've always run 1 repair for the whole mount because that's the way this should have been from the start
Yeah exactly on both counts
The only problem I'd see with those is replaceable parts stepping on Balor's toes a bit
I care a lot less about toe stepping than other folks
Balor still doesn’t need to spend any repairs if it doesn’t want to, and still get back HP
That said I could always dial it back to what I originally had and make it “if you restore structure you restore HP too” so it’s more restrictive
I guess testing is in order then, see what's best
Yeah, when I think of the Balor’s core identity, the “by the way it gets hp back for free during a rest” is just an extension of the much more evocative Regenerator
The main problem is that I have no idea how the power budget works in Lancer, and I don't want these buffs to negatively impact the balor by making one of its traits potentially lose value
So I'll just let you decide
Balor’s Self-perpetuating is practically a ribbon saying “hey don’t extend the combat just so you regen your hp back”
All of Balor’s power budget is in regenerator, to the detriment of literally all its other stats lol
That low speed + low sensors combo is honestly horrible to play with
Not personal experience, but I've been a witness to it
Listen, a houserule I’ve been meaning to add is bumping Balor speed to at least 4 if not 5
It’s a striker after all
I like some of LitD’s changes like improving Swarm Body but worry about importing it wholesale to my house rules
Lighthearted: A house rule I'm considering but would likely never put into a publication is:
Talentless Hacks
Remove all pilot Talents from the game.
But I'd bet folks would revolt over that
So, current encounter plan :
||Escort, maybe Extraction if you want.
Elite Commander Prism; Veteran Knight, 4xTorrent (only 2 at a time); 2xHatchet||
Any changes you want ? I'm kinda rusty on my encounter balance too, might wanna add ||a mesmerist with narcissus override for maximum targetting hell, or just a support because.|| You tell me.
...
You mean remove talents from the game ?
But why ?
||Haven't tried Extraction with the new Lift/Drag rules yet. Worth a shot.||
||How many players? 11 structure for Escortraction seems low. Usually 3-4x player count in Structure is the target, adjusting upward or downward for table mastery.||
||I'd say leave out the Mesmerist in this case or outright replace the Knight with it. A support-role would be decent, regardless.||
Because:
- They're the most common source of easy accuracy stacking
- They're the most common source of easy mobility stacking
- They're also the most common source of Bonus Damage stacking
- They're infinitely more fiddly than just building/playing my mech, both in terms of building and gameplay
- They don't feel like Pilot Talents, they feel like Mech Tweaks
I will happily, joyously point out that this is very much just my personal opinion and you should take it with as much salt as you can muster. I just find Talents as-is to be dissatsifying to build around as a player, play with as a player, and a contributor to systemic balance issues as a GM.
one of the most enjoyable times I've had playing Lancer was a LL0 Sagarmatha on Control with a bunch of adjacent/nearby ally-oriented talents. I wound up isolated from the rest of my team trying to drive 2 mooks and a Veteran off the control zone. I tied up 2.5 points of NPC structure/3 NPC turns off on my lonesome, with no added support from my talents. And it was magnificent.
but I'm probably not putting that in PPG ever, and if I did, it would obviously just be optional like everything else
I mean yeah sure but then you need to give weapon types a reason to exist and/or remove them too.
Frames are more than capable of giving them reasons to exist, from what I see
and even if not, NPCs are doing fine without it mattering
so IMO, I don't need to do anything in that category
want? maybe!
Problem is they don't. I can think of maybe Viceroy and Tagetes and that's it... is it ?
Monarch
True.
Weapon Mods
I entirely forgot about those tbh. Yeah ok you're right.
and even if they didn't, funny labels are fine by me
Oh ofc
damage types are already practically an afterthought
Yup. Sad too, but yup.
but yeah, in an ideal world such a change would be accompanied by other changes, like:
- streamlined, pilot-forward talents a la Salvage Union
- converting some talents into mech equipment, either in licenses or simply GMS. Like a "GMS Taunt Module" to get Exemplar, or "GMS Hacking Suite" for Hacker or "GMS Infil Suite" for Infiltrator stuff
- frame and equipment tweaks to account for balancing around talents that no longer exist (all Rifles, Sherman, etc)
which is why I'm unlikely to follow through on this threat lol 😛
Yeah
Thinking more about how I’ve setup the Prism’s features and optionals, and I think that I’ve actually made it a primary defender secondary artillery haha
Meanwhile, I think the Engineer (especially Kai’s rebake) is actually the poster child for an Artillery/Defender hybrid, with its focus on sheer damage at Range 10 (my borderline for Artillery ranges) but concentrated in a single defensive area
So I might reverse the Prism’s roles in the future
I thought that was just C/C being weird actually, so I'd say so yes
||2xGhost ? Really not convinced by them either, so why not I figured ? While I'm at it, I'll ask about the interactions between Quantum Bond and Projections.||
Oh ! also, when you're overheated+exposed, and you take heat that is then converted into damage because you're at heat cap, is the energy damage doubled by exposed ?
currently, by RAW it's yes so it's what I'll run, but if that's not intended you tell me.
Yes double the energy damage
ohohohoo
The energy damage can’t be reduced, but the original Heat can (e.g. by resistance, Smokestack, etc)
Basically the heat goes through the “damage” process twice: once as heat and once as energy
ye
Game's done, we'll sleep on it and give feedback tomorrow. I can at least give you some good news already : Almost none of the problems we had were with your stuff.
Lol. Wondering what the problems actually were then haha
You'll be able to see in #1323256473350045716
Oh
(this was that game, not the one I'm using your npcs for)
(for that second game I still have that question hanging)
oh mb, was running a game earlier and didn’t get a chance to answer. ||yeah feel free to give Ghost a try. If you want, reduce the heat on Quantum Bond to 1 heat; I felt like that was more appropriate than 2. As for projections: ghost occupies a space of the bonded target. I think they should only occupy the bonded target’s main space in this case, and not the projector’s space||
||Yeah I figured, but I still felt it better to ask just in case. Could a Ghost initiate a bond from a projection though ? I feel like yes but idk. Noted on the 1 heat protocol.||
||Yes, but I’d probably have them immediately shift to the prism’s space I guess? It’s weird you’re right||
||weighing whether I should have a forced movement clause on the projector that allows the projector to be moved instead of the Prism, at attacker’s choice||
||idk, both are pretty useful : moving the prism from far away can allow you to move it to a more vulnerable position to get around the resistance, while moving the projector itself allows you to in a way force the Prism to redeploy it, thus risking heating it up. I fear allowing both could make it very very vulnerable to control. I am biased though, simply because I find punting an NPC from 15 spaces away absurdly funny.||
Want me to test that in a given way, or just current version ?
Current version
oh yeah
running a prism to replace pilgrim's mirage in shadow of the wolf
it works well, and a PC has made it their life's choice to beat the shit out of pilgrim for tha bullshit holograms it deployed (it destroyed pilgrim's weapons)
So, yesterday night I had a boss battle with a iconoclast gorgon (scilla + noah) build, I have few point to aboard:
Gorgon: The new core power is strong but I never want to use it in my build because it don't trigger any system of the licence nor noah so it feels like it work against the scilla as licence. Maybe make it so the fail system save count as a failed attack for system, talent and other purpose but the attacker still keep the atacker can still try to target someone who isn't in range 3 of the gorgon.
Hunter killer nexus: The accuracy is a pretty good addition and save some some miss so it's pretty nice, would have like to see crit with it but no luck on this part.
Overcharge: Even if my build don't have my build don't benefit so much with raw overcharge, the new one don't feel worse it to use for the cost. I don't roll anything on my turn, attack with my reaction aren't decisive enough to justify heating myself more and with technophile (wasn't using it on this battle but a version of my build use it) give me a security with check and save already.
Brace: pretty usefull, if I played it better I would have saved a structure
Alternative structure and dazzed: Less rng is better to me so it's a thumbs up, dazzed feel a lot better than a stun.
I didn't cascade so I didn't hade the occasion to battle my NHP against themself
Hiii, it's been a while since a I didn't give feedback here.
So it's about Water's game last night. We opt for all optional rules and here's how I feel as a player (for once lol)
Context : I played a Sysop Defender Support Kutuzov with high heat cap. Never stressed or structured.
Optional Condition Dazed : Never got it, but it sounds like a good and fair alternative to being stunned, while giving Brace a 1/Scene which sounds very interesting. While I don't know much about dazed, I really like the new Brace rule, it gives more viability on the battle and more option to players, which is always nice.
Optional Status Overheated : Also never got it in game, but I like how it forces players to stabilize, it encourages more tactical play and reward survivability.
Optional Rule, stress at Max Heat Cap : mixed feelings about this : essentially, it just makes everyone at -1 Heat Cap, and encourages players to put more point in ENGI. It's just a overall malus for everyone and I don't see much interest in the rule.µ
Optional Rule Recharge Heat : the NPC was a boss that didn't have a single Recharge X+ trait, blame Water (don't).
