|
Attorney at Funk posted:What's more oWoD than letting memes gestate until they're accepted as fact, though? That's the oWoD, right?
|
# ? Sep 4, 2015 01:19 |
|
|
# ? May 30, 2024 11:29 |
|
|
# ? Sep 4, 2015 01:20 |
The fires of Hell will burn the weak / so we'll make Layout obsolete
|
|
# ? Sep 4, 2015 01:31 |
|
That doesn't even work out, because the point of the ending is to establish the memes persisted.
|
# ? Sep 4, 2015 01:33 |
Bedlamdan posted:That doesn't even work out, because the point of the ending is to establish the memes persisted.
|
|
# ? Sep 4, 2015 01:58 |
|
NWoD is the Venom Snake to OWoD's Big Boss
|
# ? Sep 4, 2015 05:44 |
|
Dammit Who? posted:is this book out of layout yet Yes, six times already!
|
# ? Sep 4, 2015 07:43 |
|
Hugoon Chavez posted:Yes, six times already! But seriously, it's now at CCP for approval, which tends to be the final step before sending the PDF out.
|
# ? Sep 4, 2015 07:56 |
|
Flavivirus posted:But seriously, it's now at CCP for approval, which tends to be the final step before sending the PDF out. Rad, thanks. See you guys at Christmas*. *actual irl christmas
|
# ? Sep 4, 2015 11:40 |
|
Dammit Who? posted:Rad, thanks. See you guys at Christmas*. What year though.
|
# ? Sep 4, 2015 12:07 |
|
Hugoon Chavez posted:What year though. 2060.
|
# ? Sep 4, 2015 12:27 |
|
768.
|
# ? Sep 4, 2015 23:17 |
|
Gilok posted:768.
|
# ? Sep 5, 2015 00:24 |
So, you guys think that the finished PDF will drop by the end of the month? Also please tell me they realized Crafting was bad and made it not bad.
|
|
# ? Sep 16, 2015 21:15 |
|
SunAndSpring posted:So, you guys think that the finished PDF will drop by the end of the month? Crafting is an important story generation tool. If it looks bad it's just because you're not using it right!
|
# ? Sep 16, 2015 21:20 |
|
I would say it's almost certainly gonna be before the end of the year. Craft isn't going to change, they have been pretty adamant about that, so I doubt it. Unless they did. You can never tell because one of Holden's favorite things is the double whammy of 'No one has thought about this more then me and Hatewheel' and 'Haha look at these people working with super outdated versions of the game.'
|
# ? Sep 16, 2015 21:21 |
|
At this point my dearest wish is that they hold onto it until Christmas Day.
|
# ? Sep 16, 2015 21:27 |
|
So the accuracy penalty compounded with the parry loss means that heavy weapons, even heavy artifact weapons, are a newbie trap, right? Like if everyone was guaranteed to hit they're basically on par with other kinds of weapons, but if you assume maxed stats on everyone then whether or not various charms are in play it ends up at like a ~50% chance for a medium swing to connect versus a ~30% chance for a heavy swing to connect.
|
# ? Sep 16, 2015 21:28 |
|
Despite saying otherwise there appear to be several newbie traps, yeah.
|
# ? Sep 16, 2015 21:33 |
|
Ferrinus posted:So the accuracy penalty compounded with the parry loss means that heavy weapons, even heavy artifact weapons, are a newbie trap, right? Not really, no. Since Hungry Tiger only works against crashed enemies now, your threshold successes are 1:1 bonus damage. So if you are guaranteed to hit, weapons (I'l use the numbers for artifacts for this, but it works out the same) have an effective damage of (accuracy/2)+base damage. A Light Artifact Weapon has accuracy 5 and damage 10, for an effective damage of 12.5. Heavy weapons have accuracy 1 and damage 14, for a 14.5 effective. From my in-play experience (standard disclaimers about different groups building differently and anecdotes not being data), most attacks hit regardless of weapon weight. I personally feel that the defense bonus and higher reliability make light weapons better, but if so it's a pretty marginal difference. I certainly wouldn't call any of them a Newbie Trap, since there is a difference between a trap option and a slightly less optimal option.
|
# ? Sep 16, 2015 21:39 |
|
Kaza42 posted:Not really, no. Since Hungry Tiger only works against crashed enemies now, your threshold successes are 1:1 bonus damage. So if you are guaranteed to hit, weapons (I'l use the numbers for artifacts for this, but it works out the same) have an effective damage of (accuracy/2)+base damage. A Light Artifact Weapon has accuracy 5 and damage 10, for an effective damage of 12.5. Heavy weapons have accuracy 1 and damage 14, for a 14.5 effective. That's what I used to think, until I did the math and found out that you are not, at all, guaranteed to hit. The problem is that heavy weapons have about the same average damage as medium ones - maaaaaybe a little better - but that marginal advantage against easy enemies looks way, way worse than a dramatically increased chance to whiff on hard enemies.
