#Prototype Pattern Groups
1 messages · Page 8 of 1
Ooo
I did so much precise math, and now
Next sitrep, every enemy in the sitrep will start the combat within zeal range
And it's a Low Grav Control
with an Elite Cataphract, tons of Dangerous Terrain, and a Barricade
Everyone will be claiming objectives by the second turn >:D
working on a Machine Hatchet
I wanna make the left leg look more slapdash so I will probably try and find a way to get some overgrowth on it-
1st fight of the mission:
Throwing 2 brigands with Surgekiller and Grav Amp
And a very very dangerous Zealot
Mmmm... nah I should save Grav Amp for the fight afterwards
Traded down to Rescind, although quite a few other options sounded very very fun
Traded sideways to commandeer because the opfor knows what's coming and they specifically are trying to counter my players
I’d start with:
- Occultist gets -2 HP at all tiers
- Maybe reduce Overshield from Reap to 3/5/7
- Reduce Drone HP to 1
Ehh maybe -4 hp all tiers
16/20/24
Not sure if it should be able to deploy two 1 hp drones per action, or just 1
Try it with just 1 and lemme know
Will do, leaning towards deploying them at t2 with this 🫡
Question: if I Commandeered a Kidd’s drone, would the Kidd still be able to use Reroute Power on it?
I'd rule "no" since the Kidd doesn't control the drone anymore
they need to reclaim it before they can send the self-destruct command
Tweaked things further. Try this:
- Occultist Base HP reduced to 15/18/21
- Flock Drone HP reduced to 1. Occultist deploys 2 at a time upon entering the scene or activating the system
- Reap the Chaff Overshield reduced to 3/5/7
- Doubling Season (Veteran) removes the "deploy 2 Flock drones" and replaces it with "if you choose to destroy 2 targets with Reap the Chaff, deploy 1 flock drone adjacent to the occultist as a free action"
Thinking about adding better styling to the LCP. Started looking into how to add Small Caps though.... and it looks incredibly irritating lol
I am nuts to do this but I'm doing it, I made keybindings and everything
VSCode Emmet saving my sorry ass here
Vet trait looks cool
And the Finished Product
while I had my editor still open I wanted to also make a non-elite/non plasma knife version
just in case I needed one
Lookin sick, love it haha
Realized that I didn't actually update Flashbang Projector in the LCP, WHOOPS. That'll get patched next release
upside of taking the past 8 hours on and off to add HTML formatting has been finding numerous LCP mistakes, like forgetting to update the Prism's primary role and adding {brackets} around some tier-scaling numbers
question valk- what are your Gauntlet rules?
Should prolly @vagrant grotto for questions lol
oh. hm
my old ones were Bad™️, if anyone mentions ones that ended early if players didn't contest the zone for 2 rounds in a row, tell them that I no longer use them lol
The new rules include CRANKING something
yes basically
Yeah I thought any old rules were not viewed upon favorably lol- hence why I was curious about the current ones
Okay so yeah, remember the Holdout rules I had that one time? I would use those for Gauntlet instead of Holdout
In that there would be multiple objectives to claim and crank around a singular central objective?
yes
Any recommendations for # of objective objects and points needed to win?
I'd say anywhere from 2x PC count to 3x PC count
4 objectives is a good number
can go more or less; if you do 3 I'd say aim for 2xPC count points
yes
Would sticking to the normal Gauntlet Round Limit be fine?
though I'll support GM rulings for stuff that make sense
I wouldn't have a round limit here, if possible
I'd have a racing clock of some sort probably
Gotcha gotcha
like, Pathfinder 2e gets by without round limits because it doesn't design its fights to last 8-10 rounds lol
Fair nuff fair nuff- for this specific sitrep a round limit ain't necessary but tbh the only way I can see circumventing that is endless reinforcements since the PCs are the aggressors, not the defenders
And unlike a control the NPCs and PCs aren't on equal footing
sure; NPCs will always be on the backfoot because they're NPCs
Meant moreso in terms of map design
Like in a Holdout the PCs would be on the backfoot narratively and in the context of the map, even though they're PCs and so much stronger
sure yeah
I'd say that extracting your pound of flesh is "victory" enough in most cases
players have to get through the rest of the mission after all
The main point of a ticking clock against them is to have a reason to not just "kill all the NPCs" is the thing, which is occasionally easier and less resource taxing than pushing for the objective- occasionally
sure, IMO the solution there is "make the objective easier to do than killing everything"
Fair nuff
don't need infinite reinforcements, just enough to make cranking the objective several times worthwhile as an alternative
Hence keeping it at 2x player count, I getcha
And would contesting the cranks be like they would be for Control?
yup yup
aight thanks!
give em some basic HASE skills to use, but be permissive of other Skill Triggers/strategies
Good call good call
PErsonally Hull and Systems makes the most sense to me- Hull being bullying and brute forcing enemies off of it and Systems being hacking it more directly
Though I think the two HASE skills in question can differ depending on the sitrep
yeah it's all context sensitive
Wonder what kinda scenario would prompt Engineering and Agility lol
I had Agility + Hull for "secure these control shipments"
Engineering would be for anything involving mechanical repair/tweaks instead of digital interfacing
Hm, I was gonna disagree with then but then I thought about why Burn checks are engineering and yeah you right. Never thought Engineering referred to repair abilities when it came to HASE checks until now, good call
Trying to hotwire a device or something to function is probably a good prompt for Systems and Engineering lol
exactly
To be sure I have it right, if I start a Zealot's Fanatical Charge, and it has four other allies immediately within its Zeal radius, I can have the allies' reactions interrupt the Zealot's movement, such that when the Zealot "ends its movement", they can have moved in such a way that the allies all get Overshield? I.E., they kind of move as a group and all save the Zealot get OS at the end?
... example please?
I knew I worded that badly.
Yeah.
Yeah I'm pretty sure the intent is that they move to where the Zeal Aura is when the Zealot is at the end of their movement so they get overshield
I'm reading the OS granted by Fanatical Charge happens at the end of the movement, but wasn't entirely sure if the allies who take the boost reaction--assuming they end in the Zeal aura--could get that OS or not.
Since usually reactions after "after" a thing happens. Idk, wording hard.
I.E., Zealot (circled in red) begins a Fanatical Charge; all four of the hostiles around it can move with it southwards and get the OS? (rz don't look)
I think the intent is allies that take the boost reaction are supposed to get the overshield so long as they move with the zealot
Excellent. Thank you!
The intent is as ASquared put it: Allies that move to be within Zeal get rewarded with Overshield. I could reword it for timing purposes though
Thanks for asking! I think I can definitely clarify the wording in next release
I will also welcome feedback on how GMs and players feel about the current size of Zeal
Well next combat will have a zealot so you should get immediate feedback
So I was thinking about your version of Gauntlets Valk- see, the idea sounds fun but I’m slightly hesitant due to the fact it gives the players very little reason to stick to the objective points
What do you mean
They literally have to be adjacent to the objective points to use them
See there’s a reason to force enemies off the objectives, in that they’d contest it otherwise. To make it distinct from a control and also make it more actively siege styled you can only crank them as a quick action
But there’s not really a reason to start your turn next to them or spend time in between your turns next to them
Maybe this is me being worried about nothing idk
Alright, add a protocol option if uncontested if you’re anxious about it
That feels like it steps too much on Control’s toes but maybe
The value of standing next to them is that you can contest the enemy and they don’t overwatch you
You know what that’s fair
incredibly loud incorrect buzzer
If default control doesn’t step on default gauntlet’s toes, this shouldn’t either IMHO
You know what fair enough
Apologies for being flippant
If anything IMO this unifies “control” and “gauntlet” by making it a matter of Objective Proximity
Yeah I was just insecure because I’d be running a Gauntlet and Control back to back, and even if I’d probably run into the same issue with the CRB versions of the Sitrep I can’t shake the feeling I’d be running the same objective but again
Showing how you get a different game if you just literally move some objects around on the map
In CRB, the difference is also in there’s only one objective zone and the enemies aren’t actively trying to claim it but rather keep the PCs off of it
Spatially it matters because in Gauntlet everything might be close enough to exist under a Hardlight Barrier
Tru tru
Okay lemme make sure I’m clear on how I’d run things
Players still need to crank the objective
NPCs don’t, but they’re trying to throw PCs off/contest
I’m just more hesitant because unlike changing the point system but keeping the zone the same, this change relies more on me not fucking up the translation and I suppose I don’t have a lot of faith in myself to do that.
