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Post by GuardianTempest on Sept 27, 2021 18:22:18 GMT -6
This is going to stack with Infinite Choir so hard though
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Post by masmanus on Sept 28, 2021 9:21:50 GMT -6
Hadn't considered that interaction... re-worded Combat Ups to make Jumping in combat is its own action rather than an option for a Half-Move (so essentially this house-rule is the misconception I'd had about "Jump Actions" codified). I think this wording prevents any wacky interactions with other rules that reference half-moves.
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Post by GuardianTempest on Oct 8, 2021 4:00:39 GMT -6
Projectile Dysfunction The bonuses of a Full Auto Burst isn't only capped at the weapon's ROF but also the amount of ammo fired. If your weapon has a Rate of Fire of S/6 but you only have 4 bullets left, you can only benefit from the first four raises on the attack roll.
Cleaving Blow The melee attack provided by the Cleave feat uses the same attack roll as the killing blow, to better represent the follow-through.
Bullet Parrying Point Blank's Level 4 bonus of being able to parry with Ballistics requires ammunition (or a thrown weapon) each time it's being used as if you're making a ranged attack.
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Post by GuardianTempest on Oct 9, 2021 23:05:13 GMT -6
The 'Close Enough' Rule by weredrago2 If a racial power, racial feat, exalted power, or exalted asset you gain would grant you an ability that is 'close enough' to a feat that you would need to purchase on your class track (Flash, Warform, etc), you can opt to skip the feat entirely.
Close Enough 2: Close Harder Addendum by GuardianTempest Certain feats become optional if you have a combination of feats or abilities that already achieve its effects. Example: Having Nerves of Steel and Headstrong makes Fearless optional.
I just learned that no one ported this over.
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chippo
Full Member
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Posts: 211
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Post by chippo on Oct 18, 2021 2:06:36 GMT -6
Sort of a suggestion I’d made before
Vehicles, Flamers (and other weapons which operate similarly), & Falling Test against the TN using the driver’s dexterity or intelligence, plus or minus the current maintain control bonus/penalty (ie. maneuverability - momentum). If the vehicle lacks a driver, and/or is at 0 momentum, it cannot test against the relevant property and will thus suffer the effects automatically. If an Onboard AI or Berserker System is available and capable of performing the test, it may do so in place of a driver.
In some cases, such as when a vehicle might need to avoid toppling over, the driver does not need to be above momentum 0 to test as detailed above, provided it would be reasonable (ex. a manned Walker being able to steady itself in place). This only applies to situations where the vehicle is subject to the effect of a weapon property, spell, psychic phenomena, or another similar source. If the situation at hand would normally call for Maintain Control, or if Maintain Control would be more appropriate, then use that instead.
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Post by masmanus on Oct 29, 2021 22:33:00 GMT -6
Free Trading Given time and availability, characters can buy and sell Holdings. Buying holdings permanently reduced Wealth by an equal amount, takes a minimum of 1 week of effort per point of Wealth spent in this way. Selling holdings similarly takes a minimum of 1 week for each point of Holding being sold, and permanently increases Wealth by a like amount (up to the usual maximum). These transaction times apply to highly industrialized worlds with active markets - transactions on frontier worlds can take many times longer at the SMs discretion, or may simply not be feasible.
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Post by ScrapyardDragon on Nov 2, 2021 14:37:45 GMT -6
Vehicle crit. damage There are two versions of how it works in book 2; in the vehicle hp section it says "Whenever a vehicle loses hit points, they must also roll on their critical chart. If a vehicle loses multiple hit points at once, the roll is made at +1 for every hit point lost beyond the first."
Ignore this and use the explanation in the "vehicles and damage" section, which says "An attack that makes a vehicle lose only a single hit point is called a glancing blow - the attack might have shredded some armor or scratched the pain pretty badly, but it didn't destroy any vehicle systems. On the other hand, when an attack makes a vehicle lose two or more hit points, that means it's a Penetrating Blow and the vehicle suffers critical damage. Roll on the following chart to determine the effects".
Both are technically in the book, but one is in a section it shouldn't be in, and the other is what is written in the section specifically about how vehicle damage works and is right next to the crit table (which also lacks 11+ entries for if you WERE rolling the d10 with a bonus), so it seems apparent to me that it is the 'correct' ruling with the part in the HP listing being an error.
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Post by Divergent Reality on Nov 8, 2021 15:39:13 GMT -6
Vehicle Ammunition Alternative Rules
All Book 2 vehicle weapons barring two have only one firing profile, single or some multiple shots. Give each weapon 10 ‘shots’ regardless of their firing mode.
Macronized has no effect on capacity, still 10 shots. Miniaturized cuts ammo in half, rounding down.
This adds a way to discourage playing "break vehicle creation" while adding something LawfulNice missed.
Extra Ammunition: Size Varies, Cost Varies
Extra Ammunition size and cost are ¼ the size and cost of the weapon to a minimum of 1. For weapons with add-ons such as the LBX Autocannon, use the combined size and cost of the weapon and add-on for determining Size and Cost.
Extra Ammo for Miniaturized weapons stores the appropriate amount for a mini weapon (5 for mini, 2 for double mini, 1 for triple mini).
