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MadRhetoric posted:Oh hey, this thing. Even after becoming a system sold for real money, it's still the bastard child of 4e and Apocalypse World. That's a positive right?
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# ¿ Jan 6, 2016 14:29 |
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# ¿ May 10, 2024 04:01 |
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Jimbozig posted:When I was trying to figure out what my stretch goals were, I pitched such a thing to people and their reaction was ehhh. I guess I just pitched it to the wrong people. The thing is already partway designed, so it's a good bet that you'll see it as a mini-expansion sometime. This sounds like necromunda lite and that's kind of incredidible.
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# ¿ Jan 7, 2016 08:44 |
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Gambler powers could all be the kinds of dice shenanigans you saw in older gw games. Make 2 attacks, but doubles hit you. The attack has exploding dice but on a 1 you explode and you hurt your friends, simple stuff. The big problem in my eyes with that is that feels like it should be a very swingy class thematically and that's a pain in the balls for a game that tries for tight encounter balance
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# ¿ Jan 9, 2016 01:47 |
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Yesterday in strike. I (Lewellyn, secret elf prince) with a single hit point remaining, and both of my allies already down, ran up the back of a dying dragon (slow poison) and punched out my arc boss evil twin, in a molten crater outside of the walls of a burning city. It was a pretty good game of strike.
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# ¿ Jan 11, 2016 01:47 |
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I like the idea of some powers being built around the exposed variant for ranged combat thematics. Chow yun fats dramatic dive. Encounter power Shift 3 squares, make a ranged basic attack, and ignore exposed until eoynt. In action movies a consistent way to handle exposure is to leap through the air heroically but because it's a bolt on option it's not really factored in to skills.
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# ¿ Jan 15, 2016 08:38 |
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Gort posted:I'm not sure it's possible to make a system that can go from medieval-style battles to "if you're in the open you're dead"-style WW2 battles with just one rule change. It might be better to have two separate rule-sets for melee-heavy and ranged-heavy settings. I dunno. In the open = dead may be true of reality, but its not true of cinema logic and I don't think you need to go too far from the core rules to do a passable die hard, john woo or old bond fight.
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# ¿ Jan 18, 2016 02:51 |
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Gort posted:Having played Strike to the higher levels (party's level 9 now) I'm not really loving how monster damage increases as level goes up. Player-character hitpoints stay the same, but they gain a couple of new powers that negate attacks, which presumably is supposed to make up for the monster damage escalation. I play in gorts game and we trialed a game with more bads with their damage toned down and I gotta say I preferred going back to early game flow. I like strike a lot but I definitely enjoyed the early game more. While it's averaging out similarly and ends up ok there's a lot more swing in encounters at the high end which can sometimes feel random and frustrating rather than heroic.
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# ¿ Apr 6, 2016 03:24 |
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Jimbozig posted:No, none of it. Only the base damage (the one at the top of the power) gets added again. I'm the archer in question. This is what I expected. But yeah, It's area denial all day long, especially with how big it gets. If there is any kind of chokepoint for our defender to hold while marking things it's an absolute no brainer. As for the responses above it doesn't really change much. I'd also argue that while yes, you can always come up with narrative reasons to push players to mix it up a bit, the tactical game sitting right in the middle of this whole shebang normally provides a good spread of interesting powers and the GM shouldn't actually need to press me like that. Regardless - quote:Goblins hiding under tables like turtle shells. quote:Enemies that can be ranged right back quote:A big mean ogre using an anchor like a grappling hook with reach and push/pull attacks quote:Swarms quote:Battles where the party have to race to get somewhere, so standing around and making the monsters come to them isn't going to work I think part of my problem is that on, say, trick arrow or super trick arrow, so many of the abilites have little caveats on them that they end up far less exciting and interesting than they should be. For starters, so many (And in my head this is worse for super trick arrow) just don't work on tougher badguys thanks to the way they shrug off savable effects. the delay on exploding arrows exploding and the AOE on flaming arrows made them pretty risky to use (Inevitably saved for the narrative - setting a building on fire or knocking down a barricade, almost never used for their mechanical effect). Slow poison seems to normally trigger just after the fight ends. It seems to me that the trick arrows should be one of the highlights of the combat, just in purely thematic terms, but for me the momentary/persistent weakness, or the wind up shot, are the moments that actually make the table sit up and take notice. I can hit very hard on pretty much any attack, and the skills that make me hit even harder and just annihilate some toughs are the definite stand out moments, but these ultimately end up getting played as a rider on area denial. It's just overwhelmingly reliable.