Optional Rule Contested Cascade : No one has cascaded in the team so no feedback on it
Optional Rule Overcharge Rerolls : I actually really liked this change ! As a Tokugawa main and GM, I always fell like NuCav players are always kind of braindead gameplay with little heat management (or not at all for me). So of course, it changes completely the game as we'll never make a additional Quick Action (exception for Everest and Asura) but it makes the game so much less frustrating for missing an attack : the Heat sounds like a good drawback for trying again to hit. It makes NuCav players more tactical but also every other build, as anyone benefit from this change. I also like the Heat applied after the action because it makes the choice of overcharging easier.
Optional Rule Structure Table : I've already run somes games with the alternate structure and stress table from GMS CCC so my thought will be the same : it feels more fair for everyone.
Optional Rule One Reactor Stress for all : Never got it, I don't know how to think about that. I just think it pull off the fun in catastrophically exploding your mech but that's all.
Optional Rule Overkill : Never used an Overkill weapon in this game, but I guessed it makes sense with the new Overcharge change.
Okay this bodes well then (I think?) happy to hear more
Thanks for the feedback! Noted on the anti-synergy the Gorgon CP has with stuff in its kit that wants folks to attack it. I’ll take another look at it at some point. Glad that most other things felt good to you.
No problem.
I appreciate the feedback! Noted on Stress at Max Heat Cap. Might just revert that portion.
Regarding Reactor Stress and exploding mechs: yeah I get it. But there’s times where it became a meme for veteran NPCs and more times where if it happened it resulted in No Mech for the player for the rest of the mission. Fun factor may be gone but I think it’s a net gain overall.
Glad most everything else went over well. Brace changes getting use make me happy; I should put them directly into Prototype Pattern Groups tbh. I’m still on the fence about the overkill change being opt in, but I definitely think the heat should be a lump total at minimum.
On the opt-in overkill, the thing is it's occasionally used as a downside, and by occasionally I of course mean the shock claws in particular. Agreed on the single lump though.
And also the end of exploding isn't actually there, it's just an illusion. The only reason you don't see it anymore is because you're too much of a coward to self-destruct yourself.
(Also to me the added bonus of it being impossible for fusion reactors to explode accidentally, you know, like it works irl, is worth it)
Oh also the TacLance Death's Head didn't break anything with the Core power.
Maybe not the best way to test it, but still.
Hmm
now that game day is upon us, I wonder
||I am correct in thinking the Torrent's self-push is involuntary movement and as such stops Quantums Bonds ? Also, how mean do you want me to be ? (this is mainly about "dropping a knight right next to the objective when they get to it and make it challenge the designated Objective Carrier)"||
also, I am suddenly way less concerned about the combat accidentally being way too hard and now very very concerned on "how the fuck am I gonna challenge them at all"
Gotta love the ways of the players I guess
||yes, push is always involuntary, so Ghost no likey. Be as mean as you’re comfortable I guess? I don’t know what you mean by the knight thing||
Like do you mean ||you are next to the extraction objective but now you can’t run away with it because you’re Compelled to Duel?||
||yes||
Yeah do it
ohoho
Need to know if it’s unreasonable for an NPC to do this
||If you allow me to, I am thinking of allowing a few more optionals, just in case : Hatchets are gonna be Marine with deck anchors, Ghosts have spectral flight and now also wavefunction collapse just in case, and (this is the one I really wanna ask you about) Torrents are exotics with Living weaponry and also crashing tsunami, in addition of drown in nanites||
||Problem is I fear adding all of these at the same time might be a bit too much||
||This sounds like a lot yes||
||torrent id like you to keep close to base +0-1 optionals as possible||
||I don’t know what deck anchors does, would it make it easier to use the new Cleaving Retrieval? If so maybe omit it. Do whatever on the Ghost||
||Deck anchors is "prevent involuntary movement 1/round as a reaction", so you tell me. And noted on the Torrent.||
||As much as I want to test Drown in nanites to give feedback on it, I also fear it really wont be enough to let me pose a real challenge. You would rather see untemplated Torrents right ? because if so that at least stops me from being conflicted||
||that’s fine, I was worried it was more like Lock/hold and prevented running from the dropped thrown weapon||
||untemplated please yes||
||use a different optional if you have to use one, then imo? But I’d love to see how just the base kit handles||
||Yeah then I'll stick with just drown in the back pocket||
||You know what, actually I'll just stick to basic plus the knife. If I get crushed at least it'll be clear where the issue was I hope.||
||Oh also I put Tempered on the Prism. Felt appropriate.||
Does refracting armor protect the prism itself ?
As per the RAW rules of Burst: Yes
Only burst attacks don’t affect the emanating source unless specified
Goal is to prevent the Prism and its allies from getting chumped by Seeking. You’re likely gonna be shooting the more prominent hologram, and need to work to reach the genuine article
Went well !
Got a ton of feedback too
not a lot of good on the alt rules, but everyone liked the NPCs !
I'll write it sometime soon, I'll be real busy in the near future though
kinda killing me tbh. Really wanted to use them in my campaign but two of my main players low-key hate the most important ones. Feels super bad and they're not even my rules; damn.
got some personal stakes in the thing, y'know ?
Unless you're willing to suddenly speak french and decipher these notes, of course /j (especially since half of them are from the previous game)
(also putting those here to save them just in case)
yeah I'm not surprised, they can be polarizing
people hate it when they think stuff is being taken from them, which is why I'm not surprised when folks are upset about the Overcharge changes
very happy to hear that they liked the NPCs though, they're the lifeblood of this project after all
Of course, problem is when they bring actual arguments to the fight 😔
I hope they're not arguing mid-fight lol
No actually, which is why it hit me so hard at the end of the session when the Bad came in
Really had no clue
at least they were considerate during the session 😌
Why do you think I care so much about them liking these as much as I do ? Amazing players this bunch.
Two of them are part of my go-to-s, and it's no wonder why
Alright, while I have a little bit of time :
Torrent : base kit is good, and surprisingly still works with the Ghost somewhat, as long as you use the burst attack, it's harder with the cone. Drown is entirely useless though. Full action and save and only slowed with the only overwatch options working against keeping the target close while also not having anything to keep them close ? Never worth it above attacking and another quick. (Managed to grab the objective with one too !)
Prism : while the paracausal nanocarb Empaakai might have skewed the results, I can say with absolute certainty, beyond the shadow of a doubt, that this thing needs more bulk. Otherwise the aggro mechanic is a straight downside and it doesn't get to be a proper defender. Resistance might seem good yeah, but it ain't enough here. Also I'd consider making the beam accurate, 'cause I hit with it once, maybe twice. Lower the damage if you need to, but this thing needs to be able to hit.
Hatchet : got hardcountered by a HG3 gandiva play, which is fair. Otherwise managed to deal respectable damage, especially with the plasma knife giving AP to cleaving retrival. Wasn't too bad having to wait, made me think about my dropped weapon placement instead of just going "I pick the closest spaces" every time.
Might consider giving them something to do when they have nothing in sensors and all their weapons thrown out without being able to retrieve them. A ranged retrieve action/FA that doesn't trigger retrieval ? Need more testing before anything though.
Knight unfortunately got melted before having the chance to use second wind and/or the veteran repair (by the Empaakai, xho would have guessed), but the players didn't get annoyed at the mechanic when it spawned next to the objective carrier, but that one got rightfully scared of the duel and liked it.
Excellent, thank you for all this!
- Noted on Drown, it’ll need reworked. Glad that Torrent otherwise performed well! I hope it was challenging but not frustrating?
- Prism: Yeah no now that I realize how hard I went on Defender I think shifting more bulk into it would be wise. Did players grok the Projector mechanics? I’ll double check the gun accuracy bonuses and see if I can make something reasonable.
- Glad the hatchet still felt good with the “next turn” clause in play. Noted on dead turns when nothing is in range. Makes me realize there’s a reason so many Pathfinder and DnD immobilizing spells have some sort of means of escape, even if it’s subpar action Econ. I’m kinda okay with Immobilize as Counter for it though.
- Also glad the knight put the fear of RA into someone, even if the Knight got dunked on. Paracausal hurts bad it seems lol. I do wonder if Templar’s Shield would be well-served with Overshield instead of resistance, if Self Heat regulates it? Unsure
Happy to hear any constructive feedback about the optional rules too. Just leave out any expletives lol
Oh by the way @granite saddle what LL was this again?
LL6
Oh btw the knight's challenge wasn't with the paracausal gal
She was just there to be a problem and succeeded at that
Now hold on a minute whil I look at what expletive means
No angry/curses lol
Like if they were fucking pissed and just dunking on it, spare me that lol
- I explained it fast as "he's in both places at the same time" and that worked well, and since I broadcast the ability too, I didn't have any issue with it
- I felt fine with Templar's shield in the moment tbh, and I was really proud to have used it as overwatch protection too.
Maybe it'd benefit from OS, but given it has second wind as an optional, eh, idk
Valid, was mostly musing on it
I just should have taken a turn with it sooner, but I had so many things needing activating that someone would have died either way
Oh ! Makes me think :
Was making the Ghosts fall into the Lich stereotype of "give me the first turn or I instantly disintegrate" intentional or ?
