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Waterbrick Down

Heroica Master
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Everything posted by Waterbrick Down

  1. Movement actions as a category allow for additional options in the future (or now if anyone has good ideas). Brace is not a necessity, but the thought was to round out the Defensive "styles" with something more direct. Dodge is used to allow more versatility to a Ranged character if they get attacked. Parry is the boost for melee, since it gives a possibility for two attacks per round. Just theorizing other ways to incentivize melee that doesn't directly affect how the weapons themselves work. In this scenario, it almost seems like they'd always choose the Defend action. Again I don't think melee needs a way to combat ranged running away, the weapon styles don't need to shore up all of their weaknesses, they just need to have equivalent strengths.
  2. MM Note: To be clear, Enson is simply intending to restrain correct, not persuade?
  3. Defensive Actions would be a new category that a character can perform in addition to their regular action, sort of like a "stance". Updating the action scheme to something like this: Move Action (Pick 1) Reposition Standard Action (Pick 1) Defend Rally Attack Cast Spell Use Item/Change Equipment Try Something Reposition Defensive Action (Pick 1) Parry Dodge Brace Opportunistic Attacks would no longer be an *action per say, just something that auto-triggers when the condition is met. Hopefully this avoids confusion with the other Actions Parry - Yes, this would be the same as the Swashbuckler's Riposte (which I'm OK replacing) Dodge - I updated the wording, but I think I was editing when you posted. It now just doubles Velocity next turn Brace - Damage reduction is good, but not always the best option from a strategy perspective. Parry gives you potential two attacks a round, and Dodge allows for better positioning.
  4. Got it, it potentially addresses the kiting complaint. I think kiting is a legitimate strategy. It's valid for both PC's and enemies. It's annoying to melee fighters, but that's kind of the point of having a ranged weapon is so you can try and stay out of melee's reach. The solution is usually either force a ranged character into a corner with multiple PC's, or have the ranged PC's attack the ranged enemies. On the idea of an action that shores up melee's inability to target as many squares as a ranged character. A new thought: Defensive Actions (take 1) Parry - After taking 0 damage from an adjacent Defensive Combat Check, make an adjacent Offensive Combat Check Dodge - After taking 0 damage from a Defensive Combat Check, double Velocity for next turn Brace - Reduce damage taken by 1
  5. Wait, what? Now I'm doubly impressed!
  6. The ruling however benefits both PC and Enemy ranged fighters, though. What you're describing is a feature not a bug. Ranged fighters should really be focusing on ranged fighters. If melee could handle every situation, then they wouldn't need other party members. I'm not sure what benefit it adds? It seems like just another way to implement the old rule of Opportunistic Attacks just with extra steps. Instead of a ranged character getting attacked on their turn when moving out of the threat range of melee character, they now move, the melee character follows, and then gets attacked on the melee character's turn. If the ranged character Dashes, you'll move up to your velocity to follow them on their turn and on your turn move again and attack. Prior to Mission 5, Opportunistic Attacks triggered automatically when either a hero or an enemy moved out of a melee character's threat range. We did away with it for the reason Duvors mentioned, i.e. it ended up locking all characters into one position and new players couldn't remember the rule and were always moving out of enemies threat ranges and getting KO'd because of it.
  7. Here I was thinking it was a digital model and wondering how you got the weathered look.
  8. "No! Cloak!" Jonk once more knows just how to inspire his companions as he assists Billeck with a well placed shot, downing the changeling before he can grapple and flee with Bertram. Enson lies struggling from his wounds on the floor, his heart pumps faster and faster as adrenaline courses through his body, getting him back to his feet! Aysu fires off another round at Dagger, but the doppelganger's disguise continues to confound the markswoman and she nearly blows a hole through Billeck. Dagger, enraged at the loss of her partner and seeing her escape nearly impossible tries to fight her way out, swinging and missing at Billeck. Round 6 of Changeling Clash Jonk repositions to C5 Jonk rallies Billeck - (+3) dice to next Offensive Combat Check) Billeck Repositions to D5 Billeck Targets Cloak - (5) 1 Success = Billeck Targets Cloak Billeck attacks Cloak - (1,2,6,1,1,+1) 2 Success vs. (4,1) 1 Success = 1 Damage, Cloak KO'd Enson Death Check - (6) = Enson revives with 1 Vitality and is Lucky! Aysu targets Dagger - (2) 0 Successes = Targets Billeck Aysu attacks Dagger - (4,5,4,+2,-2) 3 Successes vs. (5,5,-1) 3 Successes = 0 Damage Changeling Dagger Repositions to D4 Changeling Dagger attacks Billeck - (2,4,+1) (6,3+1) 2 Successes vs. (5,4) 2 Successes = 0 Damage The Party Ensonvilterayquis (Enson) (Duvors) *Lucky* 60 cycles old male Quo'ri Character Points: 0/22 Vitality: 1/5 Velocity: 2 Strength: 1 Skill: 3 Smarts: 2 Spirit: 0/3 Proficiencies: Insight 1, Medicine 3, Melee Weapons 2, Performance 1, Religion 2 Spells: Healing Light, Purging Font, Warding Bond Credits: 2 Equipment: Plasma Falchion (+2 Melee Energy), Utility Belt (Tool, grants +1 Engineering or Medicine Check Successes) Inventory: Void Star Hammer (+1 Melee Elemental), Plasma Splicer (Tool, as an action, transfer Vitality with an adjacent ally), Æther Brew, Essence of Glibness, Essence of Precaution, Nanite Elixir 2x, Plasma Potion 4x, Spider Bomb (Hampering, Minor, Contained, Chemical, Adhesive). Aysu Kundakçı (Peppermint_M) 22 Rotations Old, Female? Adopted Human. Character Points: 4/18Vitality: 4/6Velocity: 2Strength: 3Skill: 3Smarts: 1Spirit: 1Proficiencies: Long Range Weapons 3, Nature 1, Survival 1Spell: Enhanced VisionCredits: 137Equipment: Environment Safe Ammunition "ESA" Rifle (Calibrated Long Range, Energy) with Gravimetric Bipod - Weapon