Don’t worry, it’ll be fine
It’s definitely more in the NPC’s favor because unlike control there’s no free action way to crank them and none of the objectives start near the PCs
Yup, by simply putting the obj in a defensive position for NPCs, the entire dynamic changes
This is partially why I think CRB sitreps are overwrought
What would your thoughts be on making one bigger objective (say size 2 instead of size 1) that can be cranked by each PC 1/turn? For the Gauntlet I mean?
Or more generally, having a smaller number of objectives but removing the “each objective can be cranked once per round” condition?
Sure I’m game. Crank 1/turn, max 4 times per round or something
I’m imagining it could make things more spatially distinct and interesting- the big challenge against the PCs in Gauntlets (from my experience) is the objective becoming too crowded out to contest, so decreasing the spread of objectives could help translate that better
The max would basically be the number of PCs
Yeah exactly
Just consider what contesting might mean
If they need to be adjacent to the cranker or just adjacent to the objective
Ohhhh
I think it’d be very fun to say “adjacent to the cranker” in this scenario over “adjacent to the objective.” Means more spatial fuckery
I recognize I’m being dangerously vague with “what are the requirements to contest” and that is deliberate
And makes Grapples from NPCs far more dangerous
I highly encourage GMs to make rulings based on context here, in any case
Eg: “the NPC grappled you and pulled you off the objective. You now control the grapple and can walk back, but that doesn’t allow you to claim it uncontested because it’s still stuck to you”
It does make the concept more adaptable, but also makes these concepts more… conceptual, rather than concrete, meaning just setting the Sitrep and calling it a day isn’t the whole process anymore. You get more value out of the effort you put in but you do need to put in more effort
Good
The issue with CRB sitreps, in my humble opinion, is that they’re so concrete they’ll pull you down and drown you in the bay if you let them
Hyperbole, sure
But this is a TTRPG and we can have better flexibility as a result
Yeah it’s just not what I’m used to
IGF spoilers- @vagrant grotto Using your control rules for this map (with the solid green objects (aka has a border and fill of green) being the objectives), thoughts on the spacing? Also asking you @muted blaze for a second opinion since you designed the map. THe map is also Low Gravity so technically everyone has Jump Jets
I'd probs have the objectives more central to the points
I was making dedicated tokens for them but then I thought "well would it not make more sense to make the cover that's already part of the scene the points?" Would you recommend against that?
I made the cover on the map so that it's around the edges of the points mostly, making it the points shifts around where the scoring characters want to be standing
Ah not a good call, gotcha
Nah if that was the intent then this would be working against the intent
my argument was gonna be a big specific size 2 enemy could hunker down behind the top left point and be where they normally couldn't be on the point. Then I realised they can just do that
Anyway
When I was ggonna get to this mission I was honestly just planning on using these rules but keeping the point large and not tying it to an object
Or you could experiment and make it like, all the computers on a point as one objective
Being more central makes them still play around the same zone is the thing
I prefer there being a dedicated object for it personally, makes the space tighter and easier to knock people off of
It just slightly annoys me it can't be symmetric but eh
Symmetry is overrated
Cursed thought
Spread 'em out and make 'em the spaces in front of the computers
As suggestions
Valid
Coming to realisation top left point has horrible cover unless you're small
Eh, I'd rather they be constestable from all sides tbh
And to that I say, the certain veteran who can spawn up there can just camp it from behind so... Lol, lmao even
Priest/Zealot buff
I was fixating on the “dangerous” with green borders as objectives and thus getting incredibly confused
Now I understand
Yeah sorry that's why I specified
Me playing the objective
Honestly, that would make a very funny map
A control where ALL The points are dangerous terrain
Or some of them are
Reward Lancaster players with whitewash
I mean, yeah give it a shot how is... If it works it works. If it doesn't, it doesn't
The reference map is overlayed for reference so apologies for any minor eye annoyance but is this better?
Damn
I'm having retrospective map design thoughts
Right side has dense cover. Both sides can shot eachother but are blocked by cover
Left side is suffering unless you're small or size 2
To that I say... Lmao
I think it works well because the size 1/2 Commander is there, so you're building around it
But you can also hide in the depth 2 areas
Wondering if I should swap the positions of the Bombard and Deluge
OMG Yeah I meant to do that
Oh yeah having a bombard on the point is probably clever
What I want is for everyone to be within the Zealots Zeal when combat starts so the Fanatical Charge can be devestating
And because it's a boost, they can just fly over any and all cover
So the Cataphract can fly 10 spaces and just land in the next objective zone
Actually that may be smarter
Since the Bombard is gonna be dangerous to leave alone keeping it out of combat near entirely could be the play
It can sit on the top right point and shit out protocol captures for the top right objective
tru tru
But being off the point entirely means the players would have to leave the point to deal with it
It's the difference between grabbing more points or stopping the players from getting points
Also I think having an assault per side so each flank is "Artillery-Controller-Striker" with the Cataphract and Zealot down the middle lane to act as a vanguard and as wildcards is the play
With 4 players, that's a good consideration. With 5 they can just do that in the case of my game
I do have 4 players
yee
But because of these rules. A person on the top point can capture the point, run to it in the pit. Blast it then run back to the point that or next turn
With Valk's rules that's still valuable since if one player fails a contested check, then the other can either try again or take care of the bombard
Honestly, do it so you can see how it plays out with the new Control rules
Thanks to Fanatical Charge I can keep the Bombard where it is and have it Boost into the Pit if it needs to be there
The good thing about the players going first is it allows me to choose which lane needs to be prioritized
I’m not mad at you, I’m mad at WORDS
using WORDS is hard, because WORDS MEAN THINGS
Ain't that just the way of it
Is it getting patched or is it now a feature
I'm looking to drop an anchor in a combat in two weeks (assuming PCs take that route). Do you reckon there'll be any changes to them from 1.5 to then?
Thanks for the reminder actually- I need to give the Zealots I put in the combat after this one Burning Fervor
I'm very tempted to put it on this one but it's already a Veteran Commander Anomaly with Martyrdom
U mean anchor?
Ever so slightly tempted to give him Heliocide because it would fit but nah, I'll save that for when they encounter him again later
Yes. Anchor.
I'm giving them Blazing fervor because I am gonna be saying in the briefing "expect a lot of burn"
Plus I'm sure my players have been dying to confront the pilot face to face due to narrative reasons
I'm also looking to hit the party with a full PPG comp in what I'm guessing will be about a month.
With the Veteran Trait + Martyrdom there's already gonna be a lot of burn- that combo means it doesn't matter who they attack if Zeal is up they're taking burn
Hatchet, Prism, Mesmerist, Knight, and Occultist
No changes, no
He also has Forced Obsolescence so that'll be fun
Depends, do you want to test it with
- Mesmerist’s AOE tech attack
- The humble NPC Invade
Hatchet + Prism + Knight teams stay winning. PPG-only OpFors rise up !
Elite spite
Rolls up to combat, "So here you will be fighting 5 enemies... Classes and template unknown"
Occultist will be receiving tweaks in 1.6 to reduce their beefiness, but that’ll probably be soooooonish?
Oh also this got skimmed over- thoughts on the objective change? The objectives are now those little Satellite Tokens
If it's the stuff you mentioned a short while ago, I've hand edited those in already
Also that’s a lotta primary defender damn, I hope their off-role functions pull enough weight haha
Should be good methinks??
Ultimately, I have a feeling you shrink the objective size the objectives will struggle in terms of cover 😅
Honestly... Kinda like that?
Stand out of cover and take the hits for the protocol. Or stand in cover and get in for it as a quick
Classes and templates unknown because I don't wanna say "Elite Veteran RPV Anomaly Hatchet"
Yeah the objectives imo should absolute be out of cover for the most part, sticking with them should be inherently risky
Pack some Jerichos, we’ve got a score to settle
I also like how the Deluge, the Cover Killer- is on the side with a big pit across objectives, meanwhile the cover makers the Barricade and Bombard are on the spot of the map with the most cover, meaning they can slowly choke out most reasonable ways to cross over (then again, Low Gravity)
Inside the GM there are two wolves: One that says “I should add more cover to this map” and the other that says “GMS Smoke Charges and Jericho deployable cover are available from LL0”
I've only ever heard myself say option 1
Even if there's too much cover
The second voice is a recent one for me, tbf
Cover to me is rarely ever good for the players- it's meant to obstruct and inconvenience them when it comes to getting/attacking from point a to point b
NPCs are the ones that should be getting the most benefit from them
Valid take too yeah
I will say that tongue in cheek aside, Cover Options being a Build Issue isn’t something I’m super happy about with the current state of Lancer Loadouts
If Lancer supported loadout swapping better between rests, I’m sure the second voice would have more of a leg to stand upon
Cover should benefit whoever the Sitrep deems it to benefit. Either being totally random and benefitting from coincidence or benefitting due to intention of where the battlefield takes place.
