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Carrasco posted:Two questions: I think 1) enemies create safe blocks when forced-moved over blank, 2) some enemies can create more complex terrain as move actions, 3) players can take Strikes to add hindering (as opposed to difficult) terrain, maybe getting some items later that allow them to add a space or two of hindering terrain per session.
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# ? May 11, 2016 13:46 |
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# ? May 23, 2024 09:50 |
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Carrasco posted:Two questions: The reference pages are up to date. The game was basically final at that point, barring a few typos and stuff. Any further delays were just some hiccups getting the print versions out, which was done in December. The only thing on that page that is out of date is the three adventures, and I'm not sure how much the out-of-dateness matters for those. Maybe a pre-gen character or two had a power tweaked later?
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# ? May 11, 2016 14:29 |
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Jimbozig posted:The reference pages are up to date. The game was basically final at that point, barring a few typos and stuff. Any further delays were just some hiccups getting the print versions out, which was done in December. Good to know, thanks! homullus posted:I think 1) enemies create safe blocks when forced-moved over blank, 2) some enemies can create more complex terrain as move actions, 3) players can take Strikes to add hindering (as opposed to difficult) terrain, maybe getting some items later that allow them to add a space or two of hindering terrain per session. These are some good suggestions. ElegantFugue posted:What is the fiction behind the world rising up? Is it based on the players' presence? If so, I'd say let the players build out certain 'safe' types of terrain as needed, and let them spend limited resources (whether AP's, Miss tokens, or some new 'build' resource like unusual bricks or more hazardous terrain features like a puddle of lava or spikes) if they want to instead build out more exotic terrain. The fictional reasoning is that the game starts with an apocalypse, and being able to manipulate the blasted-into-chunks world by willpower alone is a side effect of that. I haven't nailed down the particulars--either the pieces of land react to anyone's will now, or the chunks are reacting to a certain item, or the PCs and whoever else can do it as a a result of having been in a "safe zone" during the apocalypse. After this discussion I'm thinking it's just something anyone can do, for simplicity's sake. Although there is some plot potential in linking it to an item--the bad guys taking their little macguffin and leaving them to starve on a tiny bit of rock is too good to throw away outright. Either way, I wasn't planning on having build bricks be a limited resource (well, I suppose I only have so many Legos). Although that might be a good idea, skinning it as "there are only so many usable bits in the immediate area". Which in a chase scenario would reward the PCs for getting somewhere ahead of the enemies or vice versa--with enough time to prepare they could sculpt the battlefield completely and leave nothing else for the opposing party to use.
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# ? May 11, 2016 15:45 |
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I suggested making only unusual terrain limited, for balance purposes. Shoving normally just brings up plain boring terrain with no features, but expending the limited resources would let you, say, decide that you want the space you're shoving that guy into to have a pool of acid he'll fall into or a corner he'd be trapped against. It'd be adding a new subsystem that might not actually be fun, though.
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# ? May 11, 2016 18:13 |
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The book says using a Miss token on a 1 will hit, but still give you a strike. Should enemy/environment miss triggers also still activate in such a situation?
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# ? May 12, 2016 03:01 |
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I don't believe so, the attack still hits, the Strike gain is just a special property of the miss token usage. I'd love to be corrected if I'm wrong though.
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# ? May 12, 2016 03:37 |
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ElegantFugue posted:The book says using a Miss token on a 1 will hit, but still give you a strike. Should enemy/environment miss triggers also still activate in such a situation? The way I read it, it's treated as a 3 in all ways except you also take a strike.
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# ? May 12, 2016 03:47 |
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I feel dumb asking this, but I've played a lot of 4e lately and I might have the two systems mixed up; Can Goons/Stooges crit? I didn't think they could but I can't actually find that anywhere in the book so I might just be wrong.
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# ? May 13, 2016 18:40 |
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Countblanc posted:I feel dumb asking this, but I've played a lot of 4e lately and I might have the two systems mixed up; Can Goons/Stooges crit? I didn't think they could but I can't actually find that anywhere in the book so I might just be wrong. That's not a rule. They can crit.
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# ? May 14, 2016 00:38 |
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Any premade adventures out for this rulebook?
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# ? May 18, 2016 01:26 |
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Yes, although the free sample adventure, reskinned three different ways on the game's downloads page, is out of date according to Jimbozig.
