#The NPC Rebake Project and NPC Tinkering Power Zone (NO MULTIATTACKERS ALLOWED)
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Oh he knew an Avenger has kicked his ass before
This just felt more devastating for some reason
That avenger was actually more buffed up too- had 2 templates (veteran and exotic) and about 3 optionals
Still in hindsight that one felt like it got more unlucky and thereby wasn’t as overwhelming compared to the one I just ran
It was even their first avenger so it triggered revenge real early
What I might do, actually, though I doubt it would make a difference versus a zheng given its melee/close-range nature, is shrink the avenger's sensors down to 8
That was another thought I had- moreso from a simplification/consolidation perspective than a balancing one tho
That doesn't really affect any part of their kit, but it does reduce the number of range bands you need to keep in mind from 4 (10, 8, 5, 3) to 3 (8, 5, 3)
Easier if it’s gun and and sensors have the same range when it doesn’t make a meaningful difference
Out of curiosity- not as a feedback thing- how does Slug Pistol’s base damage being AP meaningfully contribute to the Avenger’s role? Like in general I know this was in the base version
Erupting Shrapnel absolutely needs to be for a threat but I’ve always found AP Weapons on NPCs floating in a similar boat as reliable- as in used only on NPCs that lean into it
Sniper and Demolisher are both about one big hit, and Leech couldn’t make its weapon work without AP since it’s all about taking heat for more attacks, but I don’t understand Avenger fully
There’s ofc a lot of NPCs with ways of ignoring armor and conditional AP but I put that in a different boat personally- not the same as “just straight up the AP tag and it’s always on”
(I sort of wonder if erupting shrapnel would feel better or worse if it was a nastier 'oneshot' damage effect that happened on your first attack and then ended rather than punishing every attack. but, then, I kind of don't like unbounded punisher effects from NPCs so take that musing with some salt.)
Wallflower NPCs have a lot of AP in general. The Avenger has it, the Lurker has shredded and ripper claws, the Strider gets to enforce paracausal with its rifle, its mag shotgun has AP, etc
"do I keep this or not" is something I did some thinking on because it is a fairly binary sort of thing
My take on the avenger is that sans AP, the slug pistol would feel pretty anemic pre-buff, and post-buff its at a point where armor isn't as impactful so the AP kind of matters a bit less
plus erupting shrapnel being low damage (even lower in the rebake) sort of necessitates AP, similar to the bastion's near-threat denial system
like I could say "when revenge procs the pistol gains AP" as part of the buff, but that feels like it's too finicky
I suspect, without a lot of firsthand evidence, that a baseline slug pistol sans AP would in some cases end up being a negligible tool outside of "a delivery vector for erupting shrapnel"
I think that the Avenger having a modest but "impactful" offensive presence pre-revenge (low/modest damage for something with striker DNA, but that you can't shrug off) adds to the hard decision it should be forcing on players...do we ignore this guy and let them plink away with their 4 AP damage ticking up over time, or do we rip the band-aid off and try to burst this guy down before things get too nuts?
the Specter is in sort of the opposite boat where I very specifically wanted it to be worse against armor to push it more towards a specific target selection priority as a bit of extra identity instead of just vomiting out enough damage to go "who fuckin cares"
there's probably also an argument to make regarding the avenger's average damage over the course of a fight being a product of both its lower pre-revenge state and higher post-revenge state and thus arguably the fact that it has a "lower damage" phase could maybe even out to the same sort of "reduction" that armor would provide if it started out at its post-revenge damage but lacked AP, but that's wayyyyyyyyyyyyyyyy too speculative to concretely evaluate without a bunch of work and a lot of math and frankly I do not care anywhere near enough
oh and Edict deals AP damage as well, so that's more AP
my argument in favor of that one is that I want the Edict to be maximally compelling
"I can tank it with armor" means the command becomes something you can sorta shrug off
it's a similar dynamic to the Archer and now the Sentinel having Reliable damage, there's no "easy out" for ignoring the punishment choice
Just completed my Spite and Lurker tests. The Spite was on an Infiltration map so maybe not the best test case. The combination of Imprison/Edict and Enthrone made the Spite target number 1 so it fit the bill for a Defender imo.
Loved the Lurker, it was quite resilient from the Invisibility and so sticky with the on-hit effect from the whip. The players all went "oh shit" when I empowered the shroud which was a fun moment.
I might've taken some liberties with the Absolute Darkness saying that it prevented the Turret Drone's turret attack triggering on an ally within the Absolute Darkness when the drone was outside, as well as preventing Spotter 3 when the adjacent character was inside the Absolute Darkness while the spotter 3 pilot was outside
After dodging like 5+ attacks from the invisibility and a scan they decided that the Shroud's higher e-def was worth engaging with to get the invisibility off the Lurker
Had it paired with a Near Threat Denial system Bastion, a Solipsis Swarm Hive, and a HA blackwall Aegis on a control zone map (supply run from enhanced combat) so the blackwall closed the flank route forcing most players into the tight space where the Hive, Bastion and Lurker set up
An optional that would let the Lurker threaten with Overwatch more could be a fun option. Maybe still 1/round but allows you to react when the players enter the shroud space rather than only when they leave
"engaging upon entering threat" is, I think, something I want to keep the province of the Sentinel
like I think it might stretch things a bit to call Vanguard 3 a "defender aspected ability" strictly because everything in the hands of players is a means to maximizing damage output, BUT I do view it as more of one than not, and I think for the lurker it steps a bit more in a direction than I'd want it to go (especially since NPCs do care more about role that way)
even outside of that, it's pretty solidly the Sentinel rebake's big schtick
I'd say its a defender ability, but its specifically a zone-defender ability, cause what it's saying is "stay out of this area I'm protecting" and the enforcement mechanism is "or get shot about it"
imo the Lurker does not need more Overwatch methods- Defensive Shroud being a base trait gives it a good reaction + reposition ability for triggering overwatch on other characters, it's a striker not a defender, and having run an Avenger recently a regular threat 3 overwatch with a rider effect is plenty deadly
yup, shooting enemies that enter your threat is very much Rearguard-coded IMO. Meanwhile shooting enemies trying to leave your threat is Tank-coded (again, IMO)
Like broadly I agree with that assessment mainly for the NPC side, my only qualification is that when PCs make use of it, it's often in the context of a damage facilitator/multiplier
Here's an update to the Wallflower rebakes, not a ton of changes so far, but some minor adjustments along with some bookkeeping
makes sense about the overwatch identity being tied to the Sentinel, its my favourite Defender by far. I suppose i like the idea of "the shroud is a dangerous place" so having a reactive choice that is offensive seemed like a good optional idea for me but at the core of it I enjoyed how both rebaked NPCs played
i agree but i love the Lurker as a vanguard
Yeah no I think Lurker has big Vanguard energy too
I even talk about the lurker as potentially being a sort of weird defender
like, I think you COULD rework it into a state that supports that identity more
it 100% was in the battle but it got really lucky on invis rolls
I personally want to cast it as more of a striker because that's what, per wallflower, it's "supposed" to be, and for me the thing about strikers isn't meandering around a point waiting for someone to fall into your trap, it's about engaging on your own terms
wallflower's lurker is kind of bad at that mainly because the weirdness of its movement dynamic makes it unintuitively slow and cumbersome to maneuver
the map makes a big difference too
"Lurker but a zone defender" is absolutely a rework I think could have legs
with an aegis using Aegis remote projector would make a fantastic forward defense point
especially with a sentinel
range + reposition and tech attacks were in play what seemed to be the obvious counterplay for the lurker
legit, I think Rebake Lurker falls more into "Zone taker" than "Zone defender" due to the fluidity of placing zones and losing them, but that's me
I'm personally totally here for it, because it's a neat kind of "Offensive Striker/Controller" in that way, to use Lancer's role terminology
yea you are right and that bringing a defensive ally npc is what allows you to harden the space it takes
yeah "zone taker" is a good way to put it
we've talked a lot about how for a lot of strikers, the key element isn't damage, it's mobility
i paired it with bastion and wasn't able to work it well, plan on using it with sentinel next time but goliath could also be a neat combo
wallflower's lurker has low, restrictive mobility and a weird sort of feast-or-famine defensive nature, so it feels like it got caught between two worlds and doesn't fit in either
I've managed to fold a lurker into my next comp so I'm def. eager to see how the rebake handles, especially after my ... well, middling experience with them otherwise
both as a player and GM
Oh man, the Strider's Swap kit is a lot easier to write in paper than in an LCP. I kind of wanna split it into three:
- Swap Kit, Trait, rules
- Swap Bonus, Quick Action
- Kit Bonus, Protocol
I wish i could model it like the Chomolungma's invade package
waaaait, so the Marksman Kit is composed of the Ranger Long Rifle, the Flash Grenade, and Adaptive Camouflage? all together?
then the Skirmisher kit being Explosive Carbine, Reposition and Smoke Grenade?
yes.
... I wish NPC lcp's could model this better...
Im gonna do one Giant Wall of (well formatted) Text for Swap Kit, including both bonuses
I would love some feedback on it, specifically
How does Wallflower's lcp handle it? Because kits there are also composed of several components (a weapon, a reaction or system, etc) and a swap bonus
the only new thing baseline would be the kit bonus
They have every trait, system and weapon as seperate
Its annoying to handle
lmao awesome
semantically, Swap Kit is super nested:
Swap Kit
- swap rules
- swap bonus
- kit bonus
- Kits:
- Skirmisher:
- ...
- Marksman:
- ...
LCPs for NPCs however, are strictly flat
I could easily see swap kit include swap bonus and kit bonus, then both the kits be seperste traits
- swap kit
- swap bonus
- kit bonus
- skirmisher
...
- marksman
...
Makes sense. And even though the kits can't make actual reference to the equipment, At least they can make a bullet point list about them
Yeah I think that should be fine
hmm quick question then, should the bonuses live on the kits? like in the PDF?
each kits would be faux traits then
Luuuuckily, whatever you do it'll be easier than the LCP for wallflower 🥲
Just because the rebakes optionals won't include 4 new traits
I once scanned a core strider and my eyes bled
this is why players don't scan
fear of cognitohazards
Strider in the same combat as a veteran ultra... who has the worst statblock
UltraVet Strider
😩
Custom strider ultra with ultra traits and systems in each state would be a pain but be fun
Feels like if there was just a way to toggle a trait as active, and then to flag other npc traits/weapons as hidden or something when a given trait is inactive, that could make the strider much more manageable
But that’s probably more a #comp-con or #lancer-vtt topic
The actual gui implementation of respecting those in the respective programs would be much more involved, I’m sure
I wonder if there's a way, some dumb hack, to code the Strider as two entirely separate NPCs that you switch between with a toggle
but that would probably be a fucking nightmare in conjunction with templates, even if it was possible
In foundry you could probably just whip up two separate actors like that manually, but then you’d need a way to link their statuses
Hp and conditions and whatnot
And that would, yeah, probably mean a nightmare of macros and modules
yeah I can see it working easier in foundry, but not for comp/con
it would not be easier, because of that necessary linking that would need to happen. As it stands, it's crowded, but it should be as clear as can be. I do wish i had nested features :((
I think they mean easier compared to doing the same thing in comp/con, which isn’t as moddable
Not in comparison to how it already works in foundry
faair
Can confirm.
I have to do the extra effort to make sure that traits/abilities that are of the same kit are indeed next to each others in the "layout" of the Foundry sheet to make sure I don't misrecall what ability is tied to what active kit
I did have a bit of a stumble with Striders in Foundry when I noticed that the text didn't actually mention which grenade went with which kit
but then I realized it ordered the systems and such in their entry so that you had marksman kit's entire stuff first and then skirmisher's entire stuff second
this draft im working on is definitely already better w.r.t. that
Yeah, foundry has more of a capacity to do weird module-switching stuff, but comp/con doesn't
whether it's EASY is highly debatable (not really, the answer is "it isn't")
foundry can also do things with display that compcon isn't set up to, even if you're not outright swapping stuff.
Wait, we can technically have 2 classes for strider and swap them whenever they swap kits no?
Btw is there like a github for the lancer wallflower lcp?
This is what I (very casually and not super seriously) suggested, but A). comp/con doesn't automate this process, and B). it means you would have to literally create two NPCs every time you make one Strider, including assigning templates, optionals, etc
I mean it does sort of make the process easier on foundry ttrpg but yeah the other points mention would make the logisitic harder than it needs to be
In Foundry you could maybe do it easier but still not easily
there is, but it's private right now. I gotta split the WF one from the core one
and I'm not going to assume Foundry use is mandatory for the rebake
Anyway, I'm copacetic with whatever solution the lcp team settles on that makes their lives easiest
Was the Rebake lcp updated since its release? I noticed the Rebaked Berserker's harpoon cannon lacked the AP tag in comp/con but has it in the pdf
the latest wallflower LCP is v1.3.6 and it implements the pdf 1.2. Im working on the pdf 1.3
It has not been, no
It will be at some point, but probably not immediately
oh hey, im dumb. Shteb had already published the pdf 1.2 in a separate public repo. I'll patch the pdf 1.3 onto this one this week.
https://github.com/Shteb/Kais-Wallflower-NPC-Rebake-LCP/releases/tag/2.0.0
Okie dokie. I had nabbed it pretty much immediately and only noticed during a game yesterday
Hey @brisk flax , can you still swap kits, albeit without Swap Bonus, if you choose the Kit Bonus?