Because either way they fall into it
Not that that's necessarily a problem, but it is the case so I figured I'd say it just in case
Making them spawn already bonded would be way too much anyways, so nothing to do about it
Not particularly
Putting it in the tracker
- Like "FA retrieve all your thrown weapons not used to attack this turn without triggering cleaving retrival, and instantly end your turn." would be my first draft, but it's not necessarily mandatory to have, yeah. You'll se if it needs something like that with more testing.
Tbf I think this is a bigger issue with lancer npc actions
And a relative lack of “escape mechanics” on some immobilized effects.
Stabilize removing conditions honestly does a lot of work for players looking to eke out some action economy; if the option is do nothing this turn vs stabilize and standard move, that’s something
@granite saddle I think I may rework Drown to be an Engulf/Whelm effect like a Water Elemental or Ooze. I was hesitant on adding a legit abduction ability but it may be fine for an optional
Drown in Nanites: Trait, Full Action
Target character makes an Agility save. On a success, they are Slowed and Impaired until the end of their next turn. On a failure, they are engulfed. While engulfed:
- They are immobilized and jammed
- they share a space with the Torrent and move with all of its movement
- They take half of the damage the Torrent receives before exposed, armor, and resistance
The target ceases to be engulfed if they stop sharing a space with the Torrent, pass a contested Hull check as a full action, if the Torrent is Jammed, Stunned, overheated, or destroyed, or if the Torrent uses this action again
@granite saddle And revising Ghost’s Phase Shift:
PHASE SHIFT
Trait
This character is INTANGIBLE. While INTANGIBLE, they can target and affect tangible characters and objects, but only deal half damage, heat, and burn. If this character is Stunned, Jammed, or overheated, this trait is disabled until the end of its next turn.
Runs a bit afoul if someone just gives this dumb intangible thing a gun though
Probably need to stick with a “this is intangible until the start of its first turn in combat, and only on its turns afterwards”
Oooor I could do something elegant like “this character is intangible. Yadda yadda targeting and damage. If the Ghost takes any actions on its turn, this trait is disabled until the end of its next turn.”
So then you’re encouraged to bond immediately
Could work, yeah, as long as it's clear the intangible from being bonded doesn't follow that same restriction
Right, that’s why I refer to “this trait”
Problem with that is that, then, the trait is also what allows it to interact with not-intangivle things while intangible
Ah fuck
Yeah
(fun fact, my idea I wanted to suggest was a passive kinda like "as long as a hostile character occupies the same space as the Torrent, they are jammed", so great minds do think alike)
(or is this a fools rarely differ situation ?)
Nah I thought of it too
I don’t think a passive “jam field” is great though
I guess you can just walk out
Yea, though on the torrent it's better than most because yeah you can just walk out
Even its own overwatch forces it to move around so maybe it won't even want to do it to you if you walk out
Yeah I don’t know, it’s still on demand jam
Walk on top of someone and turn off their reactions and allied tech
Though some clarifying : -maybe add a smaller or same size requirement
-It takes half of the torrznt's damage, but does the torrent itself only take the other half or the full damage ?
Also maybe the engulfed should also have soft cover as a silver lining, but only if it wouldn't make it even worse actually
Torrent takes full damage, but Target also takes half the same damage
Same size or smaller is a good call
Okay yeah, what I thought
Reading it does convey that idea, but I wouldn't even wait to put that one in the faq
Size req: I’m gonna add “Larger characters automatically succeed.”
Yeah
That way it still does something but it’s still a FA for impaired + slowed
Yeah, good call, like that idea
The Barb does need the wins (I had one and it really enjoyed being immune to torrent shenanigans, even has explosive resistance !)
Really invoked the spirit of Pacific Rim's opening lines
Oh I wanted to ask, when you get the chance can you let me know how well Torrent’s Storm Surge worked? How did you feel about it?
Really like the boost², that is also compatible with normal boost and normal move.
I have more thoughts hang on
Okay so
Beforehand, tangeant on the "objectives are just objects" rule :
Nobody mentionned it in the feedback time, so with the context of the game itself, it feels to me like it's in the "feels so natural we don't even think about it passively" sweet spot
Perfect
Now onto Storm Surge :
I really enjoyed it as a "get in quick" tool, and it's very powerful as a control ability, but since I needed to use it to get in range enough to do anything, I was never in a position to really use it to its full extent, especially as a recharge 6+ like damn
Especially since most everyone succeeded the saves, even when it would have been like two spaces at most
So either raise the save target or lower the recharge value I'd say. Especially targetting hull, you'll be hard-pressed to find someone that bad at those.
Also I totally forgot recharge heat on this ability, but 3 heat on an opener on a 6 HC frame is crazy (not the good kind)
Awesome, noted then on the recharge. Thanks for letting me pick your brain on that
Right right. The unspoken part was “instead of letting you get into the optional rules feedback” lol
Yea
Like I said, those kinda bum me out too, so I'm not in that much of a hurry either
But yeah, Prism got melted, one player said they liked the threat factor of the Knight and the general vibe of the Torrent, the cleaving retrival worked well enough, and the Ghost
Oh, actually I have more to say hang on
First, just so you get how crushed I got, none of the ghosts ever took a turn while still combined, so really glad I saw that coming and put wavefunction collapse on 'em
But now for the actually important stuff :
Hatchet base kit feels really empty right now
Like, now that I think about it, if I already felt somewhat limited while having an optionnal weapon, the thought of ever running an optional-less hatchet is awful
Like, flip kick is nice, but situational and a recharge ability, and other than that all it's got in its kit is one singular weapon, so one action (skirmish)
Thinking back to every time I've seen them in Tony's game, he never ever put less than two optionals on them, and at least one was always a weapon
And honestly ? I get it.
See what I'm on about ?
Got it
Alright, perfect then.
So maybe flip kick has lost out due to the cleaving retrieval change?
Since the original action loop was “throw axe, run up, retrieve, flip kick back”
That’s what I said
Like the next turn I mean
Yeah fair
You set up your quasi-mines on one turn, then get in, retrival, melee skirmish, and filp kick across two turns
Wondering if I should’ve stuck to my guns then
Problem is if at any point you get interrupted or if you don't have two weapons, that leaves you with spare Quicks all over the place, that you have nothing to do with
¯_(ツ)_/¯
The damage on succesful save is still nice for that kinda setup
And having slow on it too led me to try and throw them out in the open when I had no one in range, to try and exert that fear factor
Previous version was, I want to say "brainless" but that's kinda mean, but you see what I'm trying to say
While this had both counterplay and encouraged me to actually use my brain, just a little bit. Which is nice I enjoy that.
So I'll let you decide what you want, but that's my take/feelings on both versions if it helps (for context on my earlier statements, Tony only ever used the old version, never the new quasi-mine version)
Maybe I’ll add something like “thrown weapons not used to attack this turn return to the hatchet at the end of the turn” or something
Or just “magnet hands: quick action retrieve all thrown weapons, no retrieval bonus”
Does the first one also not trigger retrieval ?
Neither do
Yup, good
Point is that you give up and reset
Yeah, and that'd give more validity to the "attack the air as a dissuasion tactic" use of cleaving retrieval
Cause if it works, just magnet hands and do it again
(or go in manually anyways)
Thinking about how requiring a next turn retrieval fucks with Overwatch though
Dunno how I feel about that
Eh it’s fine
Hatchet doesn't thrive on overwatch anyways yeah
It’s a pseudo-CQB user
I felt weird Overwatching and point blank throwing
I guess that’s still a tactic though
Grapple + point blank throw
(Oh yeah btw, I found it kinda weird that the torrent didn't have 3 threat, but it might be a bit too oppressive if it did)
It’s not a defender, that’s why
That kinda fucks actually
It feels weird when you put it that way but I absolutely get it. (It's just that without the threat icon anywhere I kept instinctually doing my ranged attack routine instead of going straight to melee-ing)
To expand: My goal for this was to be aggressively not sticky
Ye ye of course
I could consider putting a reminder threat 1 if needed
Just don't throw then 
No, this was back on old retrieval
Where no throw meant leaving damage on the table
Eh, do what you want. I think it could stand to stay without for cone placement shenanigans-prevention reasons.
Oh ok yeah
I mean all weapons have threat 1 tbf
Yes, but if you don't show it people will just apply that rule like it should work instead of maybe going "so does that mean I can start the cone anywhere in threat like if it had range", like I did for the Mythos boss a while ago.
Of course, the answer is "that interaction only exists with range and not threat, so no" but if you don't show it people won't even think to think about it.
