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[OOC: READ FIRST] Trespassers of the Multiverse: Gaiden^2 (Accepting Signups)


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Try to decide for yourself, as your character probably doesn't really have time to come up with a strategy in tandem with the other characters.

Just look at what has been done, and do your best. Every character is still new, so it doesn't really make sense to tell you who to attack right?

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There is no party right now; there are no leaders; celebrate this state of anarchy by doing whatever it is you want; just don't die while doing so.

I mean how many of your chars know my character as anyhing more than that weird shouty bloke? Because I honestly can't tell

Edited by Cronos5010
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  On 11/15/2016 at 2:11 AM, Cronos5010 said:

There is no party right now; there are no leaders; celebrate this state of anarchy by doing whatever it is you want; just don't die while doing so.

yes, because out of 18 people, keep in mind that only 2 have any capacity to heal another target

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I was asking just in case anyway so i will blast something soon/

also i attempted to fill out the master sheet and my computer doesn't like that idea. so if there's something weird on it its probably my fault. i will fill it out when i actually can do so without my computer crashing(aka when ever my internet company decides to reset my data its already been 14+ days since when i pay the bill so who knows when)if it comes down to it i will get the app that lets me do over my phone.

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  On 11/15/2016 at 2:17 AM, Sutoratosu said:

yes, because out of 18 people, keep in mind that only 2 have any capacity to heal another target

*hmmm..contemplating whether Jesse should get a heal effect, or just be another generic attacker with a lot of negative debuffs :/*

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Do whatever you like man, but what the team really needs right now is someone who can heal and buff others and someone who can draw attention and tank hits reliably; although of course it is ykur character so dk what you want with him.

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Okay, okay, so, since this game runs on precedents like some sort of inevitably Byzantine legal system, I shall endeavor to record and generalize precedents (stuff Murdoc approved) here. Note that I won't record everything (some actions are unlisted because I have no idea what they were like at Level 1 or how they were upgraded).
 

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Edited by Empiricist
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Alexandria, Primus Councillor

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What you are telling me is that you have a 4d6 weapon that get's + 4 damage +Con *1d6 + STR? And the weapon can become more powerful? and you have a +6 RES plate with no STR penalty or Minimum stats, and her weapons don't have the bound property but they cannot be removed? And your character cannot permanently die? And she's a several billion year old politician? And she is supposed to get stronger after all of this?

The character with the strongest weapon right now has a 1d12 + STR weapon, and he only has +2 RES....

Edited by Cronos5010
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No, you're misreading it. The rocket hammer as currently written does 1d6 damage for each point of constitution Alexandria has, plus her strength bonus. This means that it currently does 4d6+4 damage. It is intended to be balanced by being a strictly melee weapon on a very slow character, but if that doesn't provide a significant penalty in this system I will come up with an additional downside.

She can't permanantly die without some extremely thorough measures, this is true, but there is little functional difference between a few weeks in the shop and actual death when something's trying to eat the party's faces right this second. Actually, every single one of her perks is either mostly downside or has little direct effect on combat, intended to buy off her high statted equipment.

All her starting gear is bound. It's literally incorporated into her body. She can't take it off any more than we can take off our arms and legs. This is why they don't have required stats. Body parts don't have minimum requirements. The reason they all improve is that they can't be replaced or supplemented. Everyone else has two armor slots. She has the ability to apply her constitution and intelligence as damage reduction. And a 'perk' that draws fire like nobody's business.

Again, this is all subject to change. The rocket hammer probably is too strong, if 1d12 + stat is the mark of a high powered weapon. But I'd like to hear the GM's input before I change it, so I know whether to nerf numbers, add more downsides, or both.

Hm. Needing a turn to recover after swinging might be a step in the right direction.

As I said, I am still learning the system, and welcome all helpful advice.