No, if you choose the Kit Bonus you can't activate Swap Kit
Each kit comes with a special Kit Bonus that activates at the start of their turn, as well as a Swap Bonus that only activates when they use this trait to swap to that kit; if the Strider chooses to gain the Kit Bonus, then they can't activate this trait (and thus gain the Swap Bonus) until the start of their next turn.
You can choose NOT to gain the Kit bonus and then NOT swap kits if for some reason you really wanted to
but kit bonuses are phrased as "may" anyway, so
My brain is short-circuiting parsing this, but if it's just me i wont worry
As a strider, at the start of your turn you make a choice:
1). get to benefit from a kit bonus
2). get to use Swap Kit
You don't get both
If you choose the kit bonus, you are making a commitment that says "I will give up being able to swap kits this turn in exchange for a special bonus freebie"
if that restriction WASN'T in place, you would be able to constantly gain the "stayed in one form" bonus while also changing forms which is the opposite of what's intended
got it. my 2 cent feedback is the wording, not the mechanics, might need better wording to convey this.
I do like how the swap kit ended up mechanically
my gm has some feedback texts we're working on, to send your way later
I'm not really sure how to make it clearer than "if the Strider chooses to gain the Kit Bonus, then they can't activate this trait [Swap Kit]"
"can't activate this trait to swap kits (and thus gain ...)"
the current wording made me think only the Swap Bonus was restricted, not the whole swap kit action.
Ohhhh- I never read it like that. Interesting
Wait it’s very explicit oops
I guess I misread it
Maybe instead of “benefit from this trait” you can say “take this action/swap kits”? As a long shot?
If it didn't work like that, what would happen is you'd be able to do shit like get a kit bonus, then swap to a new kit
"You can swap to the new kit BUT you don't get bonus B if you got bonus A" strikes me as being potentially much more confusing for people than simply going "you can swap or not swap, and you get your bonus based on what you choose"
that second wording is more understandable than the current one
Yeah tbh I thought the logic was “because it’s a protocol you need to plan in advance and keep the kit for the next turn”. In hindsight it’s kinda flimsy logic :|
I’ve been slowly integrating the wallflower rebakes into the combats I’m running and I’ve got some info on the Lurker and Spite now.
- I really like the Rebake Lurker it’s delightfully scary in its element and the counter play is accessible and engaging
- I think I was missing something with the Spite it didn’t feel terribly threatening or engaging to fight, maybe some of the optionals help? The full tech heat virus thing just didn’t… seem to threaten people
I think a lot of it was that I was at LL1 where the self heat is low and the heat caps high
And being an Elite doesn’t help the Spite much
I confess, I'm not quite sure what I really want to do with the spite at this point
From all accounts of the feedback I've received, it does seem that the Imprison/Edict element feels good to utilize and that the revision to Enthrone is working, but it still doesn't feel like a very "active" NPC
Nothing wrong with it being a little more passive to be fair
Not inherently, but "this thing just sort of exists" is one of the issues surrounding the wallflower implementation as well
pleeeease give me reviews on the new Swap Kit
https://github.com/Shteb/Kais-Wallflower-NPC-Rebake-LCP/issues/new/choose
for issues regarding the LCP
Spite is very bizarre
After so long after it... like, my players are still waving their fists at that spite
Its left a remark, on them...
Woudl giving spite a reaction of some kind make it more or less passive, do you think?
It still doesnt have much to do on its turn with a reaction
Unless it had an action directly correlated
Hm, thought so just thought I’d pitch it
Probably a bad idea, but perhaps making Edict a Quick action instead of a protocol?
That's come up multiple times but frankly it doesn't do anything interesting
Yeah it’d just be taxing it for something it’s guaranteed to do anyway
"giving someone something more to do on their turn by imposing an action tax on a thing" isn't actually addressing that issue
Idk when I used it it felt passive but in a good way
The same way a Sniper with Moving Target feels passive- it’s a threat of gunshot rather than an actual gunshot
I'm wondering about if like... giving it something close range. As it is, the "optimal" loop for a Spite is pick a target, Imprison, then Enthrone and sit back, maybe tossing out Lock On/FragSigs, with nothing to incentivize it doing anything but sitting at the back of the pack. I'm kind of wondering if there might be room for it to have something else to punish people in close range with that incentivizes the Spite to consider the risk/reward of getting closer to its targets, which could make it easier for PCs to clear Imprison, but they have to clear the bad touch zone in close proximity to the Spite to do so. I'd kind of think it'd be something it can't do while Enthroned as well, just to avoid "you jogged across the map to get next to this thing and the last five feet are double hell while it can still shield its buddies". A defensive Spite and an aggressive Spite would have slightly different choices.
While the sentiment isn't a bad one, I actually think one of the big problems with the wallflower spite is that it's pulled in two different directions of long range versus close range, as seen with imprison etc and enthrone
The other thought is if it's core thing is being a heat manipulator, might give it additional support options for its buddies. Some kind of remote heat clear function. Sort of the opposite to the way the Support's optionals have NPCs clump up with it to clear extra heat with Empowered Cloud
Which would possibly synergize with Limitless NPCs so they can afford to overcharge more often while the Spite is playing heat sink.
The problem is, as much as that can work it also strays away from the original intent and role of the spite...
So, the original spites stuff they can do is apply more imprisons... and the thing is once people are imprisoned it kept its options open by doubling the energy damage. And as silly as this is, atleast it had an action to do outside of lock on invade...
Stupid idea: target gains imprison, gains 1 heat every turn... imprison target again and heat gain increases?
Like... it feels, is that any better than just locking on invading but also leads to RAPID heat climb on multi activation spites
ultimately it might be more proactive to get to the roots of why, despite otherwise having a fair amount of levers to pull and engage with, the Spite is still feeling background
is it the actual framework thats not delivering? or is it the effects and potential punishment it can meaningfully inflict that mean it isn't punching at the weight it should?
i've obviously not used the Spite much before - not even the standard Wallflower one, tbh - but speculating on "what ifs" will only help so much, especially if they end up retreading already existing ground (such as the range banding, and the scaling heat)
the only things I can really say at a glance is that Imprison and Enthrone are both "switches" - i.e, actions it takes once and then let sit - but that hasn't really undermined NPCs before. hell, thats like the entire idea behind the Aegis in fact, so its evidently not unworkable to have an NPC set up and then sit back
so whats the catch
If I had to guess, I'd think maybe the Spite feels more aggressive in "vibes" and so its passive play loop feels unsatisfying?
Though I'm not sure if cranking up its heat aggression would be an improvement.
Being able to remotely turn PCs into reactor overloads with minimal risk isn't going to be super fun to deal with
I do feel the Aegis is another place to look at philosophically though
like you said, it's very passive mostly, and yet doesn't get "stage hazard vibes" mentions
Even if Ring of Fire can literally turn it into a stage hazard
probably because of the gun tbh
Honestly CRB Aegis tends to suffer for the same reasons IME, even with the gun. Needs something to do with its hands
I mean, if it's at the right power level but feels too passive, making it seem like it's doing more by having it 'do more actions' could help.
It’s why I’d be fine conceptually with Spite spending a quick action to “sustain” Imprison even if it’s a strict “nerf”
Also adds counter play via like... stunned IG
Jammed too, since tech
But like, this is theoryland for me. I should run a rebake spite soon
I’ve got other NPCs that need a dance too
I had sent that but my Internet was so ass it didn't go through
Jammed seems to be effective against you, too
Real 😭
I'm planning to run a Spite and wondering if my Black Witch player is just going to 'lawl' and turn E-Warfare off. lol
Dw, my orchis player forgot they had black ice the combat i ran an elite spite 😎
The other thing I'm planning to test is how double Lurkers work
im not sure that the Aegis "suffers" per say, like yeah it can idle if there's nothing in range but i don't think thats too bad a thing
not every npc needs to be the specter or witch levels of busy
The big thing making the rebake Aegis non-passive is probably the need to stabilize tbh
You can’t just do that for Spite tho because then you start to blur the lines between it and the Aegis in terms of identity
It’s fine, it’s a “passive archetype” like how “melee beater” is an archetype
The issue, for me, is “passing turn” can be unsatisfying and leaves me wasting time trying to figure out what they could possibly do with their actions
Like yeah sure you don’t need to use those actions on a passive thing like the Aegis, but the real issue is the psychological issue, because no other NPC in the game works off a paradigm of “actually don’t use your actions, just be a feature of the map”
It’s a weird juxtaposition
Hm. Maybe this is stealing from… I don’t remember who someone did this with a rebake witch, but… Loading systems?
Nah what would you even use that on?
ive never really had to pass turn with an aegis, i guess thats why i feel that way. I've generally always had someone in range of the aegis for them to do something. and i think its fine for a gm who might well have twice the number of players on board to have an npc that's somewhaty "brain off" in practice
The one time I had an aegis I had to move it every turn to get it and it's friends closer to the objective zone
I mean, Spite does have 20 sensors, if you don't invade in it, your aren't really using the spite
i can understand that, but also tbh? i just start my aegis on the objective zone, or in the path to the objective zone
i dont make aegis comps if i need the whole comp to move
have you considered changing edict to inflicting 1d3 heat instead of damage for the rebake spite?
that would give it some more of control while helping the imprision ramp up faster
Variable heat is… rough is the thing, and kinda flies a bit in the face of Lancer’s math
yeah for one thing I don't want to do variable stuff on the NPC end without extremely specific reasons (the variability of the 1d6 heat NPC overcharge is there to provide that exact randomness to add texture to combats) but also I don't want to turn the spite into a massive heatgunner because that's a role already handled by the witch
I am not particularly interested in making Imprison "meaner," I'm aware there are areas it can be less impactful or more ignorable as not everyone cares about "can't clear heat," but "the way to make imprison more impactful" already exists in the rebake and it's Edict
Hear me out… Danger Zone interaction? Aka an effect where the prereq is “Target is in Danger Zone”. Maybe on Enthrone to make the abilities “talk” with each other more
that's WHY Edict exists
Edict is the "this makes Imprison more of an actual menace to people coming and going" adjustment, and is frankly one of the more successful elements so far
Edict is great
also, I think I should clarify that as much as this channel IS sort of there to be open-ended NPC redesign theorycrafting, I'm not really looking to have suggestions pitched to me outside the context of "I did a playtest and I think these are the issues I grasped"
Oops sorry
Right now, I actually do not think the Spite's mechanics (how Imprison or Edict work, Enthrone, etc) are in need of significant adjustment. The one presiding issue that continues to be suggested is that the Spite feels too "passive"
"One-note" isn't the right framework for it, because lots of NPCs are very one-note. A Bombard isn't doing anything with its turn that isn't "I shoot my gun" unless something has gone very wrong, though there at least the Bombard is picking where to target every turn. An NPC that does a basic thing and that's it is fine and not something I'm particularly concerned about, but the Spite's setup currently is one where its core elements are set-and-forget rather than an ongoing active element of decision, even if the decision in the case of things like the Bombard is pretty shallow (where do I put the pie plate? wherever I can cover 2+ people, the end)
Cyan's experience mirrored mine with the exception of one player hit by edict running straight at it
It's also worth noting that this isn't inherently a dealbreaker to an NPC so it's not like what I'm looking at is a fundamental inability to do the job
so it was clearly a priority for the team to engage with it that way
i think it fills the role of a sitrep objective defender really well
Even without factoring the Heat Ramp Up, when I played the spite there as a very “sunk cost” fallacy approach where I didn’t want to move Imprison because the target was so close to overheating i couldn’t quick now (even though I should’ve in hindsight). Even if I didn’t actively show that I was making a choice to not move the Imprison though, it still felt like every time its turn came around I had to consider “do I move Enthrone or keep it?” In that sense it didn’t feel very passive to me
It’s just the alternative actions I took had nothing to do with its kit at all
Probably differs wildly from party to party
Idk if its any more than existing NPCs cos that can be said about any NPC
yeah thats largely why i've been curious on what the source of the perception of the Spite feeling too background is stemming from, if its seemingly a consistent thing that crops up
especially since the newer Edict if anything ironically gives the Spite more of a say in what happens by establishing a very overt and flexible punishment system compared to the old Spite which just throws out Imprison and Seize and calls it a day
Who suggested the Spite feels to passive anyway? this is rhetorical don’t answer
i might have to try it myself tbh but i already got Lurker and Strider on the plate for a campaign finale and after that i hope to not run more lancer games for a bit
Imo the Spite never felt passive so I’ve been confused on that bit of feedback
Historically, one of the big critiques people have had of the wallflower spite is that it feels less like an NPC and more like a stage hazard
because it doesn't really move much, it has multiple self-immobilizes, it's just a big block of HP that zaps you with the Fuck You virus
The angry radio tower
it doesn't REALLY care about positioning in many ways that matter, it's not doing a lot of important moment-to-moment target selection, etc
Oh yeah not the Wallflower spite, the rebake spite. I’ve never used Wallflowrer spite
For the reason being that the Rebake came out exactly when I planned to use it, and also it having Crush Targeting as an optional pissed me off (as well as being able to Imprison multiple characters)
When I ran it in a Gauntlet I did make it take some time to reposition it a few times so it could get a good enough vantage to hit the right folks with the right effects- getting Imprison off ASAP is surprisingly difficult in a Gauntlet when Sensors are 20
i think the problem with the spite currently is that it does not have an easy way to climb up surfaces
give the spite a teleport that costs 2 self heat
Ran a session today. The rebake NPCs are so much fun
Nice
Fire and Maneuver on the Archer let it step in and out of the control point being a nuisance, and I had a berserker grab a Sagarmatha and carry it off the point
ahahaha nice
the lack of a real overt "grappling guy" in the core NPC roster is something I've always felt was a bit of a missed opportunity, and making some of the cast bigger as well as giving the Berserker those extras was a sort of roundabout way of broadening that out
Overdrive Servos in particular has caught a lot of people off-guard in very rude (and very funny) ways
The closest you have is the cataphract which I've always viewed as somewhat, idk, grappling (ambiguous)
Impale and Electrified Lasso are clearly grappling facilitators, but the cataphract itself isn't especially tuned for grappling
more "grappling as a means to an end" instead of "guy who fuckin loves grappling"
Yeah, I've got a plan to use some Cataphracts later on, and I kinda just went in and bumped them up a size point specifically so that they could grapple the Tortuga and Lancaster in the party rather than just kinda...immediately failing due to the size difference.