Attachment (The first Offensive Combat check with this weapon is Lucky) attached, Farsight Goggles Inventory: Plasma Potion 2x, Essence of Glibness, Field Rations (Consumable, Restores 1 Vitality), Gator Hide (Can be converted into either Kinetic or Elemental Standard Armor by a craftsman) Zinc (Calibrated Kinetic Long Range Weapon) Billeck Wallard (Wolfpackfan99) 26 Cycle old Male Human Character points: 0/10 Vitality: 4/5 Velocity: 2 Strength: 1 Skill: 2 Smarts: 2 Proficiencies: Coding 1, Explosives 2, Technology 2, Short Range Weapons 2 Credits: 10 Equipment: Standard Elemental Short Range Weapon, Standard Energy Armor, Energy Cell Inventory: Jonk (Scubacarrot)30-something cycles Male CelestialCharacter Points: 0/10Vitality: 4/5Velocity: 3Strength: 1Skill: 2Smarts: 3Proficiencies: Persuasion 1, Sleight of Hand 2, Long Range Weapons 1, Perception 1Credits: 10Equipment: Sighted Corpo Blazer (Calibrated Elemental Long Range weapon), Exo-SuitInventory: The Enemy Changeling Cloak (Rogue) *KO'd* Vitality: 0/8 Velocity: 3 Strength: 2 Skill: 2 Smarts: 2 Proficiencies: Deception 5, Stealth 1, Short Range Weapons 2, Melee Weapons 2 Credits: 0 Innate: Face-shift (At the end of the round, the Changeling takes on the appearance of the nearest hero in the room, attacks against the Changeling have a 50/50 chance of targeting the mimicked hero instead). Equipment: Cloaking Generator, Rime Dirk (Standard Elemental Melee Weapon) Inventory: Throwing Darts (Standard Kinetic Short Range Weapon) Changeling Dagger (Rogue) *Mimicking Billeck* *Unlucky Offensive Combat Checks* Vitality: 3/8 Velocity: 3 Strength: 2 Skill: 2 Smarts: 2 Proficiencies: Deception 5, Stealth 1, Short Range Weapons 2, Melee Weapons 2 Credits: 0 Innate: Face-shift (At the end of the round, the Changeling takes on the appearance of the nearest hero in the room, attacks against the Changeling have a 50/50 chance of targeting the mimicked hero instead). Equipment: Rime Dirk (Standard Elemental Melee Weapon) Inventory: Cloaking Generator, Throwing Darts (Standard Kinetic Short Range Weapon)
  9. MM Note: I see there still some discussion about actions. Please have your final actions in within the next 12hrs. @Wolfpackfan99 I still need an action for Billeck.
  10. Current rules have Meditate as an action that can be performed in and out of combat. MM's are as always free to modify the rules for their particular game/scenario, but should consider doing so with caution and should aim for player by in. Players are also certainly allowed to limit their own character (i.e. a player may choose to not meditate outside of combat, or only meditate outside of combat) knowing that that may have negative repercussions from certain players and again should aim for player and MM buy in. So to clarify, you're not in support in a different mechanic, but would agree that melee needs some sort of boost to combat ranged weapons higher number of targetable squares, correct?
  11. @Duvors I completely understand the point about classes, and hence why I don't want to revise the rules system until we've got all this straightened out. Right now the classes "work" with the current rules, no change to the rules without considering classes, though honestly if it's rules vs. classes, I think the rules will take priority in most cases for what gets adjustment. The complaints I've observed about ranged combat: Having 4 ranges and the corresponding penalties is complicated Ranged weapon users need to prioritize Velocity in order to get into optimal range for their preferred target Opportunistic attacks (against ranged weapon users) are complicated Maps are often too small to allow for good maneuverability The strengths of ranged combat I've observed: Able to hit a greater number of squares (albeit some with penalties) compared to melee Able to position self to avoid taking some attacks (or at least have those attacks made with penalties) The complaints I've observed about melee combat: Able to hit a limited number of squares compared to ranged Melee weapon users need to prioritize Velocity in order to close the distance and attack ranged weapon users The strengths of melee combat I've observed: Current maps tend to be of a size that is easily covered by the average character's Velocity, meaning ranged weapon users are generally easily cornered Melee weapon users can keep adjacent ranged weapon users from attacking allies (via Opportunistic Attacks) I think the things we all agree on are: Melee needs to be equally viable Keep things simple if possible The existing system does seem to put a premium on Velocity. Movement gives you options and both ranged and melee styles want it, so I don't think this is necessarily a bad thing. It does end up potentially weighting Skill as more preferable compared to Strength or Smarts, as the Attribute governs Energy Weapon Grades, Defensive Combat Checks, and Velocity boosts (Part of me wonders if we really need the even number bonuses...), but this is beneficial to both ranged and melee styles equally. With the current meta, most maps mean everyone is easily targetable, so I don't think the defensive benefits of ranged weapons are fully capitalized upon. Additionally because everyone has prioritized Velocity and because the maps tend to be smaller, Opportunistic attacks against ranged weapon users are rare. This just leaves the following statement that we're really trying to answer: Ranged Weapons have a greater number of available squares to target so melee weapons need (fill in the blank). Suggestions have been: Ignore armor Have a higher Weapon Grade Modifier Have a boost to Velocity Prevent adjacent characters from moving without taking an Opportunistic Attack Personally, I feel the tradeoff for having a limited number of squares to hit, is probably being able to hit them harder. From a mechanics perspective this can be accomplished in a variety of ways: Change the number needed for a success, similar to the Rogue's feature, melee weapons could count 3's toward successes Add a static modifier/or dice similar to a weapon mod Add a static modifier/or dice that keys off another stat (similar to how Yzalirck suggested adding Strength) Double the weapon mod Double the Proficiency dice Add some sort of critical hit/exploding dice Allow for multiple hits Impose -1 Skill dice for Defensive Combat Checks vs. melee attacks.