In terms of NPC niches, there are a scant number of NPCs that enjoy a Whiteroom, little to no cover map
Meanwhile there are countless PC builds that enjoy them
I don't fully support the Cover is never for the players because on that extent to the extreme. A gauntlet would be best iwth a bunch of cover on the point and none for the players... That is the extreme end, but cover should be useful for both sides but not necesseraly convenient for both sides. That's where terrain destruction and cover systems come in
Honestly, if I ever have 2 SP spare in my build. Smoke grenades are one of the gotos to pick up for me, even if I don't use them much
So I decided to give a size 2 Gauntlet Objective with 1/turn cranks a try, and placed a scattershot of the initial NPCs in the Enemy Deployment- thoughts? IGF Spoilers btw
Wait this should make the space occupied more clear- the idea is that the objective isn't an obstruction or anything, you just can't end your movement within it- so unless they're reactions no taking actions within it or landing on top of it
Seems fine? I might suggest Size 3 but this may work
Think this would work about as well as a few size 1 objectives
The Map doesn't permit that unfortunately, plus size 3 would be too easy
Size 2 causes a greater amount of push and pull imo
Wasn’t sure if you were using “opposed check if an enemy is adjacent to you” vs “adjacent to objective”
I was thinking "adjacent to you" so good reminder because that does change things
I made it size 2 because I couldn't find a good way to work a singular or multiple size 1s into the map design
Really trying to design around the Spite here
IT's a rebake spite and I'm ruling it so that the objective do count as terrain for the purposes of the Edict that makes you unable to stand near size 1 or larger characters or objects
Because... funny
Though tbh maybe I shouldn't do that considering all the terrain around it
which do you think would work better considering the circumstances?
I don’t know tbh. Coin toss
What makes sense in fiction
Obstructing the PC or interfacing with the objective
If the obj was bigger, I’d say “pc adjacency”
I think obstructing the PCs
It’s in a middle ground now with size 2 and satellite size 1s
Since its a door interface, it's designed to be interfaced with
Then let the fiction guide the challenge
Players will figure something out
And if they don’t, they lose! And that’s okay too
Not like there's a round limit for this combat
So it's not really a race against the clock
hm- would Anomaly fit on ||[The Broadcast]||?
Probably, what optional are you thinking?
not sure- would have to look at the list again
It’s a ||Spite right? Memento Culpa’s an easy one there||
true enough
would pair well
already used Memento Culpa on my most recent boss tho- don't wanna take the impact away using it again so soon even tho I did really enjoy it
||Counterfactualize?||
I was gonna say to try my WIP wording of ||Stolen Cycles||:
||```
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.
Or one of the ||other techy ones||
Or ||Awakening||
it'll prob be a hot second until I actually run ||The Horde|| so it won't be fast playtesting but-
extremely funny with ||Cynosure|| actually lol
Working on the mother of all shitposts rn. Shitpost encounter ? Encounter Shitpost ? You get it.
You know it's good because it's almost entierly unreadable.
||Also because I'm quickly running out of quotes.||
I was struck by a sudden burst of inspiration and am making this all of the problems. To me mainly.
Anomaly template in a nutshell I guess.
Good luck have fun lol
I think it's inspiring how Anomaly is simultaneously the most shitpost-y template ever, and the most narratively potent template I've seen yet.
Like everything else in the supplement, Anomaly is proof-of-concept, experimental, and likely rough around the edges, but I’m happy with how a lot of its stuff landed
Anomaly is a testament that we dont have enough wacky bullshit™️ in our game that has a lot of wacky bullshit™️ in the lore
There are so many angles to attack the character sheet but most folks just pick “HP” followed by “Heat” smh my head
Unrelated: when I see folks mention running a pure PPG OpFor I think “should I have made more Strikers and Artillery?” And then I remind myself that about 50% of the CRB classes are Strikers/Artillery and decide “I’m good, actually”
I'm enjoying the wealth of defenders and supporters
Of the four fights I've got with PPG NPCs in it, three of them are in the defense or support slot of the comp
And the fifth is an all PPG fight so that's kinda moot
Yeah no it’s extremely evident what my favorite roles are hahaha
Hey my all PPG OpFor is currently my favorite OpFor so. It even works pretty well.
Excellent, I’ll pretend I did that on purpose
All I know about the all anomaly PPG opfor I've set up is that I'm gonna make the sunzi big mad with the spatial rend prism
Good
Flavoring it as the shards shooting them while they're in the blink
Hatchet has Pegasus Knife (obviously)
Prisim has Spatial Rend
Knight has Heliocide
Mesmer has Stolen Cycles
Occultist has Memento Culpa
Cross class ideas:
- Paladin: Knight base with Zeal instead of Templar’s Shield
- Occultist with any drone(?)
Mesmerist with Lodestone instead of Memetic Magnetism
- The
invisibleintangible hand of the free market : Ghost Zealot (or Zealot Ghost)
I don’t know what that would look like
Ah ok
Drop Paradox State for Zeal I guess
Yeah
And/or ghastly vigor for more zealot stuff
It's suprisingly Not Entirely Broken, because that's a lot of heat to be throwing around on two people at once
I'd like to see an Opportunistic Salvage Vulture with Call From Below to instantly recharge Moloch Drones
I think I just really like Vultures
same- I've only used them a couple times but they really grew on me
Hatchets are still my new go to though
... fuck that would actually be really fitting for ||The Horde|| in wallflower
Terrified of what havoc an OppSal Vulture and an Occultist could wreak but I have a feeling that it wouldn’t be insurmountable…
Biggest fuck you you can send to your players:
- Parting Gift Heliocide Telefrag Operator (if Kai Rebake add Deniable Asset)
- Lobber (IGF) Cook Off
Mmm barbeque….
Self-erasure leaves no wreck to explode 😔
Same for self-destruct
(no I didn't have exactly the same idea what do you mean)
I mean at that point that feels like it’s going against intent
Like it becomes an “invulnerable star of the same size,” that doesn’t sound like it just doesn’t happen if the mech self destructs, and having Heliocide completely disabled by self erasure sucks too
it doesn't become a star, it's ** wreckage** (bolded) does.
Also, self-destruct doesn't trigger on-destruct stuff because it never says you are, preferring to tell you yoi're completely obliterated
The self-erasure thing crossed my mind but my thought at the time was “surely if this matters the GM will simply remove self-erasure” 
I’ll add it to the bug tracker and ponder it
@muted blaze I’ll likely patch this out in 1.6, thanks for catching it
🫡
I think I also found another thing last night language related but honestly it probs just blended with me confusing it with other stuff
If I ever were to run it seriously, yes of course. Problem is when it's a thing I post in here that is already Too Many Characters long.
Feel free to report it
I’m gonna ponder rephrasing it to something like “it transforms into an indestructible star, obliterating its wreckage (if any)”
"If it would be destroyed or obliterated, it creates an indestructible star, replacing its wreck if it would leave one." Or something yeah
Trying to think if there’s any of my NPCs that I have actually never playtested
I think I’ve never personally used:
- Capacitor
- Ghost
- Prism
- Torrent
And I have yet to use Brigand and Anomaly in any context
Hm
Well, I can vouch for torrent being a goofy little guy
Great for messing up a control sitrep
And I can confirm it is seen as such, re: the average lifespan of my Torrents in my position-based sitreps
"Hey Tagetes, I think we're gonna have to kill this guy"
"Damn"
"Damn"
Please keep me abreast of any “witch-level target prioritization” (a “witch hunt” if you will) because that implies it’s overtuned
Ya know, on the one hand, I could replace the Bombard in the next sitrep with a Napalm and it’d fit extremely well into the sitrep for an abundance of reasons.
