#Prototype Pattern Groups
1 messages · Page 7 of 1
I still consider Rocket Bola to be a weapon that needs to "hit twice" in order to get its full effect
I'll consider the adjacency thing
if it's really that terrifying, I can slap Ordnance on it
then the Overwatch and Adjacency fears can be put to rest lol
My problem is mainly "4+ bola hatchets on a movement-based sitrep and you just lose if they get in melee (on-turn attack+off-turn OW)"
Having to hit twice doesn't matter if you just. Attack More.
happy to see more playtest data on Rocket Bola in its current state
So maybe just "no OW. Nuh uh." is enough, Ordnance would probably make it useless because of the expected Cleaving retrieval into flip kick into skirmish expected loop.
If the issue is worry about using Bola to immoblize someone while adjacent to them, then Ordnance is the cleanest way to do that IMO
It also ensures that you can only ever do it every other round
Rough for the "I am mobile" guy, but now that I think about it some more it could definitely lead to engaging tactical consideration.
The more I think avout it the more I like it actually
Just give it a little boost to something to compensate and I'll gladly try it out tbh
(that, that I like)
I mean you can just try adding the Smart and Ordnance tag to it and lemme know how it goes
the concern was that it was oppressive in its current state, so Ordnance is the de-oppressor
It would feel unfair to change that mid-combat, unfortunately (not flashbang. I'm incorporating that one.)
aight, then lemme know how existing rocket bola plays out
especially how the players feel about it
(don't have it this encounter)
(I took the Normal Knife)
Otherwise I'd have considered it
ah yes, the Normal™️ laser knife
well I wasn't proposing overwriting your existing encounter lol
I meant next time you start a fight with Hatchets, try the new tags
Compared to...
The Weird One
Yes.
(Must try extrude knife Hatchet at some point. I simply must)
Can always count on me for that one, why'd you think I took return to sender for a spin ? (It's because it's funny actually, but shh)
I need to run more Extrude Knife Ogres- the last one I ran was funny
Brigand gets difficulty on Hull checks right? Isn’t that a little contradictory to some of its traits like Boarding Leash?
Was that intentional?
Damn, the flavor flaw is biting me in the ass
Not really intentional no
Maybe I replace it with “this always suffers system trauma” or something
You cpuld make it a different HASE stat, or something like Reverse Veterancy
“Jury Rigged” really doesn’t suggest any specific HASE stat to hinder so it feels like dealers choice to me
Systems could be funny- hurts a lot with its systems saves but is vulnerable to the same thing
I also have reached the point where I strongly dislike tracking HASE boosts/flaws
Valid
So, “maybe” on the variety/reverse veterancy
Ooh ! Ooh !
Maybe you could make 4 "reverse veterancy" traits (one for each HASE) and have jury rigged be "you must take one of them for each optional you take from this template". Gives you more power for more pain (while also being a good enough trade that you actually want to take the template).
Or something like that, you see my point.
Oh good, more bookkeeping 😛
I see what you mean but also
I’d rather just give them flat difficulty on all HASE
That'd be a lot
I mean, when you look at industrial for comparison...
Ehh. If you do, definitely give them a freebie trait like exotic does.
Also, perfectly reasonable to not want to look at dustgrave for balance references actually.
I trust you'll figure it out in time yourself, so do as you will.
Industrial’s trades are sensible
But also, this is not a trade I want to make
I will continue to rotate the trait in my mind
Why does brigand have jury rigged?
Honestly it's a trait which makes me less likely to select it as a template
Flavor
I’ll document the misgivings and grievances
Point is to emphasize these things are weaker, thrown together, and have to fight dirty to get an edge
Fair
I assume it's a case where I look at regular templates which can be broken into multiple categories
Chaff:
- grunt
Sidegrades:
- vehicle, etc
Upgrades:
- Spacer
- mercenary
- pirate
Massive upgrades
- veteran
- elite
- ultra
Where new content comes out, I assume new templates go into thr "upgrades" category depending on severity
It's much nicer to spam spacers than mercs, and much nicer to spam mercs than pirates
When new content comes out I assume they go in upgrades unless stated otherwise like industrial which by design is meant to be a side grade
Putting nerfs onto the brigand IMO, makes it feel like it should go in side grade yet it's optionals allow it to be a power boost to regular upgrade
I mostly view brigand as a side grade
I want to use it on bespoke enemies, but I don't want to weaken them
I could probably change it to minor upgrade instead, because I don't see those as side grades because all 3 of those only have upsides
But I wasn’t designing Brigand like it’s a purposeful leg up. Just a different set of options available
"I could spam this" upgrade vs "I shouldn't spam this" upgrade
I think just because of the optionals I couldn't see brigand as a side grade. I wouldn't make everyone in a combat a brigand
These are atleast my opinions and why I still use pirate despite having access to brigand :P
These are personal and i have ran brigands a couple times but unfortunately don't have any feedback on it because I ran them a while back. So I could just be wrong and this feedback could be too vibes based to be concrete
Yeah you’re entitled to your take, all good
But that’s certainly disheartening, since I made the Brigand to be a more spammable pirate
Considering ditching the trip on Crit for just “Pankrati 1” on all attacks
Trip on crit+save is always more spamable (and fair imo) than "pirate scout/sniper/operator/ronin/cataphract" because frankly, fuck the deadly trait.
Honestly I assume it's just im not used to it being spammable and I'm so weary on spamming pirates that I see brigand as not spammable by proxy
But "cascades your NHPs" "removes your SP" "pulls you out your cockpit" "coreworms" as optional abilities don't feel like spammable abilities
SP is anomaly shit. Brigands take away yoir license rank(s)
Also note how two of four examples you just gave are from pirate, and not Brigand specifically.
Like yes they're part of it too
But still
4 examples
Very correct : assuming I can count is not a good bet most of the time.
There, better.
I still stand by my point though.
Honestly I won't be surprised if I'm also talking out my arse
Good excuse to spam Brigands then, isn't it ?
"sorry guys, Valk made me do it (lying)"
Guess it’s a question of “is limited 1 prying claws comparable to giving a berserker a Nailgun”
It's a save or suck to the extreme
It can lead to anything from a player spending a 1 quick action tax, to a player not using their mech all combat to player death
But! It’s 1 save and a full action. How is that compared to Nailgun Overwatch
I caught your meaning
The player dying in my game was not linked and the court cannot get me to admit otherwise
Nailgun, is a thing a berserker has... I guess just in my view I see prying claws as a setpiece ability, it either does nothing/little or the entire scene hinges around it
Nailgun IG you could say the same in some situations
Like, it misses or the entire sitrep gets held down and permenantly immobilised by a lucky berserker
Honestly the more I think about it I think I've just been using brigands wrong
I mean now I’m wondering if I’ve designed brigands wrong so
Ok so I think i have an answer to this... one average, they're equal. Because a nailgun is consistently good whereas prying claws are very luck reliant, heavy action cost and high risk of nothing happening. The floor is much better but the ceiling for how it affects the players is MUCH higher
And I think a lot of pirate/brigand traits are like that
Yeah it’s the classic question of variance vs consistency
I can see finishing blow or vandalize spammed. Surge killer has the option to be infuriating as a player if spammed. In comparison to other "spammable template" optionals of spacer which imo is the perfect spammable template where the optionals are just good movement tools. But then again a hard to manage sidegrade template of industrials exists
Like, honestly a lot of the traits probably aren't as bad as spammed without moderation industrials
There’s also a category I like to call “middlegrades,” which has templates like Industrial which have playstyle impacting upsides and downsides.
Falls under sidegrade to me
Imo it falls under a different niche- you can’t really spam it the same way you do Vehicle
Just industrial is much more extreme than vehicle
Valid
Should be finishing the game tonight; I'm replacing the previois version with this then, or do you have an even newer one ?
Use this, it’s correct or close enough to correct
Alright
Good thing they didn't scan, I get to say "it always worked like this what do you mean ?"(/humor)
Brigand's "jury-rigged" is now anti-veterancy, news at 11
considering making my Dirty Fighting -> Pankrati 1 change too
depends on how irritating folks find Prone on Crit to track/remember/roll
Hm. Idk about that- you gotten a lot of test data on the current Dirty Fighting?
not really no
but I know conceptually I get annoyed with save-on-hit/crit effects at times
eh, Prone doesn't stack at least
Yeah, but accuracy does. So the pank 1 change would make pre-exiting crit effects more accessible for those who have them
Not as big a problem with the Kai rebakes, I guess
I as a player, I'd feel worse about "this guy gets More Accuracy and there is Little you can do about it" than about "on crit save or prone", even though prone is a position that sucks to be in.
While it's mostly just feels I still very much have faced a few Brigands here and there so I'm not talking completely out of my ass.
tbf the Kai rebakes stand to gain the most from bonus accuracy. The ones with mundo accuracy in CRB don't gain much from another +1 Acc
your personal play perspective is appreciated though, thank you
I'm cracking open OWS on Tuesday, though the first sesh might be narrative. For the first combat, there's a pretty big separation from the high and low ground so I think swapping the Bombard with the Prism would be an easy enough swap especially in conjunction with the Seeder. Just wondering what optional I may toss on 'em.
Prism is more of a Defender for sure, may not deal the same oodles of damage. In terms of optionals…… I don’t think I’ve seen OMNIGLASS Barrier or Scintillating Gleam feedback yet?
I honestly am fine with dialing the damage back a bit, they lost in their finale for OSR so I want a guaranteed win for their first combat back. I was thinking OMNIglass but with the map's already existing chokepoint I feel like that truly could be an absolute bastard to navigate which honestly may make my players have to think a bit better
Alright so, game end (PC victory, as expected) :
won at the scoring step at the end of Round 5, with like, most of the OpFor still alive (they won by actually playing the objective is what I'm highlighting here)
Forces deployed were 3x Exotic torrents, 2x hatchets, 2x Brigand ghosts, 1 Elite vet Knight and 1 Ultra prism, with only one casualty per NPC class, minus the Prism that made it to the end.
The Ultra Prism's bulk was plenty enough (so base should be fine for smaller threats probably), though players exclusively focused the projectors this time. Turns out, playing the prism as a hidey little bitch works. Who'd have guessed.
The better flashbang projector saw a use, and made me wish I could have used it more if it wasn't on recharge. Used it like intended, to get out of a sticky situation (2 tempest drones next to the projector). Didn't last long though, because as soon as it put down a new projector, it got into an even worse one, and made me wish I could use it again :
"I don't see what you're talking about"
- Xtra, 2025 colorized
Hydra pls
the targeting restriction makes it feel not litterally free too, as it made me unable to land a cheeky burst 2 when I used it.
so good, but not too much.
maybe tweaking some little things could benefit it, but this version is already miles ahead of the previous one.
