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So, I bought a physical copy in a print+pdf bundle, but the tracking I got for the package isn't working. Is that just an irrelevant clerical error on the system's part or an error that needs fixing?
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# ? Feb 19, 2016 20:46 |
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# ? May 22, 2024 10:06 |
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So although the rules text for the Discretion skill is simply that you can choose to take a penalty on any opposed roll, the intended use for it is for if an ally gets caught in an aoe of one of your abilities so that there's a greater chance of them coming out of it unharmed correct? Another question just to be absolutely certain, you cannot use the combination of Blast Radius and Multiple Targets modifiers to hit a single target more than once due to overlapping aoes right? I read the special section for multiple targets, I just want to be sure I'm not misinterpreting it. Cirina fucked around with this message at 23:06 on Feb 19, 2016 |
# ? Feb 19, 2016 21:50 |
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Eopia posted:So although the rules text for the Discretion skill is simply that you can choose to take a penalty on any opposed roll, the intended use for it is for if an ally gets caught in an aoe of one of your abilities so that there's a greater chance of them coming out of it unharmed correct? 1. This is correct. 2. There is exactly one circumstance in which one tech can hit the same target more than once, and that's if it hits both A and B, and A uses Cover to tank the hit on B. Otherwise, it always hits a maximum of once, regardless of mods, attack nodes, or refraction points. So, you're right again.
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# ? Feb 19, 2016 23:37 |
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ProfessorProf posted:1. This is correct. Thanks for clearing those up. In the Boost Core the beginning of the special section is a bit confusing, it reads 'Using a Boost Technique on someone overlaps any other Boost they already had when it was used. It does not, however, override Weaken effects'. Is that overlaps supposed to be an override, or is it saying that separate boost techniques stack?
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# ? Feb 20, 2016 00:38 |
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Wow, that text is kinda confusingly worded, now that I look at it. Intent of the rules, at least, is that multiple Boosts stack, but multiple Boosts that grant the same Skill do not. So, if A Boosts B to give them Iron Defense, and C Boosts B to give them Iron Defense, they don't get Iron Defense level 2.
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# ? Feb 20, 2016 00:41 |
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While we're at clarifications, does using Muscle Guard still count as getting actually hit by the attack, including whatever additional effects the attack has? For example, unless the attack has Piercing Strike, the numbers don't really seem to make it likely for the attacker to have a high enough Damage Increment that can actually get through the target's Defense or Resistance.
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# ? Feb 20, 2016 00:45 |
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Doresh posted:While we're at clarifications, does using Muscle Guard still count as getting actually hit by the attack, including whatever additional effects the attack has? For example, unless the attack has Piercing Strike, the numbers don't really seem to make it likely for the attacker to have a high enough Damage Increment that can actually get through the target's Defense or Resistance. Muscle Guard does not count as getting hit by the attack, so no other effects proc, but the chip damage taken is also unaffected by def/res. So, if an attack does 100 damage and immobilizes, the attacker has a DI of 10, and the defender has 30 defense: On a hit: 100-30=70 damage, immobilized. On a regular miss: 0 damage, not immobilized. On a Muscle Guard miss: 10 damage, not immobilized. This does result in some weird interactions with absurdly high defense vs. very weak attacks where a miss does more damage than a hit - these circumstances are super rare, and my houserule that I ought to talk about doing for errata is either that Muscle Guard doesn't take chip damage if the damage dealt would be less than the DI, or that any attack that hits automatically does at least DI damage.
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# ? Feb 20, 2016 00:51 |
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Covok posted:So, I bought a physical copy in a print+pdf bundle, but the tracking I got for the package isn't working. Is that just an irrelevant clerical error on the system's part or an error that needs fixing? I'm experiencing the same issue. Also, I dunno if it's just me, but that pdfs seems to be incredibly unoptimized and prone to not loading tables correctly.
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# ? Feb 20, 2016 01:08 |
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Tsilkani posted:I'm experiencing the same issue. Hopefully, it's just because they chose not use usps and not due to an issuse with our orders. Also, yeah, the pdf is more than a bit unoptimized. It can take a while to load.