|
# ? Sep 16, 2015 21:43 |
|
Ferrinus posted:That's what I used to think, until I did the math and found out that you are not, at all, guaranteed to hit. That about matches up with what other people have found. When better accuracy for your attack rolls ALSO means more damage on your damage rolls, the value of more damaging but less accurate weapons becomes a lot more marginal. The only thing most two handed weapons have over one handed weapons is a bonus to clashes, but you can get the same effect just by dual wielding smaller weapons. It's not that big of a problem, but I've always felt there needs to be more incentive to use heavier gear, maybe through tags that add more incentive to use them.
|
# ? Sep 16, 2015 22:40 |
|
Ferrinus posted:That's what I used to think, until I did the math and found out that you are not, at all, guaranteed to hit. A) That increased damage is more valuable than it looks, because Heavy Weapons are both more likely to have leftover damage after Soak and have a higher Overwhelming rating, which is immensely valuable and B) If you want to fix it anyways, this particular problem has already been solved. Weapon Rebalance posted:Weapon rebalance: Medium Melee Artifacts gain Defensive* tag, Heavy Melee Artifacts gain Relentless* tag.
|
# ? Sep 16, 2015 22:50 |
|
Relentless would lead to the unusual case of hitting and only dealing 0-1 damage, and realizing you would have gained more initiative on a miss. I like the idea, but could use a tweak. Either lower the automatic initiative on a miss, or add a minimum initiative gain on a hit maybe?
|
# ? Sep 16, 2015 23:00 |
|
Kaza42 posted:Relentless would lead to the unusual case of hitting and only dealing 0-1 damage, and realizing you would have gained more initiative on a miss. I like the idea, but could use a tweak. Either lower the automatic initiative on a miss, or add a minimum initiative gain on a hit maybe? Nah, the weapon would still have overwhelming 5 giving its hits a minimum of 5 damage. At least as far as I can tell - not sure where that "automatic initiative is still +1" thing comes from.
|
# ? Sep 16, 2015 23:22 |
|
Flavivirus posted:Nah, the weapon would still have overwhelming 5 giving its hits a minimum of 5 damage. At least as far as I can tell - not sure where that "automatic initiative is still +1" thing comes from. When a Withering attack connects, regardless of how much damage it does, it grants you +1 initiative, no dice rolled for it. Relentless takes that, extends it to misses and makes it higher - thus giving heavy weapon users a feel of being unstoppable juggernauts, because even if you're too fast to hit, they'll harry you and hound you relentlessly until they find one good hit and kill you. Kaza42 posted:Relentless would lead to the unusual case of hitting and only dealing 0-1 damage, and realizing you would have gained more initiative on a miss. I like the idea, but could use a tweak. Either lower the automatic initiative on a miss, or add a minimum initiative gain on a hit maybe? This would be an excessive buff in practice. A version of Relentless was tested where automatic initiative went to half-Overwhelming on hits too and it just made heavy weapons scale so fast that users of them could 1v2 and sometimes 1v3 without breaking a sweat. The current version has that little problem of having occasional 'valleys' when dealing ping damage because the dice are shitters, but there's nothing that can be done about it without loving with the combat engine on a much deeper level, and you should on average get more initiative on ping hits anyway.
|
# ? Sep 16, 2015 23:34 |
Stallion Cabana posted:I would say it's almost certainly gonna be before the end of the year. I still don't understand why they don't change it. Are they that afraid of people making cool swords and poo poo? gently caress, if the weapons and armor you made with Craft came with Evocations, I'd understand if that's why it took so long.
|
|
# ? Sep 17, 2015 00:14 |
|
It's not about stuff like that. I'm not defending it because I don't like it either, but I think viewing their decision to keep Craft how it is as maliciousness is coming at it from the wrong side. They aren't trying to ruin the game and laughing evilly about how the first part of their master plan is making a bad Craft System. They like their Craft System, and they think what it does is good. You can disagree with them and think it's bad system, I sure do, but they think it's good, and they disagree with people who tell them that it's bad because of this. It's less 'we're not changing because we want it to be bad haha.' and more 'we're not changing because we've thought about this a lot and this is what we want to say about Craft in this system'. Insults are sometimes implied but not always.
|
# ? Sep 17, 2015 00:35 |
I thought the issue with Craft wasn't so much that it keeps you from making a cool sword as that it provides some kind of super complex Pachinko machine of an XP system and converts just about everything you do into making a sword because we gotta have craftables in our roguelike RPG experience nowadays. Meanwhile the "Sorcerous Projects" system is apparently good and could easily be applied to making the Sword of a Thousand Truths.