Like, current version works, I'm just a dumbass
Very situationally a dumbass, sure, but a dumbass nonetheless
Be kind to yourself
But aight got more feedback than expected on hatchet, I’ll have to chew on that
(ofc, these were /j dw)
@granite saddle I’ll likely be making updates to PPG today; if you send over the optional rule feedback I may be able to incorporate some of it? Otherwise, it can wait until the next release
Short version, skipping some of the opinions I don't feel matter enough for now (kinda busy) :
- Overcharge rerolls are fine enough as a concept, but they still benefit damage dealers more than support builds, and restrict the already tight action economy for them that way. (Not my take)
- Stressing at HC instead of over changes nothing except reducing all heatcaps by 1, and this hits already low HC disproportionately, further incentivizing Engi investment even though it's already the second most valuable stat to invest in. (I agree with that one)
- 1 stress for all makes self-heat builds incredibly rough to play, and also has the side effect of once again incentivizing Engi investment and heat-clear methods (somewhat no matter who you are) because you can no longer use "intentionally" stressing yourself as a way to lower your heat, even though that was already a gamble. (Not my take either, but I see their point)
For that last one, maybe having a universal option to "roll over heat as usual and don't become overheated, but become perma-drained and impaired until you [stabilise to clear heat+exposed] that can't be cleared any other way" or something (on top of regular exposed ofc)
All of that is the short version, and only of the points I feel are the most valid, but for now it'll have to do
Oh also feel free to add the aid action if you want. Someone used it and it didn't break anything, it's solid.
Thank you! I think I may address the 2nd point at least.
I can see the point on “stressing lets you reduce your heat for a risk” but tbh like… that feels like just burning your HP to get a reward and not caring about the consequences. Doesn’t help that default overheating table is just Exposed ⅔ of the time. So, I get it, but also don’t think I’ll be acting on it
I expected that, but yeah
I am more willing to encourage heat fiends to invest for their toys yeah
Because not everyone is gonna be a heat fiend!
I might try my rule anyways next time,'cause if it's the only way to get my players on board, it'll have to do.
On Overcharge not being great for folks that don’t make attacks: I see you, I get it
The sanctioned action is to hack, so hack away!
Yeah, and for that one I kept bringing up "but the saves though !", but the unfortunate truth is simply that saves really are not that common.
Yeah…. I feel like I use a fair amount of them on my npcs but they’re not the CRB
Ideas I want to mull over then:
- Allowing OC to be used for minor quick actions like Lock On, Bolster, and Aid (pulling from finaljas90’s tweaks)
- Using OC to force enemy rerolls
- I don’t know, however PF2E and Salvage Union do it
SU gets away with it more since everything is a unified 1d20 dice roll mechanic, so your weird hack for information rolls 1d20 that you can reroll to get a better result
PF2E, I see the same thing happen for my save-oriented support spellcaster
The bonus there is that I can freely burn it on skill checks and important saves, but there’s deffo sessions where I don’t touch my Hero Points
I did thinl of point 1 too btw, so yeah worth thinking about
Even if it doesn’t tone down Striker Heat Gameplay, it should at least make their turns less complicated
Lock on might be a bad idea though, still benefits strikers somewhat
Eh, I’ll take a Lock On over a Second Attack any day
At that point they’re burning heat for 1 accuracy when they could be burning heat for a reroll
They can burn heat for both but then they’re burning a LOT of heat
Yeah
Might want to look at a "on your turn, either rerolls or the extra limited quick" if need be
Anyway, “restricting the tight action economy” is working as intended
Not that heatgen strikers deserve that kind of protection anyways 
I do think Lancers in the Dark is onto something by splitting Overcharge away from Heat and into Pilot Stress
Like, there’s times where I feel like I’m doing half-measures when I should really go all the way
"Overcharge rerolls but if you want a QA you take the heat and 1d6 Pilot stress" does sound like an idea for sure
only question then is what happens when you break during a combat scene
Lose a turn
also I'd straight up replace the heat with pilot stress
but I'm not doing that right now
(this is a joke, )
(but this is not)
Drown in Nanites
Trait, Full Action
An adjacent character makes an AGILITY save; larger targets always pass. On a success, they are SLOWED and IMPAIRED until the end of their next turn. On a failure, the target is engulfed. While engulfed, they are JAMMED and IMMOBILIZED, share a space with the Torrent, and move when it moves.
The target ceases to be engulfed if they leave the Torrent’s space, pass a HULL save as a full action, if the Torrent is JAMMED, STUNNED, overheated, or destroyed, or if the Torrent uses this action again.
we are STRAPPED for space, but here we go
"I paid for the whole page so I'm gonna use the whole page !"
I am literally introducing a dog-ear to Drown in Nanites just to squeeze this puppy in
Trait, Full Action
An adjacent character must succeed on an Agility save or be engulfed; larger targets always succeed. On a success, they are SLOWED and IMPAIRED until the end of their next turn. While engulfed, they are JAMMED and IMMOBILIZED, share a space with the Torrent, and move when it moves.
The target ceases to be engulfed if they pass a HULL save as a full action, stop sharing the Torrent’s spaces, if the Torrent is JAMMED, STUNNED, overheated, or destroyed, or if it uses this action again.```
Try this on for size, saves you 11 characters
maybe put the "on a success" bit after the decription of what engulfed is, if you feel like that's better
(also love the fact you can just. Ram the Torrent while engulfed to make it move in any direction you want, and as such move yourself one in any direction. Very funny; debatably useful.)
It's also somewhat more consistent with existing save effects in Lancer.
It's probably the PF2e that does that to you
Okay, if I ditch the newline it fits without weird dogear tricks
it's an ugly blob of text but oh well
the newline ?
oh the
"sdaisbdiab
idabzidhbaizdb"
is that what that is ?
yeah, wall of text, but if it's needed...
An adjacent character must make an AGILITY save; larger targets always succeed. On a success, they are SLOWED and IMPAIRED until the end of their next turn. On a failure, they are engulfed until they pass a HULL save as a full action, they stop sharing the Torrent’s space, the Torrent is JAMMED, STUNNED, overheated, or destroyed, or the Torrent uses this action again. While engulfed, the target is JAMMED and IMMOBILIZED, shares a space with the Torrent, and moves when it moves.
hm okay I need to move "share a space" earlier
behold, from 484 to 452 characters :
An adjacent character must make an AGILITY save; larger targets always succeed. On a success, they are SLOWED and IMPAIRED until the end of their next turn. On a failure, they are engulfed, becoming JAMMED and IMMOBILIZED , occupying the Torrent’s space and moving with it, until they pass a HULL save as a full action, stop occupying the Torrent’s space, the Torrent is JAMMED, STUNNED, overheated, or destroyed, or the Torrent uses this action again.
take what you need
maybe add back the "one of" the torrent's spaces if you want
I'm tying the Jammed and Immobilized to Engulfed because I don't want them to Stabilize the effect off
they need to actually deal with Engulfed
it's like Grappled: not a condition or status, but while it's active the target is immobilized. Clearing immobilized with Stabilize just causes it to reapply due to Grappled
so my language is very intentional here
To make more space on the page, I'm changing Wash Away to:
Against PRONE characters, the Torrent may inflict KNOCKBACK in any direction.
So do I here, it's because they're engulfed that they're all the things
This feels better too, felt that that ability was kinda weird anyways
Oh, I'm changing the Wavebreaker + Tsunami effects to:
This weapon must inflict KNOCKBACK. The Torrent may push itself to a space within the affected area. [Tsunami only] If the Torrent inflicts PRONE, reload this weapon.
I also got rid of some flavor on Scalding Greywash and Roil that bought some lines. Little sad about it but not much to be done
ehh good question
Before, the push wasn't optional
alright I'll adjust that yeah
So you don't find it comes off that way in my version then ?
I don't, no
hmm
I can afford to be explicit with it here
if you say so
(Also you're the native speaker here so I trust your judgement)
the change isn't buying me a line back, so I'm sticking with what I have
thank you though
don't have access to the modified doc, so yeah I can't tell that with just character count
ofc, it's the least I can do for this quite honestly amazing supplement
@granite saddle btw, do you think Quantum Bond is good as a Full Action, or should it be a Quick?
for the Ghost
I had wavefunction collapse, so it was fine.
If I didn't, the ghosts would have quite honestly done no support ever
(all the things they bonded to died before they could ever start a turn already bonded)
so either add something to the ability or make it a quick yeah
maybe just applying the effects of Paradox state as part of the FA is good, prevents cheese
I think I'm gonna change Entangling Curse to allow it to Bolster instead, too
QA Quantum Bond is cleaner IMO
like, give them the ability to bolster as an NPC ?
fair, we'll see if that's too much
awww, I was looking forward to trying it ! (didn't get to, kept having to find new partners to bond to)
i'll hold onto it for now then
but it does make it a more solidly support mech so
lock on is support, but it's not defender support
Paradox State is already pretty good
actually, it is very possible for a team to have almost no save abilities, while it's harder to not have an OpFor with attacks, so...
oh it's great
sure, I only got to trigger it like three times, but all three of these times it hit the 4+ and it was glorious
like the rotation is "Quantum Bond + Paradox State" then "Paradox State + Entangling Curse" ad infinitum
really should have deployed them sooner tbh
like before, but you don't have a dead turn when you need a new guy to bond with
I like it
Reworded phase shift as elegantly and succinctly as possible:
This character is INTANGIBLE before its first turn and during its turns. While INTANGIBLE, they can target and affect tangible characters and objects, but only deal half damage, heat, or burn to all targets.
