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Ratpick posted:Hey, that's a good OP. Strike! is a good game. If you're using the recommended number of monsters, remember that this is explicitly an easy fight. Throw some more dudes in or make them elites or whatever.
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# ¿ Jan 5, 2016 03:43 |
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# ¿ May 10, 2024 02:44 |
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Exposed rules always seemed cool but I felt like there was so much melee stuff in the game that's also really cool you'd cut out (I'm aware you can fiddle with the scale a bit but it ended up feeling weird to me).
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# ¿ Jan 15, 2016 13:37 |
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Yeah; from my admittedly brief experience playing as team monster in Strike, Marks were a major jarring change from 4e. In 4e defenders are generally a part of battlefield control, whereas I pretty quickly realised marks are largely just autodamage you can't really avoid in Strike!.
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# ¿ Jan 18, 2016 13:07 |
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Gharbad the Weak posted:Well, yeah, marks are autodamage. Which is a kind of control (soft control, like the Archer at-wills). However, between feats and defender powers like "I don't think so!" you can ramp that up to hard control. It's just less position based, which is why we probably never saw a ranged defender class in 4e. I mean, it's possible to make a ranged defender in 4e, but you have to do things like hybrids and careful feat and power selections. I don't know; I don't really think "Do anything and also take 12 damage" is meaningfully a control effect, except by the tombstone mez effect.
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# ¿ Jan 18, 2016 20:13 |
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Poison Mushroom posted:My immediate first thought? "Encourages bad habits". The MMO City of Heroes had a class that had a similar feature on their glass-cannon class (coincidentally also named Blasters), but they removed it because it rewarded poor play and reinforced bad habits. Like, ideally, you want a class to be feasible in any role, but I can't exactly see "Berserker Leader" or "Berserker Defender" working out very well. The idea of power-at-a-price is a good core to build off of, but ideally, you probably want to do it in a way that has less chance of going catastrophically wrong. One of the ways you can do this was located in the scrapper tree, actually; you have increasing protection as you lose health. So, after you're hit first, you gain resist 1, then when you're on 5 or less resist 2, etc. Maybe with a global resist against high spikes to prevent things bypassing your defences all in one.
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# ¿ Jan 21, 2016 17:38 |
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Countblanc posted:People already can make/sell stuff, albeit unofficially. I guess I'm a bit of a weird example since I've been involved in Strike's development for years, but I published an unofficial, independent Class a few months back. I must've missed that; what was the class?
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# ¿ Apr 6, 2016 23:22 |
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I've given the book a read through and many of the new classes look fantastic. I'm particularly excited for Bard; having an interesting pure support would be great. I must ask how Ogre's intended to work though; I found the concept of it a little confusing. You share the character with another player, but you have your own health and sheet?
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# ¿ Jul 24, 2016 21:55 |
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Countblanc posted:It's more simple than you think; mostly everything is tracked separately both in and out of combat, you just share a token in combat. There's a few rules oddities,and I'm sure a few others we haven't found yet, but yeah. Even if you play the character as a straight two-headed ogre instead of two heroes who join together in combat you'll still function separately out of combat in terms of skills, tricks, etc So, a monster attacks the ogre; he picks one of the two entities in that space to hit?
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# ¿ Jul 24, 2016 22:25 |
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Is there any particular reason you share a square, then? It feels like it could just be a Buddies thing with two classes that combo with each other.
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# ¿ Jul 24, 2016 22:56 |
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Harrow posted:I know some tabletop players/GMs are uncomfortable with the idea that the fictional reality can change based on something unrelated--like, "Wait, I failed my knowledge check and that somehow makes <bad thing> true?" But personally, I love that method--I'd rather think of rolls as more than just player character actions, but also determine circumstances, luck, and just general narrative flow. Personally I hugely prefer it since often the only explanation for why __ didn't happen is "the whim of circumstance", at least without making the explanation be "you just hosed up inexplicably". It's much nicer to be told "you get halfway up the rock-face when you realise it's crawling with blood-sucking bugs" than "you just forgot how to climb and fall off lol". Like, yeah, people sometimes gently caress up stuff like climbing, running, etc, but there's a reason you don't usually see that kind of failure feature in movies outside of comedies.
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# ¿ Jun 14, 2018 07:40 |
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# ¿ May 10, 2024 02:44 |
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Congratulations to you and your daughter!
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# ¿ Sep 12, 2018 20:54 |