  12. The skirmish in the restaurant grows more desperate as the Changelings prepare to make off with Bertram. Jonk manages to wound Dagger, before narrowly dodging blaster fire from both Aysu and Billeck. Enson tries to finish off his double, but the Quo'ri mimicking Cloak, just manages to evade the falchion's swings. Caught off guard by the complete guard of his attack, Enson is unable to recover as Dagger critically wounds the healer, dropping him to the ground. Round 5 of Changeling Clash Jonk repositions to A2 Jonk attacks Dagger - (5,+2) 3 Successes vs. (1,5) 1 Success = 2 Damage Billeck Repositions to D4 Billeck Targets Dagger - (1) 0 Successes = Billeck Targets Jonk Billeck attacks Jonk - (3,2,+1,-1) 0 Successes vs. (3,4) 1 Success = 0 Damage Enson Repositions to C2 Enson attacks Cloak - (2,1,+2) 2 Successes vs. (5,6) 2 Successes = 0 Damage Aysu targets Dagger - (2) 0 Success = Targets Jonk Aysu attacks Jonk - (6,6,1,+2,-1) 3 Successes vs. (5,6) 2 Successes = 1 Damage Changeling Dagger attacks Enson - (5,3,+1) (6,5+1) 3 Successes vs. (1,2,2) 0 Successes = 3 Damage Changeling Dagger repositions to E3 Changeling Cloak Tries to Restrain Bertram - Strength vs. Skill - (2,1) 0 Successes vs. (4) Changeling Cloak repositions to D3 Changeling Cloak - Face-shift - Mimics Aysu Changeling Dagger - Face-shift - Mimics Billeck The Party Ensonvilterayquis (Enson) (Duvors) *Unstable* 60 cycles old male Quo'ri Character Points: 0/22 Vitality: 0/5 Velocity: 2 Strength: 1 Skill: 3 Smarts: 2 Spirit: 0/3 Proficiencies: Insight 1, Medicine 3, Melee Weapons 2, Performance 1, Religion 2 Spells: Healing Light, Purging Font, Warding Bond Credits: 2 Equipment: Plasma Falchion (+2 Melee Energy), Utility Belt (Tool, grants +1 Engineering or Medicine Check Successes) Inventory: Void Star Hammer (+1 Melee Elemental), Plasma Splicer (Tool, as an action, transfer Vitality with an adjacent ally), Æther Brew, Essence of Glibness, Essence of Precaution, Nanite Elixir 2x, Plasma Potion 4x, Spider Bomb (Hampering, Minor, Contained, Chemical, Adhesive). Aysu Kundakçı (Peppermint_M) 22 Rotations Old, Female? Adopted Human. Character Points: 4/18Vitality: 4/6Velocity: 2Strength: 3Skill: 3Smarts: 1Spirit: 1Proficiencies: Long Range Weapons 3, Nature 1, Survival 1Spell: Enhanced VisionCredits: 137Equipment: Environment Safe Ammunition "ESA" Rifle (Calibrated Long Range, Energy) with Gravimetric Bipod - Weapon Attachment (The first Offensive Combat check with this weapon is Lucky) attached, Farsight Goggles Inventory: Plasma Potion 2x, Essence of Glibness, Field Rations (Consumable, Restores 1 Vitality), Gator Hide (Can be converted into either Kinetic or Elemental Standard Armor by a craftsman) Zinc (Calibrated Kinetic Long Range Weapon) Billeck Wallard (Wolfpackfan99) 26 Cycle old Male Human Character points: 0/10 Vitality: 4/5 Velocity: 2 Strength: 1 Skill: 2 Smarts: 2 Proficiencies: Coding 1, Explosives 2, Technology 2, Short Range Weapons 2 Credits: 10 Equipment: Standard Elemental Short Range Weapon, Standard Energy Armor, Energy Cell Inventory: Jonk (Scubacarrot)30-something cycles Male CelestialCharacter Points: 0/10Vitality: 4/5Velocity: 3Strength: 1Skill: 2Smarts: 3Proficiencies: Persuasion 1, Sleight of Hand 2, Long Range Weapons 1, Perception 1Credits: 10Equipment: Sighted Corpo Blazer (Calibrated Elemental Long Range weapon), Exo-SuitInventory: The Enemy Changeling Cloak (Rogue) *Mimicking Aysu* Vitality: 1/8 Velocity: 3 Strength: 2 Skill: 2 Smarts: 2 Proficiencies: Deception 5, Stealth 1, Short Range Weapons 2, Melee Weapons 2 Credits: 0 Innate: Face-shift (At the end of the round, the Changeling takes on the appearance of the nearest hero in the room, attacks against the Changeling have a 50/50 chance of targeting the mimicked hero instead). Equipment: Cloaking Generator, Rime Dirk (Standard Elemental Melee Weapon) Inventory: Throwing Darts (Standard Kinetic Short Range Weapon) Changeling Dagger (Rogue) *Mimicking Billeck* *Unlucky Offensive Combat Checks* Vitality: 3/8 Velocity: 3 Strength: 2 Skill: 2 Smarts: 2 Proficiencies: Deception 5, Stealth 1, Short Range Weapons 2, Melee Weapons 2 Credits: 0 Innate: Face-shift (At the end of the round, the Changeling takes on the appearance of the nearest hero in the room, attacks against the Changeling have a 50/50 chance of targeting the mimicked hero instead). Equipment: Rime Dirk (Standard Elemental Melee Weapon) Inventory: Cloaking Generator, Throwing Darts (Standard Kinetic Short Range Weapon) MM Note: Mimicked heroes do not have a chance to hit themselves. In case multiple heroes are equally close to a Changeling, the Changeling will decide which hero it is more advantageous at the time to mimic.