Yeah, should be able to just shoot the gun normally at least
But ideally the burst catches some folks yeah
the gun did catch someone. (on an Autopod attack, too. wouldn't have caught the initial attack, so that one came at the right time)
Huh, weird Prism Thing I just realized
You could in theory grapple the projector and immobilize the prism
Correct
Neat
It’s a Weird Interaction but yeah
Forces it to set another projector to escape easily
The projector is meant to be both a strength and weakness after all
Oh wait the Projector is untraceable
*untargetable
Honestly really glad to hear the Prism Ultra played well. How did the players feel about them?
Wait that’s just to make sure the Prism takes all the hits nevermind again
No news, good news.
Correct, projector is untargetable. It’s just a marker that indicates where the Prism’s spaces are
but the heatcap change is so necessary, like, damn
took two stress almost entirely by itself.
(granted, I did do The Funny™️ of repairing a weapon for heat instead of Jammed until SoNT for one of those, but still.)
I currently have v1.5 opened up on my laptop so deffo hit me with any other feedback
though that did lead to the session highlight of Tactical Genius by Me.
Used a storm surge to get all the drones outta here, and a ghost's bolster to stop the meltdown it got itself into.
Hatchets were good, no notes.
(I mean, except the previous one of sensor range, yaddi yadda)
Torrent's Living weaponry+Tsunami combo triggered a grand total of
ONCE
In the last turn of the last round, just to show my players that they had it from the start. (Torrents were either full health when it would trigger, or dead before their next turn.)
Huh, fascinating. How did players feel about Torrents in general? The forced movement, the soft cover, etc
Still on board with keeping Torrent and wavebreaker as opposite smart/dumb though.
Same as last time "these guys are gonna be a problem, deal with them [insert player here]"
They are still very fast though, and with the turning off of reactions on storm surge, that could be a lot. Not here, sure, but I'd advise to keep an eye on it.
Knight was already dead, so same as last time.
Oh that’s valid. Hm.
Got some stuff to say on the ghost too, though.
Was it a “kill on sight” situation like the Witch or was the prioritization not as strong?
First of all :
Second highlight of the game was stealing a Ghast nexus with comandeer. Very funny, landed a (half-damage, because Ghost) shot on the Tagetes.
It was a "movement-type Controller in a movement/position holding sitrep" prioritization.
Sensible, then
not any more than it needed, just some hacks etc, and the occasional "power-word-Gun" across the map from the Tagetes.
That one raised some questions though :
- What attack bonus ?
- Is it a valid target for wepon destruction on the hydra, despite not being the owner anymore, technically ?
- Good question. Not sure. Probably original owner’s.
- Yes, it is. This is Magic the Gathering-style Controller vs Owner
Brigand controls it but the Hydra still owns it
Huh. Good to know, because I didn't rule it like that. oops.
that's what the FaQ is for, I guess.
Indeed
for point 2 I mean. Point 1 was a given because I don't have the weapon on-hand so I just asked the Hydra to roll the attack himself.
Secondly : Pardox state in its current form is a lot, and that's the players and me saying that. Since its Better-In-Every-Way Invisibility (no bypass with anti-invis tools, no reliable, on a whole action [fucks over barrages and full techs should they happen]), on demand, infinitely renewable, at no cost except opportunity cost (which is very low because this is The Best Action it could do).
As long as you're lucky and win your coin flips, it's a major action waster.
Turning it off (by killing the Ghost) is easy, sure, once the ghost is out, but Paradox State applies on effects that would break the Bond too, so even that's hard.
Point is : if you change nothing else, at least let people re-target as normal. If you don't want to do that, something needs to happen here.
Noted
This might have been influenced by the fact that I succeeded on every 4+ check I made except one (a ram, which went through and let the following Skirmish kill the gost), but that is still a possibility that should be accounted for.
How many of those 4+ would’ve failed if it was a 5+ instead?
at least one
don't remember though, that was like 18 hours ago.
Don't think that's where you should be focusing on though, personally.
I mean
It’s the quickest and easiest so naturally it comes to mind first
Anyway
Considering options
don't change only that if that you do change
Oh of course of course. It's a process that needs a bit of time, I can tell.
I’m not adding recharge to it, that’s for sure
Maybe I’ll bump the Ghost’s base HC and give it self-heat 1
Then it heats up the ghost and its buddy
Though tbf that may make it forbidding for the buddy
Don't know. The heat dimension of the ability wasn't explored much this time, because they went on the hatchets (no Self heat) and the players never targeted those with heat generating abilities, so...
I'll be honest, never felt the need to use it.
Not a lot of upsides for a big downside (since they were on my damage-dealers)
I do wonder if the strat for dealing with Paradox State is Quick Tech Invade > Skirmish
I mean, the plan with this was always Ram -> Skirmish, the Ram actually going through was just a bonus.
I will note that Full Tech and Barrage do allow for dynamic targeting mid-action
sure, it only eats one part of it, yes.
Except on the Full Tech Options.
Except on Super Heavies.
Except if they're the only target in range for the weapon(s) that wasn't just wasted.
that last one is on the player for sure, yes, but still.
Okay on those first 2, it’s no different from invisible. Not swayed on those
It’s like, Invisible+ in that situation sure
In any case, noted
Except SHeavies generally have big reliable for that reason exactly, and that doesn't get to happen either.
Full tech though, yeah.
CPR and LHAC sure. Many others don’t though.
In any case, noted
aight.
not much else then. Sitrep good, map good, NPCs as a whole pretty good.
Oh, just one last thing. Ghost can't just end a bond by stepping out of its ally, or in any way if another ally isn't nearby. Intentional ?
I don't feel any particular way towards that fact, just found it weird in the moment.
How bulky did the Torrents feel?
I was honestly never expecting it to jump from one to another during its lifetime
Speed 6 intangible gives me Unwise Thoughts when objectives/prime Bolster targets are on the map
I guess I can remove the “only”
Not much difference other than simple flexibility
Depends on if you want to allow that kind of flexibility then, see what you want to do.
Didn't feel like they were Unreasonably Chonky.
health and evasion scaling + perma soft cover might be a lot at some LLs, but right here right now they felt good.
Remind me of the LL?
LL6.
Can get you the PC builds if you want them, since you already have the NPC builds.
Please and thank you
In short in the meantime, 3x tempest drone Hydra, Bolt thrower Tagetes, Nelson but with Vanguard 3 DSAS as an off-weapon (MVP), Shenanigans Lycan.
I’m bumping the base HC to 6/7/8 and adding 1 Heat (self) to paradox state
[ LICENSES ]
HORUS Manticore 2, HORUS Goblin 1, IPS-N Nelson 1, HORUS Gorgon 2
[ CORE BONUSES ]
The Lesson of the Open Door, Overpower Caliber
[ TALENTS ]
LEGIONNAIRE 3, Hacker 2, Pankrati 2, Vanguard 1, House Guard 1
[ STATS ]
HULL:2 AGI:0 SYS:2 ENGI:2
STRUCTURE:4 HP:17 ARMOR:2
STRESS:4 HEATCAP:8 REPAIR:4
TECH ATK:+3 LIMITED:+1
SPD:3 EVA:6 EDEF:12 SENSE:8 SAVE:15
[ WEAPONS ]
Integrated: Shock Claws
Integrated: Data Dart
FLEX MOUNT: Autopod // Overpower Caliber
HEAVY MOUNT: Arc Projector
[ SYSTEMS ]
H0R_OS System Upgrade I, Smite, Bulwark Mods, Personalizations, //SCORPION V70.1```
```-- HORUS Hydra @ LL6 --
[ LICENSES ]
HORUS Hydra 3, HORUS Gorgon 1, HORUS Goblin 1, HORUS Balor 1
[ CORE BONUSES ]
The Lesson of the Held Image, Overpower Caliber
[ TALENTS ]
Technophile 3, Black Thumb 2, Drone Commander 2, Spotter 2
[ STATS ]
HULL:4 AGI:0 SYS:4 ENGI:0
STRUCTURE:4 HP:19 ARMOR:1
STRESS:4 HEATCAP:5 REPAIR:6
TECH ATK:+5 LIMITED:+0
SPD:5 EVA:7 EDEF:14 SENSE:10 SAVE:13
[ WEAPONS ]
MAIN MOUNT: Autopod // Overpower Caliber
HEAVY MOUNT: Ghast Nexus
[ SYSTEMS ]
Enlightenment-Class NHP, PUPPETMASTER, Assassin Drone, Tempest Drone, Tempest Drone, Tempest Drone, Turret Drones x3```
```-- HA Tagetes @ LL6 --
[ LICENSES ]
HA Sherman 2, HA Barbarossa 1, HA Iskander 1, IPS-N Raleigh 2
[ CORE BONUSES ]
Auto-Stabilizing Hardpoints, Overpower Caliber
[ TALENTS ]
Crack Shot 3, Tactician 3, Nuclear Cavalier 2, House Guard 1
[ STATS ]
HULL:4 AGI:0 SYS:0 ENGI:4
STRUCTURE:4 HP:21 ARMOR:1
STRESS:4 HEATCAP:12 REPAIR:6
TECH ATK:-1 LIMITED:+2
SPD:3 EVA:7 EDEF:8 SENSE:8 SAVE:13
[ WEAPONS ]
FLEX MOUNT: Stub Cannon / Stub Cannon
MAIN MOUNT: SOL-Pattern Laser Rifle
HEAVY MOUNT: Bolt Thrower // Overpower Caliber, Auto-Stabilizing Hardpoints
[ SYSTEMS ]
Redundant Systems Upgrade x3, “Roland” Chamber, Siege Stabilizers, Personalizations```
And that's all I have for the Nelson right now.
If you're worried about the heat being a problem for allies (and a problem you don't want them to have), I think the heat (and conditions) only ever flowing down (from Bond target to Ghost) wouldn't change much.
You do you ofc, but saying that just in case.
@granite saddle thank you again for the playtest report, this is helpful
No problem
And besides, I'm the one having fun here, so I should be thanking you.
Getting to be a part of this project, even somewhat, is an honor, and all the thanks I need.
there's a few things on my bug tracker that I'm gonna monitor (i.e. does Rocket Bola need Ordnance now and should I remove the Save vs Prone on Crits for Brigands) but I'm gonna let playtest feedback guide my pen on those
so, quick question.
For the Arc Feedback, when it says
A hostile character that causes the target to lose this OVERSHIELD must pass an ENGINEERING save or become SHREDDED until the end of their next turn and take 2/4/6.
