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Author Topic: Omega Legion: Omega Base  (Read 269123 times)

Lenglon

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Re: Omega Legion: Omega Base
« Reply #2865 on: June 22, 2018, 08:48:35 am »

Spoiler:  Aylia (click to show/hide)
Spoiler: Inventory (click to show/hide)
Frankly, I think too much of my inventory from before is being preserved. I mean, Aylia left it undefended at Omega Base for how long? that stuff should probably have been looted. May I suggest that the only thing she have left be the portrait, and all other items were repurposed/stolen?

Erm, you've already nerfed the pay from the first Lathal mission. it previously was a double-level due to the extreme danger level and over 50% casualty list before evac was able to be performed. also, Aylia's first mission was the alchemist fetch quest with Clunkers, we were both on that mission, and if it gets nerfed it should hit her too.
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((I don't think heating something that is right above us to a ridiculous degree is very smart. Worst case scenario we become +metal statues+. This is a finely crafted metal statue. It is encrusted with sharkmist and HMRC. On the item is an image of HMRC and Pancaek. Pancaek is laughing. The HMRC is melting. The artwork relates to the encasing of the HMRC in metal by Pancaek during the Mission of Many People.))

randomgenericusername

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Re: Omega Legion: Omega Base
« Reply #2866 on: June 22, 2018, 08:56:13 am »

I edited my sheet in the second thread. Added the "Throwing things" spec. Is that everything?
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

Pancaek

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Re: Omega Legion: Omega Base
« Reply #2867 on: June 22, 2018, 08:57:22 am »

a tidbit from pm's which other people might find interesting. The question was: what's the difference between the magic stat (spirit-magic) and the skills (melee-magic and ranged-magic)
Quote
Magic stat covers the character's total affinity to magic and how they handle it. Magic skill for melee and ranged is how they apply that magic to actual combat situations
It's just like with strength/dex and skill in melee/ranged for non-magic attributes.

In general, the combat skill will be rolled for combat attacks, but modified by the base stat.
firing a beam from your staff would count as magical ranged. the shockwave would be an AoE, magic and mechanical ... I'd probably fall back on your base stat for that one, taking into account your clockwork affinity.

Also, Ozarck, what subdivisions would clockwork magic (mechanical - elemental-order) have, if someone were to want to spend a spec slot to specialize in it (and maybe unlock new fun spells)? I remember me asking about time magic once, but that was a no-go for several reasons IIRC.
I currently have one or two spec slots I'm looking to fill, but as usual I'm about as creative as a particularely dull rock.
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Lenglon

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Re: Omega Legion: Omega Base
« Reply #2868 on: June 22, 2018, 09:03:43 am »

Oh, um, also, you forgot the Guest GM event, which you had previously assigned a single stat point too.
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((I don't think heating something that is right above us to a ridiculous degree is very smart. Worst case scenario we become +metal statues+. This is a finely crafted metal statue. It is encrusted with sharkmist and HMRC. On the item is an image of HMRC and Pancaek. Pancaek is laughing. The HMRC is melting. The artwork relates to the encasing of the HMRC in metal by Pancaek during the Mission of Many People.))

Ozarck

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Re: Omega Legion: Omega Base
« Reply #2869 on: June 22, 2018, 10:43:26 am »

Spoiler:  Aylia (click to show/hide)
Spoiler: Inventory (click to show/hide)
Frankly, I think too much of my inventory from before is being preserved. I mean, Aylia left it undefended at Omega Base for how long? that stuff should probably have been looted. May I suggest that the only thing she have left be the portrait, and all other items were repurposed/stolen?

Erm, you've already nerfed the pay from the first Lathal mission. it previously was a double-level due to the extreme danger level and over 50% casualty list before evac was able to be performed. also, Aylia's first mission was the alchemist fetch quest with Clunkers, we were both on that mission, and if it gets nerfed it should hit her too.
If it was locked in her room, it wouldn't have been looted, but the Legion would have probably reclaimed it. The portrait would have been placed in a vault, as well, but can be returned upon verification of Aylia's identity. Take the starting character coins though. No sense in keeping those from the vets just because they were here before I made it a thing.

As for nerfing the Lathal award if I did so once, that's enough. as for the alchemist mission, right, right, I forgot.