GHASTLY VIGOR
Trait
The Ghost can use the BOLSTER quick tech action, targeting up to two characters instead of one.
Yeah no I like this more
this feels more appropriate for this character
lock ons are great, sure, but like, this is a very defensive character
sure, but still, bolster might not be on NPCs for a good reason who knows (not me, that's for sure)
and even then it can still just lock on actually so it's probably fine
ooo
call it a banshee and put the old entangling curse back on
and you've got a variant frame, but NPC
the only other rider I can think of for Ghastly Vigor is "the target can expend the bolster to reduce hostile heat"
that'd be more fair yeah
hmm
yeah really don't see much else it could do
I mean, much else that isn't completely busted of course
yeah
Trait
Gain BOLSTER as a QUICK TECH option. Tech attacks receive +1 Difficulty against BOLSTERED targets.
yeah, it's still got the until eont duration too, so it'll never be a total waste anyways
The more I look at Hatchet the more frustrated I get
I want this fucker to be a skirmisher but like, right now the optimal approach reads like "Turn 1: Grapple, Skirmish (thrown) > Turn 2: Retrieve, Ram, Skirmish > Repeat"
I envisioned this guy staying at range instead of brawling like a berserker
Maybe I change Monomolecular Throwing Axe to deal double damage when thrown with nobody adjacent
and halve its base damage
maybe make cleaving retrival itself give the "away" movement, instead of flip kick
and then flip kick gets to become drop, kick
The in movement
yeah was thinking of that too
spitballing here ofc, but I find that simpler than doulbing halved damage but sometimes only
the issue is that even if I do that, the Hatchet can just say "nah" unless I enforce the movement
-
Then just do that lol
-
Magnet hands ?
-
If the movement is enough, people will most likely at least try to use it most of the time
those are all and/or
The issue right now is that Cleaving Retrieval is heckin' loaded already
yeah I could like, add some more movement on it but it doesn't feel clean
fair enough
problem is it has to get close to retrieve, and the targets need to also be close to the retrieved weapons
Monomolecular Throwing Axe
Tags: Main Melee, Thrown 5
Weapon Stats: Attack +1/+2/+3, Threat 1, 3/4/5 Kinetic damage
If the attacker is not ENGAGED, this weapon deals double damage (excluding bonus damage).
first turn is still awkward, but at least Lock On + Skirmish (thrown) is workable
I guess the question is "is this enough to deter getting close regularly"
if you're grappleramming while throwing this weapon, you are more likely to get cleaving retrieval off, and it nets you 7/9/11 damage + Slowed (and in a minor AoE)
I guess if you're starting in range, you can throw, walk up, grapple? then next turn Retrieval + whatever
or you could... Walk up, Ram, then throw so you get the accuracy. Then next turn retrieval and repeat
I'll be real, I do question whether there's an actual "lack of counterplay" when the Hatchet retrieves stuff on the same turn
like, any moreso than "there's no counterplay to someone barraging"
IDK. I think I'm leaning more towards turning Cleaving Retrieval into a Quick Action that auto-retrieves a weapon, and deals damage/aoe if it was adjacent
@granite saddle how often did the AoE damage come up on Cleaving Retrieval
considering whether it's a good idea to do a full merge of Flip Kick and Cleaving Retrieval or not
Never, it was always just a bit too far, the Hatchet from its weapon or the weapon from the PCs
it was always close, but never enough
most barrages don't make you slowed in an aoe (and the ones that do are on controllers and/or defenders, like the barricade)
making this comment made me realise for the first time that they are, in fact, supposed to be controllers.
huh
Hmmmm.
Flip kick could absolutely stand to lose its recharge tag if it's supposed to be that integral to its gameplan.
Wondering if the axe could get a skirmisher2/hunter1 -like ability slapped on to help the "get in" part to the "get out" offered by Flip Kick.
also, flip kick being mandatorily directly away from the hostile doesn't feel super great, alongside being only 2 spaces. Changing both of these at the same time would most certainly be too much, but changing one could be worth imo.
On attack : The hatchet may fly up to 3 spaces directly towards the targeted character before the attack, as long as it does not end this movement engaged. This movement ignores engagement and doesn’t provoke reactions.
and boosting Flip kick to 3 spaces would already be interesting to see.
yeah just boosting flip kick could do the trick actually.
The extra movement on the axe doesn't work, because the Hatchet needs that movement when it doesn't have its weapons, not when it already has them.
Thinking something like
Vicious Retrieval
Trait, Quick Action
Retrieve an adjacent thrown weapon. An adjacent character must make a Hull save or be pushed 2 spaces and become Slowed and unable to take reactions until the end of their next turn. The Hatchet then flies 2 spaces away from the target, ignoring engagement and reactions.
That’s been sitting in my drafts for a couple hours so I’m just saying “fuck it” and sending it
Don’t pick it apart too much, it’s far from finished
A new version of the LCP?
Not yet, I’m working on a v1.2 though
What I’m thinking of doing, changing the Throwing Axe and replacing Flip Kick and Cleaving Retrieval:
- Throwing axe: Thrown 5, +1/2/3 to hit, 3/4/5 kinetic. double damage + inflict slowed when not engaged
- Vicious Retrieval: Retrieve a thrown weapon not used to attack this turn, regardless of Range. If the weapon was adjacent to the Hatchet, an adjacent character must pass an Agility save or be pushed 2 spaces away from the Hatchet take 4 kinetic damage, half on success. The Hatchet then flies 3 spaces away from the target, ignoring engagement and reactions.
what happens if the hatchet is adjacent to the weapon but there is no second character adjacent to the hatchet ?
Then don’t use the action
Just pick it up normally
fair
alright, looks fair enough
will you be doing the halved damage thing to all its weapons ?
I'm fine with that
oh, sidenote
the bola can immobilze even when used as a normal melee weapon. Don't know if you wanna change that, but I thought I'd make you aware of it regardless
makes it throw out a lot of immobilize, between attacks every turn and OW (because it's already adjacent)
You say this like Berserker Nailgun doesn’t exist
Oh that's an easy one
it's because I pretend it doesn't
(it also has a save target 2 lower across the board, but that doesn't make that much of a difference)
From how I've used the hatchet I wish it could keep a little bit of the slow it throws around at least
It doesn’t do AOE anymore but I don’t think it got much work
Oooh I missed that line
But yeah compared to Nailgun, Bola gains +5 range, ignores engagement, and a better Save Target at the cost of 2 less threat and half the damage. I’m not worried about it
Especially because the hatchet is supposed to be an off-controller
I mean sure
I just remembered being stuck against some very sticky bola Hatchets once in tony's games, so I figured I'd bring it up while you were on the topic of making it more of a skirmisher; Just in case
I think these changes to the base kit will do the job
oh actually was it intentional to ditch the 4/5/6 on the retrieval effect ?
yeah so that was just a general change on top of the rework I see
I think I’m a little worried about Hatchet being a 2-base feature class? But those features are loaded so
Last 2-feature class I had was Capacitor and I needed to add Reciprocity by splitting it from the weapon
are you planning any updates to the napalm or ghost btw? Gonna try to run those sometime but wanted to see if there wwere any changes coming down the pipe @vagrant grotto
Yes I have some changes, they’re not released yet but you can pull together a dev LCP from this repo: https://github.com/msprijatelj/prototype-pattern-groups-data
The Napalm changes are to Smolder Charges and Long Burn Catalyst
Smolder charge change is just a QOL one so it doesn’t fuck with the napalm’s own shots. Long burn reduces the area to something less obscene
Ghost got changed too, breaking change for existing ghosts
I reduced the allied heat cost for Quantum Bond to 1, reduced it to a quick action, and replaced Entangling Curse with Ghastly Vigor (gain Bolster, bolster adds +1 diff to tech attacks from enemies)
just wondering when those hatchet changes are coming down the pipe too-
fair dos- was just curious is all since I have a hatchet boss upcoming-
I still think existing hatchet is serviceable, I’m just planning to refine the base kit
Mostly the same collection of effects, but shuffled around in a way that hopefully gets it playing keepaway more
How have the Overcharge resets been working? I remember when I tried it out it felt a little too much like "first one is free"
Haven’t gotten enough playtime/playtest reports on it yet. I was considering ditching the “decrement counter by 1 during rest” and having it just reset by spending a repair or taking a full repair
Mostly because I was also writing up larger repair optional rules to reduce repair pressure a bit, thus allow some to be allocated to overcharge resets
Am looking at the Mesmerist as a base for a particularly fabulous Ultra. I saw that "Memetic Magnetism" lasts until the start of the target's next turn. Shouldn't it be the end, like the Priest's Abjure?