Just because Electrified Lasso just struck me as very fun to use with the Cataphract's huge speed
I don't think that "being size 1" means you shouldn't EVER grapple, and I think the cataphract with its huge speed is in a prime position to do some grapple-kidnapping even outside of impale, BUT it's true that the PC roster has a lot more in the way of big boys plus access to Synthetic Muscle Netting
The Cataphract is decent enough at it, but I think giving the Sentinel and Breacher a size bump plus giving the Berserker Overdrive Servos broadens out the portfolio a bit more
there's also kidnapping people with the specter which still works
i've never tried the Abduction Specter, that sounds extremely evil
i think the funniest possible solution would be a template or feature that lets any unit specialise in grappling tbh
i want to see a Leech do the Raiden vs. Ray move
Install Sabin.exe
Ultra’s Supreme Melee, you’re welcome
yeah supreme melee in the rebake is much more specifically a Titanomachy Mesh style "better at grappling and ramming" thing
Also the Marine template does have Captive Spike
I will always appreciate the Ogre in Suldan for having the can react/boost while grappling thing.
Captive Spike is badass as hell how did I never see it?
I’m gonna torture my Zheng player with that lmao
-# Which book is the Marine from, again?
-# operation winter scar which Kai also wrote
Have the Lurkers been Sunzi tested yet?
I mean I don't think there's a way to "sunzi test" then that's meaningfully distinct from the wallflower version
That is, I don't think there are many new interactions there
Maybe just Defensive Shroud being base kit now?
Like if you teleport a Lurker to a Blink anchor the Lurker at least has a chance to put up a Shroud before getting completely wailed on
There’s also Kinetic Transference
Defensive Shroud having a teleport also changes tbings
It essentially has 2 teleports baked into its base kit now with a third as an optional, as opposed to just one in the base kit
Also idk if it’s possible to like… Glitch Kinetic Transference using Blink Anchor. Because it specifically draws the line in reference to the space the Lurker teleports to, but if the Sunzi changes the space it’s teleported to, it can become a bit of a “GM has to figure out how to run that because how do you codify anything to account for that???”
For example, if a Sunzi used a Warp Rifle or Final Secret on a Lurker, it can use Defensive Shroud and negate some of the consequences so long as the Sunzi used their reaction on the triggering action
Line 56 Kinetic Transference with blink anchor
who's being kidnapped again?
So I'll make some slight wording adjustments, but the way you're going to run this is the line and its attendant effects are going to exist/occur regardless of if the lurker gets hijacked
think of it thusly:
1). the lurker picks a shroud zone
2). you create the line
3). the lurker teleports
4). all the other line stuff happens (damage, someone getting yanked)
3 and 4 aren't necessarily going in that SPECIFIC order, but "the lurker teleports into the zone" is not a precondition for the other stuff, which you can think of as an extremely fancy grenade going off
So basically, the Line still happens and is a Line 10 damage save, all the effects still happen but the Lurker ends up teleporting to the blink anchor instead
The very first part of Kinetic Transfer is picking a zone and drawing the line
everything else is going to take place after that
for blink anchor to truly mess with it, it would have to be "the lurker teleports to a shroud zone; next, draw a line" or something
Ya know, looking at the Rebake Lurker again, I don’t mean this in a bad way but it definitely feels like it either matches or usurps Operator in the role of “Teleporter NPC”
Not really a lot that can be done about that one
Yeah it’s not a bad thing it’s just sorta a thing
To be fair Operator has Strike & Fade + 4 teleport optionals upon re-review so it more than balances out
Teleportation is not a monopoly
Never said it should be
I just forgot how many teleportation optionals operator had and only recalled it having 1 teleportation base feature compared to Lurker’s 2
ran a custom gauntlet today with some rebakes; nothing Wallflower so nothing actionable, but I was overall happy how things went down
- Bastions felt like good cover islands, though I definitely thought "damn I wish I had stack up" at least once. But they felt good on the map I used, for the most part. Players liked the buddy reload on the grenade launcher
- Thoroughly enjoyed the Operators, ran them with Telefrag and they were still good nuisances flitting in and out of Line of Sight. Paired them with a homebrew NPC that gave them AP so the Reliable still packed a punch vs. some high-armor PCs
- Witch was threatening; I got off a max-heat Immolate vs. a 6 HC White Witch so that felt exciting haha
- Ronin was an interesting change; Ronin's mark was a lil fiddly but I appreciated the removal of crit damage on the sword. It hit hard on several occasions. Got off a Charged Blade on a Gilgamesh for some decent damage, but Superior By Design blocked the Impair lol
Overall they're a good bunch, happy how they turned out
Nice
In a universe where I was more ambitious with reworking core functionality, I could see there being an argument for ditching something like the bastion's shield and baking something like Stack Up in by default, I can see it being a very compelling take, though part of me thinks it's fine to have multiple optionals vying for the sort of "iconic" slot that Deathcounter usually holds
i think the MBT's totally modular design is very cool and i'd like to see it extended to more npcs in the future; it would obviously be, as you said, a massive job to backport something like that to the existing classes
Eh. Personal disagree- I think for Lancer’s heavy tactical focus having NPCs have very tight, focused roles makes it more important to not do that. I think MBT is allowed to get away with it due to being codified as a 1/scene NPC and having more focus gimmicks going on than just its weapons, as well as the fact it isn’t actually a mech
Honestly, I think it feels bad to hear, but MBT and Monstrosity’s designs are extremely similar
Both are about equally modular, and while Monstrosity doesn’t have the same codification of this fact, it does demand a smaller amount of deployments per Sitrep akin to the MBT due to tech immunity and lacking a heat cap and also having a unique structure table
Their classifications as “not mechs” are what allow them to break the design norm- they’re the only ones representing that NPC type as a purposeful scarcity and thus need to carry the weight of multiple classes of NPC all in one class
If only squads could boast the same, thank goodness for Reconcus Squad kits, can't run squads without it at this point
Exactly
yeah, that's a fair point tbh
Yeah BROADLY my approach to the MBT is still largely focused on being striker/artillery, but I give it some more modularity because of its setpiece nature, it's meant to be a one-off with special mechanics, and consequently I gave it some flexibility there to play better with a variety of comps (it can lean into static long-range shooting, midrange, close-in aggression, etc)
This is a mech game- if the players are fighting an MBT instead of more mechs it better be dramatic
"special units" are a case where I think you can break some rules, though I would still probably suggest that such NPCs should still have a readily identifiable sort of role to fill, the MBT is a big brawling damage dealer, it will never be a controller or a support, etc
Also, from a "getting the game to the table" perspective, every NPC being akin to the MBT would massively hit GMs with an insane amount of system mastery to learn and analysis paralysis
one of the great strengths of lancer's NPC roster is that you can, if you want, just grab a half dozen NPCs, apply zero optionals, put them on the table, and make something that works
I think you need the ability to say "this is a no-frills [NPC]" and go
I do like how you designed the MBT like that as an abnormal NPC- it was entirely possible to design it like a normal “good out the gate” NPC but giving it special treatment helps keep Lancer in theme as a mecha game
It's also a measure to keep the MBT fresh across multiple encounters so it doesn't start to feel "same-y" too quickly
I dont know if youre talking about the shield melee or friendly ingerdiction but both were also incredibly relevant during that fight
The shield was used to bash us around in overwatch and attacks at close range, friendly interdiction was used and influenced my decision making at points, the veteran trait was used well too meaning some PPG weakling support had 3 armour which was annoying for us (not a bad thing, from a gameplay perspective it was good) and siege armour/resistance to aoe templates nearby by also came up once or twice... basically every part of the bastions kit came up in play
Yeah I did my damndest to remember those passives haha
The heavy shield had its moments, the prone was a good threatening add to it. I just had the misfortune of having a floating (read: prone immune) Sloped Plating Tortuga as my only Overwatch target in this T2 game lol
You smacked me when it was relevant, but I just succeeded the save
That's what the Gilg is for, after all
Very true, my mistake
the heavy combat shield, it's not that it isn't/can't be useful but if you asked me to design a bastion from first principles rather than rebaking an existing one, I'm not sure I would settle on "grenade launcher + melee weapon" as an integral element of its core identity
Yeah, makes sense
the shield is something that feels slantwise more like a flavor thing, like "the bastion is an off-brand drake, so it needs a shield"
I think there is value in the Bastion having a tool for “objective Defense”, but the Shield feels like a bit of a stapled on way to go about it
I find it sort of ok-ish for gaining free resistance against a player while standing on an objective but not having enough teeth to greatly threaten the player, which is where the friendly interdiction secondary target comes in.
without a second element, the bastion is just sort of a damge reduction sponge where shooting at it when you are the interdiction target or the guy behind it benefiting from it's hard cover bonus is counterproductive of your time.
I'm not exactly sure what kind of gun you would give it other than a shield tbh
a spear?
Wait how does the weapon give resistance?
Not the weapon, my bad, I was mainly talking about how friendly Interdiction feels like the main tool in the bastion's Toolkit to contribute to the defending of the striker or artillery npc that will be doing most of the damage and that everything else just feels like an add on feature because the bastion needed weapons
Yeah Interdiction feels fine it’s the melee weapon that feels kinda tacked on
I’ve personally gotten more utility out of grappling and ramming with my Bastions
Ramming + heavy combat shield feels sort of wasteful since Ramming already does knockback but it works, even with the rebake, I find it useful enough to be a great strategy to throw at if I needed my bastion to control space and contribute to some damage.
I think the bastion sort of have a grenade Launcher as a weapon is because it sort of uses it to discourage players from copying it's own tactics with a player with guardian? It is blast 1 arcing. So in theory, the bastion would be acting as cover for their allies while trying to force the enemy to get out of theirs and their guardian pal with the grenade Launcher.
The only downside is that it's fairly low damage unless hitting a crowd, which it can do if the players are trying to stand behind another player with guardian, and loading, which it can always do since it's main function is friendly Interdiction, which is a protocol. Giving it a full action to stabilise and reload.
Hm- idk if this a problem worth fixing or not with the Lurker (as both the wallflower + rebakes have this issue), but because the Lurker places a Shroud upon deployment and as a protocol, it basically places 2 shrouds from the exact same position for its first turn in combat.
Now with the old lurker, with the deployment range being so small + the Lurker being frail as hell without a shroud, the first zone would almost always be where the Lurker is while the second helps with advancing. But the increased range + durability outside a shroud made me notice that’s not exactly necessary anymore, especially with the inclusion of Defensive Shroud as a base kit optional with a teleport. Meaning the Lurker is more encouraged to actually put its deployment shroud as far away as possible. They either warp to it for free so their next shroud can be deployed even further away, or they take their turn and place their next shroud in a nearby location while they warp to the Deployment Shroud.
This is all theory ofc, it just occurred to me while making my Lurker combat, but it does make me wonder if the “deployment shroud” being part of the base kit is necessary anymore.
We’ll see how it holds up when I run the combat- cover is aplenty so as long as there’s no one-shot Monarchs (2 shot is fine thanks to, again, Defensive Shroud), so it’ll be interesting to put to the test.
Question about the Strider's Recon Loadout:
The Strider's Kit Bonuses gain the following effects:
- ...
- Skirmisher Kit Bonus: The Strider may choose an allied character ....
Is this addition effect part of the Skimisher's Kit bonus protocol action? or are you free to do this at any time during your turn?
The Kit Bonuses gain those effects, and Kit Bonuses are protocols
so for Recon Loadout, the Skirmisher Kit Bonus goes from
As a protocol, the Strider may move 2 spaces. This movement ignores engagement and doesn't provoke reactions.
to
As a protocol, the Strider may move 2 spaces. This movement ignores engagement and doesn't provoke reactions. The Strider may choose an allied character within Range 5, and that character may immediately move 2 spaces. This movement ignores engagement and doesn't provoke reactions.
Thank you!
same goes for the marksman kit bonus and the flare gun it gains, you can as a protocol A). lock on to someone and B). launch a flare
and because these are similtaneous effects, you get to choose the order they occur in
@subtle nacelle I get a 404 error when I click the link to the LCP Github (Specifically the default one, the Wallflower one seems to work fine). I wanted to ask to try to figure out whether this was an issue on my end or if there's something wrong with the link
(I have just now seen that the full version is published, which I'll assume to be the reason behind this- might want to update the pins for that though)
I don't think the github is public anymore, now that the full version is out.
correct
my understanding is that if you have issues with the lcp that you feel need to be reported, you should DM and/or ping Eleonor about them
Wallflower lcp is open because that's in progress and accepting feedback and changes (give me feedback)
What do you mean too much gun? How do I refund?