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# ¿ May 9, 2016 00:20 |
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Also involved in campaign. Llewellyn the elf striker. Finished the game by posing awkwardly in front of the warhammer emperor while our healer failed a skill roll to save his griffin. Good times. My skill list is fuckin long and I'm drunk now so so here's the whole thing. Ambush Hunting Pathfinding Weather prediction Nature's bounty Herbal medicine Agility Stealth Escape artist Trick shooting Tree speaking Pulling stuff Matrix dodge Bluff Catch Kick Throw (we played blood bowl) Building Sea legs Pulp hero Swashbuckling Vicious mockery Training Escaping Brenn Disbelieve Sneak up and get Im! Legolasing
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# ¿ Jun 18, 2016 22:09 |
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I'll chip in as I was the striker archer. I'll specifically say I enjoyed low level more than high level, at least initially. You've got an interesting setup where escalating badguy damage gets set against escalating powers rather than escalating health. This is cool because it's not as zero sum as most systems but it starts to swing towards extremes. Badguys who dropped me in one or two good hits were a consistent frustration. It doesn't feel particularly heroic to be scrabbling in the dirt. As for damage no one else came close. By the end I had bonuses to my short ranged dice roll result, bonuses to my damage, and bonuses including permanent advantage on targets of my choice, which meant when I focused on a boss I was massively critting more often than not. On the other hand, even with that damage in play we would have been lost without it. We consistently scraped through fights by the skin of our teeth. A couple of further thoughts. That build seems to simulate a guy with a shotgun far better than any kind of archer, and running up to people with my bow felt a bit daft sometimes. Mechanically seemed the only choice though. People go down a lot. Strikes come into play when that happens but I was thinking about this in terms of movies and it's pretty unusual for a hero to drop in a film outside of a major moment. It's really not a major critique but I'd personally like to see people getting downed less but it being a much bigger deal when it happens. Not just a couple of minor concessions, but the heroes forced to retreat while the villain completes his terrible ritual. The despair point in the movie before the heroes rally for the big finish.
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# ¿ Jul 13, 2016 13:11 |
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it's like persistent weakness or something like that, can't remember offhand.
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# ¿ Jul 13, 2016 16:34 |
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I'd like to add an addendum to my earlier comment. I've played a number of RPGs over a number of years. A number of those gamess were meant for long form campaign play, and of those I've finished a grand total of 2, a 4th ed campaign and this Strike campaign. That puts Strike on a pretty high pedestal in my eyes, and the things I raise are pretty minor and brought up over a long campaign, so good job and thank you for the good times.
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# ¿ Jul 13, 2016 19:18 |
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Even if you tie tram conflict in heavily to players it's still going to have an issue similar to what I dislike about fate, where your narrative strengths get used in a very mechanical way with the advantage stacking to set up the final success.
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# ¿ Jul 15, 2016 09:48 |
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The rules for theatre of the mind combat apparently got pulled from the rulebook at some point
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# ¿ Jul 29, 2016 10:55 |
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I feel exposed could work really well but the classes need new ways to mitigate it to make well timed movement important - some Max Payne or John Woo powers. Encounter attack power - shootdodge Shift 3 and make your basic ranged attack. Treat yourself as in cover until eoynt. Since cover becomes more important in general the force movement powers become more powerful too, but I think players could use some more options for getting people out of cover like flush ala xcom ShineDog fucked around with this message at 08:21 on Aug 16, 2016 |
# ¿ Aug 16, 2016 07:52 |
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hyphz posted:Fair enough. I was kind of confused by the section in Dangerous Delves which states the GM should design the "dungeon" in advance. So there are either guards behind the door or there aren't, regardless of how well or badly you pick the lock. If it is intended to be flexible in this way then what does the GM design? There's a mantra in dungeon world. "Draw maps, leave gaps." Your dungeon map can be loose. You can stat some appropriate baddies and say "room may have baddies", but the details are flexible. If you've got some fun setpiece ideas then that's the cool bit and the actual where and what of each part of the dungeon can be mushy.
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# ¿ Aug 23, 2016 09:17 |
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Strike is a really loving hard name to search for, btw.
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# ¿ Oct 5, 2016 22:39 |
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What's the up on any more ranged classes coming into this? With most classes being fairly melee focused I'm a little wary of modern or scifi reskinning.
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# ¿ Oct 13, 2016 17:40 |
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How many players do you guys strike scales to nicely before it bogs down too far?
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# ¿ Oct 18, 2016 20:57 |
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Strikes skill system is super fun and unique, pbta also is super fun, but I don't think they work well together, just because each requires your attention.
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# ¿ Oct 21, 2016 02:11 |
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Can someone clarify the 5/6 player badguy balance rules and how that's supposed to stack with goons and such?
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# ¿ Oct 25, 2016 17:56 |
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Jimbozig posted:Immediately. Clear. Seems it could go badly for the pcs if goons move before them since you're looking at plus 8 damage instead of a plus 4 for a similar encounters worth. I assume this is offset by players being able to explode huge swaths of goons in a single round? I assume I can just put in equal numbers and it'll still work OK, even if it takes longer.
