|
Post by GuardianTempest on Aug 14, 2022 5:30:19 GMT -6
Okay, I had a reply almost done then my laptop turned itself off (that's the last time I buy a battery from Glorietta). Phooey. Time to start over. - Shocking is a pure constitution test and you can't keep more dice than you can roll. If you have Constitution 4, -2k1 to 4k4 becomes 2k3, which is just 2k2. - I suggestion you re-read the core rulebooks, I worry you might have had only notes and memories to go off on. In case you don't have the PDFs, they're here. Either that or you were running on an older version of DtD. There's a dedicated questions thread if you want clarifications. - You did good with Weakness Chain but it's still total bloat. Even the Warmachine's Hardpoints power isn't that big. There's nothing I could do about it but on the other hand that's only a visual thing, you're using a table that takes up the width of the post but the effects are outlined well in the base paragraph—good job on that. I hope this doesn't set a precedent for other brewers to try something similar solely because Reploids did it first. Let's see if anyone else would chime in. - In hindsight you did a great job keeping it vanilla only - I still don't understand Vava-Metal. From my reading, you get a 50 VP vehicle at first and you can spawn it by spending Pyros. Once you increase your Level you may pay 100 XP to replace it with a new vehicle. However, you also have to make a Wealth/Holdings test to use it as well. Holdings rolls aren't a thing, and you're risking wealth strain. What if the character doesn't have either of those? Is the asset useless? Also, what if the player has his own Holdings, can't he choose that? If you want an XP tax for the effect, tie it to Generation instead. Raising your Power Stat takes quite the XP. Maybe it works like the Warforged's Roll Out feat or something from the Panzer? - Then there's "to change in between them after you picked your first for each level" which probably added more to the confusion. Were you supposed to have a new free vehicle when you raise your level and could get more? Or were you supposed to pay 100 XP for the first vehicle of each level, then roll Wealth for the rest? - Wait how does the last bit of Absorption Chain work?
|
|
|
Post by berserkx33 on Aug 14, 2022 13:04:45 GMT -6
- You did good with Weakness Chain but it's still total bloat. Even the Warmachine's Hardpoints power isn't that big. There's nothing I could do about it but on the other hand that's only a visual thing, you're using a table that takes up the width of the post but the effects are outlined well in the base paragraph—good job on that. I hope this doesn't set a precedent for other brewers to try something similar solely because Reploids did it first. Let's see if anyone else would chime in. Thanks, yeah, originally I kept it vague to avoid the bloat, but mechanically leaving things to the SM to deal alone would be a headache. Oh, so, when you start the game you gain a 50VP or less vehicle for free.
Every time you level up, you can get a new vehicle that is under the Level Budget by spending 100 XP without requiring any acquisition test. You can only do that for your first replacement vehicle for each level up. So you start with a <=50VP vehicle at Level 1, you can pay 100 XP to trade it for a <=100VP vehicle at Level 2, and than pay more 100XP to trade for a <=150VP vehicle at Level 3, and so on, until you get your last free vehicle at <=250VP at Level 5. Only that chosen Vehicle can be summoned using Pyros, as it will just Teleport into the field with you already mounted.
Changing vehicle after you got you free vehicle for that level uses the regular rules for the acquisition of new vehicles, but you can only have one assigned to your ability at a time.
So it is the later case. 100XP for a free vehicle/upgrade every level, no matter your holdings/wealth, but if you want to change it after you got your first from each level you have to do it through the regular vehicle acquisition rules.
It uses the "Absord E Damage into Pyros" from the original Promethean, and changes it so that you can pick any of the Elements and get a passive resistance/absorbtion to them.
So you start with a weakness to WOOD, and at Generation 4 can pick a resistance to WATER, you get 2 Raise when saving against water spells, recover Pyros when taking damage from the Damage Sources covered in the WATER weakness and can ignore the effects of Liquid-based difficult terrain, as you are attuned to the water.
|
|
|
Post by GuardianTempest on Aug 14, 2022 22:51:58 GMT -6
I really wish I slept more but it's a bad habit of mine to stay up until midnight. This post isn't as good as I wish so I apologize for any communication issues. Every time you level up, you can get a new vehicle that is under the Level Budget by spending 100 XP without requiring any acquisition test. You can only do that for your first replacement vehicle for each level up. So you start with a <=50VP vehicle at Level 1, you can pay 100 XP to trade it for a <=100VP vehicle at Level 2, and than pay more 100XP to trade for a <=150VP vehicle at Level 3, and so on, until you get your last free vehicle at <=250VP at Level 5. Only that chosen Vehicle can be summoned using Pyros, as it will just Teleport into the field with you already mounted. Why not tie it to generation instead? "When you raise your Generation, you may get a new vehicle or remake an existing one vehicle with an additional +50 VP." Making the most of this asset otherwise would be XP intensive. I get what you're trying to do...I think. You can only have one vehicle in your pocket garage at a time, right? What if you capture a vehicle that's already present? Or you have another from Holdings? Do you still need Wealth? Why do you even need Wealth? Also, adding a requirement to change between "selected" vehicles seems like a hassle in bookkeeping and players would just stick with their starting vehicle. What if I changed my pocket vehicle then reverted it once I don't need it anymore? I think a more coherent way of gating vehicle summons is "you can only have one collected vehicle summoned this way at a time".