But really, great work! It's covers (almost) everything that didn't feel right as a player, and even more things as a first time gm.
Really looking forward to trying it in a campaign.
:O THE FUNNY NUMBER
Gotta make it free now. No more payments
Also, I went ahead and did this. I haven't decided if I feel like revisiting the other Suldan NPCs or not
KAI NO, NOT THE SCOPE CREEP!!! (Joke)
5 Trillion Dead Multiattackers
If you think about it, elites are multi-attackers because they attack you twice in a round
If you think about it, limitless are multi-attackers because they can overcharge to multi-attack you
If you think about it, having multiple enemies is multi-attackers because you get attacked multiple times
I fixed lancer's combat by removing NPCs
Sitreps now take place on the board with no hostiles, I introduce challenges by making a 40 long map of difficult terrain gauntlet, with this new meta my players are now equipped with 6 agility duskwings with as many movement systems as possible. I fixed the issue of everyone picking up hull and engineeringg because players don't take damage
I solved violence
I feel like if I did that my players would just enact violence on me instead.
I miss the loading cone, but I can see why you removed it. It's too complex.
I think my thing is that it's less the complexity and more that at the time, I felt the ability to have more offensive punch served as a sort of aggro draw, that is the Conscripts being able to do a spread of modest damage like that made them more "serious" threats, and thus more of a potential target priority, playing into the idea of them being bullet catchers for more important units
However, I think that while evocative, this implementation was less direct and more hopeful, that is it's a premise that can't really be relied upon to function that way
In looking to play that angle up, the gun now letting the conscript move closer to allies is a more direct way to make Cannon Fodder easier to use
Okay so I ran Spites and Avengers on an LL6 "push 6 buttons" sitrep today.
Spites
Imprison + Edict was neat and weighed on the players' decisions, which I appreciated. The White Witch player felt they could afford to take hits from Edict/Enthrone but also felt that the damage was enough to force them to respect the Spite's threat. For my first Spite, the rotation was Imprison Turn 1 > Enthrone + Invade biggest threat Turn 2 > //Jammed// Enthrone something else after the first thing died + Move + Boost to objective Turn 3. I did buff the Spites' speed to 3, but that's mostly just my personal preference. It largely didn't matter.
I do like having Invade be their "Second Default Quick Action", though I imagine it may be awkward if the Spite has no reason to move Enthrone or Imprison? Worked out in this case though.
I ultimately deployed 3 spites; only 2 ever took actions.
Avengers
Avengers rolled surprisingly poorly, but IMO that's okay! Not a lot of Erupting Shrapnel as a result; missed every shot with Judgement Shotguns too lol. The PCs were all packing significant amounts of Agility, and it paid off for them with even just soft cover as defense. Constraining their attack bonuses is working well for rewarding Agility! I deployed 3 Avengers total, but only 1 thing died the entire fight (out of range of Revenge) so no Vengeance today
PC party was a Melee Executioner/Duelist White Witch, Missile Rack Raleigh, Impaler Minotaur, and Defender/Support Kutuzov, Map was 20x20 with Zero-G but also winding big obstructions, objective was complete in 3 Rounds + 1 PC turn, only NPC casualty was "Slo-Mo", the Elite Veteran Barricade
Players saw "Drag Down on Base Kit" and said "This cannot continue"
(The Spiked Cube + Remote Deployers was neat and did wind up eating a PC action to force a boost after failing the save)
Three spites in one combat? Holy moly
Like I said, only 2 actually acted haha
Players had PEBCAC to blunt the theoretical worst of it but only used it once, on one of my own homebrew Tech Actions
(I would’ve deployed 3 spites regardless of pebcac, I just ultimately wasn’t worried)
Sorry, it's been a long day and I basically just got back
The question/dilemma of "Spite rotations" has been a persistent "is this a problem or not?" quandary, one which is hard to evaluate at least so far. I removed the scaling on Imprison's ticking heat to make it feel less like you're losing out by changing targets, but it does remain a bit of an open question whether it will feel worthwhile to shift targets even given that it allows you to curate who gets stuck abiding by Edicts
I'm not sure I feel bad about Invades, Lock On, and curating Enthrone be the Spite's "uptime" much of the time, BUT it is true that Spites may benefit less strongly from things like the Elite template as "take two turns" doesn't really do much for them in that regard
(I'm not as concerned about Ultra Spites because you can just take your own special abilities on top of everything else to spend your extra turns on, at that point you're the one making the sandwich)
It is fair to say, I think (after 30+ minutes of staring at a wall and dissociating) that the Spite as an NPC is fairly "passive," putting a thing on someone and then tightening that noose while also being fairly static in terms of location, being slow and not really giving as much of a shit about movement, and this is something I think has sort of persisted across both wallflower and this current rebake version to some extent
The very nature of Imprison as a kind of persistent debuff sort of engenders a kind of passivity in that you aren't actively cycling through abilities or utilizing short-term conditions, you are afflicting someone (sometimes multiple someones) and then just letting nature take its course
the flipside of this is: the spite already had three active baseline abilities (imprison, edict, and enthrone) even if several of them are more on the "passive" end of the spectrum, and three feels like the upper bound of what an NPC really ought to have in terms of "things you have to actually do"
the witch also only has three, for instance, plus one passive trait
Yeah no I’m happy with the number of things Spite has available baseline. They’re hefty abilities too, so it certainly doesn’t need more.
Throwing Default Tech Actions in as filler is frankly fine, thematic for Spite, and good value. Though, I guess a consideration could be whether Edict could be a Quick Action instead of a protocol if filling the turns is a concern?
One last thing to note was that it felt a little odd to me that Edict only lasted for the next enemy turn? I understand why (keeping the Spite from going first one round and last the next), but it meant that I needed to take the Spite’s turn before the Imprisoned target’s turn or else lose out on Edict for a round. I don’t know if that’s intended, figured I’d mention it
"Until the end of the target's next turn" is how most debuffs work on lancer
Where can I find the lcp for these?
Thank you.
So to elaborate on the latter part, I get the point (that an Imprisoned/Edict-ed character might have multiple turns before the Spite goes again), but I think that if Edict was keyed to the Spite's turn in that way it would potentially cause more questions regarding how it works, as it's a more "active" sort of debuff (one that forces particular behavior rather than just Shredded or whatever)...does the Edict target have to keep doing the same thing on each of their turns, can it be changed, etc
It's possible I'm overthinking this, and because edict is keyed to a protocol it does mean start-of-spite's-next-turn dovetails nicely into that
if someone wants to run it that way and see what it works out like I don't mind
I do like things that make turn order become a tactical problem to solve, plus the Spite can always move Imprison to a character who hasn’t gone yet to ensure Edict triggers
It kind of makes the spite one hell of a control check on an amber Phantom, as now they can't just take the last turn to activate, else the spite would activate eariler and apply an edict.
Applies to other stuff too- like Minotaur Metafold Maze, Sagarmatha Core Power, Enclave Shield, SCYLLA, etc
So allow me to elaborate on my feelings here:
- Imprison is a constant, ongoing effect with no fixed end duration (i.e. something tied to start/end of turns). No matter what happens, until the target meets the end conditions, they're Imprisoned.
- Edict is a bit of a rider effect on Imprison, directly affecting the Imprison target. However, its effect has a fixed end duration of End of Imprisoned Target's next turn.
- The combination of these feels slightly discordant to me. When I ran the Spite, I expected Edict to just be a passive append to Imprison, but in actuality it was another condition with a separate duration to track.
- On top of this, this meant there were times when the Imprisoned target was affected by Imprison but not Edict, which personally felt fiddly to me.
I think I was expecting a more seamless effect, along the lines of the following:
- Edict is assigned upon Imprison, but could be changed as a protocol. Otherwise it's just a "rider" on Imprison that ends when Imprison ends.
- Edict is assigned upon imprison, but lasts until the start of the Spite's next turn, at which point it can issue another Edict as a Protocol. Still seamless in most cases, but could be disrupted if something prevents the Spite from taking the Edict action (Stunned, currently, though I could envision Jammed blocking it explicitly if that feels interesting?).
But yeah I understand the desire to not let Edict linger? I'll just admit that I'm heavily biased against "solving turn order" in Lancer, so maybe this is just that bias talking.
This is all just my personal feelings on playfeel from a single playtest. Take it with as much salt as you like.
I appreciate you bringing it to my attention. I'll think about it some, I can see the argument for making it line up, though I do feel there's a risk of it feeling weird if it holds over
SOME things in lancer do get tied to the inflictor for various reasons so it isn't entirely without precedent to have it work that way
Thinking about the Elite template in light of the Conscript rebake and how in some respects Elite is weirdly more of a sidegrade or potentially even (you could debate club it) a bit of a drawback at times compared to two normal NPCs.
If we take 1 Elite to equal 2 Normal NPCs (as the widely-held budget guidelines do, in terms of structure and activations) then:
-2 Normal NPCs have the same number of activations and structure as 1 Elite for the same cost, so you lose nothing by going with normal NPCs in that regard, including anything to do with turn order
-Normal NPCs are more resistant to "spillover" damage, that is to say if I deal 100 damage to an Elite Sniper, that guy is straight up dead as all that damage rolls over into the second health bar and kills them. If I deal 100 damage to 1 out of 2 normal Snipers, one Sniper is extra dead but the other remains alive
-Normal NPCs can't be destroyed via reactor stress, while Elites can. I will say in fairness it's debatable whether "permanently Exposed" really buys you MUCH extra longevity, but certain NPCs don't handle the transition to multi-stress as well and can fare much worse for it
-Normal NPCs have a much more flexible map footprint, being able to cover more ground, multiple objective points, having more robust targeting and positioning options, etc
-If you're using the CRB structure damage rules, Elites can run afoul of System Trauma and Stunned upon getting structured
The upsides to Elite, as I can see it, are:
-In terms of maintaining position upon a single area or point, consolidating multiple NPCs' worth of NPC into one can be more useful (though again, you could always put two normal Demolishers onto a single point, but that might actually get TOO crowded)
-Elites can self-synergize with things like Sniper's Mark, Focus Down, etc. An Elite Sniper can Mark, then shoot on its followup turn, but Sniper A can't Mark to let Sniper B shoot with it
-Elite does synergize well with other Templates like Veteran
And then there's the bit of Elite that's maybe most overlooked which is Specialist Kit that simply gives you an additional optional from the NPC class, but I find those sorts of traits to be a bit weird because baseline you're choosing anywhere between 0-2 optionals for any given NPC
So if I make an Elite NPC and go "I will give them 0+1 optional" I haven't really GAINED anything, it really only applies if I've already decided to give an NPC 2 optionals already
One more benefit of elite is “action stickiness” I would say.
Yes there is damage spillover, but if you structure an elite then you still have 2 enemy activations on the field, whereas with 2 enemies if you structure one you get rid of that activation immediately
If optionals were more strictly regulated in some fashion, Specialist Kit and the Ultra equivalent in Advanced Kit might be more interesting
and yes, that's also a good point as well
The Elite being a consolidation package can be more robust in that regard, though it's a tricky balancing act with CRB structure rules at times
I think, weirdly, the rebake structure table is a form of "Elite template buff" in that regard
you're more guaranteed to be able to take advantage of that condensed action economy without it going to waste
Elite does feel to me like more of a “fine” balancing tool compared to other templates- it’s a situational upgrade or downgrade, and isn’t necessarily the full step up or down other templates like Veteran and Grunt are
Which can be useful but also cause problems if used wrong
Which is a little interesting because normally you would think "get 2x health and 2x turns" would be one of the really big super important/impactful templates
but the way it works out, I do actually think it's much more nuanced and of a "system mastery" bent
It only really is a big upgrade when you start stacking other templates on top of it, which increases the aforementioned “action stickiness” and thereby makes it sorta… exponentially stronger in a way
meanwhile, Elite + Veteran is genuinely just quite good, which is another checkmark in the "system mastery" category
yeah
Now I’m thinking about how I could concisely convey Elite’s utility to a newbie encounter designer
It's hard because a lot of its upsides are things you basically want to have like a page of "here's how this actually works out" explainer
I think another point on Elite is “control vulnerability”
It’s kinda hard to gauge how it’s more or less resistant to “end of turn” effects and forced movement compared to 2 untemplated NPCs
if I force move one Elite 5 spaces, that displaces all of that NPC's worth of budget 5 spaces. If I displace 1 of 2 NPCs 5 spaces, the other guy stays put
But the elite has more turns to offset that movement, and depending on positioning that “other guy” can potentially not be able to cover for the weakness opened up displacing their Buddy
Force movement is, imo, particularly a relevant issue in sitreps where multiple body stickiness can be a big deciding factor
There’s also the resistance to anything “multi target” but that’s probably getting too much into the minutiae
if I only have the ability to Ferrous Lash one person off the point, I'm potentially swinging things more in my favor by chucking an elite out of there than having two guys standing around, unless I can move one and then turn around and kill the other
as you say, the elite can theoretically move back ONTO the point, but it depends on a lot of factors like their speed, timing, etc
That is true
I will say, I have often wondered if it would be better (from an intuitive standpoint as well as more of a specific Elite factor) if they got something like the Ultra's "regain reactions each turn" thing
I've found that that's a difference that often catches a lot of people unawares
Personally, the Ultra’s “regain reactions each turn” is a big part of their budget- I’ve run a few elites + Ultras where that distinction has been impactful
Oh it's undeniably impactful
but it does sort of stand as another sort of "an elite is perhaps not as robust as two normal guys" factor
Yeah I do realize that it’s also making an Elite weaker than 2 NPCs in the reaction category now that I’m thinking about it
the other element is simply "this way all multi-action NPC templates work the same in terms of mental overhead"
I do have to say that mental overhead is a reason I'm not super fond of ultras myself <.<;;
I'll admit of the tweaked stuff, the one I find most interesting is the veteran specifically not just for the new veterans traits, but specifically the decision to make limitless the default for them.