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# ? May 18, 2016 04:14 |
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Auralsaurus Flex posted:Yes, although the free sample adventure, reskinned three different ways on the game's downloads page, is out of date according to Jimbozig. Coolio. Is Strike! on some kind of free license for 3rd party, btw?
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# ? May 18, 2016 04:20 |
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You can make whatever you want for it, yes. My material sort of exists in some quasi-unofficial realm since I actually did work on Strike but I've asked Jim before and he seemed down with people making whatever they wanted for it.
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# ? May 18, 2016 04:30 |
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Auralsaurus Flex posted:the free sample adventure, reskinned three different ways on the game's downloads page, is out of date according to Jimbozig. I don't think it is seriously out of date. I haven't checked. I would guess maybe a pre-gen character or two got an extra class feature or something (thinking of the Duelist in particular). Anyway, that is more of a sample scenario, since I provide less info and leave more to the GM than an "adventure" implies. It's got a few encounters pre-written, and the intention is for the rest to be improvised, so you can jump right in and play with no prep. If you're up for that, I recommend them. Covok posted:Is Strike! on some kind of free license for 3rd party, btw? Update time! I was working on a thing inspired by Monster Hunter, which I had intended to be a mini-expansion, but I have instead been incredibly productive over the past 10 days and have written up 72 new monsters. Which puts me past "$4 mini-expansion" and getting close to "full-on monster manual" territory. Countblanc and I are working on some new Classes and I have some half-written item crafting stuff that I had also intended to be a mini-expansion but would fit very well in a "new player options" type of book with the new Classes and would also interlock with the Monster Hunter thing. So that's where we're at: expansion books coming. It's not what I expected, honestly. I thought I would make a few monsters and items for a quick mini-expansion and then do a big X-COM themed book for my summer project, but I've learned that I shouldn't argue with my productivity. If this is what I can spend a lot of time on, then this is what I need to be doing, and I'll do it well. Right now, I'm hoping to get two books - a Monster Manual with a Monster Hunter-inspired setting, and a sort of "PHB2" thing with 6-10 new classes and other cool customization stuff. Once I figure out exactly what is going to get done and get further along in the writing process, I'll work on putting together a Kickstarter so I can pay Ferrinus to make new class art and find an artist to draw me a lot of monsters. As for why there weren't any mini-expansions in March or April, it's because I was busy as all hell with my "real jobs," was teaching during my best writing hours (the morning), and couldn't bring myself to sit down and do more work at night before bed. I tried guilt-tripping myself, but it didn't work. Which is why I'm thrilled to have managed so much work this past 10 days. I timed it, and the average monster takes me 15-20 minutes to write, so 72 of them adds up to somewhere between 18 and 24 hours of work. If I can manage that pace over the whole summer, I'll get an awful lot written!
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# ? May 18, 2016 05:16 |
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A set of monster-hunter-themed splats sounds incredibly kickass. I take it though that it's not going to be out anywhere close to the near-future, though, if another KS is involved.
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# ? May 18, 2016 07:21 |
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I admit I'm curious to know what sort of design space you're planning to explore as far as new classes go, the ones in the main book seem to cover a fairly robust spread of the highlights of 4E mechanics and playstyle-wise with the Psion being something that covers more of an interrupt/reaction-based class, so what else is there that you feel you didn't adequately cover on the first pass?
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# ? May 18, 2016 07:46 |
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Kai Tave posted:I admit I'm curious to know what sort of design space you're planning to explore as far as new classes go, the ones in the main book seem to cover a fairly robust spread of the highlights of 4E mechanics and playstyle-wise with the Psion being something that covers more of an interrupt/reaction-based class, so what else is there that you feel you didn't adequately cover on the first pass? I'll never reveal the wu-tang secret. e: ok real answer there's actually a lot of unexplored design space if you look at not just when powers activate or what they do, but who is using them and how. also things like limits on powers to make them more powerful (ie the Magician). most of the classes I've been working on the past month have been toying with those ideas and others still are just excuses to play with and revisit preexisting mechanics, but we havent started playtesting yet so I don't want to give too much away since it's impossible to say what actually works and is interesting versus what sounds good on paper. Countblanc fucked around with this message at 08:57 on May 18, 2016 |
# ? May 18, 2016 08:43 |
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Countblanc posted:I'll never reveal the wu-tang secret. Sure sure, I wasn't expecting full-on spoilers or anything, it's just one of the first things I thought of when I made myself really sit down and crack into Strike! on a "what is this doing and why" level. It's easy to see in some cases...over here is the stance-based class, over there is the Avenger, thataway is the guy that summons things...and in other cases some of the design space has been shunted into roles, like the Defender. Obviously you don't have to stick with "like this one thing in 4E but" either.