  13. I think I understand your point now. Currently melee can be very fluid in who/where they attack, introducing attacks of opportunity simply for moving out of an enemy's threat range makes them want to stick with the same enemy until it's gone. On the one hand that means that melee can now lock down ranged fighters, on the other it makes for a game where you fight till either you or the enemy is dead. It's not necessarily better, it's just a different system. I'm used to RPG's where if you're playing a melee class you're expected to attack your opponent until they drop. If you want to play a mobile melee class, you take something like monk where that is a specific feature. Right now everyone can be very mobile without penalties, and I think it works only because most maps tend to be very small, so the ranged characters often end up being within striking range of the melee characters. I think if we had larger maps, we'd definitely see more kiting strategies from ranged characters and melee characters be more frustrated. Conversely, I think if we had bigger maps, you'd end up with melee character more excited about locking down ranged characters with attacks of opportunity threats. This all comes down to map size I think. Big maps favor long range fighters, then short range, then melee. Small map sizes favor melee, then short range, then long range. Short range gets to be average at both, and never excel at one or the other.
  14. Granted if you got stuck in melee you always had the option to change weapons, fire with a penalty, or use the dash action to disengage. With a more concise range system, the penalties may not be as drastic, plus as Zepher mentioned, for long range weapon users, the ability to target something at 5 squares means very few enemies can close the distance and attack in the same turn. Part of this makes me wonder if we should extend range to cover even more squares, i.e. short = 2-4, long = 5-7. That way ranged fighters have more space to work with and won't be as accessible from a low velocity enemy. Considering skill adds to velocity, it won't be long before we have enemies with a skill of 4 or 6 and have natural velocities of 3 or 4. My worry with group checks is they're technically more effective with larger groups and worse with smaller groups. Thus the more important factor seems to be how many party members you have, not how fast are you. 6 of one, half dozen of the other it seems. Whatever way we do it, I'm sure MM can figure out ways to simulate whatever scenario they need.
  15. Jonk's inspiring speeches ring true as Billeck scores another hit on his changeling target. Enson recites a quick healing litany restoring needed vitality to his companions as Aysu in her attempt to quickly end the fight mistakingly targets the real Billeck. Thanks to the hero's armor and quick timing, he's able to dodge out of the way of danger. Cloak and Dagger swing wildly at Enson before the former makes a dash for Bertram attempting to grapple the Dwarf. Round 4 of Changeling Clash Jonk repositions to D4 Jonk Rallies Billeck - 3 Smarts to next Offensive Combat Check Billeck Repositions to D5 Billeck attacks Cloak- (2,6,2,4,1,+1) 3 Success vs. (4,6) 2 Successes = 1 Damage Enson casts Plentiful Healing on Aysu and Billeck - (1,3,+1) 1 Success = 1 Vitality Restored, -3 Spirit Aysu repositions to E4 Aysu targets Cloak - (3) 0 Success = Targets Billeck Aysu attacks Billeck - (3,4,6,+2,-2) 2 Successes vs. (6,2,+1) 2 Successes = 0 Damage Changeling Dagger repositions to D3 Changeling Dagger attacks Enson - (1,3,+1) (4,1,+1) 2 Successes vs. (3,5,6) 2 Successes = 0 Damage Changeling Cloak attacks Enson - (6,1,+1) 2 Successes vs. (3,5,1) 1 Success = 1 Damage Changeling Cloak repositions to D2 Changeling Cloak - Face-shift - Mimics Enson The Party Ensonvilterayquis (Enson) (Duvors) 60 cycles old male Quo'ri Character Points: 0/22 Vitality: 2/5 Velocity: 2 Strength: 1 Skill: 3 Smarts: 2 Spirit: 0/3 Proficiencies: Insight 1, Medicine 3, Melee Weapons 2, Performance 1, Religion 2 Spells: Healing Light, Purging Font, Warding Bond Credits: 2 Equipment: Plasma Falchion (+2 Melee Energy), Utility Belt (Tool, grants +1 Engineering or Medicine Check Successes) Inventory: Void Star Hammer (+1 Melee Elemental), Plasma Splicer (Tool, as an action, transfer Vitality with an adjacent ally), Æther Brew, Essence of Glibness, Essence of Precaution, Nanite Elixir 2x, Plasma Potion 4x, Spider Bomb (Hampering, Minor, Contained, Chemical, Adhesive). Aysu Kundakçı (Peppermint_M) 22 Rotations Old, Female? Adopted Human. Character Points: 4/18Vitality: 4/6Velocity: 2Strength: 3Skill: 3Smarts: 1Spirit: 1Proficiencies: Long Range Weapons 3, Nature 1, Survival 1Spell: Enhanced VisionCredits: 137Equipment: Environment Safe Ammunition "ESA" Rifle (Calibrated Long Range, Energy) with Gravimetric Bipod - Weapon Attachment (The first Offensive Combat check with this weapon is Lucky) attached, Farsight Goggles Inventory: Plasma Potion 2x, Essence of Glibness, Field Rations (Consumable, Restores 1 Vitality), Gator Hide (Can be converted into either Kinetic or Elemental Standard Armor by a craftsman) Zinc (Calibrated Kinetic Long Range Weapon) Billeck Wallard (Wolfpackfan99) 26 Cycle old Male Human Character points: 0/10 Vitality: 4/5 Velocity: 2 Strength: 1 Skill: 2 Smarts: 2 Proficiencies: Coding 1, Explosives 2, Technology 2, Short Range Weapons 2 Credits: 10 Equipment: Standard Elemental Short Range Weapon, Standard Energy Armor, Energy Cell Inventory: Jonk (Scubacarrot)30-something cycles Male CelestialCharacter Points: 0/10Vitality: 5/5Velocity: 3Strength: 1Skill: 2Smarts: 3Proficiencies: Persuasion 1, Sleight of Hand 2, Long Range Weapons 1, Perception 1Credits: 10Equipment: Sighted Corpo Blazer (Calibrated Elemental Long Range weapon), Exo-SuitInventory: The Enemy Changeling Cloak (Rogue) *Mimicking Enson* Vitality: 1/8 Velocity: 3 Strength: 2 Skill: 2 Smarts: 2 Proficiencies: Deception 5, Stealth 1, Short Range Weapons 2, Melee Weapons 2 Credits: 0 Innate: Face-shift (At the end of the round, the Changeling takes on the appearance of the nearest hero in the room, attacks against the Changeling have a 50/50 chance of targeting the mimicked hero instead). Equipment: Cloaking Generator, Rime Dirk (Standard Elemental Melee Weapon) Inventory: Throwing Darts (Standard Kinetic Short Range Weapon) Changeling Dagger (Rogue) *Mimicking Jonk* *Unlucky Offensive Combat Checks* Vitality: 5/8 Velocity: 3 Strength: 2 Skill: 2 Smarts: 2 Proficiencies: Deception 5, Stealth 1, Short Range Weapons 2, Melee Weapons 2 Credits: 0 Innate: Face-shift (At the end of the round, the Changeling takes on the appearance of the nearest hero in the room, attacks against the Changeling have a 50/50 chance of targeting the mimicked hero instead). Equipment: Rime Dirk (Standard Elemental Melee Weapon) Inventory: Cloaking Generator, Throwing Darts (Standard Kinetic Short Range Weapon) MM Note: Mimicked heroes do not have a chance to hit themselves. In case multiple heroes are equally close to a Changeling, the Changeling will decide which hero it is more advantageous at the time to mimic.
  16. Typically melee is balanced by having higher damage output in other games. I get the idea of locking down enemies, and if we simplified to just short range and long range that may result in people feeling at less of a disadvantage if they don't choose to move to optimal range, since at most the penalty will be -1 instead of -2 to maybe -3. I'm open to having opportunity attacks function closer to other games, i.e. take a melee attack if you attack a non-adjacent enemy with ranged, or if you move away from an adjacent enemy without taking the Dash action. It's just really hard to teach people that. I'm ok with Group Check, though we'll need to figure out a way to balance, so that high number enemies or low number enemies don't skew one way or another. Perhaps an average, or the majority have to be equal/above the highest enemy velocity check? Example: Hero A Velocity Check - (4,5,3) 2 Successes Hero B Velocity Check - (1,6) 1 Success Hero C Velocity Check - (5,5,6) 3 Successes Hero D Velocity Check - (4,4) 2 Successes Enemy A Velocity Check - (1,6,2) 1 Success Enemy B Velocity Check - (5,4) 2 Successes Heroes have 3 Velocity checks equal/above 2, thus heroes go first. Seems a bit convoluted though... Maybe we just go highest in the group vs. the highest in the enemy group, so in this case 3 Successes from Hero C vs. 2 Successes from Enemy B?
  17. MM Note: I realized last round that Aysu wouldn't be able to make an opportunistic attack as she wasn't wielding a weapon, thus she wouldn't have used up her Lucky shot. Therefore Dagger's vitality has been fixed and Aysu's Lucky shot applies to her attack this round. "You're not much for fun conversation are you? So serious. Cloak grab the kid, we've got to split now." "Ok, I was thinking we're the bad guys here, but wow, anger issues." Jonk gives up on Bertram and focuses his encouragement on Aysu. Billeck continues to pepper Dagger with blaster fire as Enson shoves the Changeling with enough force to pop the doppelganger's shoulder out of its socket. Aysu lines up her rifle bead on Cloak and nearly drops him in one shot. Seeing their chances drop, the Changelings move in for close combat, hoping to distract the heroes with their constant changing faces. Cloak, adopting Billeck's form, slashes at Enson, scoring a bloody wound on the Quo'ri's side. Dagger, her face contorted with pain, switches weapon and tries to wield her dagger in her non-injured arm. Round 3 of Changeling Clash Jonk repositions to B3 Jonk Rally's Aysu - 3 Smarts to next Offensive Combat Check Billeck targets Dagger - (6) 1 Success Billeck attacks Dagger - (6,3,+1) 2 Success vs. (6,2) 1 Success = 1 Damage Enson repositions to C4 Enson Tries to Dislocate Dagger's Shoulder - Medicine vs. Athletics - (2,1,1,4,4,1,+1) 3 Successes vs. (4,5,2) 2 Successes = Dagger's Offensive Combat Checks Unlucky till spending an action to reset shoulder. Enson attacks Dagger - (1,2,+2) 2 successes vs. (5,5) 2 Successes = 0 Damage Aysu repositions to D3 - Cloak no longer Restrained Aysu attacks Cloak - (1,4,6,3,4,5,+2) (2,2,4,3,3,4,+2) 6 Successes vs. (1,6,6,1) 2 Successes = 4 Damage Changeling Dagger switches