I assume that by "lose this OVERSHIELD" its means depleting the over shield entirely, not just damaging some of it.
yes
Zealot rework detected
It’s light, so I don’t know if it’ll do the trick or not
Our one comment on this is just, as someone who rotated the idea of "Enemy team controls 1 ally and ally controls 1 enemy" and got some rather good feedback, this runs into the trouble where the "optimal" way to use this is to just, overcharge in order to run up their total counter
Overcharge is a very important tactical button that rewards saving it and using it sparingly. Having an enemy that can just say "actually I can just use this on you three times in order to invalidate all of that" does make for a threatening tool, but the impact feels like it'd be negative overall.
and oh dear god we didn't read this thread for a month we're so sorry to dive this far back lmao, we didn't realize until we started scrolling,
at least that gave us the time to realize we had pings on for this reply and then realize again that you want those
...and we may have forgotten that there was an overcharge adjustment of some kind, we can't recall, anyways this message has been cooking for like 20 mintus we're gonna send it
all good haha
The only major difference iirc is that I made it Loading
1/scene for character is a reasonable clause to add though
Difference to the system
gotch
even 1/scene it can just be "One of my friends gets to Skirmish/do whatever again and also they get clobbered w/ 1-10 Heat" but wdk if that's beyond the pale
it is, at minimum, a much nastier Predatory Logic i guess
Ya know I was dwelling on it for a while, and after running combat again after a while… I think Forced Obselecense being able to affect a character multiple times isn’t a bad thing if it’s a high enough recharge
No playtest data to back this up (yet) tho, just vibes
next week I got an ultra encounter with FO (attempting to curb my CPR player a tad) so I'll say how that goes
do you think it would be mean to replace the Specter in Wallflower's ||Trapdoor Spider|| with an Anomaly Ogre with Extrude Knife?
It doesn't make much narrative sense why they would be an anomaly instead that fight?
Yeah fair- idk weird ||Witness|| stuff
yeah my take with that is thats not what ||Witness|| does in the slightest
wallflower spoiler stuff maybe: ||Witness isn't like, "being psychic" - it doesn't have truly tangible effects on realspace in the same way more overt reality-bending shit like Firmament access or what have you. its a way of speaking and a way of thinking, it is language and emotion and thought and experience and the subjective in one. you can't use [Witness] to punch holes in metal and things. hell, even the Emperor basically implies [Witness] is used more as an IFF, and otherwise acts as an inspiration for the technological breakthroughs they researched like "superpositional defensive lensing" which actually give the shields||
Sounds like an area of creative liberties haha
a little bit, yeah
i admit to being opinionated on that thing because i think ||actually just making it psychic shit kind of undermines a lot of the themes and stuff in regards to [witness]. its keyed hard about communication and understanding; "Do not seek to know; seek to accept."||
||at least thats how i've always reflected on it, that seeing it as a "power", over yourself and others, is the objective mistake||
||In the same way I have some gripes with how the Aun just have litteral magic, I love Witness because it isn't that. It looks like it to us, sure, but that's because we're aliens to it. Try being the first one to explain to an egregorian the experience of "not being a [sorta-hivemind]". Shit's wack; they wouldn't [believe/understand] it.||
No matter how you interpret witness though, one thing always stays the same :
Man, it makes you wish you had it.
Ya know on the ||topic of the Aun having literal magic… should I keep spoiler tagging that if I’m not gonna mention Egregorians?||
Wait this is the wrong thread for that lol
Aun + Firmament aren't really as plot related as the other things so thats fine
Yeah but it was about a different module and I forgot this isn’t the thread for that lmao
✍️ i mean interesting to hear lore interpretations Anyway- first time running wallflower so I'll take what I can get tbh
No, not with a dedicated Daze effect
Right now Daze is restricted to my alt structure rules
I’ve taken a lot of effort to keep my optional rules loosely coupled from the rest of PPG
Naturally that means I miss out on some potentially interesting design space, but overall I’m okay with it
Hey Valk, quick question for you :
Would you condone using rule of cool to allow Return To Sender to reflect a TSS1 usage, even though it's not supposed to be able to ?
Just for the funnies, you know how it is.
Though I’d likely require an extra justification
(this is one of the rare cases where the script is flipped and the best answer is technically "ask your players", lol)
Because there’s something funny about “okay dodge THIS” and they clock a hatchet with a rock
So if it’s a size 2 hatchet, yes
Yeah. I wouldn't do it if they already knew about the ability (scan, already used it...), but if I haven't (or know they didn't plan for that) it's fair game
Magnet this, dumbass
*throws a whole entire tree*
I've been thinking about asking you if I could steal Dazed for Brace in LT // if you had any design thoughts about it. Seems a little excessive to have a condition with exactly one source, but I think it'd give players a better reminder of why they're not getting actions that turn.
Go for it, I’m not the first nor last to come up with it
Consider also that as I wrote it, Dazed is a condition, that can be Stabilized off
Could be treated as a status instead if you wanted though
Then just keep the interaction with Redundant Systems Upgrade in mind I suppose
And yes probably with antilinear time? Maybe
Interesting, both those seem fine to leave as clever workarounds. If the lich wants to stop taking reactions it's their funeral
Ya know speaking of which- should Dazed be cleared by Grease Monkey 2 or no?
Since that doesn’t say all conditions, just most of them
yes, probably
the fact that Grease Monkey 2 can't clear Shredded strikes me as one of those "I forgot something from the list" things, just like Spotter 2
i hate the status/condition distinction so much lol
I’m not exactly a fan myself lol
I understand it even tho it’s annoying
Yeah, I find that it's an important one to have, personally.
Not qualified enough to say if it's particularly well executed, though.
It’s something that keeps coming up though- when players say “I’m gonna stabilize to repair and clear the condition Exposed/Intangible” it’s easy for me to supply a reason why they can’t in just a few words
It just has growing pains that never quite go away
Also, out of curiosity Valk- do you recommend running Anomalies with just one Anomaly optional, or do you encourage using 2 or 3 Optionals on a single NPC?
- nuance if you have anything specific to add
The trait does state one anomaly trait, and I think I remember seeing Valk mention that that was very deliberate
Not sure though, I'll search it up
I do recall that- feels reasonable but also a tad restrictive for my tastes. I guess a better question to ask is what to keep in mind if I was considering ignoring that rule?
Found it
The anomaly optionals are high power, but it’s a mixed bag (you get the exotic traits mixed in too, and some of the anomaly optionals are somewhat lower power or more subtle)
Here too
Makes sense makes sense
1 should be enough
Any more and you void your warranty (more)
Gotcha
I think the biggest thing for multiple traits would be "do I pile up on one guy (so the others get off easy and can carry the other guy's weight) or do I spread the love (so one guy doesn't feel singeled out) ?"
It’s mostly because I think having too many weird things on one guy makes them all feel trite and boring
Fair enough- I’ll not ignore it then
Let’s Exotic be distinct at the very least- those optionals are still weird but are weaker
“I explode like the sun and also rewrite your backstory”
Make distinct anomalies have distinct abilities IMHO
Anomaly Berserker with Elevator Clip in the same fight as an Anomaly leech with Heliocide
It does make it more of a “deploy en masse” optional but that’s probably a good thing
Exactly
It does make me feel a little bad just giving it to one enemy but we’ll see
Gonna be running a skirmish oneshot this week- anything that needs testing this patch?
Zealot, 100%. Anchor perhaps too, now that I’ve both reduced Lodestone’s heat cost but only made it function against ranged attacks from outside the area
Other than that, probably Ghost? It got a few more tweaks to its heat and heat costs
Oh, and one that’ll excite you, @placid glacier : Smart Rocket Bola
I need to figure out how it feels in its current state
If you check out the Hatchet, I think taking a closer look at cleaving retrieval could be good too.
I just realized that I might be biased towards using the retrieval effect, and now that it's a single-target QA, instead of an aoe free action, I don't know if it's actually worth it. Especially with how hard lining up the directly away push to be useful is, it might actually need a bit more juice.
I think I've gotten some positive feedback on reworked Hatchet? but yeah
You did, it was from me. But as I said, I might actually have been a bit biased on that part. I didn't think to take note of it during my playtest unfortunately. Might have been because of the Nelson actually : try pushing that away from the point in a meaningful manner.
Anything ultra wise?
I will accept feedback on any Ultra stuff; I've heard it on Prism's and Capacitor's, nothing else(?) yet
I might be a little concerned about Hatchet's? dunno
👍
Alright I'll run a vet Hatchet to test rocket and the vet trait, and some Ultra for good measure
actually-
ok well I have settled on an Ultra Zealot since that does need testing but also I thought it would be funny
I'm thinking instead Vet Vulture?
and just some standard Hatchets with rocket bolas
sounds like a neat comp yeah
do I really throw together entirely new tokens just for a war game one-shot?
oh who am I kidding- I'm bored
anyway comp I got so far is
Ultra Zealot (Undying Faith, Rally the Righteous, Supreme Mobility, Superior Reactor)
Vet Vulture (Grapplescrapper, Opportunistic Salvage, "Carcass" bunker)
Brisk Stellarine [Crisis Core] Pyro [K] (Superhot, Camouflage Beacon)
1-2(?) Hatchets (Rocket Bola)
For 4 players so- would probably just come up with some reinforcements maybe?
what's the sitrep, if any
was thinking just standard combat- but hmm
escort maybe?
yeah escort actually
I'll lock that in
was thinking CRB but I could refresh myself on the PPG one
IME they're mostly the same, just PPG has more action costs involved (but also, more opportunities to wrest an objective out of enemy hands)
And also, if the enemies don't also use actions on it, they'll just straight-up lose, so it's not just an action sink for the players.
Just revealed next combat to the players for next session
"There is an industrial horror support, A horror sentinel, an elite horror specter named "Scopophobia", a veteran horror cataphract named "WH:/ERE CA/N YOU RUN!///?", a horror scourer"
"Oh there's also a mech, class and template are unknown"
Players: "Oh I don't like that!"
I will say, PPG escort/extraction are great, but the best part about those rules imo is that they're modular/general enough to allow you to "just do whatever", ie "make up sitreps as needed".
My last game was a kinda Cotrol/Holdout/Escort amalgamation that we made up in here about what, 3 hours before game time ? And it still fucked, so it's pretty freeing in the "you can improvise now" department.
this is so extremely validating and encouraging to hear tbh
esp because I hope to get some freeform sitrep stuff out there at some point, if someone doesn't beat me to it first
Even with the QA cost, most players essentially went "OK, got it" and then never mentioned it again because it just. doesn't feel out of place. It Just Works.
In my playtests at least, might not be universally applicable.
oh btw @muted blaze I'm prepping an Escort now
I swear I will make fetch this teamcomp happen
🫡
I knew I recognized those burst 2 size 2s.
basically constrained the 35x21 map to 26x15 😎
my small map style cannot be defeated
Breaking News : Valk first Lancer GM to make 1x1 map, somehow works out anyways. More at 11.