Yeah that’s a typo, thanks for the catch
It should probably be End of Targets next turn or Start of Mesmerist’s next turn
Zero clue how I didn’t catch this one earlier tbh
Aight so planning on adding some more optional rules to this:
Arcing Spotter
Change the Arcing tag to the following:
“This weapon can be fired over obstacles, usually by lobbing a projectile in an arc. Attacks made with this weapon don’t require you to have line of sight, as long as the target is within line of sight of an allied character and it’s possible to trace a path from you to the target; however, they are still affected by cover.”
Heat Seeking
Change the Seeking tag to the following:
“This weapon has a limited form of self-guidance and internal propulsion, allowing it to follow complicated paths to targets with prominent heat signatures. As a result, this weapon ignores cover and doesn’t require line of sight as long as its target is in the Danger Zone and it’s possible to draw a path to the target.”
So, it's possible an arcing weapon can't target someone who's a valid target for seeking, or a seeking weapon targeting a valid target with arcing
Yes
I thought it over and decided I wanted the two tags to be less “arcing” and “arcing+”
I like the idea of having an allied character spotter for Arcing, since it plays nice with Drone play too (so those arcing artillery mechs can flex their sensors)
As much as in want to implement rules like these I hate the concept of implementing it to shit on an existing player build who hasn't really been popping off, but also not abusing seeking (somewhat hard at size 2)
Deffo get their consent
Yeah
Seeking and Arcing are definitely more of player side tools
I just firmly believe that Artillery needs to fight for their meals
If I was an archer in Pathfinder 2e or dnd5e my gms would laugh if I asked if I could get a weapon mod at level 3 that lets me ignore cover and line of sight
It leads to interesting spots where rainmakers vs lock on targets mean they gain AP and smart but not seeking
Like, Lancer is an outlier in Tactical RPG land with how accessible that is
Yeah, same with Monarch. It might be fiddly, no guarantees of quality
But i think it feels right
I think from offhand looking at it before balance. Seeking changes relies too much on a controller/hacker/heatgunner
It gives cool team comp synergy but to me doesn't scream artillery spotter synergy
I am coming from a background where no one should have seeking before Tier 3 or the equivalent
IMO, Getting any kind of Seeking should be a rare blessing
Sure, there’s more than one way for someone to hit the danger zone
Especially with Recharge Heat in play
It to me feels like it will happen as a consequence to having an allied hacker rather than building around it
Great! That’s fine
Maybe disconnecting ignore cover and ignore los as different things?
Sure, Arcing could be ignore Los and Seeking could be ignore cover?
But like, this is the big thing here
With the Danger Zone check in place, that means that artillery needs to coordinate with hacker to hit a priority target
They no longer have free, flexible targeting vs everyone in the map
The hacker can only paint so many targets in a turn
Mmm
If arcing was just "ignore LOS" and seeking "ignore cover" then anything that wants both could have both but allows leeway.
Because they're different and RAW, it's just arcing and arcing+. Then I think that having a flanking spotter able to make your shots round corners is cool. But turning off both cover and LOS aspect of seeking to me feels bad...
My friend had an idea, seeking ignores LOS on targets who have lock on, but only ignores cover if lock on is consumed (or on the original in danger zone)
I agree and think the ignore cover and LOS does need to be toned down but it feels like too much of a step up to turn a gandiva from a wet noodle into a god seeking weapon in 1 step if that makes sense
I’m just trying to keep the tags succinct tbh
Fair
I don’t know, at one point in my brain I had Seeking be “just arcing unless target is in danger zone, then you ignore cover” but I don’t know
Cut the flavour text
Never
To me, from vibes and vibes alone. DZ feels like a good way to ignore cover but not a good way to ignore LOS. And I agree with your arcing and arcing+ comment
Then maybe with Arcing, allow it to bypass Los with Allied LOS or consuming lock on
And Seeking is merely ignore cover vs Danger Zone?
I don’t know, it seems fiddly to have 2 tags that wanna be paired together (and arguably should ship together if I’m houseruling some seeking weapons) but want different Conditions/Statuses
I get you
If separated, you don't want to go "add arcing to all these items that rn only have seeking in the crb" because then it becomes way too cumbersome
Yup
But my suggestion is quite wordy
Or, if I say “fuck it”
And carve the Los out
It may change how those Seeking weapons play
So Smartgun could ignore cover but still need LoS (barring Walking Armory)
There’s always the “just nerf Nanocomp” route tbf
Yeah...
So like, slap all these DZ rules on Nanocomp
But also, I’m not a fan of Monarch and Rainmaker getting a pass just like that
Like, I i wanted to play a monarch and the gandiva didn't ignore LOS then I'd just never equip it...
I think ignoring LOS is a more interesting mechanic than cover. Because 80% of the time a target is being targeted outside of LOS they have soft cover, 10% they have hard...
I mean I also think folks under value range
Because the obstructing cover, still counts as soft cover obstruction
True true
Seeking is just very potent and IMO "ignore cover" is just boring
Yeah
Like
Tbf, if every seeking weapon became arcing I'd be happy lmao
I also believe arcing/seeking tech attacks could be fun in some ways
So like, thing about Gandivas is:
- it’s smart (diversify targeting) and accurate for strong hit rates
- it has the damage profile of a Heavy Charged Blade minus the AP
- it operates at Range 15
- AND it says fuck your cover/los
at the cost of heavy mount + 1 SP
I won't be surprised if I'm desensitisation to the damage and think it's low just because I'm too used to the broken weapons
I honestly think if you dropped seeking and the 1 SP cost it would still be strong AF
“Let me just reliably hit anything on the map for 6.5 average damage” is just very strong imo. And most maps aren’t that big, get to the center and you’re covered
Need to finish off that berserker from afar? Got it. Clean up after the melee missed a kill by a few HP? Easy
Getting to the center depending on sitrep however opens you up, which on an artillery can be very bad. Which is a good thing
But the fact you can sit in a box in a holdout and shoot out one hole that just gets you kills without aiming...
Yeah no, I want my game that requires a map to support tactical positioning to have engaging tactical positioning
So yeah I’m with you
Even arcing imo can involve tactical positioning... because it doesn't ignore cover. I can be here but then I'm still attacking with 1 to 2 difficulty because I'm not flanking
Yeah
I'll suggest them, should be finishing up mission soon so can try house rule them but unfortunately my monarch player who hasn't been seeking will be the only one who suffers
However... they plan in swapping to Pinakas
Which is surprising and fun
What i have gathered:
How to rebalance seeking: replace every instance of seeking with arcing and remove seeking from the game /j
Nuke seeking from orbit, it’s the only way to be sure /joke
Arcing : ignore LoS with allied visiblity (using "visibility" for ATHENA compatibility)
Seeking : something to do with allies' sensors could be fun I think. Allies only though, yours shouldn't count.
Mainly I just want Athena to be able to spot, the thing it's supposed to do y'know ?
Blast 3 Area of Knowledge and Lock Ons is pretty great
Like that’s a huge area denial tool
"Athena, give me their full genetic code."
"Right away, sir"
“Stand here and suffer harder”
Ghost got some love, Hatchet got a reworked base kit, and the New Kids all got tweaks/improvements. Torrent in particular got a lot of love
ton of optional rules too
Feels good to get all this off my chest haha
oh, the magpie change is very interesting. Could do something weird with a self-sacrificial support vulture now
Looking forward to what everyone brews up! 😄
just in time for todays session :)
Out of curiosity- in terms of content, how “complete” is Prototype Pattern Groups in terms of what will be included? I understand things are subject to change and feedback is being sought, but I presume templates like the Brigand won’t be getting more optional features- and other such things? As is, more “stuff” won’t be added, just changed to be better balanced
Looked at the changelog; all I can really say for now is I'm really not sure +1hp total is enough for the Prism, so I'd look for more testing on that.
Probably not but we’ll see, I remember someone telling me “it’s too bulky” at 15/18/21 and given its stat line it’s actually comparable to Mesmerist at this point
So, I’m not planning on introducing any more classes at the moment (no ideas at the moment plus 12 is a good number imo). Brigand may get more stuff if I think about it because my design constraints on Templates are less strict
On-demand practically constant invisibility is very potent compared to fairly-easily-bypassed resistance
But yeah, I'll try to test it again if I get the chance
How is this resistance being bypassed
Last playtest info I got on it was an Empakaai using Paracausal Mod, so like, yeah if someone invests the LLs and SP sure
Still a better stat line than CRB Bastion in that case
"shoot the actual prism, yo"
The paracausal nanocarb attacked it maybe once so that wasn't it
I tried to play dirty with it too, but it being on top of a height 3 raised area means a lot less when a Barb's in play, didn't even need the gandiva's seeking to see the guy
Sounds like it needed to be on lower ground then, at least
But point taken, after looking at Sentinel’s stat line and scaling
You can shred/paraco&adjacent/hit the actual guy to ignore the Prism's resist, while there are like maybe 5? effects to straight-up bypass invisibility
Is mainly my point
Also, friendly reminder: Seeking doesn’t work against the Prism or anything near it
Yes, that was my point exactly : turning off seeking works less against a Barb because odds are, he just already sees you anyways
I mean you mentioned there being height 3 cover so I assumed “standing behind the height 3 cover” was an option here
I’ll keep an eye out for additional durability reports on the Prism
It was a height 3 raised platform, that I sat the prism on top of. Otherwise it couldn't have had LoS to the other side of the wall to put a projector there
Got it, sounds like it needed a railing or something to crouch behind, but got it
Probably yeah
Mfw they didn't put railings on the cliff (this is a serious safety violation)
@placid glacier since you were asking after the Hatchet changes, wanted to ping you in case it was still relevant
Oh yeah I did see the update, I just haven't gotten around to grabbing the file, thanks for the ping tho!