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The biggest problem with the tank is that your supppsed nerf has very little to do wti the system; location is abstracted in game; so your character's "flaw" is essentially just fluff, and your bauble essentially gives you a level scaling health boost on top of a level scaling health regeneration; what you have to understand about this system is that real life features like distance, and the passage of time has mostly been abstracted, and to be honest most of her perks are too abstracted; "healing effects are almost no use to Alexandria, but repair effects, however do heal her hit points and remove status effects" that is essentially just semantics, also the politician perk is also too abstract; there needs to be crunch to back up the fluff for that; like Int/2 chance of intelligent creatures targeting her or something, and the loss of the SYN stat doesn't really mean anything since your equipment has no SYN based stat boosts, also wait a minute; her rocket hammer deals a 1d6 of damage for each point of CON? And you added a + STR to that?

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nonononononononononnonononononononno

literally everything on that sheet is hideously, horrifically overpowered

please take a second and third look at a few other sheets to get a better idea of what your actions and formulae should look like

let me go through this one by one:

-the highest damage on a weapon currently is 2d6+stat with 5 weight; your rocket hammer clearly violates this standard.

-similarly the highest RES is 4+level with 8 weight and an unremovable penalty. that armor is very nearly part of her (it's actually conjured up from what amounts to her mental landscape). armor being part of you doesn't auto-remove weight; look at Snow too.

-under almost no circumstances will you be allowed to multiply stats together to determine damage

-similarly you cannot run damage off of your constitution because offenses running off defenses is inherently overpowered

-you also can't scale your armor directly off of your other stats, ESPECIALLY not CON since that's getting double value out of each point

-no recharging shield generators with RES-scaling health, what? this is an identical problem to the previous one

-auto-taunt in a perk is way too good for a tank

-you can't level up basic attacks

-you're not allowed to take an ability that can instantly remove an enemy from combat

-again, no multiplicative damage

-your heal scaling is broken and this basically exists to negate one of your supposed penalties

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  On 11/15/2016 at 11:09 AM, Zoe_Walker said:

No, you're misreading it. The rocket hammer as currently written does 1d6 damage for each point of constitution Alexandria has, plus her strength bonus. This means that it currently does 4d6+4 damage. It is intended to be balanced by being a strictly melee weapon on a very slow character, but if that doesn't provide a significant penalty in this system I will come up with an additional downside.

She can't permanantly die without some extremely thorough measures, this is true, but there is little functional difference between a few weeks in the shop and actual death when something's trying to eat the party's faces right this second. Actually, every single one of her perks is either mostly downside or has little direct effect on combat, intended to buy off her high statted equipment.

All her starting gear is bound. It's literally incorporated into her body. She can't take it off any more than we can take off our arms and legs. This is why they don't have required stats. Body parts don't have minimum requirements. The reason they all improve is that they can't be replaced or supplemented. Everyone else has two armor slots. She has the ability to apply her constitution and intelligence as damage reduction. And a 'perk' that draws fire like nobody's business.

Again, this is all subject to change. The rocket hammer probably is too strong, if 1d12 + stat is the mark of a high powered weapon. But I'd like to hear the GM's input before I change it, so I know whether to nerf numbers, add more downsides, or both.

Hm. Needing a turn to recover after swinging might be a step in the right direction.

As I said, I am still learning the system, and welcome all helpful advice.

4d6+4 is pretty crazy damage

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Just for reference:

you're doing 4-24 base Damage with each blow dude. The highest base damage of weapons of this level are 2-12/1-12, coming from stuff like Hiroki's Cannon which is bound and has a weight of 8 with a freaking penalty that decreases her Ini by alot...

tldr, as murdoc told me himself, if you want high base damage in a weapon at this level, you WILL pay for it in the form of either high weight and thus high check penalties, cursed attributes on the gear, or both in the case of my own weapon (though to be fair, I put recoil on Radiant shard because I didn't feel like constantly having a massive penalty to ever single check. Plus I got the nice burn effect, so...). at 4-24 when the highest thus far is 2-12, the amount of drawbacks you'd have to give that gear just to reasonably balance it would more than likely cripple your pc in every way except damage output.

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Secondary character for if my main char dies; who doesn't love Neutral Good Support tanks?