If anything the thing I do find interesting of rebake Ultras are their new optionals weapons/tech actions/etc, but almost to a point I'd sometimes be tempted to slap them on veterans or elites more than the Ultra template.
I've been pondering why since a while but ultimately i think it come down to the mental overhead of recalling that Juggernaut/etc exists
Ultras are definitely the "high mental overhead" template, which has its upsides and its downsides
I think that, weirdly, "regain your reactions each activation" is maybe the more intuitive element of them because it "makes sense" from a "1 turn = one use of reactions" standpoint
also yeah the big draw for ultras is always gonna be the cool toys which is why the rebake version adds a bunch of them
Elites are weaker in terms of reactions and limited systems. They're sometimes not as good as two regular guys but two regular guys are kinda unremarkable
But what is good about them is they feel like they can recover better from control effects, they're also SO MUCH faster
two ronins can rush a point and both get half way in a turn then fuck shit up two turns later, whereas an elite ronin can gget there in one turn
Speed consolidation is a valid aspect, albeit it's focused more on a singular location, so you have some plusses and minuses
Yeah ofc
2 Ronins will be better for a standard control than an elite since they can each go to a different control zone and have that be the end of their turns, while an Elite either needs to keep going or pace a bit.
But an Elite Ronin will have a better time in a Gauntlet Holdout since it can get to the control zone and then immediately start attacking, whereas 2 ronins may be outside the control zone or get in and not get to do anything (though they will have a bigger overwatch area and 2 overwatches)
Mistyped the second Sitrep oops
Idk why I keep doing that
Also, elites are very ALL or nothing. Like, you shoot them a lot and they still live, sure they structure... But they can still shoot you twice in a round. Then you kill them and that's 2 activations gone in a round. Killing two guys however, if you kill one that's half of them gone
Like, killing an elite before it activates in around means it CANNOT go twice that round, whereas if you kill a singular ronin... THat's 1 of 2 ronin's gone
I love elites NGL
I think they're more interesting than two regular guys
Good point on target prioritization- while an Elite is more dangerous than an untemplated enemy, having 2 structure may make it either earn more or less focus fire depending on how the players want to remove actions from the field (either removing the most dangerous NPC or removing the weakest ones to remove activations faster)
With 2 normal enemies it becomes a decision based purely on enemy class instead
Elites definitely have some nuance to them in their “encounter-level sidegrade” nature, agreed with all the notes above
And yeah I personally support any revamps to the structure tables that will let the 2-structure templated NPCs survive a bit longer
So ran a map with two Veteran Lurkers and had some testing: https://pastebin.com/CKrTjM41
For amusement, the base map the players were on, and the map after the Lancaster decided the only solution to Lurkers was to ignite a fuel pipeline to cause a spreading tide of liquid fire.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Thanks for the feedback.
Re: shrouds and popping them, I do think Seeded Shadows is definitely a factor that applies a bit here by pre-loading the map with multiple shrouds, but I do think that with each player having the capacity to toss out at least one fragment signal per turn if they're of a mind to, that it isn't necessarily too hard to "corner" a Lurker if you really feel like it, but it does remain a major case of target prioritization
in the general sense, I do see deleting shrouds as less a thing like "we have to completely eliminate these" and more "this is how you crack open the lurker's shell to get to the juicy center" sort of beat
That dynamic is something that's also going to exist even outside of Seeded Shadows, or with the CRB lurker for that matter, and I'm not sure there's a way to rework it that doesn't put the lurker on the back foot, because without shrouds they kind of suck ass
Yeah, that's my general thought as well. It's less about clearing the Lurker's hideyholes entirely and more about "this disables their primary damage mitigation"
yeah
Kinda like shredding an armored NPC before your buddy follows up
And it's especially moreso with shroud deployment range increased to 10, back when it's range 5 it's much easier to stymie a lurker by cutting off shrouds that have been more painstakingly deployed across the map
but that runs into the wallflower issue of "these things are deceptively slow and unmaneuverable"
But even with two of them and a map built for their stuff to exploit, my players weren't thinking "this is bullshit" (compared to our hacker being annoyed Mirages have multiple techs that don't require LOS like PC tech attacks), so I think they're in a good place, actually
Theoretically Umbral Clone spam could get out of hand, but that requires particularly spicy recharge dice and people not using, like, reliable to pop the clones.
Imagining light nexus auxslinging as anti Lurker tech
so, funny story about that. Our Black Witch had a Predator Nexus and a Light Nexus in their Main/Aux mount and kept salvoing it to fish for Centimanes. The Predator Nexus which had in-built Invis ignore kept missing. The Aux Light Nexus got criticals three times on the Lurkers. lol
lmao
Did like, 2 damage, because max they can hit is 3
and the Lurker armor
but still, was funny as hell
Question!
How does this work with foundry? Like, will it give me another version of the NPC, will it replace it? Etc
My approach was to install the rebake .lcp and not the corebook one
and it worked great
It does not replace NPCs, it uses different IDs
I still install the CRB LCP in order to get Monstrosity and the CRB templates
Ooh nice, was worried that I would have to choose one over the other
And Squad ofc
right that too, though obviously the biggest draw is Human /joke
the rebake versions of the NPCs have [k] in the class names
ditto veteran and ultra, so you can mix and match as you please
the forbidden Ultra Veteran Ultra [K] Veteran [K] Commander...
Just picked up the Rebake a couple days ago. I really appreciate the notes included for each entry. Also very pleased to see my favorites, Berserker and Mirage, were largely the same
the notes are pretty huge yeah haha
they've made us consider a lot of our own NPC design in a new light
The notes really do take it from "useful for Lancer" to "useful for TTRPGs in general". It's really neat to see explanations of why certain things don't work as intended and proposed solutions that really are trying to maintain the idea of the original.
I got kinda distracted by life after giving this feedback but I think it mechanically works while being passive and the best thing might just be a bit in the guide which says “don’t make this a centerpiece, it doesn’t like the Elite or Ultra templates”
Well if it doesn’t play nice with Elite or Ultra that feels like a design flaw… it also sounds incorrect like I disagree
I mean it’s fine there’s a bunch of NPCs which make boring or poor centerpieces
Fair enough, but no NPC is really forbidden from it
The Spite’s basically the tech version of a Bombard and elite or ultra Bombards are really boring too (but also just a huge DPS check)
Now that said, “give the spite a fucked up drone optional” like the Bombard might be a good thing
Yeah only 2 of the Spite optionals give it an active action, which is. A thing
A spite would actually make a good rebake ultra cause that has some more controller / support optionals tbh
Giving it ontolotactical and puppet crasher would be solid
That’s true yeah
I ran an Elite and kinda ran outta things to do but that wouldn’t be a problem
I’m unsure about this, because unlike Bombard, Rebake Spite actually loses out by being Elite/Ultra. it can’t place multiple simultaneous Imprisons/Enthrones. Plus, I’ve run 2 Rebake Spites simultaneously (which is better for spreading feature coverage) and it’s worked fine
re: Enthrone, I do think there's value in shifting where Enthrone goes to in the flow of turn order, that is an Elite Spite can stick Enthrone on an ally, see how that shakes out, then shift it to a different ally as the round progresses
Yeah it’s good for flexibility! But it’s not a powerhouse because of it
like I know you've mentioned before you aren't really a fan of, like, turn order influenced/influencing stuff, but I think that "Elite Spite doesn't want to slam its two activations back to back so it can see what's going on" isn't exactly something that cuts against the grain
Yeah no that’s fine by me, I’m not complaining here, I’m just saying that of all the things I would fear as an Elite or Ultra, Rebake* Spite isn’t one of them (which is good imo)
I agree with the breakdown of the Ultra template though re: anyone can be a meaningful Ultra, it's that you take the stuff for it
like I do not actually care about a lot of Ultra [whatevers] either outside of "what Ultra gear did they bring"
I think that's just sort of the nature of that beast
that's frankly what I'd like to see for most Elites/Ultras yeah. There's some outliers like Witch (due to how Tear Down works) but in general I'd want an Elite to be roughly comparable to two dudes
I think Rebake Spite is in that safe range
I mean in theory it could Imprison one guy, they could suffer edict, and then the Spite could go again and put Imprison + Edict on someone who hasn’t gone yet and get multiple Edicts in one round
how is this different from two spites
I think there was a discussion earlier about how 2 untemplated NPCs vs 1 Elite aren’t too different and Elite is kinda weaker than the former generally speaking
So it’s weaker I guess is the answer
if you're talking about me, it was actually about how there's quite a bit of difference between the two
Yeah. Re-reading I'm not sure if CYAN meant "don't give Spite the Elite/Ultra template" because it's NOT impactful, or because it's TOO impactful
like, there's weirdly a lot more difference to the extent that I think the Elite template is counterintuitive and bound up in a lot of unspoken system mastery
you would expect "Elite makes one guy worth two guys" to be a straight upgrade, but arguably I do not think that is actually true in a lot of cases
Huh. I guess I took something different away from that convo.
hey check this out
ooooh i just ran a gladiator last combat, so i'm interested to see what's different
i like the revised emphasis on grapples, i think it makes the gameplan a lot clearer than the current version
i can see it playing out similar to how i ran the gladiator last time (running in and locking down an opponent), but the grappling adds some extra uniqueness (?) on how exactly it's locking an opponent down
Yeah, the original Gladiator is kind of a grab bag of stuff and with Hydraulic Claw already in there, I decided to angle it more towards the trifecta of ram, grapple, and punching
it seems like a good way to distinguish it from the berserker, which you mentioned already in the design notes
Probably the closest analogue in the NPC roster is something like the Goliath now, which is less concerned with grappling and ramming directly and more about fancier spins on those + crush targeting, but the Gladiator is definitely in that same ballpark of what I call "Bruisers," guys who are distinguished by being big close range sluggers who just kinda get up in your face and start trading blows
[TikTok TTS voice] I love scope creep
I do not recall original Gladiator so I don’t know what’s new and old, but Ground and Pound is super flavorful and fun
Impair and Prone off of one save is nasty too (granted it’s caused by an attack roll too)
Ground and Pound is actually, oldheads will know this, how the Enkidu used to work
The original version was actually built around enhanced Improvised Attacks
and it had a trait that let it IA someone standing from Prone
Interesting. I think the modern version is better
oh yeah it's a lot better
Still a fun idea, especially for an NPC
it didn't survive testing for a number of reasons
With a PC the combos would be too much
improvised attack...
but I think it works better as an NPC who isn't concerned with things like mandatory Brawler talent investment
Gladiator’s A lot more reaction focused than expected when I hear “brawler based defender” too
while it's not a gorgon analogue the punishment loop sorta reminds me of the gorgon
Originally it was only Shoulder Charge that was baseline and Ground and Pound was an optional, relocating it to a base system is in large part driven by the fact that it's one of the most regularly picked optionals, and it kind of tracks why since it creates a more cohesive "ecosystem" of abilities which hook into each other
Out of curiosity Kai, since I assume you’re just doing these Suldan rebakes for fun cause updating Suldan or publishing these separately would be… difficult, do you think there are any Suldan NPCs that come to mind that seem like a rebake would have minimal impact on them?
actually does the maul fist attack from ground and pound still get the accuracy from attacking prone characters?
The way it works is the trigger is standing prone and Ground and Pound doesn't actively state it interrupts the reaction, and by default reactions always happen after the triggering effect resolves unless stated otherwise
so how it works is someone has to stand from prone, now they're standing, now you punch them and see if you can knock them back down again
gotcha
If they were prone from the maul fist tho they’re probably still impaired- interesting gameplay loop actually
Otherwise it'd have to be written to clarify the timing AND that it prevents them from standing or else risk 10000000 "can you knock someone prone who's already prone" questions
i suppose if they're already impaired from a previous maul fist hit, also having a higher chance of getting hit on their next turn is kind of feelsbad
I don't think conscripts changed a ton tbh
it's largely the same NPC, most of the changes are things like "this quick action system is now a full action" etc
They don’t seem like they did yeah
The Sergeant probably isn't due MASSIVE overhauls at a casual glance, idk
Eyeballing a lack of changes is probably harder than eyeballing changes
the valkyrie, though...