Equipment Changeling Cloak repositions to B4 Changeling Cloak attacks Enson - (5,5,+1) = 3 Successes vs. (3,2,5) 1 Success = 2 Damage Changeling Dagger - Face-shift - Mimics Jonk Changeling Cloak - Face-shift - Mimics Billeck The Party Ensonvilterayquis (Enson) (Duvors) 60 cycles old male Quo'ri Character Points: 0/22 Vitality: 3/5 Velocity: 2 Strength: 1 Skill: 3 Smarts: 2 Spirit: 3/3 Proficiencies: Insight 1, Medicine 3, Melee Weapons 2, Performance 1, Religion 2 Spells: Healing Light, Purging Font, Warding Bond Credits: 2 Equipment: Plasma Falchion (+2 Melee Energy), Utility Belt (Tool, grants +1 Engineering or Medicine Check Successes) Inventory: Void Star Hammer (+1 Melee Elemental), Plasma Splicer (Tool, as an action, transfer Vitality with an adjacent ally), Æther Brew, Essence of Glibness, Essence of Precaution, Nanite Elixir 2x, Plasma Potion 4x, Spider Bomb (Hampering, Minor, Contained, Chemical, Adhesive). Aysu Kundakçı (Peppermint_M) 22 Rotations Old, Female? Adopted Human. Character Points: 4/18Vitality: 3/6Velocity: 2Strength: 3Skill: 3Smarts: 1Spirit: 1Proficiencies: Long Range Weapons 3, Nature 1, Survival 1Spell: Enhanced VisionCredits: 137Equipment: Environment Safe Ammunition "ESA" Rifle (Calibrated Long Range, Energy) with Gravimetric Bipod - Weapon Attachment (The first Offensive Combat check with this weapon is Lucky) attached, Farsight Goggles Inventory: Plasma Potion 2x, Essence of Glibness, Field Rations (Consumable, Restores 1 Vitality), Gator Hide (Can be converted into either Kinetic or Elemental Standard Armor by a craftsman) Zinc (Calibrated Kinetic Long Range Weapon) Billeck Wallard (Wolfpackfan99) 26 Cycle old Male Human Character points: 0/10 Vitality: 3/5 Velocity: 2 Strength: 1 Skill: 2 Smarts: 2 Proficiencies: Coding 1, Explosives 2, Technology 2, Short Range Weapons 2 Credits: 10 Equipment: Standard Elemental Short Range Weapon, Standard Energy Armor, Energy Cell Inventory: Jonk (Scubacarrot)30-something cycles Male CelestialCharacter Points: 0/10Vitality: 5/5Velocity: 3Strength: 1Skill: 2Smarts: 3Proficiencies: Persuasion 1, Sleight of Hand 2, Long Range Weapons 1, Perception 1Credits: 10Equipment: Sighted Corpo Blazer (Calibrated Elemental Long Range weapon), Exo-SuitInventory: The Enemy Changeling Cloak (Rogue) *Mimicking Billeck* Vitality: 2/8 Velocity: 3 Strength: 2 Skill: 2 Smarts: 2 Proficiencies: Deception 5, Stealth 1, Short Range Weapons 2, Melee Weapons 2 Credits: 0 Innate: Face-shift (At the end of the round, the Changeling takes on the appearance of the nearest hero in the room, attacks against the Changeling have a 50/50 chance of targeting the mimicked hero instead). Equipment: Cloaking Generator, Rime Dirk (Standard Elemental Melee Weapon) Inventory: Throwing Darts (Standard Kinetic Short Range Weapon) Changeling Dagger (Rogue) *Mimicking Jonk* *Unlucky Offensive Combat Checks* Vitality: 5/8 Velocity: 3 Strength: 2 Skill: 2 Smarts: 2 Proficiencies: Deception 5, Stealth 1, Short Range Weapons 2, Melee Weapons 2 Credits: 0 Innate: Face-shift (At the end of the round, the Changeling takes on the appearance of the nearest hero in the room, attacks against the Changeling have a 50/50 chance of targeting the mimicked hero instead). Equipment: Rime Dirk (Standard Elemental Melee Weapon) Inventory: Cloaking Generator, Throwing Darts (Standard Kinetic Short Range Weapon) MM Note: Mimicked heroes do not have a chance to hit themselves. In case multiple heroes are equally close to a Changeling, the Changeling will decide which hero it is more advantageous at the time to mimic.
  18. MM Note: Hi folks, just a note, I should have the next round up in ~8hrs. Thanks for your patience.
  19. Would the intention for penalties to still be only -1 outside of the optimal range? I'm not 100% opposed to simplifying to less ranges, I just felt it was more complicated to have multiple number of squares away to be covered by a single range, plus it gave more differentiation to players. Regarding giving a boost to melee, I'd like to not go back to original opportunistic attacks as none of the players could remember that they'd be attacked if they left an adjacent square to an enemy. A potential idea I've tossed around is giving either melee an extra +1 auto-success or some sort of armor ignoring feature. Not sure how practical those would be though. I'm more in agreement with this one. Duvors is correct in that Velocity and Vitality don't have secondary features unlike Skill/Strength/Smarts/Spirit, so we don't have to worry about adding something. From a practical perspective, I wouldn't be opposed to going back to the old (set a battle order) style from Heroica 1.0. The downside is that it required a mission leader to be fairly active so GM's weren't waiting around for a battle order. However in a more tactical game like this, having the heroes all roll the same initiative is probably the most ideal as it allows the party to change up their strategy as needed. Perhaps we could simply use initiative as a way to determine whether or not the party gets caught flat footed and the enemy gets to act on round 0, instead of the end of round 1?