|
|
# ? Sep 17, 2015 00:39 |
|
Transient People posted:A) That increased damage is more valuable than it looks, because Heavy Weapons are both more likely to have leftover damage after Soak and have a higher Overwhelming rating, which is immensely valuable Taken into account. It's not worth hitting 30% rather than 60% of the time when the stakes are high. quote:B) If you want to fix it anyways, this particular problem has already been solved. My own idea was to give all weapons identical accuracy and parry bonuses, and make bigger weapons have bigger damage bonuses but cost initiative to swing at all. I.e. light weapon attacks are free, medium weapon attacks cost 1 initiative but deal 2 to 4 more dice of damage, heavy weapon attacks cost 2 initiative but deal 4 to 8 more damage. Alternatively, medium and heavy weapons have slightly less dramatic damage bonuses, but only cost you initiative if you miss when attacking with them.
|
# ? Sep 17, 2015 00:39 |
|
Ferrinus posted:Taken into account. It's not worth hitting 30% rather than 60% of the time when the stakes are high. This shouldn't be the case at all, though. Assuming a standard maxed out pool (dex 5, melee 5, specialty 1, artifact weapon), a heavy weapon has even odds of hitting a Defence of 7, the highest you can get (and only for Parry), if you stunt at all. Against Dodge, your odds are even better than that because it caps one point lower and requires the use of Drifting Leaf Elusion to equalize. Or are you assuming charm use here? Because that should pretty much always favor attackers over defenders, barring some tricky charms like Hail Shattering Practice.
|
# ? Sep 17, 2015 00:43 |
|
Nessus posted:I thought the issue with Craft wasn't so much that it keeps you from making a cool sword as that it provides some kind of super complex Pachinko machine of an XP system and converts just about everything you do into making a sword because we gotta have craftables in our roguelike RPG experience nowadays. Meanwhile the "Sorcerous Projects" system is apparently good and could easily be applied to making the Sword of a Thousand Truths. Yeah. I mean the biggest issue is that if you have a crafter it is so much less of a hassle to get stuff because you can just fob that off on someone else rather than go "Ugh now Tim's got to go on his magic bauble roadshow to get enough cheer points to finish the dining tables that will, in ten sessions, result in my sword".
|
# ? Sep 17, 2015 00:47 |
|
Transient People posted:This shouldn't be the case at all, though. Assuming a standard maxed out pool (dex 5, melee 5, specialty 1, artifact weapon), a heavy weapon has even odds of hitting a Defence of 7, the highest you can get (and only for Parry), if you stunt at all. Against Dodge, your odds are even better than that because it caps one point lower and requires the use of Drifting Leaf Elusion to equalize. Or are you assuming charm use here? Because that should pretty much always favor attackers over defenders, barring some tricky charms like Hail Shattering Practice. Lemme dig up the stuff I put on anydice, apologies in advance for lack of punctuation/capitalization: me posted:if you assume maxed/equal stats, medium vs. heavy artifact weapons, and heavy artifact armor, and full excellencies, and like excellent strike + hail-shattering practice on both sides, you're looking at Sorry, I guess it's more like 70/50 or 70/40 rather than 60/30, and the gap closes a bit to 50/30 if charms are in play, but I would never, ever put myself on the worse side of those odds. I assumed two people with 5s everywhere and top-tier artifact equipment, and then scoped out how it looked when no one was using charms, when everyone was only using full excellencies, and everyone was using full excellencies AND excellent strike vs. hail-shattering practice. This was me making an attempt to prove to someone else that heavy weapons were on par with medium weapons, and, well, I didn't come out looking good.
|
# ? Sep 17, 2015 00:47 |
|
Ferrinus posted:This was me making an attempt to prove to someone else that heavy weapons were on par with medium weapons, and, well, I didn't come out looking good. Maybe you should've asked Transient People for tips to win that argument. He seems pretty on the ball.