|
|
|
Post by berserkx33 on Aug 15, 2022 0:15:58 GMT -6
I really wish I slept more but it's a bad habit of mine to stay up until midnight. This post isn't as good as I wish so I apologize for any communication issues. Every time you level up, you can get a new vehicle that is under the Level Budget by spending 100 XP without requiring any acquisition test. You can only do that for your first replacement vehicle for each level up. So you start with a <=50VP vehicle at Level 1, you can pay 100 XP to trade it for a <=100VP vehicle at Level 2, and than pay more 100XP to trade for a <=150VP vehicle at Level 3, and so on, until you get your last free vehicle at <=250VP at Level 5. Only that chosen Vehicle can be summoned using Pyros, as it will just Teleport into the field with you already mounted. Why not tie it to generation instead? "When you raise your Generation, you may get a new vehicle or remake an existing one vehicle with an additional +50 VP." Making the most of this asset otherwise would be XP intensive. I get what you're trying to do...I think. You can only have one vehicle in your pocket garage at a time, right? What if you capture a vehicle that's already present? Or you have another from Holdings? Do you still need Wealth? Why do you even need Wealth? Also, adding a requirement to change between "selected" vehicles seems like a hassle in bookkeeping and players would just stick with their starting vehicle. What if I changed my pocket vehicle then reverted it once I don't need it anymore? I think a more coherent way of gating vehicle summons is "you can only have one collected vehicle summoned this way at a time". Good idea, I will reword it accordingly
|
|
|
Post by GuardianTempest on Sept 18, 2022 18:39:44 GMT -6
Couple of things: Why isn't Fire associated with E damage? Also, Metal's weakness is the T damage - Did you mean I (Impact)? Or did you mean attacks with Tearing?
|
|
|
Post by berserkx33 on Sept 18, 2022 21:44:35 GMT -6
Couple of things: Why isn't Fire associated with E damage? Also, Metal's weakness is the T damage - Did you mean I (Impact)? Or did you mean attacks with Tearing? Oh, I forgot about the E damage. About Metal, it is specific Tearing Damage, to represent Blades, Cutting, etc, as Metal as just something hard is more commonly associated with Wood and Earth in Mega Man. Edit.: Oh wait, I remember, it is so it wouldn't double dip with Elemental Shot. Yeah, since Elemental Shot is so niche, I think it is just better to just just keep the damage types and allow the double dip.
|
|
|
Post by Amanojyaku on Sept 18, 2022 22:09:35 GMT -6
T is not an abbreviation recognized by the game mechanics.
|
|
|
Post by berserkx33 on Sept 18, 2022 22:29:57 GMT -6
T is not an abbreviation recognized by the game mechanics. LMAO, I meant R. Brainfarts made me remember Tearing isntead of Rending.
|
|
|
Post by GuardianTempest on Sept 19, 2022 7:49:46 GMT -6
I like what you did with Water's Weakness Chain, makes it more of a proper hindrance.
I think a BBCode glitch ate something. Heart effect misses the "Psychic Phenomena deals E damage" specification
For some of the terrain effects, when you said "1 E Damage per round", did you mean wounds/HP lost?
For Metal, what do you mean when you said "Critical Damage starts at 2"?
|
|
|
Post by berserkx33 on Sept 20, 2022 13:03:51 GMT -6
I like what you did with Water's Weakness Chain, makes it more of a proper hindrance. I think a BBCode glitch ate something. Heart effect misses the "Psychic Phenomena deals E damage" specification For some of the terrain effects, when you said "1 E Damage per round", did you mean wounds/HP lost? For Metal, what do you mean when you said "Critical Damage starts at 2"? I will reword the "1 E Damage per round" to "1 E Wound per round".
And about Metal, the Critical Wounds start at minimum on the second tier no matter the severity. So they ignore Tier 1 when counting Critical Wounds.
|
|
|
Post by berserkx33 on Sept 21, 2022 11:06:28 GMT -6
Added 5 more assets, replaced the "Critical Damage starts at 2" with "Part is destroyed at Critical 4" to make it use the actual terminology of the base exaltation's powers.
|
|
|
Post by Divergent Reality on Sept 21, 2022 15:47:21 GMT -6
As far as I know the Blank has had no play testing, be mindful of that with the Anti-Magic power.
|
|
|
Post by berserkx33 on Sept 21, 2022 16:44:32 GMT -6
As far as I know the Blank has had no play testing, be mindful of that with the Anti-Magic power. Understood. Maybe I can remove/nerf the scaling if it proves too strong.
|
|
|
Post by Divergent Reality on Sept 21, 2022 20:14:51 GMT -6
As far as I know the Blank has had no play testing, be mindful of that with the Anti-Magic power. Understood. Maybe I can remove/nerf the scaling if it proves too strong. If you wanted a different version of making spellcasting difficult you could try Strengthen Veil from Theosophy or Profound Still from Hypnothaumy substuting Generation for the ranks in the school.
|
|
|
Post by GuardianTempest on Sept 22, 2022 4:59:21 GMT -6
Profound Still was originally from Abjuration (homebrew).
As for me my worry is with Forte-Metal. It's essentially the Atlantean's Paradox power. I suppose it's better than the Daemonhost's Resonance at least. The Promethean can spend Pyros on powerful stuff especially with tlTranshuman Potential, but is balanced with relatively-slow resource gain. This is just a surface opinion, I'll need to see this in practice.
|
|