I really have enjoyed small maps now that I'm experimenting with them. Only problem is it makes just how bad I am at making maps more obvious.
I think I can have a big map once per mission. As a treat.
I'll be real, my 15x15 maps have been rough
I still have hope for them, but I'm liking the 22x17-ish maps more
I know for sure though that the LMCT isn't made with my style in mind, so I've gotta actually put in effort in sourcing and/or forging my maps lol
I wanted to run something this Saturday but it's late in the week already...
... dumb idea- aggressive rainmaker?
Hmmm
I can see the appeal but I don’t know what you mean by aggressive?
Like “this is fighting in range of Zeal”?
If so I don’t expect it to live long, but go for it
Title: Valk's Lancer Playground - Stiff Competition
Game System: LANCER RPG
Platform: FoundryVTT
Chat: Voice through Pilot NET Discord, text through Foundry
Availability: 4/4 seats remaining
Time: <t:1747501200:F>, ~4-5 hours in length.
Tone: Fast and furious playtest skirmishes.
Hook: Get the shipment to the liftoff point! Time permitting, shut down the competition's teleportation device!
Requirements: Sign up with this Google form! Create an LL6 character using Massif-published content. Homebrew permitted on a case-by-case basis; please send me the LCP!
Applications close: <t:1747429200:F>
Details: This is a playtest for some of NPCs from #1334655875679260692, as well as my own homebrew NPCs and special house rules. Most of my houserules can be found in #1254229800952922193 and my house rule repository, but key highlights:
- Overcharge lets you reroll an attack/check/save instead of take an extra action, and refreshes by spending a repair.
- Aid allows an ally to split the action cost of Stabilize!
- **Brace **is 1/scene but now has no downside.
- NPCs with Recharge abilities also take Self Heat from those abilities.
- Overheating can inflict Overheated, which prevents use of self-heat abilities.
- Structure Damage is replaced with picking between being Dazed or suffering System Trauma.
- All mechs only have 1 Stress, become Exposed & Overheated upon exceeding max heat cap, and take excess heat as irreducible Energy damage.
- Lifting/Dragging rules are revamped to support Escort Objectives in a sensible way!
Other: I’m Valk! I’ve previously published several third-party modules for Lancer. I run brisk and fluid combats. If you have any questions about the rules I plan to include, please ask!
doing my usual rounds; if you want in, fill in the form
GL 🫡
just for clarification- does Undying Faith have a limit?
The limit is "until the Zealot dies"
or rather, until Zeal ends
what I thought yeah
the big question over that right now is "how does this feel with the Range 5 Zeal"
👍
Ran a combat last night with a few of the NPCs. Was fun, though a few ended up not getting as much opportunity to shine. I think if I had bothered to make a distinct map instead of reusing an old one they might have benefitted a bit more, but it is what it is.
In particular I used a few Anchors, Assaults, Capacitors, and a Veteran Hive. First Capacitor died before it could do anything, and the Anchors struggled a bit with speed and position (though admittedly, it was a Recon sitrep where the players found the True Control Zone very quickly, so).
Thanks for the feedback! Was this on latest v1.5? Wanted to know if the Capacitor’s initial Overshield helped at all
Oh, it might actually be an older version now that I think about it. I'll have to double-check in case I missed the trait about initial Overshield.
Ah, yeah, it looks to be an older version.
I'll have to go download the newer lcp.
All good, just makes me glad I committed to the change haha
I will say this was an LL4 sitrep, so it sits in that space where the players are really strong but the NPCs are still Tier 1.
Yeah no completely understood
@vagrant grotto
Discuss Homebrew on a case by case basis
https://discord.com/channels/426286410496999425/1372277914552238140
Thread for the thing I was making, I wait to move completed frames/licenses over, as Comp-Con has an aneurysm when I don't
We can discuss here or over there, dunno which would be appropriate
I already have the Nelly and it's systems in.
For the game, I will require:
- Knowing what specific content you are proposing to use on your mech
- an LCP that will include said content
These are all 'push/escort to the objective' missions, right?
No holdout, control, demolition, etc?
I ask because I have a specific frame I'd like to test, the Jorogumo, but that type of mission type is the worst place to test it.
There’s a gauntlet-like
But also, testing the worst cases is important too
How is cover calculated on the napalm's gun?
Is it calculated from the Napalm or the origin of the line?
The Jorogumo deploys a stationary zone where it wants to drag people into
Origin of the line, like blasts
Well, no one said you had to move the objective I suppose. Need to read this after my morning meetings though
Cool, being pedantic... The definition for lines don't originate and draw LOS from the base of the line unlike blasts and bursts. So reading into the CRB I think it's LOS and cover drawn from the attacker?
IDK if it's worth adding an extra clause for that or just keep it like that
I asked the question before I looked at the CRB, then you answered and I checked the CRB... Don't want it to look like I'm saying "Hey how does this work? Oh well you're wrong"
Legitimately I think that's an oversight from the book (assuming that all lines and cones originate from the user's space) but you know what, it's fine. I'm okay with either interpretation
arcing is bonkers anyway
It looks like I have a line or two to spare on Napalm so I can maybe work it in
hm. Looking at the heat on the Salamander Catapult though. Wondering if folks have tried Napalm at T2/3 and have Opinions™️ on the applied heat
From a vibes based look it looks more fine on that than say mesmerist because it's a SHEAVY
Actaully 4 is a lot
Actually T3 is a lot
2/3/3 sounds good, but Long burn catalyst having 2/2/2 could also work?
Yeah playtest first
Long-Burn Catalyst T3... that's 7 heat if it hits and a buddy doesn't shove you off and you fail the save 
mmmmm. I might do the flat 2 there
ALSOOOOOO I had a concern but still purely vibes based... Mesmerist Metafold riposte, Reaction 2 turn jammed sounds very potent even as a 1/scene ability. And I'm curious how shit would have gone in the playtest if they had that, since we fought like... 4 mesmerists?
4 1-2 round jams as a reaction sound gnarly
At a range 10
IG only against threat 2 attacks
yeah you'd need to be within striking distance from the buddy
if it proves to be an issue I can change the wording from Overwatch to Skirmish
because as it stands this does also eat its overwatch
I can probs slip one in next combat
(Me having to go to my phone because a player was watching over my shoulder)
TBF the issue at hand isn't if there's one, but four 😛
2 or 3 at minimum
But It's fighting horrible horus undead so it fits 😛
You have access to the forum/doc?
I do but I've been busy, I'll read it soon
DM/VC when you have the chance to discuss the details/permission, so I don't clog up your homebrew channel with chatter of my own homebrew?
I'd feel bad if I ended up flooding your channel with that
discuss in #1278064902958747699 if anything
Alright
@spark fjord @static kernel
Stolen Cycles
Trait, Loading, Quick Tech, +2/+4/+6
The Anomaly makes a tech attack against a character that can OVERCHARGE in SENSORS. On a hit, the Anomaly chooses an ally within SENSORS. 1/scene, the ally may OVERCHARGE using the target’s OVERCHARGE counter. This increases the target’s counter, but the ally takes the Heat. This may affect a character only once per FULL REPAIR.
Better?
that's probably well within balance we think
it's either that, or I split the heat cost between them
we'll see, no one's used it yet
Last playtest I played a Caliban who didn’t play the objective because I was size 1/2 and couldn’t attempt to move it, you’ll be fine
You could move it, just that the size 3 speed 6 Lancaster was faster
it was a size 2 objective, and they were size 1/2. Under lift/drag rules it would be a no-go
can only lift 1 size larger
I was okay making it size 2 since you literally had a Taraxacum and a Fomorian Lancaster
Aye fair
Still, idk how i would've felt personally being told "you can't interact with the objective"
Unfortunately, the only other answer is GrappleBall mechanics.
Which, uh
I don't blame anyone for not even trying to implement
At this point I’d just make it a gauntlet tbh
Sitreps should be shaped to fit the players’ goals
(And other alternatives could work too, like finding equipment that can drag large stuff around)
of course, of course
threw this together to represent a vulture (uncolored cus its just for a skirmish oneshot but- I can also color it up however I want in the future anyway sniles)
Hell yeah
also a zealot
Well. Too bad the game fell through, it happens, but it did make me think about the kutuzov and your optional rules : Should Aid be added to the list of actions that trigger Parallel projectors ?
It does feel in the spirit of things, imo.
Also, related somewhat on the topic of PC-side stuff :
Seeing how you fixed the issue of allied grapples (because now that usecase is covered by the handling rules), would you consider having something along the lines of "allied ramming" ? You know, to get a friend out of [a bad place to be] get-down-mister-president style when you don't have forced movement options (like at low LLs and for non-controllers). A little shove, as a treat.
Biggest problem with it currently is Prone is way too rough to ever be justified and you have to hit first too. maybe automatic kb1 but you have to hit [normal evasion/evasion 8] to have them not fall prone too ? Somewhat inspired by your latch drone changes.
Might be way too much for you, but I think I'll try it out myself anyways; in case it's any good.