Oh, um, also, you forgot the Guest GM event, which you had previously assigned a single stat point too.
I didn't forget, it was just irrelevant to the point I was making. I'm not retracting that.

a tidbit from pm's which other people might find interesting. The question was: what's the difference between the magic stat (spirit-magic) and the skills (melee-magic and ranged-magic)
Quote
Magic stat covers the character's total affinity to magic and how they handle it. Magic skill for melee and ranged is how they apply that magic to actual combat situations
It's just like with strength/dex and skill in melee/ranged for non-magic attributes.

In general, the combat skill will be rolled for combat attacks, but modified by the base stat.
firing a beam from your staff would count as magical ranged. the shockwave would be an AoE, magic and mechanical ... I'd probably fall back on your base stat for that one, taking into account your clockwork affinity.

Also, Ozarck, what subdivisions would clockwork magic (mechanical - elemental-order) have, if someone were to want to spend a spec slot to specialize in it (and maybe unlock new fun spells)? I remember me asking about time magic once, but that was a no-go for several reasons IIRC.
I currently have one or two spec slots I'm looking to fill, but as usual I'm about as creative as a particularely dull rock.
subdiuvisions for clockwork magic? geez. okay, there is Animation (Mechanical) which allows you to take components, build a thing, and animate it to do your bidding. the animated thing lasts a few rounds.  Hmm. Reconstruct will allow you to restore broken things to their proper state of being. This is primarily an inanimate object thing, and must be combined with a medical check to restore living constructs. Uh ... Control machine. and something like Organize, which allows you to essentially take over an area and lock it down into a particular pattern. Just some ideas off the top of my head. not sure how balanced or useful they will be thoguh.

I edited my sheet in the second thread. Added the "Throwing things" spec. Is that everything?
looks good now. wait, I don't see the throwing things spec. still seeing the killing smaller things one.
« Last Edit: June 22, 2018, 10:51:30 am by Ozarck »
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randomgenericusername

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Re: Omega Legion: Omega Base
« Reply #2870 on: June 22, 2018, 10:52:47 am »

Sorry, the edit wasn't saved. It's fixed now.
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

Ozarck

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Re: Omega Legion: Omega Base
« Reply #2871 on: June 22, 2018, 10:58:07 am »

I'd be more comfortable if it read Throwing: Miscellaneous, but otherwise the character looks fine.

randomgenericusername

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Re: Omega Legion: Omega Base
« Reply #2872 on: June 22, 2018, 11:13:59 am »

I'd be more comfortable if it read Throwing: Miscellaneous, but otherwise the character looks fine.
I put it as "Throwing things" because "things" are miscellaneous and it fits with the rest of the specs.
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

Devastator

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Re: Omega Legion: Omega Base
« Reply #2873 on: June 22, 2018, 12:43:14 pm »

I haven't got a freaking clue what you are doing here. Could you walk through it with me in one stat? say, the melee, natural weapons one? I'm pretty sure there is a misunderstanding here somewhere.

It's basically what ER did.

With the blank sheet, here's how it goes:

On the blank sheet, the starting point is with Melee skill: basic, Natural Weapons subskill +1.

The first example adds stat/skill points first.  One stat point is used to increase Melee skill to apprentice.  Leaving it at Melee: Apprentice, Natural Weapons subskill +1.

Then subskill points are added.  The Natural Weapons subskill is increased to +2, costing four subskill points.  The (4) is me keeping track of the number of subskill points I've spent.

In the second example, I reverse the order of things, spending subskill point first.

Once again, the blank sheet starts with Melee at basic, and Natural Weapons at +1.

I did a math error here, as raising the Natural Weapons subskill to +3 should only cost six points, as it's moving from apprentice (basic +1) to master (basic +3), costing six points.  Anyway, six subskill points changes the Natural Weapons subskill for melee from basic +1 to basic +3.

Next skill points are added.  One point is spent on the melee skill, bringing it to apprentice.  The final result for Melee Natural weapons is apprentice +3.