That’s an obvious one
The Valkyrie's biggest sticking point is going to be multiattacks but largely I'm not sure what else is an immediate change in terms of "this is bad" versus "this could be more cohesive"
Reaver is a weird one tho- pseudo AOE base weapon that doesn’t have tier scaling damage
Emphasis on weird like it feels like something’s off but I couldn’t specify what
It’s base traits are at least focused but they’re pretty loaded
Idk I like Reaver conceptually and I can’t say anything is definitively up with it that would prompt an update but I just can’t help but squint looking at it it’s odd
Anyway Lurker + Elite Strider test tmrw wish me luck
The Reaver, in the majority of the play its seen, has been reported to do more or less what I envisioned for it which is a very scary and very damage-absorbant guy who sits on a point menacingly
very rarely has a Reaver, like, menaced the party through total overkill, but it's more like "we shot this thing and it never died and it chased us away because fuck dealing with that thing"
I think there are some plusses and minuses to this, mainly that A). it's doing what I wanted it to do, and B). it might be a bit too uninteractive in that regard
I’m probably just feeling intimidated by the volume of text in Legion Body and Containment Breach
Having regen as a base traits with 2 methods of being shut down is, imo, a real fun mechanic, and the phase change is sick too. It looks like it was hitting the notes Rebake Avenger is hitting (before Rebake Avenger Exists), in that it’s a defender where both modes have merit and triggering the second mode makes it scary
i'd keep the multi-attack on the valk since that's its 'thing', but make them tier-agnostic and reduce the damage appropriately i think
wrt the Reaver, i think relying on burn is a bit of a gear check, but besides that i have had good experiences with the reaver that i ran
Tbh the Burn disabling regen does feel secondary to reducing its HP, but tbh having both does sound cumbersome. However I’ve never used one so that means nothing
I think there's probably a better way to do Valkyrie multi-attacking which is along similar lines to the Berserker and Cataphract, where "get an extra attack" is its own bespoke Quick Action
Also the Multiattack doesn’t read as a thing for Valkyrie
It doesn’t seem to have any traits that tie into it at least
Oh wait Flyby oops
Like the Valkyrie's basic in-the-garage conception was "what if I made a Ronin that flies" and so that's basically where multiattacking came from, and it went back and forth over a period of time
It's a product of "me designing NPCs 4-5 years ago" versus "me, sick of this shit now"
i tried a very light-touch attempt at one a while ago:
1/round, after the Valkyrie hits a target with the Nanocarbon Partizan, it may move upto its Speed (ignoring engagement and reactions) and Skirmish as a Free Action. The second attack must have a different target than the first. This attack does half damage, but the target must pass a Hull save or be knocked prone. The Valkyrie must be flying to use this trait.```
which leans more into it being insanely fast than it being a high-damage attacker, it's still probably too much
Based on current opinions on Ronin and reading the Valkyrie now yeah I can see how it may seem kinda bland in retrospect
the one time i ran them i was sweating cause they were kind of overperforming for what they were even at t1
It kinda. Only has Flyby Strike as a distinct gimmick but hits super hard.
Like I said, there are NPCs who get to do "I get extra attacks!" stuff even outside of multiattacking, but it's generally gated by actions and recharge and doesn't scale outside of that
Me personally, if I wanted to keep the Flyby Strikes gimmick of “spreading attacks across movement”, I’d start by considering making something akin to Lunge or Breach Ram. Course that’s a little overdone so settling on something else would be preferable
Just wrapped up a Playtest Control with Tier 2 Untemplated Plural Kinetic Transference Lurkers (and an Elite Strider but uh, unlucky structure roll), here are the player thoughts:
- It was very deceptively mobile and disruptive as a Lurker usually is
- Despite the Shroud Zone benefit changes, they were difficult to kill due to their invisibility despite the player's packing 2 Trump Cards- A Death's Head wielding a Suldan Superheavy Nexus that was range 10 and line 5 allowing it to attack both the Shroud ZOne and the Lurker (often missing the Shroud Zone) and a Lotus Projector. The Lurkers just kept evading both of those with relative ease.
- The rebake Lurker has even less of a Standard Move, constantly placing Shroud Zones and teleporting, but with extra bulk + Defensive Shroud as a base trait it did have more of a reason to exit the shroud zone
- Still, Range 10 feels a bit too mobile. One of the player's has played against Base Lurkers a few times and even range 5 felt very mobile.
- The largest concern was Kinetic Transference however, mainly due to the fact that (unlike comparable abilities like Lunge or Breach Ram), the damage dealt was both Armor Piercing and Automatic with no save. It felt very bad to be hit with the damage over and over again with no real way to mitigate it.
The players did only take one or two stress amongst them and no structure, having spammed Overcharge but not really used their core powers. But it didn't feel great to be hit with Kinetic Transference in the damage department. They felt that if they hadn't brought some stuff to deal with the Lurkers it would've been too much. There were a total of 3 Lurkers- 2 deployed initially, and 1 as a reinforcement. None had templates.
As a GM side note, with Deployment and Ingress Zones that weren't immediately attackable, the deployment and then protocol Shroud Zones did feel awkward, with only one being necessary while the other just saw no use. Probably a map desing thing tho.
I'll look at kinetic transference, that's probably an easy adjustment
I'm less sure about adjusting shroud deployment range, as that's been received more positively in aggregate
Fair fair, could be a map design thing
Lemme check the chat history
Or just cold dice?
Not at my desk, shrouds default to baseline 10 defense, right?
At tier 1
10/12/14 yeah
Okay, what I may do is lower that to 8/10/12
Given you can't lock on to them or prone them etc
Idk if it would have helped here
They didn't seem to be rolling low against the shrouds yeah
Lowest roll against a Shroud I saw was a 10
So that kind of change would help yeah
Plus going out of your way to destroy a shroud is costly due to how easy it is for a Lurker to make another. It's probably got similar design logic behind the Specter and shutting down it's invisibility- it's impactful sure but very fleeting and action hungry
... also I am just now remembering the Strider had Spare Parts and I completely forgot to use it when it would've absolutely been relevant for healing a Lurker or even saving the Strider
The most I can say I suppose is even with Lock On it did struggle to hit with the Ranger Long Rifle from all of the two attacks it made, but the 10 damage at tier 2 was scary Disregard that I forgot that while it was alive all targets it could even attempt against had Noah
I did find it kinda weird that Flash Grenade, on the Ranger Kit, has range 5. Made it hard to use and also made me wonder "why would I not just swap kits?" Especially since Smoke Grenade, the Grenade Ranger Strider would want to use, was on the Skirmisher Kit. But it was never really within range 5 of any PCs anyway so not like it came up
Adaptive Camoflage was also forgotten about when it likely would've been relevant to saving the Strider's life, so that's another thing work pointing out at least.
The Strider definitely suffered from GM incompetence is all I can say tbh
To clarify something, you can toss a flash grenade and then swap kits
Wallflower's Strider has an explicit clause that you can't use stuff from multiple kits in one turn, but that isn't a thing anymore outside of kit and swap bonuses being exclusive
Now whether the value for doing so is there is an open question I'd like more feedback on. "Would these see more use swapped around in terms of who gets what" is something I've considered, but I'm not yet convinced (by dint of feedback to work off of) that it would have significant impact
re: the earlier feedback, something I think is worth noting about the Lurker's "bulk" is that it's really only manifest at Tier 1
The rebake Lurker's HP scales 12/14/16
Wallflower's scales 10/14/18
and both have 1 armor, with identical defenses
so at Tier 1 you have an increase of 2 HP but tbh I'm not sure I would really look at that and see it as being a huge incentive to walk outside of a shroud zone
Looking over stuff some more, I admit I'm a bit unclear what the dividing line between Kinetic Transferrence and things like Strafe (Ace) and Trample (Cataphract) are, presumably that it's AP (which was mentioned)
That is to say, NPCs do have ways of dealing deterministic damage even as quick actions, or sometimes even as part of something else, so I think looking at it from an action cost perspective is incorrect (and plus many of those abilities don't have recharge, which kinetic transference does)
I think applying additional saves/attack rolls to the line is more rolling than I really want to do, so presumably the sticking point here is that the damage bypasses armor
Yeah I understand, it still just feels anti-synergetic
Removing the AP was one recommendation from the players. It’s not that it’s just no save, it’s that it’s AP too. It really reduces player options to mitigate Kinetic Transference.
The fact it’s a teleport as well makes it bypass many restrictions other NPC classes would suffer. Sure an Ace can fly over terrain but it can’t bypass Overwatch, and it needs locked on targets to damage more than one character. A Cataphract still needs to draw a straight line uninterrupted. Etc.
This was fairly relevant to the combat- there was a lot of size 1 terrain which means the Lurker could see all its spaces in its shroud zone as well as move into more optimal locations to initiate Kinetic Transference with little punishment
The Forced Movement part of it felt fine though- it was difficult to pull off sometimes sure but it’s fairly impactful when it works and could always be mitigated with a save
Taking everything into consideration, what I'm probably going to do is:
1). Increase the damage of Devouring Shard to 4/5/6 AP from 3/4/5 AP, this is what it is in Wallflower already (the higher version) with a save for half, here it's save for no damage, so I think returning it to its baseline is fine
2). Drop the AP from Kinetic Transference and leave it at 3/4/5 kinetic damage
3). Drop Shroud E-Defense to 8/10/12 to make it somewhat more rewarding/easier to pop shrouds given that there aren't really any ways of gaining extra accuracy to doing so outside of perhaps a couple unusual talent interactions (Leader can do it, most weapon-based talents won't be able to work unless you also have a Smart weapon benefiting from them, etc)
You know, thinking about when it’s good and bad to use the RPV template, I do think Operator’s Self-Erasure makes the flavor of being an RPV fit good, but the rebake makes it pair better than it normally does in the CRB.
Before the old operator would have base 2 accuracy to all attacks so the impair isn’t actually impactful and it’s just tankier. Replacing that with Reliable damage and giving it Strike and Fade + a Crit bonus however makes it more interesting as an RPV imo, letting it become a more durable harrier at the cost of being even more exposed when it chooses to take risks for higher damage/crits. It’s neat.
holy fuckin moly why did I just sell 32 copies all at once
oh dragonkid video
that'll do it
that'd do it
Anyway I was gonna try to screencap when I hit 500 copies sold but thanks to my amazing marketing efforts of "someone else making a video about my thing," I've shot pretty well past that
That would indeed do it, also congrats on having 11dragonkid making a video on your stuff. :]
Well deserved imho, since you've put a lot of work into the Rebaked NPCs.
I just got this and really like the rebakes! I was wondering if you'd considered rebakes for the other '1st party' NPCs, or if you consider them balanced by the standards of your rebake? Not in like a - a bad way, just in a judging the balance of things like the Leech or Avenger or your own MBT vs the rebaked content.
Wallflower rebakes are in the pins!
Only other rebakes mentioned were for Kai’s Suldan, actually
Ah ok!
I’d say the MBT was close enough to current day that it probably adheres to the standards of the Rebake. The Leech was made by someone else but it was also relatively recent so it’s probably fine too
As a guess
yeah broadly I kind of feel like the MBT does what I would want it to do in an NPC of its particular type
you can observe the general factors like to-hit values etc
the MBT is less "focused" than other standard NPCs being more of a setpiece unit with variable armaments, but the core element of it centered around the armored facing in conjunction with things like tank shock present an NPC that (at least in part) encourages physical maneuvering, flanking, etc as a means of addressing it
i was just about to comment a hearty mazel tov on the dragonkid bump
came back from work to like 40 itch notifications

hey i haven't taken a close look at the strider rebake so i just want to make sure here -- are adaptive camouflage and flash/smoke grenade supposed to be kit-agnostic now?
no
they are very much the opposite
adaptive camouflage and flash grenade are marksman kit gear, smoke grenade is skirmisher kit
if it looks weird in the lcp, that may be a byproduct of the strider being extremely fucking hard to code an lcp for
yeah it's a weird guy
but I would consult the document because that should have it all laid out
i'll have to label them in foundry for ease of use
there is one piece of kit-agnostic gear which is the survival knife, plus traits like Spare Parts and Weathering
This is prolly a good opportunity for feedback - what information would you like to have in foundry that isn't currently present? Asking in case we can add it elegantly
pretty much just that, off the top of my head. if the kit-specific strider features could have those called out in some way. My solution was just going to be adding '(skirmisher)' and '(marksman)' to the relevant features
the latest lcp specifically has a list of equipment under each kit
sweet, just an outdated version on my end then
Hello! I finally feel like I have the confidence to look at the units within the rebake with an eye that can comprehend the numbers as well as the changes.
A quick question about the Assassin's Shroud Projector.
Is it intending to say that, within this blast 3 radius: If you're in the shroud, you can't see out, if youre outside the shroud, you can't see in, and if you're partially inside of it, you're fine for both ways
OR
Is it saying that if you're completely within the shroud, you can't draw line of sight anywhere and if you're outside, you can't draw line of sight inside, and people who are only partially inside an draw line of sight to both?
(i'm inclined to believe the former, but the wording feels just off enough that I want to clarify)
the wording isn't changed from core; the intent is basically that it's like Hardlight Defense System but not as hard of an effect(only blocking LoS and not everything); so the former
Ah, fantastic. Thank you ❤️
it could be more clear but there's basically only one interpretation that makes 'Characters partially within the area are not affected' actually mean anything
You know I just realized. In the rebake, because Barricades had their kinetic resistance removed, Scourers are the only NPC that resists a single damage type outright
I guess Energy is, by virtue of Tokugawa and NucCav, one of the strongest damage types
squints at Huntsman trait for the Rainmaker
So, if I target a character with Lock on, it's smart and seeking
But I still get that benefit if I do not consume lockon?
Yes- but you have to consume Lock On to gain AP
Excellent, just wanted to make sure. I don't think that there are many effects that gain a benefit for targeting someone with lock on, but not consuming it.