yes, probably
hm. I'm just wishing Lancer had Pathfinder 2e's combat actions at this point
reposition, shove, grapple (in a sensible way)
Finished up my Skirmish oneshot
Party (LL4): Zheng, Caliban, Pegi, Aphrodite (Iridia)
(if a base NPC, assume it's a Kai rebake)
OPFOR
1x Ultra Zealot (Undying Faith, Rally the Righteous, Supreme Mobility, Superior Reactor)
1x Veteran Vulture (Grapplescrapper, Opportunistic Salvage, "Carcass" bunker)
1x Hatchet (Rocket Bola)
1x Brisk Stellarine Pyro (Superhot, Camouflage Beacon)
1x Pattern Group Cataphract (Dream Logic)
OPFOR Reinforcements
1x Brigand Sorcerer [Did not come into play]
1x Stellarine Archer [Did not come into play]
1x Barricade (Hunger/Pursuit, Seismic Repulsor)
2x Grunt Defenders [Did not come into play]
Ultra Zealot
- Fanatical Charge was great for getting OPFOR into the thick of things. I wanted to use it when cornered by the Caliban to get it and its allies repositioned but didn't because of reaction fire. Maybe giving just this movement the Engagement and Reaction immunity? Probably would throw balance out of whack but just something I felt was lacking with this specifically
- Range 5 Zeal was really helpful with playing aggressively, definitely felt the Engagement and Reaction immunity with the Cali, but I was surprised at how much the OS could really soak
- Paired nicely with the Pyro with the caveat that I needed to play carefully to not leave it behind
- Rally the Righteous, again, helped the Hatchet get out of a sticky spot
- Unfortunately got focused down by both the Zheng and Caliban before Undying Faith could proc on anything
:( - Never played with the Emberlight when it was still Burst, but I did enjoy thinking about its positioning with the cone 5
Overall: I really enjoy this iteration of the Zealot- maybe feels a bit too squishy but considering the buffs it can give- a 100% fair trade off- if I ever run an Ultra Zealot again in the future I'd prob give it Shroudfield Invis options or pair it with a mirage
Veteran Vulture
- Wasn't able to get too much value off of magpie since my Zheng player went and ping ponged off my pre-placed mech snacks ;(
(/j) - Grapplescrapper was clutch in reaching an out of position cataphract mech to give the Zealot an OS boost
- Jumpstart... I don't want to say it feels too strong because I only got to use Magpie once but- it did feel strong basically getting a free extra bonus off Magpie (why I went with giving the Zealot an OS boost instead of spending it to only recharge Fanatical Charge- was able to recharge and give the extra boost)
- Opportunistic Salvage unfortunately didn't get its time in the sun without a player running drones or too many deployables exploding- will have to try again with something like an engi or a seeder
Overall: Very solid support option- still has good survivability, and grapplecaster feels like a nice veteran trait to make it so it can be slightly more flexible with its positioning
Hatchet
- Flipkick was able to get better use this time with the zealot buffs sniles sneetly :)
- Rocket Bola did it's job to punish the overconfident Zheng who dove the backline, unfortunately got cornered by the Caliban and spent a turn getting pushed into a corner so it never found the quick action to retrieve the bola to try to see how the Cali would fare
- Thinking about the bola- if the concern is someone would try and give the immobilized while adjacent to someone, what if it has the same clause as the throwing axe where it's bonus effect only comes into play when not engaged? idk- just my two cents on the manner- I liked the mobility and barraging to tie up (lol) two different targets with both the axe and bola
Overall: Hatchet is still my beloved <3
Did not notice how long the ramble was getting sorry ^^;
I don't think anyone would get mad at someone for rambling feedback of all things, so you're probably good
It's kind of the point
This is all great, thank you for the report!!
Regarding the Zealot’s durability: You mentioned you were surprised at how much damage the OS could soak, but that the Zealot still seemed squishy (even with Ultra buffs?). Could you elaborate a bit on those feelings? Just so I understand how they can coexist
Re: Fanatical Charge: Do you mean you felt that the Zealot itself needed immunity to engagement and reactions on the action? And/or that the immunity to reactions on Zeal didn’t feel as good?
On the Vulture, glad it felt solid! Unlucky that Zheng CP was in play, but thems the breaks I suppose lol. Glad Grapplescrapper felt flexible!
Glad you enjoyed the hatchet, too! I’ll consider the Axe approach for bola yeah, overall sounds like it wasn’t too out of line
Yeah- I was surprised at how survivable the zealot allies were with even just 2-3 OS, but yeah for an Ultra the zealot melted under sustained fire in under two turns
It was probably because of my own poor positioning to be fair but I feel like some armor wouldnt be out of line on the zealot if it'll be on the front lines?
Me when fighting my Drone Commander 3 Kidd:
And no the immunity to reaction on zeal itself felt great- loved how it opened things up for the hatchet and Pyro-
I'm not saying that Zealot should also benefit from the immunity to engagement and reaction on zeal itself- but yes maybe having it on fanatical charge wouldn't be out of line
Again- could have just been me putting it out of position but I feel like having at least one tool in the arsenal for the zealot itself to slip out of engagement could help with its own staying power
It doesn’t matter how much Overshield it is- if it refreshes it is brutal to slog through
oh also scaring my party with the burst 5 aura lol
How did it feel after the shock wore off?
… IF it wore off, lol, given they focused it down
I mean they focused it down because it made it so everything else could move with impunity I think lol
and/or "multiple structure bars- fuckin rush him"
but yeah it wore off when they figured out it was something that effected the opfor and not them
Very happy to hear that the “move with impunity” part was the right kind of mustard the Zealot needed
Very funny saying "no actually" to vanguard overwatch
If I did have a gripe tho it would be the effects on the players being a bit lacking? Mostly no one running invis builds but
That’s ok; end of the day the aura is supposed to make allied actions more potent anyway. I could have the aura apply shred or lock on but I think those would let artillery take too much benefit from the Zealot
Fair fair
Weird idea that probably wouldn't fit but- trait to cause lock on to reverse? (Consuming lock on inflicts difficulty instead of accuracy?)
That feels like immunity with extra steps
… consuming lock-on on an ally causes difficulty? Definitely not something I’d have thought of but I don’t know if that lines up with Zealot’s ID
Could work on a difficulty stacking support NPC
Lookin' at making a big spooky vulture for this weekend
and trying not to make too many Locked Tomb references along the way
It’s proven satisfyingly durable from my experience and playtest feedback
Currently thinking Elite Veteran with optionals being Trash to Treasure, Opportunistic Salvage, and Carcass Bunker
probably grapplescrapper for the vet optional, but I'm not sure yet
Also one of the BBEG lieutenant fight at the end of the campaign is currently me challenging myself to make 5 anomaly PPG NPCs for the opfor
So far OppSalvage seems niche and dependent on existing drones in the fight so it seems reasonable to have a couple extra features to compensate
Speaking of full anomaly enemy comps- I'll finally be running this encounter this week
Time to see how my party reacts to this
Added a T2 Veteran Mercenary Capacitor to combat, replacing a Merc assault and a priest.
My players did not like the line 15 over shield gun, and given they were frequently bogged down with other CQB enemies, they struggled to engage it, while, due to the line 15 Arcing, it never struggle to put overshield on allies or hit multiple players.
Also, Quickening Bolt on a NPC with multiple activations is rude.
Noted, so was the feeling that the OS granted was too much then? Were the players overall dissatisfied with the experience?
Noted on Quickening Bolt
They struggled to engage with the capacitor. The combination of speed, range and Arcing made stopping it giving out overshield excessively frustating
Okay, noted
How big was the map, if I may ask?
It’s interesting to hear this feedback since most of the critical feedback I get on the Capacitor is “it dies too quickly”
I’m fully willing to accept that the Overshield it provides is too much in an AOE. Do you think reducing the amount of Overshield granted by the Arquebus have helped at all, or no?
Sounds like “no” due to engagement issues
This feedback is again, fascinating, because I specifically gave Capacitor Arcing so that it could do its job even with the occasional LOS blocker, since it seemed to struggle otherwise
So this is something for me to chew on
Maybe single target and arcing? That way you get around the LOS blocking but aren't shoveling out as much overshield
I know it's quoting emperor but it sounds like higher tier emperors start getting problematic
I'll have to double check, but I believe it was. 32x32 map, demolition sitrep. The maps was a battle inside a large mall, where one half was a large open food court with little cover, while the other half was a maze of storefronts, walkways, and maintenance tunnels.
The big issue, I think was that the group was on the clock to destroy the demolition targets, and had already bogged down fighting an elite Barricade and Elite sentinel.
Okay noted. I wanna keep the Line attack but may not keep the same OS values; I may nerf them to 2/3/4 since I’ve been hearing similar-ish concerns with other OS-granting abilities in PPG
Need to do some testing with/without arcing, I think
@tame siren because I forgot to say so earlier: thank you for your feedback! This was all helpful
With the Capacitor's Reciprocity, is the OS it gains when it grants OS meant to stack? Or is it typical OS rules of take highest value?
That's what I would assume too, really, but I think the Emperor's stacks... but it gives a max, so.
In fact now that I look again at the Emperor the wording difference is pretty explicit.
Yeah the Capacitor may take a lot of inspiration from the Emperor, but it's very explicitly not an Emperor- at least not exaclty
Typical “biggest one wins”, it does not stack
Emperor explicitly says it stacks to override default Overshield behavior
Are a Mesmerist's mirror images destroyed on any missed attack or just when an attack misses due to invisibility?
any missed attack
Hey Valk, as a Houserule, do you think it’d be worth it if Anomalies could also pick from Horror optionals, or would that be too much in your eyes?
I purposefully omitted horror from Anomaly
Feel free to add Horror separately
I mostly just wanted Better Exotic
Fair, horror is just the optionals at the end of the day
Exactly
If an Ultra Knight wins its Duel inside its Evergaol, is it just trapped there until it overheats?
Good question; the Evergaol should probably end sooner
It can probably dismiss it as a protocol
I should add that
I'd imagine "when the duel ends" could be a good end condition rather than "when the knight is destroyed" since the latter is already a duel end condition
Has anyone run a Wolfhound Missile + Opportunistic Salvage Ultra Vulture? An evil part of me likes the idea of being able to recharge and re-fire the Wolfhound the moment it detonates
lmao? no but I would need to try that
Not yet but this sounds hilarious (if difficult to pull off at close range)
Doppleganger + Remote Control
Mech Shellgame
What happens when Zoroark is mimicking Zoroark
Do that I guess
That sounds like the intended use tbh
Wait misread
Yeah that’d get silly lol
"2 enemies appear, they look identical but you can't get their class and template"
"Yeah, they're identical as you scan. Both elite anomaly breachers."
"Lol shitass lmao you thought, this one was actually an anomaly veteran scout"
Hm. I would rule that if they scan the Doppelgänger, they get the true stats but not the other anomaly’s stats
If they scan the other, both anomalies are “revealed” as the same though
I think that’s what you’ve proposed
The way I’d rule it is the Doppelgänger copies the “true” form of the anomaly
Purely for the instance of “that ronin isn’t actually a ronin” “wait, then where’s the real ronin?”
Fun encounter idea
Here you're fighting 8 ronins
"Really Al? 8 ronins?"
"Yeah, in fact this ronin hits you with a snipers mark"
there are no ronins
Mind as well using this glorious token :
Make things extra confusing by using the Suldan Champion Template to cross class
The true ronin is hogtied and gagged in the back
When you free them they yell “they’re not me! THEYRE NOT ME”
And is incoherent otherwise
Is that the improbably dense ball of Ronin?
Half a combat down, my group may not be the best for playtesting but hey playtesting is also good for the outliers.
First combat of OWS with the Prism and so far it feels very much like a controller frame. The map has two choked points and dropping a wall on the left one and spawning a projection kinda of between the left one and my players, they have basically completely decided that route is impassable.
They also discovered round one the projection has resistance and it is now basically more of an obstacle as they have thrown damage it to the wind unless they have literally no other target.
As far as the amount of damage it’s inflicted directly, very little, but indirectly it has caused 18 damage alone with funneling with the seeder.
My players are also still kinda brutes so tech attacks aren’t something they do.