On the other hand I miss Bombard and haven’t gotten the chance to use one this whole campaign :(
The old coin toss has never failed to help me decide
“Tails? I didn’t want that one. I’m going with the other one”
No I’m absolutely sticking with the Bombard is the thing
It may be a control, there may be a barricade, but also I have a drone player and a Commandeer Archer it’s too good an opportunity to pass up
And there’s several new non CRB NPCs (read: 2 who have structure templates) this encounter I don’t need to add another
God damn you so right
Doesn't help that I want to say in the briefing "expect burn enemies" and a napalm supplimenting a bombard would be so good... However I miss bombards
Compromise: Replace Bombard Cannon with STC
Imma be real that sounds like the worst of both worlds
Yeah with a Barricade in the scene too the “creates difficult terrain” optional would be great as well
With the OLD bombard that would be ridonculously silly#
With the Kai bombard it would just be redundant
CRB Bombard, it increases base damage not bonus for all targets so the STC will M E L T and deal +2 burn per target in the area whereas the kai one only works on the bombard cannon
Melt, yes, but in Line 5 instead of Blast 2
True
Quite easy to proc of 2 people usually... Control maybe not so much but on a party of 5 for me easier
Sure, line 5 is contained within Blast 2
And range 25 -> 15 is significant
it’s also a heat 4 weapon and the Bombard Cannon modifiers no longer work
ya
Plus you miss out on the Napalm optionals and features that specifically tie into the Salamander
You just miss out a lot
I’m assuming that red pen is applied on the parts that say “bombard cannon” but sure
Man a lot of artillery really define themselves by their one gun
I mean even if you did it’d be kinda awkward to red pen, like Earthshaker Shells working in a line feels kinda disjointed and weird
Yeah:
- Assault and their rifle
- CRB Operator and the Raptor
Assault has other things and weapons is the thing
- Scourer and their laser
Ok yeah I don’t got anything against that
This is me tongue in cheek calling some CRB “strikers” for what they really are
Yes I goofed on Op, shush
Any PC mech with a heavy mount and their heavy mount
I don't really think it's an inherent problem tbh
ya
And then like, if you find a fun combo then you can make a gimmick with templates to make their new cool stuff work on something else
It allows me to allocate headspace to the Save On Burn for Adhesive Gel
Brutus from Dustgrave being a bastion by name and name alone
Also realised, the Salamander from L:EC on retrograde can make a good lookin' Napalm
“Draw line, make attack, force saves, pass turn” perfection 
Lots of enemies with no optionals can simple turns like that
When a new player was joining mid way through I ran an example opfor with no optionals and I was just like
I don’t know why but I always envisioned the Napalm as a Fallen Walker from Destiny
"I... Guess I ram" and then like everything was rams
The big cannon doesn’t look anything like a catapult but like the bulbousness is the crucial part
Napalm
If you coloured it
I can just imagine that cannon just charging up a goop blast and spitting out a massive scorching line of Fire
Yeah, currently I’m using the Ptolemy as my placeholder token
Salamanders a good shout though
I see
If putting more work into it, having a bombard with a bigass fucking goop launcher would work well
DFG Acedia could also work quite well, if the gun was made more goopy and less electric
MMMMMMMMMMMMMMMMMMM FUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
This is motivating me to slap a Napalm down into the combat but I don't wanna take away the bombard
Or I could be a massive pain and just have both
The new hotness is attractive, I get it 😎
But stick with Bombo Dombo
I could have one in the next combat
Which is a L:EC Breach and clear
Because blocking attack lanes could be fun if they spawned in one of the first zones
Or the second
Depends on how much you value consistency
In what way?
Like are you curating a faction roster OR do you think rosters are for squares
If roster good, and Breach/Clear is same faction, use bombard again
I like Faction rosters, I don't have one and I am kinda just going "Random bullshit go" because it's too late into the act for me to care
Which act # by the way
1
For now as I said in my previous reports, they weren't targeted above what is warranted (other units were frequently attacked over them when it mattered)
Oh btw, would you actually consider something like this ?
Amazing
From when I did the all anomalous encounter
"Understandable"
Great, thanks for the reassurance, it’s just something I’m anxious about. I just think about when I saw Witch-hunt behavior when Leeches hit the field and I dearly wish to avoid that outsized player response
I would not, sorry. I don’t want people to have to buy Wallflower to get full value out of my stuff
Plus I’ve never run an eidolon, and would rather just use an eidolon outright rather than a watered down one, I think
If you try it though lemme know
Love this reaction
The other reason I’m disinterested in doing this is that it’s not really doing anything novel? Anyone with Wallflower could slap a single-layer eidolon in a fight and see how it goes, no need for my permission
I’m much more comfy designing my own novel stuff, Heliocide and extruded knives and unit promotions/demotions
Funny enough, I actually picked some of the anomaly abilities because they're similar to eidolon layers the party will be encountering
Fair, I was mainly asking because "apply a layer's special rules in a normal combat" is already something I'm planning on doing anyways, so if you were making it I could've used that instead to test it
Got it, understood. It’s not in the cards
It's gonna take some work to make it work, since it's not just a single layer directly lifted from an Eidolon, but hey I can manage
Oh we’re all in the same boat huh, I’ve been fielding anomalies in a mission that’s got an eidolon at the end of it too
I threw together a really quick “lamellar” template that adds really direct translations of some of the layer abilities that I’ll put right at the entrance to the metavault
But so far anomaly’s been great for general fuckery
Unfortunately we had to leave off mid combat this weekend so I’ll really only be able to report how the occultist+puppeteer anomaly sitrep goes after we finish it
My impressions of the occultist with 1hp drones so far is honesty just that my players are really good at killing grunts. Fielded two occultists and an elite horde mode puppeteer putting out a combined 8 1hp targets a round and I think I’ve only had a single grunt actually get to take a turn. That’s mostly thanks to having 2 auxspammers, 1 heavy melee backswing enjoyer, then the last two using EPC on the occultists to kill the drones alongside the jam
They saw the overshield in the first round and immediately got super diligent about keeping the count down
I did that too but in the opposite order :p
Mixed together Vex's narrative eidolon layers with the gameplay ones before hitting my party with that all anomaly encounter
Question: how would you rule scan-in-all-but-name effects on Anomalies Valk?
Would you rule they don’t work, only a true scan does?
Eg. Athena
What does scan say it does
Lemme pull it up
Okay so Anomaly only hides class and templates. Everything else is hidden by default lancer rules. Just give the players what Athena says to give. Class and Templates may still be hidden RAW but they’ll be effectively known/moot once the players see everything else
Basically treat it as an actual scan gotcha
Like, you don’t have to give them Class and Template. But you might as well
There’s not really a point in not doing it
So yeah I’d treat it like an actual scan for all purposes save Orator-likes
Bit of a shame tbh, would be fun to be like “no only a true scan works” but it’d probably be too mean
Yes precisely
They brought Athena, they get rewarded, I don’t make the rules
Ye you right
Seeing this reply kind of late, could you point me towards whatever you mean by narrative layers?
uuh took inspiration from ||Boltzman in IGF||
Any Zealot feedback recently? Thinking about pushing an update tonight
Not yet 😭
So I realised something
So far I’ve heard a report or two that the new aura size is working fine
Regular bracing rules + new structure rules
Like nothing negative
Yeah what’s up
I detect no perverse incentives, just “if you’re bracing a hit that structures you, you can just pick Dazed for free” or vice versa
Honestly seems like a good reward for bracing tbh
Not so far, built all my combats so far and there’s quite a few zealots
By that I mean… 3 total lol, but one of them has 3 structure
Yeah just thay
Dunno if its a good or bad thing tbh
Ya
Random thoughts: If there are any tweaks I make to Kai’s Rebakes I’m gonna call them “Valk-Proofed Kai Rebakes” or something
CRB NPCs exist -> There are issues with them -> Kai rebakes them -> Valk rebakes the rebakes
it never ends
Iterative design is crucial
My stuff will likely just be minor tweaks unworthy of a formal release though
Operator can choose to crit
I don’t know if that one’s really an issue
I've said my piece, I don't see it as an issue but I still carry my beliefs about it 😛
But I’ve already made Brisk, and have floated removal of Cluster Munitions, and the removal of Blip
Also @muted blaze regarding last playtest: The biggest impact Brisk had on Demolishers was that they could engage the objective much quicker
The 1st reinforcement Demolisher wouldn’t have been a threat to the objective if it only had 2 speed. It would’ve been an absolute joke struggling to keep up haha
I don’t think that was in question tbf
Lmao
But I remember talk about it being “eh a wash” because of the forced movement option available to the party
So I just wanted to take a moment to emphasize it, that’s all
Eventually the community will osmos lancer 2e naturally /j
This is the way 😌
Lancer 2.1e, 2.2e, 1.5e, 1.7e, Lancer next and One Lancer will release all simultaneously... None of them are affiliated with Massif Press
Never be satisfied with another designer’s tools
The best game is the one you like to play, the way you like to play it
Bit of a devils advocate, in terms of movement
We had me, the Kutuzov and Tortuga:
- Kutozov: Couldn't move them due to heavy frame
- Tort: Puppet and Osiris meant that the movement options were as good as the Demo's speed, meaning that it would have a net 0 movement if they walked back to where they were regardless. This both meant the movement was better because of the greater speed, but could be made back up again
- Me: Grav gun: Not the most effective due to them having limitless AND great hull, blink grenades weren't the best as a limited system and they had veterancy engineering. Blink mines were GODLY but limited
Brisk allowed them to have more variety, making up their strongest weakness that allows them to be proactive on missions like they have been
I'm curious how a Brisk demolisher plays in a situation where base demolishers are already strong
Just want to clarify, everything I am saying here is observations. Not meant to be specifically speaking for or against your claims of if it's good or not
And Brisk I think is probably another one of those situations where it's strong because of what it's capable of doing NOT what it's actively doing
Being base 2 speed, a regular demolisher has an effective threat of 4 (move 2, threat 2). With brisk it's up to 5
I think... Yeah, I think that makes sense... I just had a thought
I think it's Acrobat lite
It does what slapping acrobat on an enemy does without fully fixing their weakness/problem
I think brisk has grown on me
It shows that its a good boost to allow slow enemies to be useful in situations that they're normally useless
But I wanna see how they work in situations where demolisher are already strong AND they have access to other movement actions
Like we saw on the Bombard, it doesn’t do much in cases where they’re already strong tbf
Are Vulture's systems ("MAGPIE" Subroutines and Opportunistic Salvage) supposed to work without line of sight?