William The Paladin Of Vengeance
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Name: William
Age: 30
Gender: Male
Race: Human
Sex: Male
Appearance: A tall man clad in dark grey full plate armor covering his body, an equally dark grey great helmet covers the entirety of his head; a cross
shaped visor is prominent on his helmet, and on his back is a tattered blood red cloak; during battle he carries his two handed greatsword "Sanctus Ultor"
sometimes it emits an electric spark.
Personality: A warrior obsessed with pursuing the defence of the weak and the punishing of the guilty; William cares for little else; there is no love lost
between him and those who would exploit the rule of law; he despises the undead and he has a rather dark sense of humor;
he is very stubborn and dislikes tactics that he finds dishonorable; his motto is "Only in death does duty end"
Level: 1
EXP: 0
HP: 31
Init:
Constitution: 3
Dexterity: 0
Intelligence: 3
Resistance: 1
Strength: 4
Synergy: 3
Complexity:
Perks:
Only Human: William gain's five stat points a level instead of four
Fear of Death: grants the actions: It Will Not Die, and Lay on Hands
Equipment:
Name: Sanctus Ultor
Description: a two handed sword that sometimes emits an electric spark
Type: Weapon
Damage: 1d12 + STR
Minimum Stats: 4 STR, 3 SYN
Weight: 4 STR
SYN Threshold/Bonus: 7 SYN (+1 STR/CON), 10 SYN (An additional + 1 STR and COn)
Special Qualities:
Bound
Distruption Field: (6 INT) the weapon now constantly emits an electric blue light, and attacks now ignores 2 points of RES
Advanced Distruption Field: (12 INT); the weapon emits an audible crackle when activated, and electric sparks dance around the blade; attacks now ignores 6 Points of RES
Name: Parkerized Full Plate
Description: A thick Rust proof suit of dark grey full plate armor
Type: Armor
RES Bonus: 4
Weight: 5 STR
Syn Threshold/Bonus: 10 SYN (+ 1 RES) 15 SYN (+2 RES Replaces the previous bnus)
Special Qualities:
Name: Tattered Blood Red Cloak
Description: It used to be white.....
Type: Bauble
Weight:
Syn Threshold/Bonus: 6 SYN (+1 DEX)
Special Qualities:
Actions:
Basic Action: Smite: William attacks using his sword dealing basic damage
Basic Defense: Indomitable Will: halves damage taken
It Will not die: Passive; William has a a Con * 3 chance to take half damage from a single attack a round
Lay On Hands: William heals 1d6 + Character Level + SYN health to a single character; three round cooldown
Justice Blade: William deals Basic Damage + SYN damage to a single enemy; this ability has a two round cooldown
Level 2: This Attack's damage is multiplied by 1.5
Great Cleave: William deals halved basic damage to three enemies, or 75% basic damage to two enemies; four round cooldown
Defend The Weak: William deals 1d6 + SYN damage to a single enemy; forcing the enemy to target him for two rounds; Three round cooldown
Level 2: The attack now deals 1d8 + SYN damage
Eternal Crusade: William grants himself +2 STR for two rounds; this ability has a six round cooldown, and counts as a free action

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Okay. I used too much stats. I thought I might have, but it's good to know for certain. I had no idea how the encumbrance system worked... I think I do now. I will post a revised version, altered for balance. I dropped the hammer and armor stats to more reasonable current levels and improvement rates, nixed the regenerating shield entirely, somewhat nerfed the plasma cannon damage, and quantified a lot of the things that were vague before. Also, Alexandria needs intelligence a lot more now, to in addition to the obvious need for strength, resilience, and constitution. My experience with D&D suggests that badly needing four stats at once is a great way to limit an otherwise powerful character. I also reworked the action distribution, because I think I misunderstood how basic attacks work.

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Now for the million-dollar question. What about Holly Berry? I don't think anyone even noticed she existed amidst the flak and legitimate (and much-needed) criticism for my other entry. Still, there were a few things funky about her that I now can recognize, so I'll post a revised version here.

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Edited by Zoe_Walker
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