Okay cool this is good feedback, thank you!
It's definitely hard to get a good taste of testing with non-DPS guys cause their numbers don't go brrr
And like I said my players refuse to tech so I see you buffed the heat cap and it doesn't even matter cause the only heat it's taking is from it's weapon
Could you clarify on this? Having trouble parsing what you mean. Also, I’d appreciate it if you posted the Opfor with Templates, Sitrep, and PC builds
Not a problem
I mean they straight up don't use tech attacks. Like invading is out of the question
(Or reshared it if you did before)
This is the base sitrep, the Bombard is replaced with a Prism so commander with Omniglass and Mobile.
Players are LL3 Atlas, Emperor, White Witch and Death's Head.
And the last status of the map, spoiler'd cause OWS
Actually let's try this one where I mark the prism lol
The Atlas is my more tactical player and has finally decided “alright let me go directly to this guy”
That sounds like the correct play for this team
Prism is not meant to endure a dive
Oh the atlas is going to murder it and the Goliath has left I have no doubt
It fits that part of artillery very well
I almost wished it had the ability to spawn a projector and it wasn’t obviously which is the real one but it’s always pretty good at a distance, giving it a psuedo invisibility would be kinda nuts
I'll see how he does for the rest of combat, you mentioned some other mechs you wanna test and I can't recall
So
This'll be the next sitrep the players do
No full repair and they still have their core powers
I'll let ya swap whichever NPC with whatever you want
We can do up to 2 if you think certain ones really synergize
Not gonna post the whole map cause maybe copyright but it's OWS combat 2, pretty open area with lots of soft cover and destructible hard cover
Hmmm
I wanna say sub the Support for a support from PPG
If you choose Capacitor, nerf the OS granted by the Marathon Arquebus to 2/3/4
Ghost would be its own “latch drone”
Vulture could be neat if you’re willing to sacrifice systems/weapons instead of wrecks. Doesn’t look like much wreck potential this fight
Vulture could be a flavorful additional. The next Beat includes a second where the players can do skill checks to ambush and salvage mechs to repair their own so having a vulture could make it seem a bit more fluid or like revenge.
Magpie is also just a pretty sick system
I did tweak Ghost a bit last patch (1.5) to generate a little more self heat but also handle more. If your team is having trouble with Prism, I don’t know how they’ll handle Ghost, but as long as they’re not averse to Ram and Grapple they might be ok
I think in the 2 months of sessions, there has been 2 grapples and 0 rams.
Atlas feels like it should have a field day haha
Unrelated aside: I should rename Dandelion Cannon again
Should be Dandelion Phosphorus Cannon or something
My players are big on "why would I spend PP on attack that don't do direct damage or heal" so i'm all for corrective learning. If the Ghost is best beat with CC, then it'll teach them to use the CC.
Phos does sounds like it would be better since it would hint more at the soft cover bit
When I first read flak I'd actually expect the terrain to be difficult for a turn
Yeah I’m CC pilled so I’m happy to encourage CC to solve problems
"This time for sure" he says as he rewrites another section haha
Hey me too! I TELL them they should use tech attacks and non-skirmish moves but sometimes it feels like until they get hit by something that forces it they're likely to keep doing their old stuff.
Hell the Prism having resistance, which obviously directly counters damage, was enough for them to be like "okay we're not attacking this guy at all"
At the end of the day, Resistance is just double HP 🤷 if you gotta brute force it, brute force it
Which is why the sitrep system is nice, double HP means eventually you'll kill them but what if it takes 4 turns and you got 3 until the rep is over?
Once again the Atlas is the only one who recognizes this, the seeder and scout can fall back but the prism by itself may be enough to just straight up win by holding the point if they keep avoiding it like they are
Also real quick, cause I may have ruled it wrong.
Scout applies the AOE invis and it hits the OG Prism, does the projector also get the invis
It doesn't double coin flip obviously but just curious if invis can be bypassed by hitting the projection
Does the AOE work if youre partially inside
If yes: prism is invis overall
If no: prism gains no invis
Act like the prism is a “size 2” character, but with one of its spaces waaaaaaaay over there
Looks like they have to be in the field but doesn't have anything about "at least partially"
So no invis sadge
Yeah cause I know they like to use the old "that's homebrew ask elsewhere"
Exactly
What a nightmare hell yeah
"Partially invisible" 💀
BRB gonna toss a coin equal to the number of spaces that is inside the invisible zone. Then count the number of spaces outside the invisible zone as automatically getting tails hit. Then take the average of all the coin flips and see if the invis goes through or not
Legitimately I’d just say “it depends on the space you target” if it really matters
But lancer usually doesn’t get that granular
alright so, I am realizing that I actually have VERY LITTLE data on all the various Drones and Deployables in PPG
I know Kai has standardized some of his Rebake drones to be 5/8/10 HP, and others like Bombard's drone to have like, 10/15/20 (and Hound missiles with 10/12/14)
Meanwhile I'm over here in PPG with 5 HP per tier scaling wondering if I'm doing something wrong lol
so, if anyone has used any drone/deployable optionals I gladly welcome feedback on them
This includes
- Capacitor Amplifier Drone
- Knight Hero's Banner & Evergaol
- Napalm's Firefly Drone
- Occultist's Call From Below (and FLOCK Drones, sure, just HP specifically)
- Prism Omniglass Barrier
- Vulture Carcass Bunker
Right now I'm leaning towards 5/8/10 for Amp Drone and Firefly Drone, 15/20/25 for Knight's deployables and Carcass Bunker, 10/15/20 for Omniglass Barrier, and leaving Occultist as-is (5 HP Flocks, 20/25/30 HP Moloch)
some more thoughts about overcharge as i near the end of my campaign
the change from shifting overcharge from a proactive to reactive mechanic is interesting, and definately encourages players to use other means to build into nuccav and other DZ-focused builds
but i dont think i quite enjoy the shift to a reactive mechanic, since it essentially increases the amount of reactive mechanics that you come pre-packaged with
generally im fine with brace being one of the big starter reactive elements of your character at LL0, since overwatch is like a "build into this if you want" sorta thing and is signposted as such
but overcharge creating a more prominent reactive element to gameplay invites a texture to lancer's gameplay that feels.....awkward
all of this is to say that i enjoy the changes to the game's design that the overcharge change does, but the way in which its executed definately left me wanting for a more robust solution
Thank you for your feedback! I am glad that you enjoy what changes I’ve presented, but hope you can find one that better suits your table
hey does forced obsolescence remove loading too? @vagrant grotto
I believe so
Forced Obsolescence removes tags?
@vagrant grotto does autostab get turned off by forced obselecene? sorry for all the @s
ok sorry yeah nevermind yeah pretty sure not-
No worries, you’re good
Yes it does
It’s a modification, much like how an Integrated Mount categorizes them
oh interesting- noted for next time
anyway I have feedback again :)
OPFOR
Engineer [K] Ultra [K] Puppeteer Anomaly - (Grind Maniple, Siege Shield, Deadly Minions, Memento Culpa, Forced Obsolescence)
Hive [K] RPV Anomaly - (Command Override, Dust and Echos)
Support [K] Elite RPV Anomaly - (Realm Warp)
Bombard [K] Veteran [K] - (Self Destruct, Local Climate)
Grunt Archer
Grunt Hornet
Grunt Assassin
Grunt Pyro
Players (LL3)
Sherman
Minotaur
Flight Type Nelson
Metalmark
Raleigh```
Engineer: The setpiece of this encounter, will focus on the Anomaly stuff
- Since it was mostly a backline nuisance Memento wasn't used until the end but it *did* stop the Mino and Nelson from beating the shit out of it in the last turn :) [and also reactor stressed the Mino lol]
- Much more scene defining optional as I popped it on the CPR Raliegh very early and after the initial shock the player quickly realized- all tags meant *no loading* so there were *some* CPR crimes but ordinance sure did curtail it way more than the difficulty
Hive: This thing caused my players to think more in death than in life lmao. They were *terrified* of this thing hopping into a random body to cause problems again so locked the fuck in and destroyed all the wrecks around the ghost. They actually hard played around that thing which was very funny
Support: Was a very fun mindfuck teleporting the Metalmark across the map and the "go into the fog" button made it so that all the engineer's turrets target switched from being split between the Metalmark and Minotaur to being on *just* the Minotaur, very fun tactical considerations there
Bombard: I have the least to say about this one- but it *did* still dissuade my close-range Nelson player from running up and shotgunning it in the face for the entire time it was on the field
Thank you for the feedback! I have some follow up questions/comments:
- Was there an objective/sitrep for this encounter? Or just boss fight?
- How did players feel about Hive’s Dust and Echoes? Like in terms of how fair it felt
- Did the Realm Warp teleport the metalmark, or just the ground they stood on? The first option is intended to only move objects and terrain. Sounds like it had some utility regardless; how did players specifically feel about it?
- How does Realm Warp feel at its current action cost?
- Which environmental effect did you pick for Bombard’s Local Climate?
It looks like the players were stacked with Strikers/artillery. Overall, how was the OpFor received by the players?
Vulture fight update: sunzi banished it 44 spaces away. became immediately irrelevant
Sunzi breaks everything, instance #689844
Didn't get full party feedback but
- No objective, was a straight boss fight beat down
- Players were really engaged with playing around Dust and Echos and the wrecks scattered around to deny the hive a respawn
- yeah realm warp moved the metalmark too- so that is my mistake in running it but the player I warped thought it was cool
- at its current cost- feels a bit easy to toss in as a "I don't have much else to do- fuck it" button on a Support, but it would probably feel different on something with more to do with its actions like an Operator or Striker. Full action could be a change made- alternatively just dropping range on where you can place the burst down to 15?
- the environmental effect I chose was "Extreme Heat"- why particularly effective it was to dissuade the Nelson from going in and shotgunning it
Overall- the OPFOR was received well and they enjoyed the challenge of the "final" boss fight of this chapter of my campaign
Great thank you!
👍 always love working with Prototype Pattern Group stuff, I'm glad I can help with playtesting!
I should add it didn't actually become immediately irrelevant.