Scouts marker rifle comes to mind, but that's more taking advantage of a secondary condition, rather than deliberately gaining an effect for targeting someone with lock-on, but not consuming it
OG Huntsman worked exclusively like that- Kai decided to set the AP aside so it’s Lock On consumption exclusive to be more fair
Huh! So itdoes.
Eye of midnight: What is the distinction between "Leaving" a space, and "Exiting" a space? Does this trigger on teleports and involuntary actions?
The distinction is “exiting a space within threat” and “leaving threat entirely”. So… yeah basically no difference
I would say kinetic resistance is the strongest type you can have even on the NPC end because by far the majority of weapons deal kinetic damage
the occasional tokugawa is a menace to be sure, but kinetic resistance will block a lot of damage on average
I sort of view Ablative Shielding as a very niche trait overall, the Scourer is imo kind of unique in that its a striker that doesn't really possess a robust defensive mitigation tool the way most others do
I actually do think, and maybe @rose hamlet would like to add his thoughts as someone who has also spent a lot of time thinking about NPC roles and has had some very insightful thoughts on strikers in particular, that a strong argument could be made that a core element of Striker design is some form of selfish survival tool
that is, Strikers as a role are not beholden to defenders or supports for protection, and that they have a strong element of "independence" to them
oh hey that's me
Hunker Down, Stampede Defense, Tactical Cloak, Barrel Roll, etc
that's kinda the difference between Striker and Artillary to me.
Artillary is Maximizing damage, while Striker is "Sacrificing a little damage for survivability"
Just about every Striker has some form of thing that makes them harder to kill
Yeah I think that Strikers (i.e. close-range attackers) desire some sort of defense to compensate for the riskier range/poorer target opportunities
And Vanguards (as in, Objective Strikers) want to take an objective and tend to want to live long enough to interact with the objective, which requires some defensive traits
Fair enough, tho while Kinetic is more common Energy tends to be what reaches the higher highs in terms of Player damage. You rarely have a team without a Nuclear Cavalier
that said, I don't think they're supremely independent from the rest of their team, and should get dunked on if they don't have a Tank to back them up
yeah it does intersect with your idea of Strikers as being mobile, which is why I thought to tag you in, I don't know if anyone has ever formally categorized striker NPC design as "wants a defensive ability"
oh well sure, but I think that's just a matter of lancer being what it is in terms of, like, "how much focus fire can a PC party deliver on"
But yeah I will concede Kinetic probably supersedes energy
pardon if my ideas are incoherent, I'm in the middle of a PF2e game lol
hunker down is NICE, but hunker down isn't going to stop the PCs from just fucking mulching you if they're determined
oh shit sorry
lmao
lol no worries, it's not like broadcast that lol
but IMO if you wanna take an objective you gotta be able to take at least 1 hit on the chin
I'd actually been thinking about this exact thing as I looked back over the Suldan NPCs because notably several of the strikers in there do NOT have explicit defensive traits and instead get by on numbers moreso
But if you're like, a Specter or Operator, you don't give a fuck about holding stuff
the Ogre is a melee striker that exists with like 18 HP and 2 base armor and no sort of defensive move, it's simply "this guy has a lot of bulk"
I think that's generally fine yeah
(notably 18 HP is Ronin level, it's the armor that pushes it)
When I look at striker defensive tools, it's usualy someting that lets them 'get way' with being out of position, not "Be a tank". It also threatens action economy. "I COULD shoot the assault, but then he will hunker down."
One guy taking a pot shot at the Assault is something they can shrug off with resistance. But if he isn't punished for being out of position, then he just simply 'gets away with it'
The Valkyrie also lacks a strong defensive component
and I think if/when I revisit those classes, I'm going to keep the defensive tool angle in mind
I think it's a better question of what they wanna do
do they want to deal damage, or do they want to take the objective
those can coexist tbf but it's helpful to know what their main goal is
Cataphract is a "striker" but it's an objective-taker since it yanks fools off the objective (and quickly get to the objective) moreso than going pew pew I kill you
Meanwhile, ~~Ronin ~~ EDIT: Specter is a clearer example here* is a "striker" but is more about killing your face
Hey, so, real quick: I downloaded the module that's supposed to allow the NPC's in the rebake LCP to utilize the custom structure table, but
how do I put it on foundry?
You'd need a mod
I need a mod to apply a mod?
You need a mod to override the default Structure table results
Yes, I have the mod, but I don't know how to put that mod on foundry
there's an existing mod called Lancer Alternative Structure that uses a different homebrew structure table, for example
this is #lancer-vtt talk, it sounds like
So yeah I haven't read the Valkyrie but I'd look to see if its kit innately wants to take/drive opponents off a zone
Or if it's too flighty to sit still, like the Ace
keeping distant is its own sort of defense, after all
in any case, I think that if you get up in Range 5 or lower and stay there, you need some form of resilience to not get instagibbed
its baseline gameplay is high speed flyby attacks, sort of like a cataphract that doesn't yank people
it's not a particularly razor-focused design and I would probably need to strongly stick it back into the oven for a while to get something I'd be fully satisfied with these days
BTW, kai, thank you so much for typing out your features with lower-case letters, making them easy to recognize from their idenically-named core counterpart
If you mean the traits and the difference in formatting, credit there goes to Mina and her revised lancer layout formatting style guide
That was first (to me) introduced in Winter Scar, and NPCs Rebaked uses the same formatting
I do believe lowercases will be coming in Compcon V3's NPC data, as a note
This is what I mean
yeah what I mean is in the CRB, Traits specifically were done in all-caps (like PUNISHER AMMUNITION etc) but the new style guidelines Mina uses for lancer layout do not do that
I basically asked Mina to do this project using Lancer's updated layout formatting
ahhh
observe the MBT
This is also when the change happened from "Traits are always in red, Systems are always in green" to "Purely passive abilities are red, anything that uses a quick or full action is green, regardless of whether it's a Trait or System"
Legit I appreciate that for LCP data-naming reasons yeah
To be clear this might have changed earlier, I can't remember offhand if Dustgrave or SSMR use this formatting as well
Winter Scar is the first time I was made really familiar with it
SSMR yes, dustgrave no
Solstice Rain didn't have any NPC-side stuff
Dustgrave was the last publication to use the "OG Lancer House Style"
Gotcha
I think the only exception to the ALL CAPS in the new house style is in Player Mech Frame Traits at this point
otherwise yeah it's as you say
yeah strikers generally, are about self-sufficiency in terms of their own defensive presence
oh wait late haha
all good yeah. IMO if they wanna get in close, they gotta have enough survivability to take a hit while they walk up and/or stand on the objective. But they shouldn't necessarily have the same durability as a Tank/Rearguard (aka the "Defenders")
Striker defense option: You're here for a good time, not a long time
imo striker durability kind of varies with the job and their tools, ie a berserker or grappler needs to be much bulkier than, say, the ace might
Alternate NPC structure question.
If they choose to be slowed and impared for he rest of the scene, can this be cleared? Like, not on its own, but I'm not 100% on how Lancer handles effects like that. Could they stabilize and clear one of the conditions?
I treat Ace like an Artillery tbf but otherwise yes
yeah I think the ace's defense in particular is layered with "can fly and shoot at height 10"
so it's a twofold approach between that and barrel roll for the ones that manage to connect
I noted something when playing at LL0 for the first time in a while - the Scourer has significant armor and resists the majority of AP weapons available from GMS
So our options for killing one without having to get past the armor actually became kinda limited
The Scourer is just like.
An absolute unit
It'll definitely fall off at LL2 or so
Yes, conditions can be cleared like normal even if they have no duration listed, a duration isn't mandatory for conditions to be clearable. See the Breacher's Break Armor which simply applies Shredded "for the rest of the scene"
some ongoing conditions have specific clause requirements to clear, like Lock/Hold Javelins, which can only be cleared thusly
Players can Stabilize clear Break Armor, NPCs can clear the ongoing Impaired/Slowed from the damage table, but they'll need some way of doing so as NPCs don't have the same Stabilize options as PCs do
You need a thing that specifically clears conditions on the NPC end, Support systems, an Aegis' Defense Net, Support-type Grunts, etc
Oh shite!
I have been doing enemy stabilize actions wrong
NPCs have their own specific set of actions and how they work
Aye, I knew that, I just was wrong about their version of stablize!
the NPC stabilize action ONLY reloads weapons and clears exposed, it doesn't do anything else
(And clears heat)
Also, enemies can not preform the same quicktech action, even with a fulltech action
but if you DO have ways of clearing Impaired/Slowed, then yes, you can clear those conditions off of the damage table
(This is not specific to the rebake project, I should move my incredulity someplace else)
It's been noted that Support-type grunts are good for this because they each have the Stabilizer Drones system which clears those conditions and adds some overshield
That was on my mind ye
strictly speaking, I think that "damage type resistances" often end up in weird places regardless of game unless those damage types are VERY specifically designed with resistance interactions in mind on a broad level, like that dynamic forms an integral part of the combat framework
like D&D has lots of elemental resistances et al and generally what it turns into is "pick the damage types that the least enemies resist, i.e. probably not Fire"
I tend to view type-resistances in lancer along similar lines, kinetic is the clear winner, explosive and burn are pretty niche, etc
There's PROBABLY a world where you could give the scourer a more interesting form of resistance but I didn't really feel like it
also notable is that the more interesting defensive stuff does often (not always) tend to reflect upon the unit's playstyle in some capacity and the scourer already has a very clear gameplay loop going
i.e. Point-Defense Shield says a lot about the Cataphract and its tactics and goals, Stampede Defense informs part of the Berserker's identity in a core way which is that just trading attacks with it is bad, etc
The Scourer's ablative shielding exists to annoy NucCav players 
yeah I mean largely energy damage resistance does do that and it's funny, I won't deny that, but I do think it's a case of being somewhat arbitrarily applied for thematic reasons here (it's the energy guy) rather than, like, a real deliberate gameplay purpose
I do think having singular enemies have a static Damage Resistance is kind of interesting for the NPC ecosystem- eg. This is the energy damage enemy, this is the explosive damage enemy, etc.
It’s a bad idea as a primary niche but can give a minor secondary or tertiary niche that can add a little extra depth to an NPC- like a bit of herb rather than a full on spice
On like. A very broad and vague scale
Alternatively it can be set aside as like. Template optionals. Idk, I think an NPC occasionally asking the players to use a different damage type isn’t a huge build check and is interesting- yes I know Ultra’s Superior Shielding exists stuff like this is easier to field
yeah I don't mind it, so I kept it, but I also didn't feel bad about cutting the barricade's kinetic resistance
it does make the scourer one of the striker NPCs that's really just all about the damage moreso than anything else
Oh yeah Barricade absolutely doesn’t need it
But for an otherwise mid bulk NPC that also operates more mid range (and probably requires setup to deal impact)- I mean it doesn’t sound like a bad idea
Aka an NPC that can afford the flavor resistance
That just reminded me that the Barricade in the game I'm currently halfway through is a Rebaked one and I should fire my Cyclone Pulse Rifle at it before it drags someone down again
The humble Size 2 cube of hard cover:
Those size 2 spiky bois have been the bane of my hyper mobile JK1 build
After having previously given my players a Barricade ally for a Combat it's wild to almost immediately see someone fix our biggest complaint and let them place cubes at range
He's already used the cube in a position that doesn't provide him cover, I'm gonna rattle him
At the very least, energy resistance is useful enough for low level lancers that it could be a challenge considering the scourer's bulky nature, but i do feel like the effect wears off at higher ll with all the damage stacking energy damage profile weapons can deal
I can see how Kinetic resistance, one of the most common damage type would be useful for a NPC but for a NPC to be resistant to explosive, I only seen it be used to protect the npc from its own area of effect attacks. Which isn't bad but its obviously not going to be the best damage profile out of the 3 damage profile
I do wonder if something similar to Napoleon's heavy Shielding but only for explosives would change things up, not only would that suggest that catching the npc within its own blast radius almost risk-free but other attacks that rely on explosives would deal almost no damage.
So, an NPC that takes only 1 damage from all Explosive damage?
Yeah
Always let the barricade commit drag down
👍
The four NPCs my players have come to utterly despise are Barricades and Hornets, because they are the 'you don't get to play the game' units.
Priests, because they are the ultimate glazers.
And Rainmakers because obscene damage potential.
I am not fond of non-Rebake Specters
any nonrebake striker with the multiattack at higher tiers did seem absurd
If I want to make a dangerous melee NPC, I'll just give them a second melee weapon for that sweet barrage
and ya know, physically tell my players like: 'hey, this particular ronin/assassin/spectre clearly has two swords'.
also, something I haven't seen pinned is the latest NPC rebake lcp link
I'm still using the 1.14.0 version 
It's officially out now so it's on the itch page I think
o
semi-late but on the conversation prior, I do think this is kind of where "Striker NPCs having big defensive tools" comes into play fairly well, which is by highlighting a means for players to engage with the target
it means said players have to reckon and interact with the board and its states rather than steamroll whatever happens to be closests, essentially
(not that it stops those with the tools to steamroll anyway, but thats typically an investment in itself)
I actually highlighted the opposite case with one of my one Strikers where it instead has a Glowing Weakspot but is otherwise just kind of extremely bulked out the gate. In retrospect, I might still tweak that (mainly because it might end up swingier than I would enjoy) but its definitely a consideration to how NPCs are expected to act in the end
you either have to burn the target's resources or put them in a disadvantageous state
Yeah, you've got Stampede Defense, Barrel Roll, Point-Defense Shield, Deflect, Assassin's Mark, Hunker Down, I guess Ablative Shielding counts as well. The only striker without direct defensive tools is the Breacher.