Every action requires line of sight unless otherwise specified as per the core book
I omit writing line of sight because Massif already wrote down the rule so I don’t have to
Ah, thank you!
But yeah I like Brisk because 3 speed is still slow, but it facilitates reinforcements better and allows Demolisher/Pyro/Bombard to actually set up instead of requiring to be spawned right on top of the objective
Besides, ⅔ of those guys have a superheavy/ordnance so they’re still paying an effectiveness tax to move/boost to position. It just means that they can start properly playing next turn instead of in 2 turns lol
Pyros will probs get the biggest boost
But a pyro getting into range isn't as deadly as a demolisher getting i to range
Their effective threat goes from 9 to 11
I have run speed 2 pyros on a 22x17 holdout map. They spawned like 10 spaces away as the Ace flies from the holdout zone and still didn’t reach the zone after like, 2-3 rounds
They can barely climb on top of rocks
Huh, fair
I forgot to mention it in my Ultra Zealot playtest but- yeah brisk Def made the Pyro feel better for getting into position- might try and toss a brisk Pyro with some kind of climbing ability into my wallflower game at some point
Actually it was 7-8 spaces as the Ace flies. This map, Pyro spawned on the metal ramp on the lower right hand side. Had to go around/over rocks, never got to the steps of the died right in front of the steps to the control zone
not on the zealot but I do have something to say actually
hold on, putting my thoughts into words
I guess tbf none of the NPCs reached the control zone… but even still
Mesmerist Veteran optional still feels... Weird to me. Like not in a positive way. I'm just really struggling to figure out why. It's infuriating too, since nothing I'm planning currently can fit one in (with that optional) to give it a try, see if it helps.
So I guess nevermind, but also I'd love to see someone test it and give their take on it.
Might be worth pairing with a Zealot buddy?
See how it affects Mesmerist when something is drawing a lot of aggro and eating its invis
I guess for now it's still just "It not being a choice feels like it could be worse for the Mesmerist actually", but I'm neither sure of it nor convinced that's the only thing giving me that strange feeling about it.
I feel like the answer to this is gonna be “no” (which I respect) but I’ll ask anyway because I’d keep thinking about it otherwise:
To allow for more versatility, particularly for GMs who aren’t a fan of brisk, would you possibly consider making any PPG NPCs (like the Napalm) speed 2 to make opting into 3 speed more accessible?
I don’t know what you mean by making “opting into 3 speed more accessible”
You know I was trying to figure out it how to phrase it and that was the best I could do
And I don’t know how changing Napalm would make that more accessible
Brisk is my statement that I firmly believe every NPC that isn’t literally designed to be a Turret (like a DnD Roper) should have a Speed of at least 3
And I don’t think there’s a good way I can phrase it either
So yeah I guess my answer is “no I’m not changing Napalm’s speed to 2”
Yeah I thought so, I probably didn’t need to ask that
All good
Brisk was just a tongue in cheek way to deliver 3 speed while also signposting to players that “this mech you’re used to is customized”
Makes sense makes sense
I think my intent behind the question was “Personally I (and I assume a few other GMs) do enjoy the restriction of 2 speed, and since PPG does make it clear it’s averse to that would making some PPG NPCs Brisk Compatible make that kinda design more opt in than opt out?”
I realize that’s both way too much thought into it + against the design philosophy of the designer + other reasons I’m currently struggling to words, so I’m honestly against doing anything like that after thinking about it, but it’s what came to mind
Also also: if a mech is intended to “not move” then I think its kit should be actively designed around it. E.G. firebreak stays up until Pyro moves, or Demo only stuns if it swings the hammer without moving on its turn. Self immobilizes and stuff too
If you wanna make Napalm speed 2 then be my guest, I’m willing to bet it won’t change much
I can almost guarantee that Anchor will suffer to get into position, to say nothing of finding a place to stand under CRB occupied space rules
I’m not anyone’s dad, if they wanna change my stuff’s stats and void the warranty that’s fine by me
Also, lesser comment (just something to look out for) : I don't necessarily feel negatively about it, but the Mesmerist currently has no guaranteed way to gain Mirror images; every way it has to do that is an inherent gamble (which is a lot considering doge-tanking is already a gambling playstyle). At this point I'd just feel bad just making you add a third "start combat with a bit of [insert relevant survivability tool here], as a treat", but I'm this close to suggesting it. (this being "actually testing one instead of just looking at it")
Not that this stuff had much of a warranty to begin with 😛
Having run a Mesmerist fight, I managed to get their mirror images pretty easy, but understood
It was also on a 22x17 holdout
yeah, that's the "actually having run one" factor I always miss out on.
Targets were a Chomolungma, Lancaster, Taraxacum, and Caliban for ref
Not a huge amount of attackers
I’ll await more data for now
I do have some layout space to add a line for “starts with a mirror image” so sure
so you did have some lower-side E-defs yeah, what you're up against matters for this.
But also, sometimes you Just Roll Like Shit, and it feels bad (but it feels bad anyways so might be a non-factor)
Essentially what I wanted to convey by sending this, so yeah perfect.
Could also consider “make the mirror image on attack instead of on-hit” but yeah
There’s options
I considered "make it also happen on lock-on" but realized "hey wait this is a defender not a support" and then, also, "Hang on why would you ever bother attacking if lock-on did the job"; so yeah there are options. Just. Not this one.
I think I was clever tying it to tech attacks so Invade became a natural part of the rotation haha
Finally, an NPC designed around the existence of NPC Invade
To be fair one Mesmerist engaged everyone except me in that fight for a good portion and kept getting Mirror Images, and all the non-Caliban listed frames, iirc, have above average e-def
It is clever
Sure yeah it was a Holdout and the Tank NPC did its job
What I’m saying is that even against high E-Defense targets the Mesmerist was pretty consistently getting Mirror Images
I don’t recall the SYS on the Lanny and Taraxacum but yes it scored hits
Maybe I can swap out the mirage I had planned for one of my encounters with a mesmerist-
Party isn't as attacker stacked as my previous campaign but
Pegasus
Arthur
Lannie
Tortlungma
Calendula
The issue with PPG is that there’s too many fun 1st party (Kai Rebaked) NPCs for me to still be excited to try to do a lot of testing with the PPG NPCs
Damn my stuff’s not exciting enough 😔 pack it up, we’ve lost /joke
But nah I get it
Goal of NPC stuff like this is to broaden the available Monster Manual for Lancer
Not everyone is gonna use the Aarokocra, nor the Zombie
To say nothing of the Flumph
It’s more just “if I haven’t mastered the basics I’m not gonna make use of the more experimental stuff very well, and also the basics are really fun”
something to say about lancer design that the basics are so fun on both sides of the screen (Everest and most core NPCs)
Not just that, the basic actions are fun as hell too
First they’re not as exciting, now they’re not as approachable 
I partially kid, but also, if the PPG NPCs don’t feel manageable/approachable GM side, I’ve fucked up
So like, legitimately if that’s the case, I hunger for feedback to pare things down
It's not that they don't feel approachable (the prism is a bit intimidating tho), it's just that they're- as you've stated yourself- experimental
So there's apprehension to use them without abandon. That, and I'm not so experienced as to have had the chance to use every NPC in the CRB yet, which I want to do before getting too funky
The Late Four (prism occultist torrent and vulture) deffo trended more complex… not super happy about that yeah. Other than that, Ghost was a struggle to constrain, and Knight’s Compelled Duel has had some moments of “too many words”….