Ah thank goodness
I used the vomit ability to create a soft cover field that I then used to hide so Sunzi wouldn't see it at SoT
But then it got hit by a warp grenade to get it out of the field, and a warp rifle to then send it 44 spaces away
so it hid, then got banished into being irrelevant
I'm surprised you even have 44 spaces to send someone across, let alone how you manage to teleport someone that far away at once.
i still think it should be valid to destroy blink anchors tbh
that or force a hostile teleport to be a save
thats really just what the sunzi is lacking, counterplay
Oh I agree lol. Though these days I’m closer to just saying “ban the long rim licenses”
i'm definitely feeling it myself tbh
which i hate, to be fair, because the content in it is fun and part of my idiot brain is like "banning a frame is just admitting you're not a good enough gm to work around it" but like
fuuuuuck
all i know for certain is once this OWS campaign is done i'm taking a long GM break
“I should not have to work around player choices; I should be able to simply present the challenge” is my mantra
yeah, for real
i already reworked JK1 after some things cropped up
and sunzi is next on my shit list frankly
I’m slowly storing the energy to take my red pen to long Rim yeah
Sunzi will likely be gutted, but that’s okay because it has huge redundant guts
lich might win a spot depending on how things go but i'll admit two scenes in and i'm not enjoying fighting a ace 3, flicker field, singularity motivator lich
I don’t know where to start with Lich but I know it makes me go “hm. Don’t like that” sometimes
out of the entire long rim roster its probably the most high-low mech
hell, the whole first party roster
on paper it works but then you do the lancer thing and add layers to it and suddenly it compounds
ultimately i think i'm just exhausted in general and trying not to like, i 'unno, take out that frustration needlessly on either my players nor at the game until i get a period to analyze and reset
but yeah it is very much this at the moment
I just know that for all the cool terrain tech in long rim there’s a lot of fiddly free action reaction action-economy-breaking stuff that I
i just wanna be able to provide a meaningful challenge without having to reach for the "explicitly counters X" buttons
i'm still on the fence on if i should bring a sniper next scene or not
simply because i cannot fight this balor
That I wish to excise
And damn, yeah I’m sorry
took over 100 damage in a scene and didn't structure lmao
without core
which i think is the other reason i'm anxious
only one player popped core in the first scene, so thats 5 core powers still waiting
either way i suppose we'll see
for me it's mostly Lich, and mostly the frame. Granted, never had a sunzi against me (or even much of one with). But the Lich in itself, man. Even as a player I try to sway my fellow players away from it yeah.
the thing is, i know how to counterplay lich
the problem is, so does the lich player
really all i'd need to do is grapple it but i can't really do that with invisible, which means i need to dedicate several NPC turns to pick it apart
so really the choice is "do that and take too much of my time doing so" or "ignore the two players i can't kill and kill the others i can instead" which feels ... off, i suppose
... either way, very offtopic i realise now
Yeah, even after thinking on it the Lich is the only frame to have really given me that much of an averse reaction, even counting the Calendula (sunzi excluded for lack of encountering one). Even the Empaakai is an easy fix for me, CP should just be one of iku's hand or infusors any given turn.
edit : that and fucking scorpion
If they didn't make themselves worth targeting, it's on them imo.
LEC Breach and Clear. I made the map long and the sunzi literally sent him from one end to the other
I will say the "guess I gotta just ignore this PC because I can't do anything to them" design is rather tiresome to play into from a GM perspective
See: the 18 e defense lich equipped with scorpion
Yeah no “just ignore them” is almost never a real solution
why the fuck is hacker 1 "enemy chooses" and not fucking scorpion
Anyway
All good
If my NPC or homebrew design takes me down those roads, send me feedback so I can address it lol
But yeah, I think at some point I’ll be making some Sunzi house rules, aka the Ranger of Lancer, to make it more interactive
There’s a reason I made the Reality Anchor optional target some Teleport shenanigans
Just do what I do, and try and make alt frames for all your problem licenses, so you can ban the base frame (which tends to be where the issues lie) but still have the license fully available. 😛
Except I haven't been able to make a satisfactory alt for the Gorgon, yet, stupid frame.
I basically do do that lol, I just name them “Tokugawa [Valk]” hahahaha
Hah, fair!
Kobold my beloved 
I actually generally like Kobold’s license and if anything I’d buff Kobold but maybe tweak the CP
A Veteran Brigand should be able to cancel Jury Rigged by picking the same stat with Veterancy, right?
Yes
Honestly I just think changing its invisibility trait to proc at the end of its turn rather than the beginning would fix it
Yeah probably!
My statement was kinda reductive, but ultimately I’d want to take aim at
- Literally the entire Sunzi kit
- Caliban free movement
- Zheng’s core passive and active
- JK1’s free movement
- Buffing Atlas
- Buffing Kobold
- Swap Purifying Code and Seismic Ripper
- I don’t know what but something to address Lich and maybe simplify the L3 tools
But yeah if I have ^ this ^ many problems with something, I’m more inclined to consider the nuclear ban (if it reaches the point where I won’t tolerate it anymore)
Hey the only problem with the Gorgon is its core power >:(
#IAmNumberOneGorgonStan
That's... a lot.
Having GMed for Caliban, I don't really see the problem with purse prey movement? The base frame is super slow, so it really needs the extra movement to close the distance.
Again this was a really brief overview that doesn’t really catch the nuances
But to dig into Caliban, I’ve seen Calibans with ultramaxed forced movement just zoom all over the map, to the point where I gotta go “okay, that’s enough.” Perhaps it’s more an issue with free action economy options in Lancer that can enable all that movement? But mostly the goal would be to reduce a bunch of fiddly movement options down to something 1/round tops.
And as for its slow speed (and this goes for Zheng too): Slow base speed is not an excuse for spammable movement options. I’d rather they have speed 4 and a 1/round movement option than a “fake speed 3” where they zoom around doing a combo for several minutes every turn
But anyway, that’s not PPG and never will be
That’s just my house rule stuff
having played one of these Calibans in your playtest game, I will say that when trying to move around the map, I had to do a lot of tactical thinking and suboptimal decisions in order to move around as crazily as I did. And because Pursue Prey is always towards the force moved target it oftentimes made my movement patterns awkward and hard to handle. It was a fun challenge, but it was still a challenge. I gave up a lot of my striking in order to move to the frontline to have the opportunity to bash enemies around the way I did, and getting that bonus movement wasn't really "free" in that I had to pick less damaging or control capable options to do it.
To each their own but if that game helped cement that opinion I wanted to give my side of the story. If you still think Pursue Prey should be nerfed in some house rules, all the power to you.
Having been on the receiving end of it: man if I was in a worse mood Zheng core would have made me reconsider being a gm
amen to that
I guess I can never utilize puppeters, vultures, or any hiding behind wreck shenanigans :shurg:
Tbh if the Zheng couldn't regain their Core Power Charges I think it could still be really strong
So ive only played with 2 calibans in games ive been in (one being asquared in the playtest)... it doesnt feel right to nerf a frame because some people have built it well and played it well at the top of the skill ceiling, especially since ive seen other mechs perform in similar ways
Also during the playtest... I'm unsure how effective the caliban would have been without a homebrew GMS item
Let me be real with you here: For me, Caliban’s free movement isn’t a game balance issue. This is a game pace issue. It adds a layer of complexity that I don’t really like. If the player really wanted to zoom across the map, that’s doable with some AGI and Ramjets, no biggie. It’s all the micro decisions that I’d seek to flatten, instead.
This isn’t about nerfing it because it performed well, it’s about finding a way to change it to improve game pacing
Hell this all isn’t so much about nerfing as much as it’s about making a lateral change
Something just as potent that doesn’t require huge amounts of micromanagement
Knockback X (self)
I promise I’m not just knee jerking here lol
Eh fair enough
Nerfng ambitious players /j
I know that’s a joke but legit I want them to get similar results with less effort on the Caliban
Yeah def felt the "Holy shit how are you that fast" with the Zheng too
"actually everything here is made up of individual size 1/2 segments. Die."
"Yes they have 40 HP each"
Yeah exactly this, warping effect on map design lol
Remember to Slow your Zhengs
I know it’s not always possible but it’s good to keep in mind
fair
I am of the opinion that I should not have to Slow my Zhengs nor flatten the map for them to have manageable turns
This is the advice to those who don’t wanna rework the Zheng but fair
you've seen infinitely dense ball of ronins now get ready for the infinitely dense ball of slingers
A Ship Torrent would be very fun
Arbitrarily assigning PPG NPC classes to manufacturers because I like flavorful NPC comps so this is a helpful exercise to me and perhaps a good reference for y’all:
IPS-N
- Hatchet
- Knight
- Occultist
- Vulture
SSC - Anchor
- Capacitor
- Ghost
- Hatchet
- Prism
HORUS - Ghost
- Mesmerist
- Occultist
- Torrent
- Zealot
HA - Anchor
- Napalm
RKF - Knight
- Mesmerist
- Zealot
- EDIT: Ghost (I wanted to put it on but forgor)
that was a literal instant thumbs up goddamn
I get thread notifications, what of it
Occultist in IPS-N is a take I hadn’t considered but I can see it
It’s mainly cause of Lancaster and Kidd, specifically sacrificing drones for Overshield
The message had barely loaded for me on my end was what was surprising
HORUS and SSC are tied in terms of volume so I can only tell HA is your least favorite
Tbf HA has great representation in the CRB
You right
Pyro, Scourer, Seeder, Aegis is an easy comp
I can see an argument for Napalm for IPS-N tbh but I only put placements I have strong feelings on in the list- any manufacturer can field any NPC classes with the right context after all
Of course of course
honestly with anomaly- it would not be hard to justify Hatchet going into Horus too
RKF could potentially also field Torrents if they have nanite stuff leftover from the Balors and stuff
Templates are cheating 😠
Oh good point, especially with the Hecatonchieres- however also with the Hecatonchieres there’s Lurker and Hive. Torrent is very much more of a “big brute” of the Nanite NPCs, which imo isn’t RKF style
I could see Capacitor in RKF because the emperor came out in the RKF book 😛
tbh if you lose the theming of the occultist it's just a fairly conventional drone-master. If anything commanding swarms of macro drones is probably less spooky than your average Hive
anyway i would put Knight under HA, just cause 'high-risk melee combatant' has historically been a HA specialty
made an HUC Vulture for my Wallflower Game
Colored up this version I made a while back
Good point- also good point @static kernel . I was considering the latter but ultimately didn't because HA's explicit melees (aka has a Melee Weapon in the license) consist of Tokugawa and Enkidu, and technically Gilgamesh too. Didn't fit the Knight image in my head but since you bring it up I can see it.
As for Capacitor, the flavor does feel slightly off, but an Archer that gives its companions shields is a pretty RKF thing so who am I to deny?
