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Drop me a PM if you spot any errors in the above spreadsheet. It only goes to level 3 so far but I'll be adding to it soon (since my campaign just hit level 4)
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# ? Feb 18, 2022 11:05 |
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# ? May 11, 2024 16:11 |
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Countblanc posted:Updated the OP with a handy new link, a spreadsheet by Gort with all of Strike's default monsters broken down by type (stooge/goon/etc) for easy copy/pasting! Holy poo poo, that's an awesome resource! Thanks a lot, dudes!
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# ? Feb 18, 2022 11:13 |
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What do people do for the damage numbers for damaging terrain as you go up in levels? Where player characters are concerned, getting pushed through a fire space might be 1 or 2 points of damage and that's pretty impactful on a player character who will have 8-16 HP, but monster HP escalates much more than that. At level 1, 2 HP is 25% of a monster's health, but at level 10 it's only 8% - you can't escalate the terrain damage too much, either, or when a player takes the damage it'll be overwhelming. Do people have something like "Level 10 Fire Space: 2 damage to a player, 6 to a monster"?
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# ? Feb 18, 2022 17:36 |
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Gort posted:What do people do for the damage numbers for damaging terrain as you go up in levels? Players are typically going to have better methods of both forcing enemies into damage terrain, and avoiding it themselves, than monsters are. There's no need to edit it.
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# ? Feb 18, 2022 18:47 |
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Strike monsters spreadsheet is now up to level 7, as my current campaign just hit level 6. I usually find this is where Strike starts getting a bit more rocket-taggy, with most champions able to do 10 damage on a crit and most generalist monsters 6 - player characters have to rely more on their defensive powers (EG: Dodge and Strike Back) than their HP to stay up than before.
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# ? Mar 25, 2022 17:26 |
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Just want to make sure I have the rules for Hidden enemies down right. There are actually two ways an enemy can be hidden in a fight - enemies who have not yet joined the fight, and enemies who have been involved in the fight and then become hidden through some action. For enemies who have not yet joined the fight, they don't have a mini on the map, and players can spot them by taking the "Are there hidden enemies?" option of the Assess action. For enemies who have joined the fight and then become hidden, they DO have a mini on the map (though they cannot be targeted and get advantage to hit the players) and can be spotted by removing the cover or concealment that is hiding them. (EG: Moving round the wall they're hiding behind, blowing away the smoke cloud that's concealing them) Is that accurate?
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# ? May 8, 2022 10:14 |
The spreadsheet is pretty awesome!
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# ? May 8, 2022 12:24 |
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My friends and I are about to start a Strike game, and I have a rules question. If a power's Effect includes dealing damage, is it added to the power's base damage on a 3+, or is it a separate source? This would change how it interacts with Resist and potentially let it one-shot goons.
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# ? May 11, 2022 17:30 |
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5-Headed Snake God posted:My friends and I are about to start a Strike game, and I have a rules question. If a power's Effect includes dealing damage, is it added to the power's base damage on a 3+, or is it a separate source? This would change how it interacts with Resist and potentially let it one-shot goons. It's supplemental, not a second hit. This is important for effects that specifically interact with base damage, like critical hits. So an attack that does 2 base damage, and has an effect that inflicts 2 more damage will, on a solid hit, inflict a single hit of 4 damage. If that same attack is a critical, only the base damage is doubled, so it inflicts a single hit of 6 damage.
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# ? May 11, 2022 17:47 |
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That's what I figured, but I wanted to be sure. Thanks!
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# ? May 11, 2022 18:06 |
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Gort posted:Just want to make sure I have the rules for Hidden enemies down right. I think so, yes. Hidden is a thing I am changing for the 2nd edition so I'm a bit foggy on what changes I made when, but what you wrote sounds right. 5-Headed Snake God posted:My friends and I are about to start a Strike game, and I have a rules question. If a power's Effect includes dealing damage, is it added to the power's base damage on a 3+, or is it a separate source? This would change how it interacts with Resist and potentially let it one-shot goons. Yeah, like FoS said, it doesn't get doubled with a crit, but it also doesn't count as a second instance of damage, so you don't get resisted twice and it doesn't one-shot goons.
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# ? May 11, 2022 20:15 |
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Monsters spreadsheet is now up to level 9, as my current campaign just hit level 8. I get the feeling I'll get it finished in time for 2nd edition to make it all obsolete
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# ? May 13, 2022 13:15 |
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Gort posted:Monsters spreadsheet is now up to level 9, as my current campaign just hit level 8. This is beautiful. I am not running a Strike! game right now, but I am 200% using it for when we return.