idk I felt like vulture was approachable enough of "destroy one of your own wrecks to buff up an ally" when I plopped it into my encounters
honestly, none of them were ever that hard to understand (at least in broad strokes), nor even explain. I am 100% a biased source though, given I hang out in #rules-questions a lot and was here to see quite a lot of the more "complex" being made
This is relieving to hear, as I do get concerned about stuff like Magpie that grants 3 different options and 3 different modes of activation
But I suppose that the choices are relatively clear in context
Biased or not this is also relieving to hear
hey it can't be worse than leech
Leech is explicitly what I wanted to avoid, correct
(speaking as #1 leech lover and defender)
the only thing I think is really a "me" factor here is knowing to just say "it's like a size 2 character except it's other space is wayyy over there" for the prism. Everything else is already clear without more explaining to do.
I mean, Prism is still understandable like it is currently, it's just a lot of words for players to read in the middle of a fight so.
Yeah….
At least the gun and passive are simple (I hope)
But tbh most NPCs I've never ran before are intimidating
it does take some brain power to run effectively (without dying instantly)
Hell Demolishers and Mirages are still kinda scary to consider putting onto a board, as are a good bit of Artillery
I still need to try Rebake Rainmakers….
The ones I ran suffered due to the map, from no one's fault but my own
my biggest tip is "play this one like an absolute coward, a despicable hidey bastard". Hope that helps !
Yup that’s the artillery shining through haha
I do like to use cover and spam hide
Well, can’t actually hide with Prism but yes
Line of sight blocking terrain is Prism’s best friend
Your players read your enemies?
With a Swallowtail Player it's almost guaranteed
btw I'm gonna run a Surgekiller Elite Cataphract soon, and just as a pre-combat observation, I am a tad worried the Heat from Surgekiller is a bit too low to be threatening. I wouldn't take this as serious feedback yet, but it is an observation I will be running combat with. I'll let y'all know how it goes tho
I have a feeling it’ll be fine, Rebake Cataphracts live for crits
That's why I put it on the Cataphract over the archer- still I'm just a tad concerned
Codespike Rapier was “overtuned” from one report at T3 with 3 Heat; granted, it’s at-will, but I think I’ve learned from Recharge Heat shenanigans that 3 Heat is actually a LOT and 2 Heat is nothing to sneeze at
At least NPC side I suppose
But they have higher heat caps anyway…
Anyway, I look forward to the after action report
Tru tru, but Surgekiller is also gated behind a crit and the target having a Core Point, plus it's an optional from a template rather than a class base feature
It's less "is 2 heat dangerous?" and more "is 2 heat worth it?"
Like “worth an optional”, got it
Yeah exactly- it's competing with optionals like Splinter round, and Heat is situationally dangerous- even on the player side. Compared to "more damage now and always."
We’ll see if it’s just the right amount of pressure
Worst case: it’s free heat in a strapped action economy
If it's only triggerable if the target has a core power, imo it should raise enough alarm to make using the core power earlier than one would want enticing. Crit Gating it is a good idea for this kinda mechanic regardless, it should be something your at risk of suffering, not constantly in danger of
But I look forward to it- best case scenario, the psychological impact is the scariest part of it
As a player I can confirm that getting psyched out is fucking real
“The fuck are we gonna do against these three giant crocodile skeletons that grabbed our low-athletics Alchemist”
That one was an irritating little puzzle
I can see Surgekiller being terrifying on something like a Mesmerist if it was stronger tho, hence where the balancing act becomes difficult
Like Deadly on a CRB Ronin
Unlike deadly however, all players have the ability to become immune to it- for a price
I think NuCavs deserve to eat shit if they let the Mesmerist get close enough for that.
They’ll live
There are times that I worry I’ve balanced my shit a little too much around my structure and stress rules, but then I remind myself that the CRB rules are swingy as shit and feel correct in my resolve
This reads a lil accusatory
Yazzy was just joking about her players deciding not to read anyway
working on making the joke come across more as we speak, soz
Honestly I don't think balancing your stuff around your Structure and Stress rules don't change much about how they're designed compared to CRB design philosophy
Also as the Rebakes have shown sometimes the CRB design philosophy is wrong
Oh of course
huh, didn't get that.
well if that was already her joke, can't make it again in response.
Down it goes.
And legitimately I do think CRB structure/stress is the real killer of PCs anyway
Like at most, maybe Heat Caps are different. Apart from that Structuring is still scary, and HP is still a marker of how close you are to death so not like those values will change much anyway- especially for NPCs since structure values are variable amongst them
And heat caps in CRB feel fairly arbitrary anyway- what is an Aegis doing with a 10 Heat cap?
To explain the joke:
- the shared image is the last in a series
- the first two are people getting exasperated at each other realizing that the first person’s shit situation is actually not as bad the second person’s shit situation
- to which the last is surprised that the first two had that thing at all
yeah no I'm supposed to get that meme, I guess I'm just tired tonight
it has been a fairly long day actually
Criminally not using it on defense net
I don't think any of the CRB Aegis optionals gave it heat
Defense net should have a 2 heat upkeep, that’s going in the Valk Proof
My brain just Forgot All The Context for a second, really don't know how I didn't register that. Oh well.
If an NPC doesn't have any Self Heat features they don't deserve more than a 6 Heat Cap imo
Don’t worry Yazzy, I see your meme and appreciate you
It happens, no worries
As a player who got to overload a rebake one through Auxiliary spam, this one's a big Maybe.
actually no you're defo right on it
We would've never managed that without aux spam
Oh yeah wait rebake does it differently lemme review
- Never managed that in one turn(to set up my teammates on theirs)
I really like it personally, because I love Aux spam and spammers and think they deserve a little treat.
wuh huh-
There was some meme confusion and misunderstanding, it’s all good now
Yeah no I appreciate that approach
I don’t think I’d touch the rebake defense net at the moment, so I’ll go back on my previous statement
Gotta love Forgetting About le second degré™. It's great.
Decided for L:EC nexus defence I've thrown holdout rules into it :P
Hell yeah! The one where it auto-scores and enemies run up to stop the auto-score?
So the objective is, every character gets a full action blow up the objective
4 and its gone
Players defend it
My rules change is, increase round count from 6 to 8. Add 2 objectives which is qa increase the counter
So it can be done in 3 rounds... which feels too quick maybe...
For the enemies?
Every hostile character
It may be a lil much
Mb
Player victory in 3
Ah ah ok
10 rounds? Of a holdout-like sitrep?
Post session long combat brain rn
Okay yeah this could work
Mmm
I guess my question is “do you actually want to do objective cranking” since you weren’t very enthused about it before for holdout
What’s the fiction
I can do the suggestion I made lmao
Defend a drill from paracausal horrors
Yeah that’s why I tried to suggest it haha
“Why not do this cool thing you suggested”
And that sounds easy
12 segment clock, 4 drill batteries/legs/ I don’t know, dealer’s choice, each tick a point each round
Enemies can shut em down, players need to keep em on/turn em back on
excited for folks to see the new HTML formatting in their browser/vtt of choice
My reaction was heavily exaggerated for comedic sakes but this does genuinely change the entire setup of my next 2 combats if I implement the update now
Which is a shame because I want those other changes
like I said: I won't tell if you won't
Also thank you for the Heliocide change lol
Yeah but I'll know >:(
I mean I assume you made this boost change specifically to mitigate those kinds of shennanigans
And it would be against most of my principles if I defied that
wait what is the zero g shennanigan?
I did it mostly because stuff like Lonely Chassis and Orchis doesn't use Boost
it's a wording thing
nono, not Zero G, Low Gravity, where basically everyone has Jump Jets for the combat
I assumed so
folks see Boost, they expect BOOST, not "Boost but +2 speed"
aaah ok makes sense that I never figured that out because I just made all my space campaign npcs have spacer or a flight system lol
True but Lonely Chassis and Royal Guard require the frame in question to mimic movement- for Fanatical Charge they can just move in any direction
I assume that's the intent?