I forgot about the Specter, which is fitting, because its defensive tool is that it's invisible.
Technically the Auto Cooler whatever is also a defensive tool
Against heat Gen specifically. But that’s really stretching the definition
The Scourer also has range on its side and inherent accuracy on its attacks so I guess it has that too
Wait Assaults + Aces outrange jt nevermind
Wait hang on, in the rebake ecosystem where the Assaults no longer have reliable (good change), what purpose do scourers serve now anyway? Just being Burn strikers?
You know what after checking the design notes again. Yeah. Yeah it is. And that’s good enough
Scourers are focus-fire strikers, essentially
They're explicitly and overtly encouraged to single out targets and attack them repeatedly, as opposed to something like the assault which loses nothing for simply attacking whoever it can do so most effectively at any given moment
Scourers are decent with their first attack then fuck shit up with their second on the same target
If you aren't a massive dodge tank, and a scourer hit you last round you DON'T want to be in their threat next round
Threat here being... effective range with movement n such
Turns out, the striker value/"thing" of scourers is fear
Pushes you out if you don't think you can take it out fast enough
I think they do the same damage as Assaults while having Baseline accuracy too
So they’re kinda like glass cannons
I say, repeating the mantra of “x is kinda like y if z” for the fourth time
They're kinda like operators but they don't teleport and do a little less damage and do more damage if they hit twice and also have a bit of armour but less health and are a bit slower and have less range
In my experience, the Rebake Scourers have proven to be a definitive step up in a squad that packs a Black Witch that's been very potent against all the kinetic damage previously.
Being energy damage primary drastically increased their threat level, and being Energy resistant meant the NucCav Sherman wasn't nearly as one shot capable.
It's not a "hard counter", in that there's ways around it, but it definitely makes them deceptively bulky.
Funny, because guess what role I actually classify Scourers as these days
I admit, while I don't really believe that Artillery as a role is entirely about range, I do think Range 8 sort of pushes the definition a bit for me personally
I think that more than just raw numerical range I think that a big element of artillery is "difficulty to hit me," which means I agree with your prior breakdown that the Ace qualifies by virtue of high ceiling flight, but the scourer is almost always going to be in a hittable range
I know I'm a radical on this tbf. But also, these days, I classify stuff less on Range Band and more on "what is this thing's game plan"
like I'm viewing Scourer through the lens of Vanguard (Objective Striker) vs. Assailant (Damage Striker/Artillery), and in my eyes Scourer has very little that encourages it to be a Vanguard outside of token durability for shorter range
It even has a way to partially negate cover difficulty with innate accuracy on its gun!
but yeah I'm viewing it through the lens of "what is this thing's gameplan" and not "how does this NPC express itself in its execution of that plan"
I mean thats how the classification for the lancer npcs tends to work out.
Striker (deal damage, draw attention when you close in)
Defender (either objective gatekeepers or guardians)
Controllers (area and action denial)
Support (mitigation and improved effectiveness of others)
And Artillery (glass cannon at range, hard to approach)
With the definitions I've given, man it makes balancing strider a fucking nightmare
Cuz striker and artillery kind of go against each other in a way
But its not like it can't work
I actually disagree with Hard to Approach on Artillery, and think that they're actually categorically Very Easy to approach
I'm not exactly sure what else to give artillery
I only know that they are usually glass cannons
Starvation Cheap put it best imo
Starvation cheap?
sec
If you want to make an enemy run, you use infantry. If you want to make them hide, you use armor. If you want to make them paranoid, you use air strikes. And if you want to make them dead, you use artillery.
- Stars Without Number: Starvation Cheap (emphasis mine)
Ah, but yeah artillery npcs tend to be on the more damage heavy side with the most common enough drawback that they are glass cannons, which doesn't mean much to them usually due to their usually long range.
Artillery players however can be whatever the fuck they're trying to go for, it usually involve just standing in one play for a majority of the time
~~Question!
Is the earthshatter weapon supposed to bee "You throw terrain to attack someone at range 5" or "You can golf club a piece of terrain, but you can't damage anyone outside of range 2"~~
Reading the attack explains the attac >.>
Earthshatter is a thrown 5 weapon with some funky properties, so it's a melee attack that works out to range 5 and is affected by cover
It just also happens to damage chunks of terrain if any are nearby as you, narratively, hit them with the hammer
sometimes the hound wolfs you
it really be that way
at least i've been getting some surprising Strider mileage
i've still not stitched together a comprehensive like, Bird Eye View Analysis of the whole thing yet but so far i haven't been too disappointed (which is definitely a leg up from the original, which always felt like a lot of work for not a lot of gain)
Yeah, it's a lot to juggle. I'll take any insights you care to give whenever you care to give them
i'll probably try and think on it, yeah
the only catch so far is ironically no one has really tried to contest it hard in 5 entire rounds
but in my player's defence: i've given many other headaches to deal with too
lmao
a single untemplated strider doesn't seem that big a fish next to an ultra cataphract, elite hive, and a elite veteran pair for reinforcement
until it turns around and decides to crit someone of course
which did actually happen today and perfectly structured someone
couldn't use ERM because healing after the fact wouldn't have cut it, and bracing wouldn't reduce the damage anyway
now to be fair we had to WORK for that wolfhound to go off
ugh god did you ever
the complexity of the puzzle was simply increased
i think you spent half an hour solving the wolfhound puzzle? about?
i wasn't timing it but like, we went back and forth a while on that one
the whole table
"how do we solve the 20 damage missile"
went from solving the missle to getting it to hit the ultra
the solution was pretty fucking spectacular all truth be told
yeah surprisingly plan A of getting it in the path worked, the hard part was keeping the mirage from getting it out of the way afterward
had to eat the blip with lich core
then push the missile on the next player turn
bluff the gm (me) into moving the ultra out of its own missile radius, reposition to stormbringer knockback ultra into path of own missile, use glitch time to eat the mirage's teleport so it couldn't reposition the ultra right after, have another play ram the missile to force the system check to try and specifically fail so the missile moved 4 spaces forward, colliding with the ultra and detonating
and somehow succeeding at all of that
that beats out the "lich handing a nuclear reactor core to the enemy enkidu" by a lifetime i feel
it was so much more scheming involved
the nuclear gift basket was much more looney tunes
like don't get me wrong the nuke core was hilarious
but this really was just fascinating
by comparison
i was in earnest awe
i love when lancer becomes a puzzle game
compared to laughing my ass off
Lancer, my favorite sokoban-style puzzle game
now that is earned.
the lich is the ultimate bluff mech
turns out saying "i will stand in front of that missile and it will ram into my face so help me god"
er
it's free missile
works, when said person can say no to damage
okay this is extremely funny
sorry but I simply gotta hand it to'em
yeah no absolutely
you have to work SO MUCH HARDER with the rebake wolfhound thank you
also briefly discussed: Terrify the missile so it won't get closer
the missile knows where it is because it knows that it's scared of you and wants to go the other way please
The what?
there are three things there that could be spoken for in that sentence
i'm assuming "enemy enkidu"
it was just a PoW Elemental skinned as an Enkidu, not an actual honest to god Enkidu
No I mean the whole plan
oh
a player got grabbed by a Captive Spike and in response set their mech to self destruct
the Elemental, not wanting to deal with that, dropped the mech. Bees here, as the Lich, decided "no, you should really keep this" and walked over, grappled the melting down mech, handed it back to the Elemental, and then activated Soul Vessel by voluntarily failing a Burn check and soaking it to teleport away out of the blast radias
the Elemental then died
Yeah that’s just Looney Toons
ERM still reduces the number of structure dice rolled.
also not really relevant seeing she was only rolling one dice anyway
it truly would of done sweet F.A for that 1 limited charge
So, if you start your turn adjacent to the spike block, and then you move to another space that is also adjacent
Do they still take the damage and also take the AP damage?
Or is it also like engaged where it only matters if you ENTER adjacency?
The former, that said movement which ignores Engagement (i.e. Lockbreaker) will ignore the losing-movement portion, but not the damage
Okay, I collected my thoughts together on the Strider and poured them into something at least legible, even of still sporadic - I did have a Lurker planned too, but the players were deciding enemy reinforcements for this mission and really, really did not want to be fighting Lurkers for some reason so elected to slug it out with a Squad instead @brisk flax
if theres further questions feel free to poke
just got around to this, thanks for the writeup as usual
I admit, hearing a 13 save target be described as anemic is a little surprising, though I suppose by Tier 2 it might be falling a bit behind despite technically on paper being above average
That's mostly it probably, yeah - in my experience, by this point (we're playing at LL7) players already have a heavy investment in HASE which pushes things a bit, but also themselves have much higher Save Targets (4 of them 15, 2 16) as a comparison point
I don't think its a bad thing in this exact case, seeing Strider only has one single Save in its line up more or less (and it has a component on success, rather than riding only on fail), but its definitely something I've been feeling as of late with NPCs in general: they really struggle with Saves compared to players
which is a tricky thing in of itself, because they have the answer for that: regular Invade. But overreliance on that itself can be incredibly polarising at times, so I don't often use it
I think part of it is that HASE spending is uneven due to the incentives of the system. Practically everyone has Hull and Engineering, the slower mechs tend to invest in Agility, and no one but hackers invest in Systems.
I mean, not really. Just at LL7 you have a lot of damn HASE period
9 across 4 fields is still 2 in everything, +1 spare, but more reasonably what I tend to see is a 4/3/2 spread across 3 different Mech Skills
its not oppressive or anything, but its just certainly something to note on
and its why I largely feel if an NPC is intended to primarily engage with the players using Saves, they should have 14-15 Save Target by tier 2 at least. If they only have the one off-hand save, lower is fine
Man. It just occurred to me that an Ultra Veteran Sentinel with Eye of the Storm and Puppet Crasher would murder
@subtle nacelle Bug report on Tier 2 Hive: Its Systems are 2/2/3 in the LCP instead of 2/3/4 in the PDF
@brisk flax updated the latest lcp release, Hive should be fixed and manifest should match release o7 Might need some more touching on your end tho
So I actually have a bit of a changelog that I'm going to send to Mina at some point within the next couple of weeks, which I had then planned to send to you guys. It's mostly minor stuff, a couple of lcp discrepancies, the Goliath stat error in the text, and then a few wording changes for editorial consistency
Touch the lcp
I probably will want to wait to do any posted updates to things until I can get that taken care of
Send away whenever you're ready lol xD
Thanks again people for finding the errors, my dumbass just typing away
This is a mood
😔
Sometimes ya won't find any errors until people point them out because your eyes betray you.
"There any mistakes?"
"Nope, everything A-Ok."
Every time 😎
Had a little bit of reading comprehension issue with Suppression Salvo, idk if wording suggestions are welcomed at this point in time
Basically missed the "instead" at the very end today and thought Suppression Salvo was In Addition To the base damage from Skyhammer
Oof that would have been extra painful
it was yes lol. Still had a fine time with 2 rainmakers at the same time though
I would like to weigh in that we were 5 in total at the table and none of us caught it. (I was part of that game)
Is 1.19.4 the latest LCP version? Because I’m not seeing an “instead” in that version of Suppression Salvo
It's there, the Instead is at the end of it
Ah I see it now
I think I read it as if the "instead" was tied to the save result instead of the "effect of the rocket"
may have been a skill issue on our parts
Nah I kinda expected the “instead” to come right after the “hostile character ends their turn”
It was 🥲
eh you were all hullmaxxing at least
correct
You have the HP, might as well use all of it. :]
Excuse me !?
my 2 hull fragile Dusk Wing ass was fully comitted to sys.
Using this to once again say that the rebakes are great at making evasion investment be worth it
I wonder if it is smort (easy to balance) to downsize an NPC.
source : I was fine, despite my 15hp and plenty of automatic damage sources in that combat
ll6 Dusk Wing with SysMaxxing becoming unhittable even with half my Rainmaker's Smart attacks
So yeah, praise the rebakes for making agi sometimes be on par with hull for HASE priority
Isn't Dusk Wing jacked in E-Def?
average 8
Oh oof
+4 to 12 is great, the real trouble is that 4 HC
That Dusk Wing be cookin
I have a 0 hull dusk wing player who's counting on it
"Full Nerdy Dex build is superior to Str build!"
"I only have to hit you ONCE Dex Nerd."
The Nefarious Reliable 3 Operator:
(House Rule that gives FSS immunity to missed attacks took care of that one, I wouldn't have risked 2hull if I didn't have that)
Me armour maxed, on fire and getting peppered by AP: PLEASE PLEASE PLEASE PLEASE GIVE ME RELIABLE SO IFEEL GOOD ABOUT BOUNCING IT
Just wait, it would’ve crit you for burn damage too
I think I’ve run all the Rebake artilleries now tbh
😭
I like how the rainmaker works with Skyhammer; my biggest issues with Rainmaker were honestly just getting my VTT setup with automation + the “Huntsman” variant of Missile pods. But Huntsman is an issue on CRB too so 🤷
What do you think is a good workaround for Huntsman, having multiple weapon profiles for the Missile Pod?
I dont think npc weapons have profiles, iirc
Dang. Gotta make 2 separate entries then?