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# ¿ Oct 26, 2016 01:11 |
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It specifies for buddies that role boosts apply on certain actions originating with the buddy. I don't see it specified anywhere that they actually don't otherwise. I assume this is the case?
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# ¿ Nov 3, 2016 00:45 |
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If a player wants to be able to spend an AP to do the "declare something useful" thing that many games have, would you say that's a reasonable and fun use of them as a house rule?
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# ¿ Nov 19, 2016 03:10 |
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I'd just start at 1 since strike characters start pretty heroic, and there are only really 10 levels with less power variation between levels than dnd.
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# ¿ Nov 29, 2016 03:36 |
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Any thoughts on doing a multi crew starship for tactical combat? I imagine it would work something like the ogre, different stations as different heads. No idea how to put it together.
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# ¿ Nov 30, 2016 02:12 |
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Because its hard (impossible) to fit everything youll need on the default sheet, i made a big set of printable character sheets that had the various choices available at each level as check boxes, the powers themselves are on a deck of poker cards. Similarly for the roles. The role sheet has lots of space for all the role playing skills and stuff too So a player takes the archer/blitzer sheet and the striker sheet. It tells them every special rule of their class and tells them what powers to draw from the deck. I put the power cards into coloured sleeves denoting their usage, so you can just flip your encounter powers over and know at a glance. My graphic designer housemate made the cards look nice and professional. The character sheets are a little rough right now but will look clean and nice once I've had another pass. I'd share these because i find them useful, but given that they comprise basically a whole critical chapter i don't want to share them openly. Jimbo, once I've tidied up the sheets would you be interested in having these?
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# ¿ Dec 20, 2016 19:04 |
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I want to see make a big online repository of cool monsters people can submit to and download to print off.
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# ¿ Feb 15, 2017 12:51 |
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I'll drop some feedback for these soon.
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# ¿ Feb 16, 2017 18:30 |
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No. Let me look up the deets of those powers though.
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# ¿ Mar 8, 2017 21:41 |
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Monsters getting miss tokens would be a little cruel I think
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# ¿ May 26, 2017 13:39 |
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Cool, but incredibly unfriendly for home printing.
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# ¿ May 28, 2017 02:00 |
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I'm thinking of those Titanfall 2 time levels where you can flip between two timelines. In some parts youll come to a place where in each timeline there is a harder than average fight, to the point that you will be probably be overwhelmed and die if you play straight. You can escape the fight by travelling into the future or past, but there's another huge battle waiting for you that you'll need to escape from quickly, so you're juggling where the safe places in the other timeline are in your head, and flitting back and forward managing two fights at once was the absolute pinnacle of the game. The timelines also have different enemy types, ranged soldiers in the past and predominantly melee monster in the future, so what constitutes useful ground isn't constant. I guess that would be 2 mostly identical maps and the opportunity to choose which timeline you are in at the beginning of your turn?
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# ¿ Aug 3, 2017 02:07 |
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Tuxedo Catfish posted:That was a really cool gimmick and honestly I would rather play the game that Titanfall 2 turned into for those 5-10 minutes than the one about big clunky robots that it actually was. Really? I think it's one of those quietly brilliant campaigns most of the way through, the early wallrunning tutorial stuff aside. Most sections of the game have a strong gimmick that escalates, hits you with enough challenges to ask for your mastery, then drops it and moves on before it gets old. The time flipping bit and the factory where it builds houses around you were the highlights but I can't think of a bit I didn't enjoy mechanically. The story itself was mediocre of course.
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# ¿ Aug 3, 2017 14:25 |
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Ufo strike is standalone but would the classes be back compatible?
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# ¿ Aug 29, 2017 08:24 |
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I'm very pumped about the concept of that expansion jimbozig. Reskinning works fine but it's real squeeze to get some of the powers to make sense in a modern or fairly straight future setting
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# ¿ Jan 18, 2018 18:19 |
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Tbf once I've got more damaging powers I don't intend to use it exclusively but I'm surprised ised it's not a reduce damage power
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# ¿ Mar 11, 2018 12:53 |
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I think my biggest issue with d6 is how easy it is for a few enemy 6s to just blat a player down without them getting much of a chance to act, particularly if a sniper type is around
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# ¿ Mar 29, 2019 03:28 |
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Something I've noted as a concern is how quickly simple damage classes could do spike damage to players and just take them down with a handful of good rolls. As such I made some basic changes to the sniper archetype - the gunslinger, who would deal the snipers extra damage as an effect to another player within range and line of sight instead of the initial target, or the soldier, whose effect was to upgrade his attack into a blast. This helped spread the damage round rather than obliterate one player. Just a thought for anyone running it.
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# ¿ Aug 22, 2020 01:27 |
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# ¿ May 10, 2024 04:01 |
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drrockso20 posted:Spaceship stuff There's a system on the way specifically about this, called lancer: battlegroup. You may want to check it out.
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# ¿ Dec 26, 2020 19:40 |