Oh wait I forgot Ghost for RKF- OOPS
Hmmm
Grunt anomaly operator with telefrag and nothing else
They won't know what hit them
literally, lol
“You ain’t from Michigan if you’ve never done this before!”
explodes into sun with no context
Beeftime let me add Prototype Pattern Groups to the Community LCP listing 🥳
Major takeaways from tonight’s game:
- Occultist can stand to have slightly less bulk given the AOE Overshield it can provide itself
- FLOCK Drones are surprisingly durable with 5 HP, and it may be better to give them with 1 HP instead to allow some more counterplay, akin to Kai’s Engineer rebake drones
- overcharge changes feel pretty damn bad on Save Effect controllers… but concern over whether lancer save effects are really balanced to allow frequent rerolls in the first place
- Lift/drag rules on a longer escort map = more quick action “taxes” over the course of the combat (I’m okay with this)
Unfortunately only one fight was had, so nobody got to see the fun times I had in store in the second sitrep… 
Availability is much more prevailant now so I will probably make more cool builds and enjoy playtests >:D
I think next time, I have a plan... Might suck it up and go Gilgamesh striker
I wanna see what nuc cav + thermal blade can shit out with your exposed rules
Ok, my mind went to "I hope you can make the next game" as If I could attend it in the first place
And like, you had some gift of prophecy that I wouldn't be able to make it
lol no
I think yeah, on both sides overcharge rerolls is a bit weird thinking more on it... Overcharging for something like hullcracker especially when I don't care too much about rolls because I don't just feels like it turns it into a weird Side Grade of the original effect for little buy in
But I’m anticipating your reaction if you did play hehehehe
Hehehehehehe
Alsoooooooo
Thought of something. Pathfinder 2e has something where if you’re dying, you can burn all hero points to stabilize. I never use it, but it got me thinking.
What if 1 of the Structure Damage options is Overcharge to avoid the downside?
Makingg all the size half terrain Difficult terrain was interesting
I genuinely have no idea how to run it otherwise since it feels so weird to not be able to stand on it and it doesn’t have meaningful elevation
I don't think so... Then suddenly for me structure just isn't a downside
Yeah probably
Was just thinking about it for support perspectives I guess
I have 13 heatcap... I'd probably take 1d6+4 heat off the bat and call that not a downside. As you mentioned, Dazed vs System trauma is very potent of Economy now or Later economy. Heat is manageable, it's a downside when I go over the limit, but one that a stabilise when I want will solve
I find myself seriously considering Finaljas’s proposition of Overcharge to Lock On/Bolster/Boost alongside Rerolls
Dustgrave maps had size half terrain so now I'm obligated for little guys to have cover
Hmmm.... IGF spoilers ||is there a good place in chapter 5 to put a Vulture you think?||
Make overcharge for attack roll rerolls. Not checks or saves OR like... The free action from the OSR comp con exotic
Unfortunately the best answer I can think of is Mission 3 or 4 lol
||Like, combat 2 I think so. Because that's 3 lanes of approach they can jump over||
||Cos hover||
||No real room for Knights in this chapter due to defender and support overflow but also not really being very substitutable||
Wait you’re saying I shouldnt let Overcharge reroll saves and checks? Won’t that just make it even more of a nothingburger for supports and controllers?
Maybe... But I...
IDK
Yeah idk about that one chief
I mean like I’ll respect the energy
Honestly... kinda...
Like, taking a hull cracker and if I failed just being able to go "lol I don't care" for like, not too much heat feels too... easy
Comparingg it to other tools such as hero points or Dnd inspiration are designed around it AND saves can equal much gnarlier stuff than in Lancer
Well consider this: If the veteran could overcharge, and force you to reroll the save, it would cancel your overcharge
We both Overcharge for nothing to happen?
Yes
Consider: DND has big nasty save or sucks that can last longer than a round
You don’t get Permanently Petrified in Lancer
See the real big challenge I see with this overcharge system is finding a way to make a reroll feel like it has as much oomf as an extra action...
Yeah that...
I am happy not giving it oomf
Absolutely not
Valid
Plus like, I have Overcharge on a more forgiving repair schedule now
The point was it had way too much oomf, that’s why I’m dialing it back
I should rephrase- vibes based oomf, not power oomf. The whole point of this is to make overcharge weaker
I will never win that fight and I accept that truth
Players want their extra action combo blorbos
Fair nuff fair nuff
EVERYTHING COULD BE FIXED WITH ANOTHER LAND MINE
I’m willing to test “inflict disadvantage on saves with overcharge”
I don’t know you throw the grenade real good
Blink grenades 😞 🫸
Blink mines 😎 👉
You planted that mine super good
Worth givingg annother shot yea
One of the reasons I wanna play a striker is so that I can play the other side
I hate it since it corrupts the pure diegetic nature of Overcharge, but it may be worth sacrificing that for gamefeel
“What is an action point, 4e?” “Don’t worry about it”
“What is an overcharge, Lancer?” “Your mech goes into overdrive and does more shit”
I like overchargge when it's LL0-1
When people have 6-8 heat cap and they can't just ggo wild with overcharges
If overcharge was 1/scene like 4e, maybe
I was thinking the same thing
And tied to Not Heat
Initiative
Still runs the issue of “do you use your initiative this turn” until it’s used
But hey it solves the heatmaxxer problem
I think the way Overcharge in PPG right now is probably the best it's gonna be for all parties involved and it's simply a matter of "if you enjoy it use it, if you don't don't." I can't see much else that could be done to improve it without fundamentally changing what it's intended to be
There may be some extra approach to the problem but I can't see it
With specifically dice rolls I can't see what else you could reroll and any other bonuses or penalties are just... no. And going outside of the reroll category is likely to have very dangerous ripple effects
If you do plan on adding your custom sitreps to PPG, having specific overdrive interactions with them could be fun tho
Wait
No wait contested checks- nevermind I rescind
Honestly Overcharge rerolls play great with contested checks
Yeah that I forgot about those lol
By the way do you happen to have a consolidated doc or something with your sitrep modifications?
I do not, really
ctrl+F it is then
I have my house rules docs but ehhhhhh they’re out of date
The git?
Yeah
I have it open on my second monitor so I can tab to it duringg ur playtests
Oh speaking of Sitrep modifications
They don’t reflect my current take on sitreps
But they’re a little more enjoyable from a gamist perspective imo
<- (All opinions are laced with salt that a demolisher rerolled a save)
I think making it rerolls are cool... But I honestly think it shouldn't be on saves... And IDK if I Like that... I don't feel that if I failed any of those hull saves from like... The Demo or Cataphract... I feel if I failed either of those I deserve to eat the shit from them. IT feels like a get out of jail free card for a too cheap price if I just don't need rerolls
I like both yours and Finaljas' sitrep modifications- call me old fashioned but sometimes I appreciate the good old "hold down a zone" approach. I don't think I'll ever fully replace one sitrep method with another tbh, for me it always feels very narrative contextual which feels most appropriate and narrative is what I prioritize with a sitrep. That includes CRB sitreps not holding dominance though
This is honestly the true way
Sitreps should reflect the “realities” of the game setting
If it actually makes sense that standing around passively increments a counter, then sure use that
One of the most iconic holdouts I've ever seen is purely based around a timer ticking down, and adding some active way to advance the timer manually would ruin it- so yeah mixing and matching tools is the best way
In fact... IDK, more I think of it... I Like the concept of overcharge rerolls if it's like. Crack shot, lock on, stunned target... Rolls a 4, sure reroll that for 1d3 heat or whatever you deserve it, but one thing I find a lot when people complain about dice luck and stuff is how are you using accuracy? Like if shooting an assassin with a higher than average evasion and miss, it feels a bit cheap to go "yeah but I want to hit"
I get it, yeah. I will remind though that the save reroll did force it to overheat itself, which then teed up your Tortuga to just annihilate the thing as it walked it into your Spear charge
The thing to consider too is that if it’s overheated, it can’t overcharge to reroll anymore either
Take everything I'm saying with a ggrain of salt lmao, I shouldn't be awake
It’s all good
I understand where you’re coming from
<- plays a PF2E save based spellcaster
In the DND campaign I'm playing. I'm a wizard, 7th level spells... Forgot the level, I just don't pick up save or suck spells
They're just not worth the dissapointment
Gimme the guaranteed outcomes
@vagrant grotto hope the ping isn't obnoxious but we've had about 4 rounds of Control using the rulings you cooked up, sitting currently at a 7 Hostile/ 5 Allied score on a first-to-12 match, so about halfway there
Its been long enough that I can probably confidently say: yeah, no, its been working out really well. It's made engaging with and contesting points a lot more interesting, both in terms of interacting with the opposition but also in working together as a team. Contested checks just work (and it made players use Bolster! imagine that!)
The slight modification I did of the Control points being a Zone vs a Object one needs to be adjacent to hasn't rocked the boat too much - it did make contesting with multiple chars easier (though not necessarily, actually contesting) with meant having more characters in one point made it easier to contest, but that didn't end up feeling too unnaturally and its not like it wasn't costing infinite actions to keep trying it anyway. It also, evidently, makes controlling the points harder too - need more knockback to push people out, so it went both ways
Mathfinder gives a good breakdown that AOE save spells are better than single targets
Hell yes, happy to hear this is producing positive results for you!!
What's the advised math for the "needed points to win for Valk COntrols" again?
2xplayers
which so far has been also working out
even if "first to 12" is a treat
I plan on using 4 control objects for the one I'm running because it meshes with the map better and I like having more excuses to split the team, so I may up that to 2.5xplayers
“Minimum rounds desired x min(Interactable count, Player count)”
Reminder- if one side takes a control point, does it disqualify the other side from also taking that control point in the same round or is it free game?
Under my current iteration: no. Both sides can score on the same objective, but only 1/round per objective
aye, its 1/round/objective/side
Gotcha gotcha, couldn't recall which it was so happy to know
If you make it only 1/time then probably halve the points to win
Answer: daily double
Recon would be spliced
Use a smaller Point Clock for the first half and then once it’s filled, transition to the second objective whatever it is
“Quick action = search a zone” is fine IMO, then just transition to the actual objective (escort, control, crank-holdout)
Make it a sitrep modifier instead of a full sitrep, understood
But yeah ideally Recon wouldn’t be “recon” so to speak, it would be “search” and “secondary” mini objectives spliced together
AnatoleSerial has been talking about flexible combats and objectives lately and I think they’re onto something
OOOH
They’re doing what I have been wanting to do
Recon extraction Hybrid
Example: the third party module Death on the Glacier
It’s good, it works, it’s thematic
I'm been putting together an Anomaly-focused opfor and after the playtest today I'm pretty sure Occultist is the missing piece I'm looking for. Going to be throwing around a bunch of grunts w/ an elite Puppeteer already, so Chaff and Scapegoat are going to be getting a lot of value.
After what we talked about, do you have any first thoughts on anything you might change about the Occultist? I'm considering dropping the hp by ~5 and the drone hp to 1 then up the overshield by 2, but if there's a range on your mind then I'm all ears for stress testing it.
(there's probably a better way to share an opfor than this screencap that i do not know)