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# ? May 18, 2016 09:10 |
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If you're in the mood for giving me exactly what I want, some treasure and traps would go really nicely with those monsters
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# ? May 18, 2016 17:30 |
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Let the splatbook bloatening begin! Kidding, of course. Looking forward to new classes. I've noticed recently how the current classes are pretty hard defined as melee or ranged. I hope some of the new ones have options for both.
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# ? May 18, 2016 19:35 |
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On one hand I'm a bit sad that there's hasn't been more mini expansions, but full expansion books is pretty drat cool too. My wallet is ready.Superstring posted:Let the splatbook bloatening begin! Seconding this.
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# ? May 18, 2016 19:37 |
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I always like having more class options, but to be fair, the base game does have a couple of classes that can do both melee and ranged. Necromancer and Buddies both come to mind.
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# ? May 18, 2016 19:42 |
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Every ranged class is melee with the Melee Shooter feat.
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# ? May 18, 2016 19:42 |
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homullus posted:Every ranged class is melee with the Melee Shooter feat. That is a pretty good point.
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# ? May 18, 2016 19:45 |
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homullus posted:Every ranged class is melee with the Melee Shooter feat. Where is my 'throw lightsbaer' feat, to turn every melee class ranged?
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# ? May 18, 2016 19:51 |
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Jimbozig posted:Once I figure out exactly what is going to get done and get further along in the writing process, I'll work on putting together a Kickstarter so I can pay Ferrinus to make new class art and find an artist to draw me a lot of monsters. When you do the Kickstarter, I assume one of the levels would be some kind of bundle that includes the original book? I missed the original Kickstarter, and for various circumstances (mainly to do with moving and all related complications) may not have the chance to get the game for a while anyway, so that would be extremely relevant to my interests even if it's not for a while.
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# ? May 18, 2016 19:54 |
KittyEmpress posted:Where is my 'throw lightsbaer' feat, to turn every melee class ranged?
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# ? May 18, 2016 20:05 |
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homullus posted:Every ranged class is melee with the Melee Shooter feat. I was thinking more the other way round. Now, I'm aware that the following example isn't exactly the system's fault, but I think it's indicative of a bit of a blindspot. I'm in a pretty awesome Star Wars game at the moment. When it began I decided to go for a Duelist/Defender combo to try it out. However, because the 'flavor' of Star Wars involves pewpew laserguns, I noticed that my character was having a really rough go at actually doing stuff where the baseline encounter involved lots of ranged 10 Stormtroopers at a double move, or further, distance away at the start of an encounter. I eventually switched to Archer and never looked back, because Archers are awesome. Now, you could say that not every class should be expected to be viable in every game and I would agree that is a valid interpretation. I think it would be a bit of a shame though.
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# ? May 18, 2016 20:09 |
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When I wrote up the Psion I did so explicitly thinking the game needed more hybrid melee/ranged options, so I definitely agree that there's room in the system for it. Of the three classes I'm working on right now two have options for both (and the third one plays with range and LoS in weird ways so it's hard to quantify it as either), though one of those two is basically a mini-class. Either way definitely expect to see some more flexible classes, but there's at least a few which will probably be more dedicated.
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# ? May 18, 2016 20:20 |
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I like what I'm hearing so far, but while we're voicing our desires regarding what we want to see, please tell me you're at least trying to work out a Lurker class or role for inclusion the new material.
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# ? May 18, 2016 20:44 |
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Scyther posted:On one hand I'm a bit sad that there's hasn't been more mini expansions, but full expansion books is pretty drat cool too. My wallet is ready. Me too - I wish I'd had the time, but I can't exactly complain about being busy getting lots of money from private tutoring either. November/December and March/April are the busiest times of year. Maleketh posted:I always like having more class options, but to be fair, the base game does have a couple of classes that can do both melee and ranged. Necromancer and Buddies both come to mind. Ranged include: Archer, Magician, Bombardier, Warlord, Necromancer, Buddies, and Summoner (sort of). Melee include: Duelist, Shapechanger, Martial Artist, Necromancer, Warlord, Buddies, and Summoner (sort of). Carrasco posted:When you do the Kickstarter, I assume one of the levels would be some kind of bundle that includes the original book? I missed the original Kickstarter, and for various circumstances (mainly to do with moving and all related complications) may not have the chance to get the game for a while anyway, so that would be extremely relevant to my interests even if it's not for a while. Definitely. Gort posted:If you're in the mood for giving me exactly what I want, some treasure and traps would go really nicely with those monsters Auralsaurus Flex posted:I like what I'm hearing so far, but while we're voicing our desires regarding what we want to see, please tell me you're at least trying to work out a Lurker class or role for inclusion the new material.