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# ? Feb 20, 2016 01:55 |
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Covok posted:Hopefully, it's just because they chose not use usps and not due to an issuse with our orders. Your package should be on its way, I can check in with USPS and see what's going on. As to the PDF, it was originally optimized for our print edition so there may be some conversion issues. When we get the errata run out I'll see if we can smooth some of the PDF performance.
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# ? Feb 20, 2016 02:39 |
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Covok posted:So, I bought a physical copy in a print+pdf bundle, but the tracking I got for the package isn't working. Is that just an irrelevant clerical error on the system's part or an error that needs fixing? I'll check the number again and send it to the email you used to order it shortly.
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# ? Feb 20, 2016 03:19 |
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Something I've noticed while looking through the technique modifiers and limits is that there doesn't seem to be any that have any special interaction when you use Guts as the primary attribute for the technique instead of one of the other four attributes. I mean there's little things like Strength based techniques getting or losing range, Mind based techniques being able to have selective aoes earlier, Spirit based techniques having an easier time with being ranged with better AOE areas or cheaper costs, but nothing at all for Guts.
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# ? Feb 20, 2016 04:07 |
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That's because you can't build guts-based damaging techniques. It's a very powerful defensive stat (it has the best HP scaling, the best defensive sub rules, and a bunch of nice defensive skills key into it), but the tradeoff is that you can't rely on it for attacking.
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# ? Feb 20, 2016 04:12 |
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ProfessorProf posted:That's because you can't build guts-based damaging techniques. It's a very powerful defensive stat (it has the best HP scaling, the best defensive sub rules, and a bunch of nice defensive skills key into it), but the tradeoff is that you can't rely on it for attacking. That seems fair, I've been jumping around in the book a lot and knew you couldn't use it for the Damage Core, but I was thinking more along the lines of using it for Boost or Healing. One question on the Barrier core, it says to select Aura or Intuition for its attribute unlike others which list the primary attributes, that would mean the technique gets the bonuses/penalties of it being Spirit or Mind based, right?
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# ? Feb 20, 2016 04:26 |
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Eopia posted:That seems fair, I've been jumping around in the book a lot and knew you couldn't use it for the Damage Core, but I was thinking more along the lines of using it for Boost or Healing. One question on the Barrier core, it says to select Aura or Intuition for its attribute unlike others which list the primary attributes, that would mean the technique gets the bonuses/penalties of it being Spirit or Mind based, right? That is correct. (Guts tanks who use Guts for healing don't need any more ways to be nigh-unkillable, honestly.)
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# ? Feb 20, 2016 04:30 |
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Eopia posted:That seems fair, I've been jumping around in the book a lot and knew you couldn't use it for the Damage Core, but I was thinking more along the lines of using it for Boost or Healing. One question on the Barrier core, it says to select Aura or Intuition for its attribute unlike others which list the primary attributes, that would mean the technique gets the bonuses/penalties of it being Spirit or Mind based, right? Guts has a bit of benefit from having neutral value for all things, so range of 3, line of 3, things like that. It doesn't suffer some of the penalties on range that Strength does, for example, so you can still do Boosts, Weakens, and Healing with a pretty decent value, it just won't be outstripping the spellcaster-geared attributes.
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# ? Feb 20, 2016 05:06 |
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Looking through the PDF, how fast is PC/NPC generation? Because PCs and NPCs being constructed the same way gives me horrifying flashbacks to 3.PF, among other systems.
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# ? Feb 20, 2016 05:10 |
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NachtSieger posted:Looking through the PDF, how fast is PC/NPC generation? Because PCs and NPCs being constructed the same way gives me horrifying flashbacks to 3.PF, among other systems. It's a bit time-consuming before you get used to it - I can put one together in 5 minutes, but it takes some system mastery before that happens. We're working on a monster manual right now to make that easier.
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# ? Feb 20, 2016 05:12 |
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ProfessorProf posted:It's a bit time-consuming before you get used to it - I can put one together in 5 minutes, but it takes some system mastery before that happens. We're working on a monster manual right now to make that easier. This is also why we release regular adventures on our site, it's meant to serve as a bridge until we are able to release Valorous Foes since we do recognize it can be time consuming for new players to the system. We'll also be giving out advance copies of Valorous Foes for testing to Kickstarter backers at the very least since we want to get it into people's hands as soon as possible.