The difference between the two examples is the second one managed to buy an extra rank of the relevant subskill for 2 points.  With subskills first the cost to buy two ranks was 2+4 or 6 subskill points.  With skill points bought first, the cost to buy two ranks was 4+8 points, or 12 subskill points, and the skill first build can't come up with enough points to raise natural melee weapons to +3.
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Ozarck

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Re: Omega Legion: Omega Base
« Reply #2874 on: June 22, 2018, 01:14:38 pm »

Subskills raise linearly. One subskill point for one subskill point. You don't spend multiple points for a single point of subskill.

Subskill points raise the skill level based on how many points you have:
Cursed stat+0 =cursed
Cursed Stat+4=Weak
Cursed Stat+6 (4+2)=Basic
Cursed Stat+9 (4+2+1)=Apprentice
Cursed Stat+11 (4+2+1+2)=Journeyman
Cursed Stat+15 (4+2+1+2+4)=Master
Cursed Stat+23  (4+2+1+2+4+8) =Exceptional

Basic+0=basic
Basic+1=apprentice
basic+3(1+2) = journeyman
Basic+7(+2+4)=master
basic+15(1+2+4+8)=Exceptional.

Devastator

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Re: Omega Legion: Omega Base
« Reply #2875 on: June 22, 2018, 01:29:46 pm »

Ahh, okay, thanks, then.  That makes much more sense.

..that's going to be a lot of points.

« Last Edit: June 22, 2018, 01:38:29 pm by Devastator »
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Pancaek

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Re: Omega Legion: Omega Base
« Reply #2876 on: June 22, 2018, 03:51:47 pm »

So, am I getting this right? Substat points work kind of as points toward your main stat, but only for that substats specific actions? Like, let's say my stat is at apprentice level with 1 point invested. Now I put 3 points into one of it's substats. Does that become a total journeyman level with 1 point unused?


As for possible specialisations, I was maybe thinking of a specialisation in altering the inner mechanics of magic. I remember several times in the past where I basically asked to figure out the mechanics making up a spell, then tweaking said mechanics to alter what the spell does. That was fun.

Maybe a specialisation that lets me control more abstract mechanics? Gravity, temperature, etc?

Maybe a spec that makes CLunky a favoured being of some entity/god of Order/Mechanics? That could make for fun rp.

I'm just spitballing on the specialisations with what comes to mind. I want your thoughts on these before I make a decision.
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Xantalos

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Re: Omega Legion: Omega Base
« Reply #2877 on: June 22, 2018, 04:27:34 pm »

So stat points cover both stats and skills then? Gak will probably look something like ... this then.


Spoiler (click to show/hide)

He's effectively got apprentice body, master movement, exceptional with two types of melee combat, and is rather meh on everything else.

Working as intended?
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Ozarck

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Re: Omega Legion: Omega Base
« Reply #2878 on: June 23, 2018, 01:48:32 am »

Lenglon, one of my spot-checkers has noticed that it looks like you have spent 5 stat points and 19 substat out of the 4 stat and 21 substat you were given. I double checked, and it looks like they were correct. Movement,Spirit, and Medical going to apprentice level each cost 1, but moving mind to basic costs 2.

Dev, looks like your sheet is fine. Ugh, The organization of the charsheet makes it a little harder for me to read than the original, even if, hopefully, it's easier for players to build with.

Pan, Yes, substat/skill points act as a level-up of the sub, from the level of the base stat. No, hte spent point in the main stat that doesn't raise it's level will have no effect. it'll still cost the normal amount of subpoints to boost the effect.

Xan the point distribution looks good, but the fact that you are able to get to exceptional in two subskills, and master in one whole stat (for the cost value of roughly five missions) is worrying. Having one exceptional or two master level substats would have been more to my liking.

To correct that, I'd either have to nerf the Lathal reward, or nerf the tier-up thus: basic->apprentice cost 2, app ->journey cost 4 journey to master 8, master to exceptional 16

thus, while low level characters would suffer a little, this would have the effect of slowing the rise at higher tiers a bit more.

Xantalos

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Re: Omega Legion: Omega Base
« Reply #2879 on: June 23, 2018, 01:55:29 am »

I’d suggest nerfing the lathal reward, or perhaps making it more along the lines of unique perks or equipment or something. Adding more numbers will just exacerbate the issue.
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Sig! Onol
Quote from: BFEL
XANTALOS, THE KARATEBOMINATION
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((The Xantalos Die: [1, 1, 1, 6, 6, 6]))
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