Example Time: AC/10 Size 5, Cost 15 Extra Ammo Size 1, Cost 3
LBX AC/10 Size 6, Cost 25 Extra Ammo Size 1, Cost 6
How mini changes price
Wave Motion Cannon Size 10 Cost 30 Ammunition Capacity 10 Extra Ammo Size 2 Cost 7 10 ammo
Micro Wave Motion Cannon Size 5 Cost 60 Ammunition Capacity 5 Extra Ammo Size 1 Cost 15 5 ammo
Micro Micro Wave Motion Cannon Size 3 Cost 120 Ammunition Capacity 2 Extra Ammo Size 1 Cost 30 2 ammo
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Post by ScrapyardDragon on Nov 24, 2021 14:20:59 GMT -6
Why is fearless both everywhere and mandatory? Fearless is optional for all classes except barbarian
look I fundamentally disagree with the notion of a feat that has a built-in hindrance showing up as a mandatory feat in almost every combat class. If it was optional and up to the player to decide if they want to deal with fear saves or risking making a bad roll and being forced to suicide against an enemy they can't take, then its their call and I can't say I have an issue because of it. I've had rants on my fundamental disagreement with this feat several times before, I don't even mind the downside existing, rather, my issue is it shows up in almost everything as a mandatory feat. It is a lack of choice in a form of entertainment all ABOUT making choices. Fundamental philosophical disagreement that can't be really resolved in debate because its subjective disagreement on what good tabletop game design is.
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Post by GuardianTempest on Dec 9, 2021 22:08:47 GMT -6
Momentous ManipulatorsThis adds a little more cinematic oomph to those Manipulator Arms since it's kinda weird to get punched by a Gundam and NOT get tossed away. If your vehicle has Manipulator Arms when attacking with a Vehicle CQC weapon, you may remove the +10 static bonus to the damage roll to give the attack the Momentum special quality. Tearing ThresholdTearing makes the weapon deal a minimum of one wound. It's good for builds that rely on secondary effects like Incendiary but superfluous if your damage roll already deals one wound or higher. Instead of its normal effects, change Tearing to deal one additional wound even if the damage wouldn't cause any. This way Tearing will still contribute if your attack deals zero, one or even seven wounds.
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Post by masmanus on Dec 30, 2021 23:56:44 GMT -6
The RAW doesn't specify how salvaged equipment or treasure hordes interact with the Acquisition Test system. The Treasure Dice house rule is one attempt to model this interaction, best used with piles of coin or similar "useless" valuables. The house rules presented here provide a further framework for incorporating murder-hobo style looting into the acquisition system DTD uses: The Broken Gun Corollary: Characters can utilize any resource or equipment that they come across (and have the requisite skills/feats for), but these assets are temporary unless they have been paid for via an Acquisition test or Background dots. Equipment/Vehicles/Artifacts/etcetera not accounted for by acquisition tests or background dots are lost between sessions - magic fades, machines break, supply chains dry up, and so on. Keep What You Kill: Characters can make a wealth test as normal to keep equipment acquired on their adventures. Characters can ignore acquisition times for non-consumable equipment purchased in this way - they already have the thing, after all. Consumable items are still subjected to the normal acquisition time (supply chains need to be established for replacements), but the character receives a free Raise to the Acquisitions Test to do so (for providing a sample to a potential manufacturer). I'm Still Learning How To Drive This Thing: For items that can only be purchased with background dots, a character may choose to go into XP debt in order to keep the item in question. The amount of XP debt accrued is equal to the XP cost of the number of background dots which would be required to acquire the item. Characters with an XP debt may only spend their XP to buy off their XP debt until that debt is payed. The SM Fiat Clause: The SM can disregard any of the above and simply allow players to keep what they've collected regardless of wealth/backgrounds with sufficient narrative justification. This probably doesn't need to be explicitly codified, but I'm putting it here just in case.
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Post by Divergent Reality on Mar 1, 2022 20:52:20 GMT -6
Original text:
Change to:
Alternately:
Original text:
Change to:
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Post by insertnamehere on Jul 5, 2022 19:57:01 GMT -6
Vehicle Ramming prones non-vehicle targets If the vehicles size is double the targets size or more, the target immediately falls Prone. Otherwise, the target needs to do a Strength test to avoid going Prone with the TN equal to the ramming damage. Lastly, if the targets size is at least x1.5 the vehicles size then the target is basically immune to the non-damaging effects of a vehicle Ramming Speed action. (i.e. if a size 10 vehicle rams a size 15 creature, that creature does not need to save against going Prone.)
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chippo
Full Member
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Posts: 211
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Post by chippo on Aug 22, 2022 8:35:50 GMT -6
Vehicle saves houserule adjusted to use the operator’s dexterity or intelligence, in line with maintain control. Onboard AI are also allowed to make the save if a driver is incapacitated or absent.
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Post by ScrapyardDragon on Nov 16, 2022 11:01:07 GMT -6
I cast gunThe optional Weapon Proficiency (ordinary) feat from the apprentice class (Book 1, page 108) is replaced with an optional Weapon Proficiency (basic). Yes, the first rank of the magic user class track has a weapon proficiency, but for some reason it lists a weapon type instead of a proficiency option. The weapon proficiency feat explicitly lists the choices as Basic, Melee 1, Melee 2, Melee 3, Ranged 1, Ranged 2, & Thrown, so the instance of it in apprentice is likely just a copypaste error.
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