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# ? May 13, 2022 13:17 |
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If a character is pushed via end-of-turn effect (the duelist's Force Their Position class feature) into a zone that damages you at the end of your turn (the bombardier's Hot Bomb zone), the end of their turn gets re-instigated and they take the 3, right? That's how it would work if we were playing Magic: The Gathering so that's the ruling I passed yesterday. I'm curious if that's intended, because it's a dope combo.
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# ? May 30, 2022 14:49 |
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Yeah, they would take the damage in that case.
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# ? May 30, 2022 15:38 |
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Finished up the monsters spreadsheet - got all the monsters from the main Strike book in stooge, goon, normal, elite and champion variants, up to level 10. Let me know if you spot any errors.
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# ? Jun 24, 2022 18:50 |
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Are there rules for a "surprise" beginning to a combat, similar to D&D's surprise round type stuff? I think an entire turn with no monster actions might be a bit much, maybe each ambusher gets a single action of any type before combat starts, perhaps?
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# ? Aug 10, 2022 13:23 |
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I gave my players a surprise round once in Strike! and it was probably the easiest encounter they've ever had at my table. I am not sure there are official rules for it, but in retrospect it would have been better to resolve the ambush in the narrative layer and, if there are still enough enemies standing for it to be worth a full tactical battle, change the encounter to match the results, including player positioning.
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# ? Aug 10, 2022 16:49 |
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My ambush bonus varies a bit with the situation, but it's usually some combination of the ambusher getting superior starting positioning, having advantage to their initiative, and/or advantage to their first attacks.
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# ? Aug 10, 2022 17:08 |
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fool of sound posted:My ambush bonus varies a bit with the situation, but it's usually some combination of the ambusher getting superior starting positioning, having advantage to their initiative, and/or advantage to their first attacks. Yeah, this is what I do as well. It depends a bit on whether I'm using a pre-made map or just drawing something up from scratch. If I'm just drawing it, I can draw it so the players get the stronger defensible positions and the enemies are out in the open.
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# ? Aug 11, 2022 11:07 |
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yeah, in any game with D&D-like combat, i usually implement surprise advantage as greater freedom (and more complete information) in choosing a starting position on the combat map. i can't remember if any of the games i've played actually have rules to the same effect or if i was inspired by some video game, but in any case it works pretty well in nearly any of them and is way less swingy than a free turn
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# ? Aug 11, 2022 11:28 |
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Free partial turns are good. Free information (like a free Assess) is also great. Superior start position is something I have struggled with as a GM and a player -- what looks like a great position may mean either a rapid wipe for Team Monster or a death trap for PCs who roll poorly/misunderstand/don't actually know what the baddies can do.
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# ? Aug 11, 2022 22:54 |
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homullus posted:Free partial turns are good. Free information (like a free Assess) is also great. Superior start position is something I have struggled with as a GM and a player -- what looks like a great position may mean either a rapid wipe for Team Monster or a death trap for PCs who roll poorly/misunderstand/don't actually know what the baddies can do. Hah! I have a story from a couple of weeks ago about just that. In our last combat, I had the enemies positioned to allow a particular strategy: they could run up to the closest one and steal her amulet that gave her protection from the neutral monsters so they would also attack her and not just focus on the PCs. They peeked ahead and saw her as the biggest thereat (which in fairness she was) and came up with a strategy to lure her out of the room and put her behind them, giving them a round without her there. That's a reasonable advantage, but made the intended strat impossible. The end result was them turning what should have been an easy-to-moderate fight for 3 PCs into a moderate fight for 5 PCs. It ended up being the closest Strike! fight I've ever seen. It looked like they were going to wipe, but with all rallies spent, two PCs taken out (not just down, but truly out), and the last PC on 1HP, the final enemy who was on 2HP rolled a 1 on her attack, allowing the last PC to finish her off.
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# ? Aug 12, 2022 02:57 |
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Rules question that came up in my last session: if a character with Lucky makes an enemy reroll an attack, does the reroll stick even if it's better, or does the attacker use the lower result?
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# ? Nov 20, 2022 20:25 |
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5-Headed Snake God posted:Rules question that came up in my last session: if a character with Lucky makes an enemy reroll an attack, does the reroll stick even if it's better, or does the attacker use the lower result? As written, the reroll sticks regardless. But I don't think it's overpowered the other way either.
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# ? Nov 21, 2022 00:01 |
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# ? May 11, 2024 16:11 |
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New thread posted for Strike, as well as Tailfeathers which I highly encourage any strike-likers to check out! https://forums.somethingawful.com/showthread.php?threadid=4022049
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# ? Jan 16, 2023 16:24 |