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# ? May 19, 2016 00:17 |
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As someone who's tried (not very successfully) to explore the idea of a Lurker for Strike!, in 4E parlance a Lurker isn't really about being sneaky necessarily. Some Lurkers are, but others are like Gargoyles whose Lurker schtick is turning into durable stone skin forms while they build up for devastating pounce attacks, or the Bulette whose Lurker behavior is based on burrowing underground before popping out and landsharking someone. In other words, a Lurker's behavior/design space doesn't really require stealth per se, it's more of an on/off pattern of high defense (in some fashion) but low damage followed by high burst damage but a window of vulnerability. The Rogue does have some of that, but I think there's still some potentially interesting design space to explore with the idea of a class that alternates between two distinct modes in combat.
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# ? May 19, 2016 02:45 |
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Where are the rules for making monsters? I saw sample monsters, but not rules for building them. Getting deja vu so, if I asked before, my bad.
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# ? May 21, 2016 18:12 |
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Covok posted:Where are the rules for making monsters? I saw sample monsters, but not rules for building them. Getting deja vu so, if I asked before, my bad. Page 161.
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# ? May 21, 2016 19:31 |
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Rules question: Can a Necromancer/Blaster apply his Mark of Death when dealing damage to a second creature with Multitarget Boost?
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# ? May 23, 2016 17:20 |
I told myself I wasn't going to ask this, but the min-maxer in me can't resist: What's the deal with The Flame kit? It's an ability built on tanking rolls to get AP, but there's already a system for that using the Complication mechanic. It seems to me to be roughly equivalent as well, with Disadvantage giving roughly 20% more twists to gain you 33% of an AP. So a slight gain, but also a really good chance to get a Cost on top, so kind of a wash IMO. That's all fine and dandy, but it also comes at an opportunity cost of having chosen a different kit. Protagonist gets random APs for existing, Scholar gets to save up for auto-6s on knowledge rolls, etc. Is there an advance I missed that makes things a lot better? The AP when you fail the team one seems good, so you end up getting ahead of the Consequence mechanic by quite a bit, but seems basically mandatory. I dunno. I really want to like it, but it seems pretty punishing and redundant when you could just use Consequences.
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# ? May 26, 2016 16:47 |
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I'm not sure about the comparisons to other kits - I would have to go run some numbers. But off the top of my head I can see a couple of things you are missing. There are a number of ways to mitigate Disadvantage: linked rolls and helping come to mind. Using it optimally may not get you as many successes as other Kits, but that's not really the point. The point is to foster a cycle of falling to your vices and relying on your friends to bail you out. The rewards are meant incline you towards the intended behavior. With that said, if it truly is weak (and I will revisit it at some point), I think the obvious fix is that when you spend your points and give your buddy an AP, you get one, too.
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# ? May 28, 2016 07:44 |
Well, I'm going to give it a try regardless. I'll let you know how it goes. You're completely right that all the ways you can mitigate the Disad weren't in my brain space.
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# ? Jun 3, 2016 15:34 |
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I know there was some discussion of it earlier, but am I the only one that thinks Area Denial is extremely powerful for an at-will? It almost feels powerful enough to be an encounter power, especially compared to the other Archer at-wills.
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# ? Jun 4, 2016 17:27 |
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# ? May 23, 2024 09:50 |
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Look Around You posted:I know there was some discussion of it earlier, but am I the only one that thinks Area Denial is extremely powerful for an at-will? It almost feels powerful enough to be an encounter power, especially compared to the other Archer at-wills. It's definitely mega-good and also kinda weird in that it's enemies-only. Many of the fights in my campaign have the defender/martial artist rushing in and marking everyone, then the striker/archer runs up next to her and area-denials everyone including the two of them from melee range. It's such an effective tactic that it's used on most of their turns, and stuff like the trick and super-trick arrows get neglected.
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# ? Jun 4, 2016 17:46 |