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# ? Feb 20, 2016 05:16 |
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Eopia posted:So although the rules text for the Discretion skill is simply that you can choose to take a penalty on any opposed roll, the intended use for it is for if an ally gets caught in an aoe of one of your abilities so that there's a greater chance of them coming out of it unharmed correct? I've also seen it used in cases where one party member is fighting another and doesn't want to hurt them, but whether situations like that are going to happen depends on the story and characters.
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# ? Feb 20, 2016 06:29 |
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ProfessorProf posted:Muscle Guard does not count as getting hit by the attack, so no other effects proc, but the chip damage taken is also unaffected by def/res. So, if an attack does 100 damage and immobilizes, the attacker has a DI of 10, and the defender has 30 defense: Aaah, now it makes sense. A miss is still a miss, but there's a tradeoff. I'd probably go with the houserule as it doesn't change too much in the grand scheme of things. Then again, the imagine of someone like roided-out Muten-Roshi getting hurt by a puny attack because he flexed his muscles too hard is hilarious. ProfessorProf posted:It's a bit time-consuming before you get used to it - I can put one together in 5 minutes, but it takes some system mastery before that happens. We're working on a monster manual right now to make that easier. I think what can work for more generic bad guys (or those from a similar school of fighting) is to make some level-up packages beforehand, based on what role you want him to play.
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# ? Feb 20, 2016 07:47 |
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Doresh posted:Aaah, now it makes sense. A miss is still a miss, but there's a tradeoff. That's something we strove for for all of the defensive abilities, each one is intended to feel a bit different and unique to its own method - flubbing a Dexterity dodge means you take extra damage because you accidentally ran into the attack instead of away from it, Aura consumes Stamina as you create a shield to block the attack, Intuition temporarily drops your Initiative as you carefully avoid the attack, and Resolve just lets you facetank something if you're valorous enough.
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# ? Feb 20, 2016 08:12 |
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So I'm unsure about how Combination Attack actually works. Does it let you take the rest of your turn after making said combination attack after your allies turn resolves? Can you delay your turn after having used your Support and Move actions but not your attack, or is using it basically making a Slow action attack that resolves on your allies turn? Also, the Intimidating Transformation modifier seems to lack any rules for what happens if you win the opposed roll? Cirina fucked around with this message at 23:29 on Feb 20, 2016 |
# ? Feb 20, 2016 23:10 |
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Eopia posted:So I'm unsure about how Combination Attack actually works. Does it let you take the rest of your turn after making said combination attack after your allies turn resolves? Can you delay your turn after having used your Support and Move actions but not your attack, or is using it basically making a Slow action attack that resolves on your allies turn? It mentions how your Initiative is set to right before your ally, so you probably take your turn before the attack. And I think it just requires whatever Action you need for the attack you're trying to pull off.
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# ? Feb 20, 2016 23:28 |
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Eopia posted:So I'm unsure about how Combination Attack actually works. Does it let you take the rest of your turn after making said combination attack after your allies turn resolves? Can you delay your turn after having used your Support and Move actions but not your attack, or is using it basically making a Slow action attack that resolves on your allies turn? It requires you to delay your turn until right before your ally, after which you can act normally. Thank you for catching Intimidating Transformation I've added that to my Errata list. It gives the Shaken status.
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# ? Feb 21, 2016 02:20 |
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Reading through it now, and I think my first houserule would be to add a mounted limit for techniques; the Companion limit doesn't quite make sense, since companions disappear while being ridden, technically, and you could use it for your knight on horseback with lance /dragon knight on dragon back with dragon lance /plains villager with the true fire rune on griffin-back, etc. I know it's a weird and specific rule, but it seemed like a weird omission with all the mount stuff already present in the companion rules. unseenlibrarian fucked around with this message at 07:46 on Feb 21, 2016 |
# ? Feb 21, 2016 07:39 |
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unseenlibrarian posted:Reading through it now, and I think my first houserule would be to add a mounted limit for techniques; the Companion limit doesn't quite make sense, since companions disappear while being ridden, technically, and you could use it for your knight on horseback with lance /dragon knight on dragon back with dragon lance /plains villager with the true fire rune on griffin-back, etc. That particular limit is actually planned for Tools of the Trade, as well as several other limits to expand the Companion skillset more. Mount is indeed intended for the Knight-style character, I think current testing for the limit puts it at a 3 ST reduction.