|
# ? Sep 17, 2015 00:52 |
|
Ferrinus posted:Lemme dig up the stuff I put on anydice, apologies in advance for lack of punctuation/capitalization: Assuming full excellency dice for anything but a Holy Rider build isn't a good idea in general. Mote efficiency is too huge to go overspending like that for anything but extremely important attacks, like counters, clashes and decisives. I'd do something more like, say...Hailshattering Practice (e1) vs Excellent Strike, or EStrike vs Drifting Leaf Elusion, which is generally much closer to how actual fights play out. I would also not assume maxed stats on both sides in general, because Stamina is a bad deal unless you go all-in on Resistance for EGT mote-generation, and Strength offers a bit more bang for the buck plus can be pushed higher (thanks to ISE), but that's honestly quibbling at that point. The main thing is that assuming maxed out pools is something that's pretty heavy theorycraft, at least according to my play experience. Other players can weigh in with their own experiences if they've seen significantly different results, but I've found that motes are too precious a resource to just burn yourself out unless you face opposition that outmatches you. EDIT: There is also the matter of how Dodge pays through the nose to wear heavy armor, due to needing to use Shadow Over Water OR invest in Resistance to cancel mobility penalties, which isn't reflected in that analysis either, but this is pretty complicated stuff and I totally understand sticking to one starting case first before branching out. Transient People fucked around with this message at 01:22 on Sep 17, 2015 |
# ? Sep 17, 2015 01:17 |
|
Transient People posted:Assuming full excellency dice for anything but a Holy Rider build isn't a good idea in general. Mote efficiency is too huge to go overspending like that for anything but extremely important attacks, like counters, clashes and decisives. I'd do something more like, say...Hailshattering Practice (e1) vs Excellent Strike, or EStrike vs Drifting Leaf Elusion, which is generally much closer to how actual fights play out. I would also not assume maxed stats on both sides in general, because Stamina is a bad deal unless you go all-in on Resistance for EGT mote-generation, and Strength offers a bit more bang for the buck plus can be pushed higher (thanks to ISE), but that's honestly quibbling at that point. The main thing is that assuming maxed out pools is something that's pretty heavy theorycraft, at least according to my play experience. Other players can weigh in with their own experiences if they've seen significantly different results, but I've found that motes are too precious a resource to just burn yourself out unless you face opposition that outmatches you. I tried it with no charms and with the basic efficiency-boosting charms but no excellencies. I couldn't find a case in which there wasn't at least a 20 percentage point difference between the medium weapon user's ability to hit the heavy weapon user and vice versa. Even if there was a 10% difference on some third target and self-defense wasn't a concern at all, the incredibly marginal damage advantage the heavy weapon offers is just not attractive in the least.
|
# ? Sep 17, 2015 01:21 |
|
Ferrinus posted:I tried it with no charms and with the basic efficiency-boosting charms but no excellencies. I couldn't find a case in which there wasn't at least a 20 percentage point difference between the medium weapon user's ability to hit the heavy weapon user and vice versa. Even if there was a 10% difference on some third target and self-defense wasn't a concern at all, the incredibly marginal damage advantage the heavy weapon offers is just not attractive in the least. I don't disagree with that. Heavy weapons are definitely slightly disadvantaged compared to Mediums for the most part (ability to win decisive clashes aside). I'd always extend the benefits of Relentless and Defensive to my players in any game I ran. They do a decent job of equalizing the weapon categories while allowing them to retain their niches of 'accurate, defensive, powerful' in play.
|
# ? Sep 17, 2015 01:25 |
|
spectralent posted:Yeah. I mean the biggest issue is that if you have a crafter it is so much less of a hassle to get stuff because you can just fob that off on someone else rather than go "Ugh now Tim's got to go on his magic bauble roadshow to get enough cheer points to finish the dining tables that will, in ten sessions, result in my sword". Also, even if you do want to play a crafter, the stupidly elaborate set of mechanical doodads means it's basically impossible to figure out your success rate ahead of time without (a) having a statistics degree or (b) just doing brute force dice simulations.
|
# ? Sep 17, 2015 07:00 |
|
When we were playing with a craft character we just houseruled that the little piddle things you had to craft in order to get your craft points (or whatever they're called) could be objects that were part of the end thing you were banking your points to make. Like if you wanted to make a house or whatever you could make a bunch of furniture, etc That way it was less like "Steve goes off an makes a bunch of helmets until he suddenly has the inspiration to make boat" or whatever the default WoW-esque system is. It's not a huge change but it was enough of a thematic shift that it worked for me.
|
# ? Sep 17, 2015 10:25 |
|
|
# ? May 30, 2024 11:29 |
|
El Estrago Bonito posted:When we were playing with a craft character we just houseruled that the little piddle things you had to craft in order to get your craft points (or whatever they're called) could be objects that were part of the end thing you were banking your points to make. Like if you wanted to make a house or whatever you could make a bunch of furniture, etc That way it was less like "Steve goes off an makes a bunch of helmets until he suddenly has the inspiration to make boat" or whatever the default WoW-esque system is. It's not a huge change but it was enough of a thematic shift that it worked for me. The system's actually far more annoying than that in that you're meant to not go off and make things in a cave, you're meant to make little tidbits that're meaningfully relevant to people like some kind of bizarre craft gremlin haunting your city. The rules are there to encourage you to eat up spotlight time doing pointless bullshit before you're allowed to fill your niche.
|
# ? Sep 17, 2015 10:32 |