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Post by Traskus on Sept 28, 2023 10:26:34 GMT -6
It isn’t really urgent but before christmas is kind of the goal.
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Post by masmanus on Oct 30, 2023 20:09:07 GMT -6
Consolidated RollsWhen making an attack that requires multiple rolls to take effect (i.e. attacking with a trigger weapon's extra mods, or a sword school maneuver with a skill test requirement), make only one roll using the lowest rolled and kept dice vales from all of the skills invoked. (For example, if you want to make a melee attack with a dice pool of 2k3, and use a martial maneuver that requires a skill test that you have at 4k2, just make one roll at 2k2 to resolve the hit.) In the event that the two rolls have different TNs, either roll against the higher TN (for less math but a stricter threshold), or roll against the average TN (for a fairer test with slightly more math). Which rule to use is the GMs call, naturally. Note: I'm pretty sure the probabilities work out to be about the same using this house rule vs RAW, but I can "show my work" if anyone wants more info on how that shakes out. I’ll bite. Please show your work. How is that substantively different from “use the skill roll instead of a normal attack roll” and cut out the middle man? Your attack dice are almost always hogher than the skill/characteristic combo. I've got some numbers for you, Traskus. I re-coded the dice simulation and ran a few test scenarios, focusing on the most likely scenarios in which one would need to make multiple rolls i.e. resolving martial maneuvers. Here's the rub: -Two characters (one "Fresh" and one "Established" ) are fighting a group of enemies- a Sabbat Prince (SD 23) backed up by some Regulat Troops (SD 17) -Our "Fresh" character has an attack pool with proficient weapons of 4k3, a "good" skill roll of 7k3, a "bad skill roll of 2k2, and is Level 1. -Our "Established" character has a much more respectable attack pool of 8k5, a "good" skill roll of 10k5, a "bad" skill roll of 5k3, and is level 3 -Both characters have a pair of martial maneuvers, one which requires a roll of their "good" skill, and one of which requires a roll of their "bad" skill
How likely are these two characters to hit either of these enemy types with either of these maneuvers? According to 10,000 simulated attack rolls, this is what we get: For the "Fresh" Character: - The good maneuver hits a Regular 72% of the time using vanilla rules, 75% of the time using the role consolidation rules (difference is significant, t = 3.72, p < .001)
- The bad maneuver hits a Regular 18.8% of the time using vanilla rules, 19.1% of the time using consolidated rolls (not a significant difference, t = .51, p = .61)
- The good maneuver hits the Prince 29.6% of the time using vanilla rules, 40% of the time using consolidated rolls (difference is signifcant, t = 3.72, p < .001)
- The bad maneuver hits the Prince 5% of the time using vanilla rules, 6.5% of the time using consolidated tolls (difference is significant, t = 4.49, p <.001)
For the "Established" Character: - The good maneuver hits a Regular 99.9% of the time using vanilla rules, 99.9% of the time using the role consolidation rules (not a significant, t = .53, p = .79)
- The bad maneuver hits a Regular 86.3% of the time using vanilla rules, 86.4% of the time using consolidated rolls (not a significant difference, t = .27, p = .79)
- The good maneuver hits the Prince 98% of the time using vanilla rules, 98.3% of the time using consolidated rolls (not a significant difference, though close, t = 1.85, p = .06)
- The bad maneuver hits the Prince 5% of the time using vanilla rules, 6.5% of the time using consolidated tolls (not a significant differencet, t = .78, p =.53)
So in summary, for the established character the consolidated rolls house rule essentialy makes no difference in success rate compared to RAW, which was the goal. For a fresh character, the consolodated rolls rule provides a slight but reliable bonus to hit in most cases, with the most notable benifit being when the fresh character was using their "good" maneuver against a very evasive opponent, bumping the to-hit chance from circa 30 to circa 40 percent in that specific case. From this, it looks like the houserule provideds a slight bonus to hit which is more applicable at lower levels and against evasive opponents (i.e. the opposite as what I recollected) - GMs caveat if that alters the balance too much to be worthwhile or not. Also worth noting that these are the tamest examples of multiple rolls - I'm sure there are scenarios that can get much wackier than this (performing a martial maneuver with a trigger weapon with the momentum property?). Its obviously not worth testing every permutation to see how this particular hous rule shakes out, but the dice roller is coded and I can certainly do cases on request. I'm also happy to share the code if anyone's interested.
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Post by Traskus on Nov 15, 2023 16:58:55 GMT -6
That's a thorough elaboration. Well done.
I appreciate it.
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Post by Traskus on Dec 7, 2023 16:16:30 GMT -6
Revised hearthstone amulets
A single artifact dot buys two hearthstone amulets.
As it stands, an artifact knife costs the same as an amulet but does more. This presents a tradeoff.
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Post by insertnamehere on Dec 26, 2023 18:52:11 GMT -6
Roll Composure to Resist Fear The definition of composure is being able to keep calm and maintain control of ones emotions, so it stands to reason for Composure to be used for fear tests instead of Willpower. That and it would make Willpower less of a god stat and give Composure an actual use outside of social combat (hell, one of the example specialties for Composure is fearless for christ's sake)
Less OP Snare Instead the attack roll as the TN to resist the initial Snare, which can get ridiculously high at higher levels, have the resist TN be the same as the TN for getting out of a Snare (TN 10 for a poor-quality weapon, 15 for common, 20 for good or best).
Reachable Reach Those engaged in melee armed with a reach weapon are still considered engaged but do not suffer any of the usual negative effects/penalties from being engaged (e.g. provoke opportunity attacks, ranged attack penalties). That way those with reach can still benefit from ganging up, perform opportunity attacks, etc.