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# ? Feb 21, 2016 08:44 |
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Mmh, since Initiative Limit seems to be a permanent reduction, is there a way to get your Initiative up again?
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# ? Feb 21, 2016 17:34 |
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Doresh posted:Mmh, since Initiative Limit seems to be a permanent reduction, is there a way to get your Initiative up again? There isn't - however,to run into that limit, you'd have to be extremely slow or use the technique something like ten times in a single scene. I've never seen it happen.
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# ? Feb 21, 2016 17:58 |
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ProfessorProf posted:There isn't - however,to run into that limit, you'd have to be extremely slow or use the technique something like ten times in a single scene. I've never seen it happen. So it's basically a funky version of Ammunition?
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# ? Feb 21, 2016 18:20 |
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Doresh posted:So it's basically a funky version of Ammunition? Yup! It's like Ammo Limit, but with a higher ammo count + impact on the turn order if you overdo it.
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# ? Feb 21, 2016 18:37 |
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Behold the Void posted:It requires you to delay your turn until right before your ally, after which you can act normally. Wait, wait, so you have to delay your entire turn, not just your attack? I kinda did have that suspicion after rereading the Skill. Looks like I've been playing it wrong.
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# ? Feb 21, 2016 21:29 |
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Kaja Rainbow posted:Wait, wait, so you have to delay your entire turn, not just your attack? I kinda did have that suspicion after rereading the Skill. Looks like I've been playing it wrong. I'll tighten up the text with the errata to make it clear. Essentially you're just waiting until an ally attacks and attacking together.
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# ? Feb 22, 2016 03:51 |
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So I've got a question about Ultimate Techniques, it says 'An Ultimate Technique is gained three levels higher than you Character Level' but I'm not quite sure what that actually means. Ah wait, it was in the leveling up benefits box. So you get it at level+3 for free at levels 5/10/15/20 and they can be upgraded as usual.
Cirina fucked around with this message at 11:00 on Feb 22, 2016 |
# ? Feb 22, 2016 10:56 |
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Eopia posted:So I've got a question about Ultimate Techniques, it says 'An Ultimate Technique is gained three levels higher than you Character Level' but I'm not quite sure what that actually means. Ah wait, it was in the leveling up benefits box. So you get it at level+3 for free at levels 5/10/15/20 and they can be upgraded as usual. That's right - at level 5, you get a free tech level 8 Ultimate Attack or Transformation. After that, you can upgrade it using Tech Points as if it were a normal technique.
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# ? Feb 22, 2016 14:29 |
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Can't wait til my book gets here. Already signed up for a DBZ PbP here and I have a feeling some of my roleplaying group will want to use it for the same purpose. Sucks not having a good tracking number.
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# ? Feb 23, 2016 04:23 |
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Tsilkani posted:Can't wait til my book gets here. Already signed up for a DBZ PbP here and I have a feeling some of my roleplaying group will want to use it for the same purpose. Did you just order your book yesterday? If so we should be able to get tracking to you tomorrow. Feel free to email our store account and we can work it out.
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# ? Feb 23, 2016 04:54 |
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No, I grabbed it from IPR on the 17th.
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# ? Feb 23, 2016 05:03 |
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Tsilkani posted:No, I grabbed it from IPR on the 17th. Ahh. Can't help you with that one then, sorry!
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# ? Feb 23, 2016 05:05 |
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# ? May 22, 2024 10:06 |
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This system seems really cool, though I doubt I'll ever get a chance to play it. I'm also seconding Countblanc's concerns regarding whether it's balanced, however. Point buy systems (especially ones with flaws and transformations) make me nervous.
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# ? Feb 24, 2016 03:27 |