  20. "Are you daft? They're armed to the teeth. I knew I should have just gone into hidin'." "A temporary useful disguise, but I don't know how you can stand to live in a boring form such as this." "Oh, no concern for your armored friend?" "Perhaps this form will give you pause." Bertram sits shaking on the floor still in shock at the scene of carnage around him. Jonk's words seem to rally the Dwarf a little, but not enough to bolster him to action. Billeck dodges to his left and lays down blaster fire at Dagger, just managing to steel himself against the doppelganger's unnerving farce of his face. Enson rushes to deal another blow to the changeling, but Dagger rolls to one side and moves to flank Aysu. The gunner manages to drag Cloak over to the corner of the room, but is stabbed by the changeling with their frosty shiv. Aysu manages to catch the other Changeling off guard who seems too preoccupied with filling Billeck with darts to sidestep the butt of Aysu's rifle. Round 2 of Changeling Clash Jonk Tries to Inspire Bertram - Jonk Persuasion Proficiency Check (DC 2) - (1,2,4,2) 1 Success = Bertram stays put Billeck repositions to C5 (Duvors is correct, moving to D4 would put you at a penalty) Billeck attacks Dagger - (5,3,+1) 2 Success vs. (2,1) 0 Successes = 2 Damage Enson repositions to A5 Enson targets Dagger - (5) 1 Success Enson attacks Dagger - (1,2,+2) 2 successes vs. (5,5) 2 Successes = 0 Damage Aysu Tries to Drag Cloak to A1 - Strength vs. Strength - (6,2,1) 1 Success vs. (3,1,6) 1 Success - (4,6,4) 3 Successes vs. (3,4) 1 Success = Cloak moved to A1, Aysu moved to B2 (I'm assuming she'd prefer to stay closer to the Party, as opposed to A2) Changeling Dagger Repositions to C3 Changeling Dagger attacks Billeck - (6,4,+1) 3 Successes vs. (6,3) 1 Success = 2 Damage Changeling Cloak attacks Aysu - (5,3,+1) = 3 Successes vs. (3,4,6) 2 Successes = 1 Damage Changeling Dagger - Face-shift - Mimics Aysu The Party Ensonvilterayquis (Enson) (Duvors) 60 cycles old male Quo'ri Character Points: 0/22 Vitality: 5/5 Velocity: 2 Strength: 1 Skill: 3 Smarts: 2 Spirit: 3/3 Proficiencies: Insight 1, Medicine 3, Melee Weapons 2, Performance 1, Religion 2 Spells: Healing Light, Purging Font, Warding Bond Credits: 2 Equipment: Plasma Falchion (+2 Melee Energy), Utility Belt (Tool, grants +1 Engineering or Medicine Check Successes) Inventory: Void Star Hammer (+1 Melee Elemental), Plasma Splicer (Tool, as an action, transfer Vitality with an adjacent ally), Æther Brew, Essence of Glibness, Essence of Precaution, Nanite Elixir 2x, Plasma Potion 4x, Spider Bomb (Hampering, Minor, Contained, Chemical, Adhesive). Aysu Kundakçı (Peppermint_M) 22 Rotations Old, Female? Adopted Human. Character Points: 4/18Vitality: 3/6Velocity: 2Strength: 3Skill: 3Smarts: 1Spirit: 1Proficiencies: Long Range Weapons 3, Nature 1, Survival 1Spell: Enhanced VisionCredits: 137Equipment: Environment Safe Ammunition "ESA" Rifle (Calibrated Long Range, Energy) with Gravimetric Bipod - Weapon Attachment (The first Offensive Combat check with this weapon is Lucky) attached, Farsight Goggles Inventory: Plasma Potion 2x, Essence of Glibness, Field Rations (Consumable, Restores 1 Vitality), Gator Hide (Can be converted into either Kinetic or Elemental Standard Armor by a craftsman) Zinc (Calibrated Kinetic Long Range Weapon) Billeck Wallard (Wolfpackfan99) 26 Cycle old Male Human Character points: 0/10 Vitality: 3/5 Velocity: 2 Strength: 1 Skill: 2 Smarts: 2 Proficiencies: Coding 1, Explosives 2, Technology 2, Short Range Weapons 2 Credits: 10 Equipment: Standard Elemental Short Range Weapon, Standard Energy Armor, Energy Cell Inventory: Jonk (Scubacarrot)30-something cycles Male CelestialCharacter Points: 0/10Vitality: 5/5Velocity: 3Strength: 1Skill: 2Smarts: 3Proficiencies: Persuasion 1, Sleight of Hand 2, Long Range Weapons 1, Perception 1Credits: 10Equipment: Sighted Corpo Blazer (Calibrated Elemental Long Range weapon), Exo-SuitInventory: The Enemy Changeling Cloak (Rogue) *Mimicking Aysu* *Restrained* Vitality: 6/8 Velocity: 3 0 Strength: 2 Skill: 2 Smarts: 2 Proficiencies: Deception 5, Stealth 1, Short Range Weapons 2, Melee Weapons 2 Credits: 0 Innate: Face-shift (At the end of the round, the Changeling takes on the appearance of the nearest hero in the room, attacks against the Changeling have a 50/50 chance of targeting the mimicked hero instead). Equipment: Cloaking Generator, Rime Dirk (Standard Elemental Melee Weapon) Inventory: Throwing Darts (Standard Kinetic Short Range Weapon) Changeling Dagger (Rogue) *Mimicking Aysu* Vitality: 6/8 Velocity: 3 Strength: 2 Skill: 2 Smarts: 2 Proficiencies: Deception 5, Stealth 1, Short Range Weapons 2, Melee Weapons 2 Credits: 0 Innate: Face-shift (At the end of the round, the Changeling takes on the appearance of the nearest hero in the room, attacks against the Changeling have a 50/50 chance of targeting the mimicked hero instead). Equipment: Cloaking Generator, Throwing Darts (Standard Kinetic Short Range Weapon) Inventory: Rime Dirk (Standard Elemental Melee Weapon) MM Note: Mimicked heroes do not have a chance to hit themselves. In case multiple heroes are equally close to a Changeling, the Changeling will decide which hero it is more advantageous at the time to mimic.
  21. MM Note: Just to set expectations so there aren't surprises. There still will be a 50/50 chance to target Billeck, Enson simply won't do damage if he does.
  22. MM Note: Round fixed, so that Aysu targets Cloak instead of Dagger and does not reposition.
  23. MM Note: Dagger is the female of the Changelings. If Peppermint_M meant Cloak, I can rerun. It'll be the same results Aysu will simply be attacked by Dagger instead of Cloak, Cloak will Defend.