I've been working with that assumption this whole time
yes move in any direction
oh right yeah I was about to ask because I wanted to know for something but where are those old "quick action holdout objective" rules I've seen before?
idk, there was enough "specialness" that "boost" didn't feel right to use anymore
I wanted to use them for the optional "Hey take and hold this thing for a core battery" ala meld from xcom thing I was gonna use for this campaign
Oh it's just the same as some of the action-oriented objective's I've bandied about here and there
This does mean if an ally is in control of a grapple they can- wait can't take reactions nevermind
Set a Clock, make 3-4 objects, interact with them until clock is full
use the "Quick Action (and optional Protocol) if adjacent if uncontested, Quick Action Contested Check if contested"
the one more thing that makes it "holdout" is that all the objects are clustered relatively close together instead of spread out
but you can move em around how you see fit
I'm experimenting with making the Gauntlet holdout just one big object and if I were running a Holdout I'd do the same
Alternatively you can shrink the objective area and just make that the object in question that needs to be interacted with (requiring being fully or partially, your choice, in the area to interact with it), as I believe Al has suggested
Ye ye that was the plan
Just have 1-2 size one objects
One closer to player spawn and one closer to the end of the map (if only one- it'll always be this far one I place down) and have it so that after like. 3-4 turns the object gets removed from play. If a player gets adjacent to it and spends a quick action they get a core battery from it
Also I have been considering allowing Fanatical Charge to grant Flight to allies for the movement, but I don’t have the space for it in the rules…
Instead of "move" you could say "fly," adding the standard "fall at the end of the movement" thing
It’s those last 7 words that I lack space for
Yeah that occurred to me just now
What if you removed the "fall at the end of movement" part of the Zealots flight and just said "all characters that fly in this fashion fall at the end of their movement"?
Maybe!
Condensing the falling to all characters rather than stating it twice
I’ll consider if it’s necessary after some testing
I will warn you, I was going to use the flight for evil to make a cataphract move 10 spaces across the map without dealing with any obstacles. At tier 1
So uh
The flight may not be the best idea
It was also gonna be used to get a spite on top of a size 3 object
A non-brisk one specifically
Sounds like an excellent striker tool
Fair, but Lancer's movement economy is pretty, uh, it's pretty wack
Valid
Plus it's more the "ignoring the map" part that's more concerning than the 10 spaces
Tools that ignore the map like Seeking and Flight are rare and valuable for a reason
Ok maybe not rare but Valuable yes
Hey Valk is this where you got the PPG cover art?
No, I got it off Shutterstock iirc
Should be credited
Not surprised that someone would use that art too for something else
Neat. Idk I just saw it and immediately went tunnel vision- coulda just checked the art credits lol
In case there was any doubt: https://www.shutterstock.com/image-illustration/journey-concept-showing-man-robot-looking-1225878700
Picked it up from a popular scifi/fantasy artist back when I was on my free trial of Shutterstock for my first adventure
Good
LCP For time stop looks a bit weird formatting wise in foundry
It's an Anomaly trait, it's a feature
Just reading Habringer and thinking of putting it on a mecht that orients around dying
Like L:EC Morningstar or vet operator with parting gift
How does trash to treasure interact with passive effects?
Such as dataveil, Electro nanite cloud, Hornets hover, etc
lemme read the Limited tag real quick, has come up in my head too
aight I should add this to the FAQ, but:
"If the system is 'used' in some way (such as an action or 1/round effect), it expends the Limited charge. If it is a purely passive effect, it simply stays active without expending charges."
Ok neat
I was assuming it would be "Expend a charge to use the passive until the start of its next turn" or somethingg
this may still be wishy-washy for Dataveil pruposes but yeah
That sounds like too many words
It's not that many
the perpetual struggle of keeping things on one page
Damn, an Ultra vulture would be funny
Sprinting about and just looting shit from tons of corpses
Okay blame this one on Foundry, not me
<p>A character ends their turn.</p>
that's literally what I have
yes, I wrapped it in <p> tags, but IMO that shouldn't cause the above
Foundry’s gotten really weird with line breaks since I updated to V12, it doesn’t look like anything you can control Valk
lemme check with and without
time for a bug report lol
Sounds like a whole load of not a your LCP problem
Al, if you have the screenshots, feel free to report it. Otherwise I will
It happens when I use other LCPs like the NPC rebakes too
they've been using <p> tags too, that's why I adopted them
okay yeah it's purely because of <p> tags; editing the item in Foundry directly auto-wraps it in <p> tags and causes the same issue
I'm trying to find any examples in CRB content
So it is specifically when it's made a paragraph in HTML it's a problem?
Coolio
Describe the bug When a NPC Item's "Use" box has a small amount of text, and the text is wrapped in <p> tags, it wraps oddly within the box. This occurs both on LCP content that...
Redoing my combats
Last combat I had 2 anomalies which were the same
Players have had a taste... Time for 5
good luck have batman
Dust and echoes... I Really want to use it
But there are many corpses and my players don't have any anti-intangible tech
Curious if I should make the souls not intangible for this combat
was not expecting folks to auto-populate the battlefield with wrecks 
ah
yeah I'd drop the Intangible, or make it immune to normal damage but able to be force-moved maybe
Oh sounds good
Fair
yeah no Dust and Echoes is looking like a candidate for some modifications
It was inspired by Hades right?
as soon as there's enough wrecks now there's a whole nasty incentive to kill every wreck
and yes, so like, the obvious change is to let the soul be shootable
What if “intangible til the start/end of their next turn?”
That way the players need to do emergency precautions to destroy or move the closest wrecks, but after that they kill the soul
run it without intangible and lemme know how it goes
Aye aye
if it's toothless without intangible, that's good info
Without intangible the motive sounds like it would go from “shoot the wrecks” to “shoot the ghost” which could be good but I like features that make wrecks dangerous
agreed; Siege Spec enjoyers still get to enjoy a little treat with deterministic damage though
but yeah, another thing I'd think about is "it's speed is 2" or something
Immune to damage however means that controllers with movement shenanigans stay winning
And pegasus's can just pop them
Making it "reduce all damage to 0" also could work, potentially allowing paracausal weapons to work
To me the "only intangible until eot" sounds the best out of all the currently proposed ones
Do with that what you will
noted noted
Made a napalm
Faith Napalm?
Been thinking about when I wanna call PPG “done for good”
Probably not for a while still, but I don’t want to work on it for forever. Kinda like how Kai eventually stopped work on Suldan
My original thought was “once the designs stabilize” but like, I just recently reworked Hatchet and made significant base kit changes to Mesmerist and Zealot, all of which were part of the Core 8
It’ll never truly be done/perfect I suppose
It has been fluctuating a decent amount tbf
I’ll probably just keep up with it until I decide I’m tired with it
I was gonna say yeah
Sometimes people are more formal about their workflow and sometimes folks aren’t, and which works best for you is gonna vary
Being more formal is helpful if you’re worried about being a perfectionist and not being able to “let go” so to speak, but if you’re having fun and can stop yourself to move on pretty easily then no harm in being less formal
Just as example
As many folks have said, perfect is the enemy of good, and done is better than perfect
It’s about being satisfied with what you’ve learned from this project to take into the next one
PPG rebake when
hell, maybe by the time this is done I'll have enough experience to put my own spin on things, who knows ?
For as much as I enjoy making shit, Numbers are Scary; at least for now.