The more I think about it the more I want to just. Do a re-run of my playtest with other players + the balance changes
I'll throw the map in here, you tell me if you want to adjust it a bit, and I'll try to look for an open time in my schedule.
I'll also get to test the exotic tsunami Torrent I wanted
Do as you please tbh
Also, quick note on weaker NPC invades, especially on playing with DZ : I've only ever used them against already-hot targets, to punish cocky heatgamers, so depending on what you want, it's either a sign to not do it or absolutely do it.
I don’t know what “sign” you’re attempting to divine here?
Goal of reducing the heat was so that a Hornet couldn’t just Overheat a 0-Eng Blackbeard in a single turn
Should still be fine opportunistically?
I don’t know
If it’s too much of a nerf I’ll consider my alternatives
But paired with everything else I think it’s fine
Yeah, you just mentionned thinking about DZ interactions in your update devlog, so I'd thought I'd give my thoughts on it.
Main thing I'd see being used for the DZ/not DZ would be splitting the heat and impared and only applying one of the two when out or in DZ
Maybe, I don’t know. Issue still exists where an NPC with Heat generation can push someone into DZ and then “punish” them with a heavier invade
Hmm. 2 heat + impaired but you only apply one effect vs targets in DZ is a fun concept. Neither here nor there, but I'm keeping it in my back pocket anyways.
Yeah, no matter which way you fall on the DZ it's just a matter of swapping the action order. If you can overheat someone in 1 turn, that'll happen no matter what, unless you just cut down the heat across the board.
Exactly yeah
Rubbing up against “lancer made some base frame stats way too low”
Like the repairs issue
White witch...😔
(The goblin has it better, it doesn't also have 6 e-def)
Main reason I suggested buffing it up a bit together with your armor nerf a while ago
Oh, about your repair rules : thoughts on allowing ejection to be repaired ?
And while on the topic of eject, thoughts on making it ignore reactions ?
Wasn’t on my mind but that all sounds reasonable
It's the little things. (I got ronin overwatched by ejecting in my second ever lancer session. Always remember : heavy hardsuit is your best friend.)
Thank Ra it was Tier 1 tbh.
Yeah no that’s. Oof
I think that’s reasonable because I’ve heard enough stories of folks killing ejecting pilots with an overwatch
And I’d rather not have that as an option
Right ?
It’s just bad mouthfeel on both sides of the screen
Half playtest data from lifting and dragging rules:
After Ll1 I implemented the rules because my players were complaining about escort objectives being the 3rd other thing (also that it was a size 1/2 objective and at the time I didn't allow them in an expanded compartment) but my players didn't have a generally good time
I added these rules and like... 2 weeks ago we used the rules for the first time but had to be reverted back.
These balances could be taken as a grain of salt because my presentation of the rules could be poor but thr reception from the players was generally confusion and annoyance. One player said that "it's good to classify an objective as something that isn't an other thing. But it now feels more limited than before because of the action cost"
The action cost didnt feel too fun, and wspecially for a width 35 map, whoch is generally medium to large width to move an objective the QA cost somewhat removes the intended ability to leapfrog without massive QA cost
About halfway through i relented and turned back to L:EC rules part way through. Sorry it was a poor playtest but I was playing campaign first. It was poorly communicated across but those who did get what was going on didn't like it because it felt more limiting than before because of the QA cost
Next mission ill slip in an end of mission feedback so I'll ask a bit more on player feedback
Hmm. Makes me think I should go into detail into my feedback on these rules. I'll write it this evening.
I might amend the rules slightly since I’ve been turned on to this since Kill the Noise, and allow Handling to start as either a Protocol OR a Quick Action
That said, it may just not be a good table fit. I run small maps so leap frogging isn’t as necessary a tactic. The issue then becomes “who has the actions to grab this” instead of setting up leaps
I’ll say that worst case, you can always try swapping the Handle action to a Free Action on-turn (or even off turn) and then go from there
The ultimate goal is to have
- some sort of actual action, even if it’s a formality, to initiate the drag
- leverage existing rules for dragging to make it usable for any item
Mmm
That keeps it somewhat similar to vanilla which is neat
And also means enemies don't need to sink in as much action cost to contest
Unfortunately for the rest of the adventure (in the next immediate levels) there's no planned escorts lmao
lol, lmao
Yeah my OG blogpost kept the action ambiguous for this exact purpose lol
I might add those variants as options
Thinking about the Anchor again… it’s one of the Core 8 that just doesn’t excite me like it used to
Wondering if there’s something that would give it some more pizzazz, but I don’t know
Also dangerously close to making the Brisk template a thing
Brisk templaye?
Unsure if the humor undermines some of this supplement but hey I thought it was funny haha
Digging some new Brigand tech out of the box:
Enforce Limiters
System, Recharge 5+, Quick Tech
The Brigand enforces reactor limiters on one hostile mech in SENSORS that can OVERCHARGE. The target must pass an ENGINEERING save or become OVERHEATED (CONDITIONS & STATUSES, APPENDIX A) until they remove the limiters with a successful ENGINEERING check as a full action.
Lockout
System, Recharge 6+, Full Tech
The Brigand forces a hostile mech within SENSORS to make a SYSTEMS or ENGINEERING save (target’s choice). On a failure, the Brigand disables 1/2/3 of the target’s systems until the end of the scene. Disabled equipment cannot be ACTIVATED, its passive effects are suppressed, and ongoing effects caused by that equipment immediately end.
The target may end this effect with a successful SYSTEMS or ENGINEERING check as a full action.
and a new trait:
VANDALIZE
Trait, 1/scene
On a critical hit with a weapon attack against a PRONE target, the Brigand may force the target to make a HULL save. On a failure, the Brigand destroys all weapons on one of the target’s mounts.
honestly looking for feedback on this last one, I'm not sure if I've gated the effect enough
To me it seems likely to go unused and extremely random. I'd increase both the reliability and the cost to use it. Maybe something more like "As a quick action against an adjacent prone target"? or "when the brigand inflicts system trauma, it may choose which weapon or system is destroyed"?
@ancient solar That last one sounds fun, especially with the system trauma/dazed optional rule
Enforce Limiters : Spite : the game optional
Also, on lockout :
Might want to add an "up to" to the number of systems, to avoid the "no systems lol" problem. What about mods, spent limited systems, destroyed systems, that kinda thing.
Or just a consolation prize if the target hasn't got enough systems, so it's not a complete waste.
The brigand itself is the one to choose right ?
Right. That got through fine btw, just wanted to be sure.
vandalize is unspeakably evil haha
@ancient solar @granite saddle For Vandalize: Something like this?
Vandalize
Trait
If the Brigand inflicts structure damage, it may choose for its target to suffer System Trauma instead of the result of its structure damage check. If so, the Brigand chooses if a system or weapon mount is destroyed, as well as which one.
It's on the right track imo.
Especially if you get the forgiving repairs n' stuff, otherwise it could suck, unreasonably so.
Might want to dial back some of these : only choose weapon or system, not which one ? Only choose which one, but give the choosing of weapon or system back to the dice (or even the player if needs be) ?
nah, I'm gonna let this ride
Needs more evaluating to decide, but this version is a solid base to refine with feedback I'd say.
and cool cool
Yeah, my suggestions were mainly "if this is too much, it's pretty easy to iterate on"
Uh oh
Just thought of an SCL with this
Awful I love it
(awful for the players of course)
Hey you’re right, Sniper stonks went up too
Ofc, that one was obvious. It's just a lot more balanced than CRB SCL, y'know ?
Also, gotta love allowing the snipers to actually shoot that gun out your hands
Or precision-target X system, works too
Was able to use the updated Hatchet with Champion and Pirate
The slow application felt way more reliable with it being attached to the throwing axe and reckless dive felt better as well even though the combat was a bit short
Alright I have added the aforementioned 3 features to brigand and made the Brisk template. They’ll likely ship in v1.3, but I don’t want to cut a release until I get some more feedback on v1.2
Come to aunic minds we have:
- summon the sun
- power word kill
- power word forget everything you know
Thought of something:
Rewrite History
Trait
On a critical hit, the target must make a save using a Pilot Trigger of their choice. On a failure, move all ranks from that trigger to a different trigger (chosen at random), the pilot takes AP damage equal to the ranks in that trigger, and if piloting a mech, the mech takes heat equal to the ranks in that trigger. This can only affect a character 1/scene.
Holy fuck what
Hahahahahaha
That's silly, but then so are all the aunic powers
Attack every part of the character sheet!!!!