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Post by Amalvi on Feb 22, 2024 10:04:04 GMT -6
Buffed Penetration masteryWhen building a special attack or trick shot, each style point spent on the universal advantage "Penetration mastery" adds 3 penetration to the attack instead of 2 Reasoning: Adding 2pen is inferior to adding +1k0 to damage while costing the same. Mathematically +1k0 adds ~2.2 per rolled die, but in practice is much better, as DtD favors rolling a lot of dice to fish for explosions, rather than static bonuses, meaning that even if penetration mastery was instead a flat +2 to damage it would still be outclassed. Penetration is already a situational bonus of that does nothing against unarmored opponents and doesn't roll over into hit points, therefor this advantage could use a slight increase in power to at least make the special attacks built with Penetration Mastery effective at said niche, increasing the options and having to make the choice between some damage in all situations with +rolled dice or good damage against armor with +Pen
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Post by Amalvi on Feb 23, 2024 8:46:32 GMT -6
Handling a single handed weapon with both handsA character may use the Ready action to hold melee weapon that lacks Two Hands, Arm-mounted or Brawling properties with both of their hands, gaining +0k1 to weaponry attacks when performing an all out attack with it Reasoning: Similar to how a person with no dots in Ballistics can still use a gun by firing it at point blank or in full auto, this rule would allow someone with no points in weaponry to swing a weapon with All out attacks Nerfed ConfusionThe Confusion spell in the book 2.2 is changed to allow the affected character to repeat their willpower+arcana saving throw at the end of their turn Reasoning: A level 2 spell shouldn't have the potential to permanently lock a character out of combat.
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Post by ScrapyardDragon on Mar 21, 2024 18:44:35 GMT -6
Revamped Vehicle Melee - A series of houserules to make melee combat with big robots more fluid Vehicle GrapplingVehicles have the annoying tendency to be exceptionally big and heavy. Understandably this makes wrestling them into submission a more complicated affair than just being stronger alone, as you need to contend with all that weight as well. In order to successfully initiate or maintain a grapple against vehicle, the grappler must make a strength test with a TN dependent on the vehicle's size, as listed below. If the vehicle has a strength score (such as from manipulator arms), it may roll strength against the result against the grappler's strength test to cause them to fail. Size 1-10: TN 5 + Size Size 11-20: TN 10 + Size Size 21-30: TN 15 + Size Aside from that, vehicles also function differently during grapples in the following ways: - A vehicle with manipulator arms may initiate and maintain a grapple as a half action.
- The momentum of a vehicle being grappled becomes zero
- A vehicle does not count as ramming the target of their grapple.
- Instead of causing the vehicle to go prone, the throw down opponent option causes the vehicle to flip onto it's back.
- Vehicles controlling a grapple still move on their turn, but at half their normal movement distance if the target of their grapple is more than half the vehicle's size. If the vehicle takes the 'push opponent' grapple option, they cannot move with the target.
- A grappled vehicle cannot take the break free or take control grapple options if it does not have a strength score (such as from manipulator arms)
- Instead of making a dexterity test to slip free, the driver of a grappled vehicle may a drive or pilot test against TN 20
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Post by GuardianTempest on Mar 27, 2024 6:30:55 GMT -6
Increasing fall damage with weight Weighing more than normal means something now
By default, a character takes 1 wound for every 2m they fall and they can change that with Acrobatics. Some items like the Machinator Array significantly changes their weight but has no bearing on falling. With this house rule, being heavier than normal has more consequences although it's a lot to keep track of.
With a Machinator Array, being a Darksteel Promethean, or other significant weight increases, the character gets 1 wound for every meter they fall. Succeeding on an Acrobatics test reduces it by 1 plus another for every two raises. Deliberately falling down lets the character fall 1m per dot of Acrobatics before taking damage.
Optional Addition: Like a Lead Balloon "Weight increasing effects" are counted separately. Each one after the first is added to the amount of wounds gained for every meter the character falls.
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Post by GuardianTempest on May 1, 2024 1:40:44 GMT -6
Wealth Pressure SystemOriginally by Konate, adjusted by me so Wealth Pressure isn't too valuable to spendWealth Pressure is exactly what it implies: Pressure Points for Wealth Rolls, representing short-term wealth like cash and jewels. Unlike a Paragon's Pressure points, Wealth Pressure is permanently used up. New Wealth dots can be bought between sessions by exchanging Wealth Pressure equal to the new rank times 100. (Wealth 1 costs 100 points, Wealth 1-2 costs 200, Wealth 2-3 costs 300, etc.) Only one dot can be bought per transaction. Found equipment can be sold for Wealth Pressure equal to the TN for buying it divided by 10 (e.g. a Chain Axe is 2 Wealth Pressure). Decimal Wealth Pressure can't be used. Depending on the who or where it was sold, there might be no divisor (e.g. selling a Chain Axe to a rich enthusiast or a metal recycling plant gives 20 Wealth Pressure instead of 2). Konate's Original RulingsAs seen in Journey into Carceri. Wealth Pressure is harder to gain but takes less to purchase wealth dots.Selling equipmment grants Wealth Pressure equal to its acquisition TN divided by 100 (e.g. a Chain Axe = 0.2 WP, 4 Power Swords = 1 WP). There is no situational modifier for selling in different locations (as it's all sold in the Skymall). Buying new Wealth dots costs 10 times the next rank in Wealth Pressure (Wealth 1 costs 10 WP, Wealth 2 costs 20 WP, etc.) Actual quotes
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