Which do you think would combo better with a Barricade on a Napalm: Incendiary-Grenade or Long-Burn Catalyst? I'm treating immunity to difficult terrain as immunity to the effects of these traits so that's where the combo comes in
The Barricade is in a control but if that combat goes fine I'll keep them as reinforcements for a gauntlet
The first one I deploy will be untemplated but the second will be a veteran
The Grenades could just be thrown right onto the Barricade in case it gets swarmed but they take actions on a superheavy user- meanwhile Long-Burn is better when used selflishly by the Napalm, plus it can be re-deployed in case allies are harmed too much by it (since the Barricade is the only one immune to both effects)
But the Limited 2 on the grenades seems like something worth testing since anything limited on a non-ultra NPC that isn't limited 1 I'm very skeptical of (vulture excluded since that's part of it's whole gimmick)
From my experience of running the napalm for the first three turns of a combat, long burn catalyst ended up being an added bit of damage and less of an area denial tool. That has a lot to do with my players’ counterplay to artillery being running them down, and so any attack the napalm makes on them will be on spaces those players will then put behind them. Incendiary grenade by contrast preemptively puts down a big chunk of difficult terrain
If the barricade’s forcing the players to take a particular path around the cover, then you’ll get more mileage out of the grenade’s difficult terrain that’s not as wide but covers 2-3x as much movement through it
Otherwise, yeah. Long burn translating to immediate damage often makes it more compelling to use as such rather than asking players to avoid said damage
I haven’t used Long Burn properly but I believe its best use case is when used on ground that will be tread a lot. Aka Holdout Zone points. it’ll be weak on Escortraction and Recon, mid on Control, and probably get most use on Gauntlet and Holdout
I deployed a Napalm once on a Holdout, considered an older version of Long Burn (it was nutty), and decided against it because it would’ve been a persistent almost-blast-2 on the holdout zone with little solution to clear it
On Escortraction, Recon, and Control, the grenades should be more useful in denying access IMO
If Extraction allowed for an early Long Burn, it may be alright there? Especially since Napalm is slow and will spawn near the edges
While we’re on the topic, any particular reason that the grenades and long burn have different damage profiles? I was considering doing both to really double down on the area denial since my party’s so fast, but I didn’t want to have to track two separate types of difficult terrain fire
“It seemed like a good idea at the time”
They cover different areas at different ranges so I gave them different damage profiles
That and I haven’t received much feedback on the grenades (or drone, for that matter) yet
My feedback is that it’s map reliant, which you already know
What’s useless on one sitrep is useless on another. Hard to find a good damage code with that
Did you mean “useless” and “useful”?
But yeah ideally I balance around the worst case scenario
Yes I am typing this from my bed
For the players I mean
Naturally
Like when the NPC is in their lane and moisturizing how much of a menace are they
I will say that while the grenades seem like pretty compelling area denial, long burn has struck me as having a kind of boring floor. My players deathballed hard enough that no enemy got within 8 spaces of the objective, so long burn just became “your superheavy does an extra ~30% damage on recharge 6”
The map I'm throwingg my Napalm into is an L:EC breach and clear with 3 lanes each about 5 wide
I have long burn because I wanna lob bombs over and block whole alleyway
Wait it's in low gravity so they can just boost over it
Long burn is great if its targets are already on a static objective and the fire ends up splitting it in half, but it’s not great when thrown down pre-emptively to block a corridor. Because you have to fire a superheavy with heat 4, it’s underwhelming to shoot at a bunch of free spaces when you could just place it underneath a target you’re also attacking normally with that weapon. Doing that though means that it ends up behind them when they take their next move, assuming they have no need to backtrack
Giving them that need to backtrack might be really fun though, love the idea of realizing the fire matters like 4 rounds later
I can see it being annoying if they deal different damage and you put both on one Napalm, but I’m not putting both traits on my Napalms so I’m not gonna be able to find out
They still need to boost so choices are still being made
I think I also didn’t have the room to add Heat to the grenades
Nvm I definitely have space
But yeah it’s not the same Burn profile because one is Free Action Burn and the other is Quick Action Burn
LBC has been a hassle to try to get right, because while it is evocative and interesting (given all the testing and feedback it’s gotten) it’s either middling in execution or far too strong
There’s also the perpetual issue of “where is the Napalm finding these Quick Actions” for the QA systems
Which is making me consider upgrading them to Full Action Worthy optionals
Give extra range to the grenades, make em limited 1, and let em deploy in 2 places for one Full Action
Let the Nades fulfill the LBC fantasy and change LBC to something else
Something like a trait for “targets affected by Adhesive Gel have +1 difficulty on Engineering Checks and Saves” or just Impaired
“Targets affected by adhesive gel get difficulty on Engineering Checks and can’t clear heat except by overheating”
I was gonna say “Long-Burn has heat why is tbe free action stronger?” But then I noticed the Grenades have faster burn scaling than Long-Burn
I am in favor of changes to make things Limited 1 over Limited 2
Still kinda odd that Long Burn is more damaging at tier 1
You know if you wanna conserve something like that mechanic, which I think would be helpful, I’d personally give it to the Firefly Drone more than anything else
Just makes the most sense imo
In case it doesn’t stick on Long Burn
Which mechanic? The “diff on Eng”?
Ye
If you want an area of “make burn worse”, having it be on a drone that can be moved but is limited and can be destroyed makes the most sense to me, especially if destroying it wrong equals more burn
Makes sense given that the Capacitor has something similar for Overshield amps
Plus I can see tracking the difficulty coming from the Drone rather than the Adhesive Gel being maybe easier, especially when it comes to Burn not from the Napalm
That’s very subjective however
This is where my vote’s at
I'm enabling my players for super battle bus shenanigans so I was thinking about the bombard again which got me thinking about the napalm again... tempting especially for the wallflower campaign making it very flavorful as well
Aight something I’ve been thinking about is how most melee and cqb strikers in the core book tend to lean into a Vanguard, take the Objective role
This is mostly only because their circle of threat is small, meaning the best counterplay to their damage is to walk away from them
This effectively encourages folks to GTFO the objective and reposition or eat mundo damage (in theory)
So now I’m thinking about how the basic Ronin just passively does this by being a beatstick (same as Berserker, though berserker super emphasizes the “get back” due to aggression)
So now, like any sane, rational person, I asked myself “how can I do Ronin, but unnecessarily complicated with more “implied threat” to encourage leaving an area?”
And it got me thinking about an old idea I had for a Ronin rework that had it have to sheath the sword to get extra attack benefit
You know the guy I’m thinking about lol
Before, I was thinking “oh what if I use the loading tag” but I think that’s too cute now
Now I think it’s gotta be something like “quick action prime, then an Ordnance ability that expends the prime”
The goal is to project threat and encourage enemies to GTFO
A Protocol instead of Ordnance would be better for melee due to not being able to attack adjacent characters
The basic concept reminds me ever so slightly of the IGF Slinger and Ring the Bell
But this sounds more Lightning Generator coded to a degree
because while Zerk and Breacher and Ronin all are good at passively projecting threat at all times, they also wind up encouraging the opponent to not move because of their spicy overwatches
Which is working against a Vanguard’s goal of “just get them off the damn point”
Sure you may damage them, but they’re PCs, you really think you’re gonna kill em before they get you?
So now I’m thinking about making an Unlucky 13th NPC, an actual Striker’s striker
Defensive Sheath
System, Quick Action
The Bodyguard sheaths its weapon and assumes a defensive stance, becoming Slowed until it unsheathes its weapon and gaining Overshield 2/4/6. If the Bodyguard uses a reaction, its weapon unsheathes.
Kinetic Saber
Heavy Melee, +2/+4/+6
[Threat 2][5/7/9 Kinetic]
If the Bodyguard starts its turn with its weapon sheathed, as a protocol, it may unsheath its weapon and immediately use a quick action to Skirmish. If it does so, the attack deals double damage (not including bonus damage) and gains AP.
Deft Parry
Trait, Reaction
Trigger: A melee or ranged attack hits the Bodyguard while its weapon is sheathed.
Effect: The Bodyguard unsheathes its weapon to deflect the blow, gaining Resistance to all damage, Heat, and Burn from the triggering attack.
I dont like the bodyguard as a name just because of the bastions ability
Skirmisher skirmisher and all that
I know, it’s a placeholder. Was taking the literal translation of Yojimbo (one of my fave samurai movies)
I do like the tug-of-war this kind of gives in having ways to subvert it but not in a way that necessarily makes it a good trade: very much "pick your poison" style of play which works real well for a pseudo-defender (even if I know you're trying very much to make a Striker, but roles bleed like that :P)
I do think Kinetic Saber is a bit unintuitive though with the whole "as a protocol spend a quick action" thing
I understand why its like that but feel there could be a more elegant solution thats easier to pick up/read
Yeah no very unfortunately this Striker’s Striker is bleeding into Defender/Rearguard lol
But hey that at least plays with the rest of the split-role cast (Vulture remains the odd one out)
And yes I absolutely agree lol
many such cases tbh
roles are fake in the end which is why I don't stress too overly about them any more lmao
Yeah I just hold onto the role until I have something cohesive/coherent
I mean if it's a Ronin alt you literally could just call it Samurai lol
It's very much a case of "it makes it easy for people to eyeball a composition/mech and get what they should be doing"
This will still just overwatch you in the face if you move away, though. Right?
Sure just feels blatant that’s all
it can but thats technically a "loss" for the NPC in question, though its also still a loss for you
Yes, just like a Ronin, but with not as much payoff
You trigger Overwatch, but it doesn't get the double-damage slash
Berserker can even get a lucky crit on you and fuck you up