But it’s cool because the player can choose how hard they wanna go
Throwaway the 1-rank skill trigger, or go hard for the 3-rank skill trigger? Decisions decisions
"Fuck you"
removes your charismatic talking ability and puts it into C++ knowledge
3 rank trigger has high odds of succeeding too
I think with traits like those I'm unsure if I'd ever use them but I really like it
Another one that sprang to mind was “Disable talent ranks as an effect” and name it “dulling of memory” or something
Mech skill points may also be on the radar for that, but they’re wonky because they tie into mech building a lot
Like, system points and SP
That is simply too both mean and permanent for me to ever use it, but I'd be willing to if it was tied to like; a 10-segment special burden that doesn't take up the slot, and cannt be invoked for difficulty&+1exp
Another that grants a clone quirk
It’s easily fixed with retraining imo
But yes burden good
Maybe just make that an optional for all of these
Most of the things you said are not things able to be retrained, RAW
I said talent ranks and pilot skills
And I only said pilot skills would be “long lasting” so far
Wait talent ranks ?
Don’t read into this too hard
I might have misread some of that hold on
Yeah pilot skills can't be retrained, same with HASE RAW
Ah. Didn’t plan on it being permanent for HASE anyway
I’ll probably say “spend a downtime action” to fix the pilot triggers maybe, or “spend a downtime action using the old trigger to get it back, success or failure”
Yeah, fair
I mean, fun concept ofc, but something that impactful is predictably gonna require a bit of thinking about yeah, no rush
Really like that second idea though, plenty of good ways to play it up for drama
I used a torrent today and made a sprite for it very fast
Players seemed to enjoy it well enough. Very tanky and speedy. Handed them a solid L as a result.
My main thought is that Storm Surge seems like it can easily get stuffed by overwatch, not that that's difficult from other characters with movement abilities
I think similar movements take a full action even with a recharge, and maybe my issue was using it anywhere near a white witch, but it ignoring reactions felt like it made sense
hm I was planning on running a Spite Boss for the capstone encounter of my next mission but the torrent seems interesting
Solid L because turns out having multiple high KB abilities is a great way to shove a lone PC off a point and give the enemies a point advantage in a control sitrep
I’m glad the players enjoyed the Torrent regardless of Ls haha. My idea was to make Storm Surge similar to Breach Ram, but just different enough
Though, maybe I should go a little harder
Instead of moving without engagement, have it push itself that distance
I don’t know, I like Breach Ram and how it knocks folks back and prones, but didn’t want to just duplicate it on Torrent
Honestly the idea of all of its self movement being involuntary is kinda neat
Also allows it to move about in its cones a little more easily
It’s definitely a cute idea haha
Ran a customized Elite Commander Mesmerist as a boss encounter and players said the theming was really cool. I made some modifications to the mechanics:
- I has an extremely painful overwatch but nothing that helps it land. I gave it "When a hostile character within range 3 moves away from the Mesmerist, it counts as difficult terrain."
- Since it replenishes images over time, it is vulnerable to burst damage. This doesn't feel right for a defender that wants to draw aggro. I gave it a flat 3 mirror images that only replenish on structure damage. I made the images destroy regardless of hit-or-miss to avoid weird situations where a miss would be better than a hit. I also traded some evasion for 1 armor to encourage a strategy of "small attacks against the images, then big attacks against the real one"
- Codespike Rapier + Prepare seems broken. I refrained from using it beyond "prepare to strike when someone enters threat range" which gave it a nice fencer/defender feel, but as-is it's open to abuse.
- I wanted to screw with support players who like to target allies, so I replaced Memetic Magnetism with "The Mesmerist makes a tech attack against a target within SENSORS. On a success, the target can only draw line of sight to adjacent spaces until the end of their next turn. The Mesmerist always counts as being in their line of sight for the same duration, regardless of obstructions."
- I didn't change the rapier, but while playing I found that the Heat inflicted by a T3 Codespike Rapier was rather extreme. I think it scales up too much.
But overall I liked the design quite a lot. It's a cool idea that made for a memorable boss that none of the CRB enemies would have worked for.
Nice, thank you for the feedback!
I see what you mean about the Overwatches, but I’m not sure of a great way to “make it land” more often. First thing I think of is “change Memetic Magnetism to add an alternative Overwatch trigger” but that seems a little much. I can think about it more but I think I’m okay with where it is?
I’m a little confused on what you consider Burst Damage and would appreciate clarification on how the “math” works out with baseline Mirror Image?
Noted on Prepare synergy; it’ll shut off any other Mesmerist reactions leading up to it at least, but it does seem like it inverts the “stay here” into “keep away”. I’ll mull over restricting it to Overwatch and adjusting the reaction optional to suit.
The Memetic Magnetism change makes sense. I could see expanding the default effect to any action that doesn’t include the Mesmerist to enhance the Controller vibe? But that may be busted in an AoE. To a degree I’m okay with Supports being able to play around them. Though, isn’t the new NARCISSUS Override what you describe?
Noted on the T3 heat on Codespike, it might be overtuned. I appreciate the T3 playtest info!
I am comparing the overwatchiness to Sentinel w/Impaler, which has 3 threat and Eye of Midnight to work with. Compared to that it's quite easy to escape, but if you can't it's almost never a good choice to trigger it. Doesn't make for as interesting choices.
Baseline Mesmerist wants to only be attacked while invisible. It creates about 1 image per turn on average, each of which on average dodges about one third of a successful hit. Its ideal scenario is to be attacked about 4 times every 3 rounds: more than that and the invisibility runs out, less and the extra images go unused. Players should want to focus it down quickly before it makes more images. However, it seems out of character for the Mesmerist to run away and wait for the images to regenerate. The Priest has a very similar ability but it DOES want to run and hide, so it works there.
Okay, I guess I based the tech attack on Narcissus Override and then forgot. I wanted it to be more of a core ability so I weakened it, moved it to a Quick Tech, and removed the cooldown. I also wanted a Core Ability that worked at longer range; as-is it has no way to affect distant targets or make them approach. It must go to them, which seems backwards.
It WAS nice to be able to stand on a control point and prepare a nasty attack. It felt like both an area-defender and a fencer. But on the other hand a "mesmerist" seems like it should draw players closer, not drive them away. So I dunno.
Well there’s also Hypnotic Attraction in the optionals if that also pleases you
I appreciate the feedback regardless
I don’t think the “run and hide” play is that great for Mesmerist tbf, since it eats a lot of movement and such and can’t actually “hide”. I don’t know, I’ll keep an eye out for more feedback if Mirror Image is underperforming
Yeah, most of them probably won't ever use it more than once or twice so it doesn't matter.
My players used their big attacks on it while invisible and simply got lucky.
Sounds about right for Invis Dodge tanking yeah
But if you wanted to strengthen it, this problem might emerge.
I don’t think I was planning on strengthening it
But if I did I’d probably consider making it a “charged” Deathcounter effect maybe. Or a stacking difficulty or something.
I’ll see how additional testing goes
Oh, wait, Hypnotic Attraction didn't miss; the player in question had Spaceborne.
Happy to reward the Spaceborn enjoyers haha
Could be something like "Invisible against the first attack each turn" I guess.
But that's just my personal preference
Invis vs first attack doesn’t save it from bad coin flips haha
In any case thank you again for the feedback and I will take it into consideration
moved to here:
On the topic of Prisms...
how does the Prism's diffraction beam work when they are like, behind cover shooting through a projection
is the diffractor target just out of luck because they can only draw line of sight to the prism but they are behind a wall so they can't shoot it, or...?
The prism is targetable through the projector
It occupies the projector’s space as part of the effect
So the affected target can see the Prism only, but from all spaces the Prism occupies
Does that answer your question?
Yes! Thank you. <3
oh btw, too bad you're already full on Hatchet optionnals, 'cause I just had a fun idea :
an effect for characters in the line between the Hatchet and a weapon it retrieves from range
Mind you, it's probably not a good idea
But does it sound like a fun one ?
ohohohohohoho
it sounds so fun, but is soooo situational it kills me
I want to use it but also need to get to use it
Find a Sunzi with warp grenades
(almost suggested to make it a rider-on effect for that one actually, once again thinking in a similar direction)
actually holy fuck wait
never thought about that one whu-
I mean- yeah it's a bit rare players go for Nades or spec into hunter right?
yeah, it's very much a "niche optional" I included because it felt like fun flavor
but, of course, if it's niche... when will it get used lol
maybe I should expand it to ranged attacks too
I mean. Yeah gravitated towards it cus "Oh that sounds hilarious actually" and none of my party use grenades or have speced into hunter so it's kinda a dead optional
I have a better idea actually
you hate arcing and seeking right ?
make it trigger against only those for ranged attacks
lol
(flavor fits a bit better for the arcing ones than just "general ranged attacks")
also, I'd say unrestrict the re-throw a bit at least
I'd like for it to not be "all ranged attacks", 'cause then it just becomes "Reckless dive, but again"
got it