  24. "Believe me, I have no idea what is goin' on!" "You've got more important things to worry about Quo'ri." "Like not killing your partner." Jonk rolls across to the corner of the room and fires a direct shot at Cloak, scorching a burn into the Changeling. Finding himself right in the thick of the action, Billeck unholsters his own blaster, but the tussle is too chaotic and he can't be sure which Enson he's aiming for. A shot goes off and the real Enson narrowly manages to evade friendly fire in the middle of changing equipment. Aysu charges forward trying to lock down her opponent, she manages to grapple Cloak, but is stabbed from behind by the sharp darts of Dagger. The heroes watch as the changelings take on new forms as the battle continues. Round 1 of Changeling Clash Jonk repositions to E5 Jonk attacks Cloak - (6,+2) 3 Successes vs. (2,5) 1 Success = 2 Damage to Cloak Billeck targets Dagger - (2) 0 Successes = Targets Enson Billeck attacks Enson - (4,3,+1,-1) 1 Success vs. (5,6,4) 3 Successes = 0 Damage Enson changes equipment Aysu Tries to Restrain Cloak - Strength vs. Skill - (5,3,5) 2 Successes vs. (2,1) 0 Successes = Cloak Restrained while Aysu maintains hold Changeling Cloak Defends Self - (2 dice added to next Defensive Combat Check) Changeling Dagger repositions to A4 Changeling Dagger attacks Aysu - (1,6,4,+1) 3 Successes vs. (4,1,2) 1 Success = 2 Damage Changeling Cloak - Face-shift - Mimics Aysu Changeling Dagger - Face-shift - Mimics Billeck The Party Ensonvilterayquis (Enson) (Duvors) 60 cycles old male Quo'ri Character Points: 0/22 Vitality: 5 Velocity: 2 Strength: 1 Skill: 3 Smarts: 2 Spirit: 3/3 Proficiencies: Insight 1, Medicine 3, Melee Weapons 2, Performance 1, Religion 2 Spells: Healing Light, Purging Font, Warding Bond Credits: 2 Equipment: Plasma Falchion (+2 Melee Energy), Utility Belt (Tool, grants +1 Engineering or Medicine Check Successes) Inventory: Void Star Hammer (+1 Melee Elemental), Plasma Splicer (Tool, as an action, transfer Vitality with an adjacent ally), Æther Brew, Essence of Glibness, Essence of Precaution, Nanite Elixir 2x, Plasma Potion 4x, Spider Bomb (Hampering, Minor, Contained, Chemical, Adhesive). Aysu Kundakçı (Peppermint_M) *Lucky for first Offensive Combat Check* 22 Rotations Old, Female? Adopted Human. Character Points: 4/18Vitality: 4/6Velocity: 2Strength: 3Skill: 3Smarts: 1Spirit: 1Proficiencies: Long Range Weapons 3, Nature 1, Survival 1Spell: Enhanced VisionCredits: 137Equipment: Environment Safe Ammunition "ESA" Rifle (Calibrated Long Range, Energy) with Gravimetric Bipod - Weapon Attachment (The first Offensive Combat check with this weapon is Lucky) attached, Farsight Goggles Inventory: Plasma Potion 2x, Essence of Glibness, Field Rations (Consumable, Restores 1 Vitality), Gator Hide (Can be converted into either Kinetic or Elemental Standard Armor by a craftsman) Zinc (Calibrated Kinetic Long Range Weapon) Billeck Wallard (Wolfpackfan99) 26 Cycle old Male Human Character points: 0/10 Vitality: 5/5 Velocity: 2 Strength: 1 Skill: 2 Smarts: 2 Proficiencies: Coding 1, Explosives 2, Technology 2, Short Range Weapons 2 Credits: 10 Equipment: Standard Elemental Short Range Weapon, Standard Energy Armor, Energy Cell Inventory: Jonk (Scubacarrot)30-something cycles Male CelestialCharacter Points: 0/10Vitality: 5/5Velocity: 3Strength: 1Skill: 2Smarts: 3Proficiencies: Persuasion 1, Sleight of Hand 2, Long Range Weapons 1, Perception 1Credits: 10Equipment: Sighted Corpo Blazer (Calibrated Elemental Long Range weapon), Exo-SuitInventory: The Enemy Changeling Cloak (Rogue) *Mimicking Aysu* *Restrained* Vitality: 6/8 Velocity: 3 Strength: 2 Skill: 2 Smarts: 2 Proficiencies: Deception 5, Stealth 1, Short Range Weapons 2, Melee Weapons 2 Credits: 0 Innate: Face-shift (At the end of the round, the Changeling takes on the appearance of the nearest hero in the room, attacks against the Changeling have a 50/50 chance of targeting the mimicked hero instead). Equipment: Cloaking Generator, Rime Dirk (Standard Elemental Melee Weapon) Inventory: Throwing Darts (Standard Kinetic Short Range Weapon) Changeling Dagger (Rogue) *Mimicking Aysu* *Billeck* Vitality: 8/8 Velocity: 3 0 Strength: 2 Skill: 2 Smarts: 2 Proficiencies: Deception 5, Stealth 1, Short Range Weapons 2, Melee Weapons 2 Credits: 0 Innate: Face-shift (At the end of the round, the Changeling takes on the appearance of the nearest hero in the room, attacks against the Changeling have a 50/50 chance of targeting the mimicked hero instead). Equipment: Cloaking Generator, Throwing Darts (Standard Kinetic Short Range Weapon) Inventory: Rime Dirk (Standard Elemental Melee Weapon) MM Note: Mimicked heroes do not have a chance to hit themselves. In case multiple heroes are equally close to a Changeling, the Changeling will decide which hero it is more advantageous at the time to mimic.
  25. Yeah, I've been slacking a little on adding scenes to my post of the Resource thread. Glad you're enjoying the builds though. I'm certainly not well versed enough with the rendered stuff to be able to hold a candle to what Duvors and The Legonater have been producing, theirs is really amazing.
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