New Expansions - New Content - Post your favorites here
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Stairc -Dan Felder
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Re: New Expansions - New Content - Post your favorites here
Not sure. But you said something about changing die rolls for talents to make them balance, and it sounded like you're going to be changing roll totals and the like, which then points toward the high probability of things doing less damage after the future.
I have no idea. Just don't do it. It's lame.
I have no idea. Just don't do it. It's lame.
A1C Bronymous- Air Commander, Equestrian Armies Pegasus Corps, Eastern Skies Command
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Re: New Expansions - New Content - Post your favorites here
I know the idea of nerfs is never fun, but we definitely need to make sure the system is balanced. Some talents will be nerfed some will be buffed. Eventually, the ideal is to have a system were most things (a few exceptions for people that like a challenge and some slightly-above-average options for people that like maximizing the system) are very close to equal power to one another. That way, when every option is near equal in power, there are more legitimate builds out there for people to enjoy.
Stairc -Dan Felder- Lead Designer
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Re: New Expansions - New Content - Post your favorites here
You know. I can't wait to see how this turns out. Its going to be REAL interesting imo.
And it'll probably help with the maths for my RPG system....
And it'll probably help with the maths for my RPG system....
Fury of the Tempest- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
If we do a +1, -1, -3 spread AND redo + powers so that they, well, make sense (a +1 isn't actually 2/3rds of a [0] at all, it's more)
Then, with a [0] at 6.5 damage, a -1 would be
6.5 * (2/3) = 4.33333 ~ 4.5 = 1d8
4.5 / 8 = .5625 ~ 0.5
6.5 * 4/3 = 8+(2/3)
(26/3) / 10 = 0.86666666666666666666666 ~ 0.75
6.5 * 2 = 13
13 / 12 = 1.08 ~ 1
Thus, a d8 is worth 5 average damage instead of 4.5
A d10 would be worth 6.25 instead of 5.5
A d12 would be worth 7.5 instead of 6.5
That's... if we make +1s 1d8 base.
And that, THAT ALONE is SUCH a massive change that it would demand not being an alteration in the current framework, but a full rework. And probably ruin Bronymous's day.
Thing is, do +1 and +2 powers really need to be the appropriate 2/3rds and 1/3rds of the hypothetical [0] action? Since, even if +1s or +2s are more powerful than that, it isn't actually a superior tactic to only use them, because then you'll have pips, and using pips is still more powerful than not using them....
But that would also make d8 specials powers not a convenient 0.5 damage as a +1s power...
But then, we could calculate the specials by damage anyway... like... a d8 special could do roughly a d8s worth of damage, a d10 a d10, and d12 a d12... not a very exciting change... but the idea is we could just choose convenient damage numbers, not pip-counts (non-damage specials would be calculated as the equivalent utility to that much damage)
BUT THIS
This is NOT a place to discuss changes. This is a place to discuss additions!
And it wouldn't be a 2.0 of the system, it'd be a 2.0 of the combat, which is something we would have to have before we can have a *full* release at all
Then, with a [0] at 6.5 damage, a -1 would be
6.5 * (2/3) = 4.33333 ~ 4.5 = 1d8
4.5 / 8 = .5625 ~ 0.5
6.5 * 4/3 = 8+(2/3)
(26/3) / 10 = 0.86666666666666666666666 ~ 0.75
6.5 * 2 = 13
13 / 12 = 1.08 ~ 1
Thus, a d8 is worth 5 average damage instead of 4.5
A d10 would be worth 6.25 instead of 5.5
A d12 would be worth 7.5 instead of 6.5
That's... if we make +1s 1d8 base.
And that, THAT ALONE is SUCH a massive change that it would demand not being an alteration in the current framework, but a full rework. And probably ruin Bronymous's day.
Thing is, do +1 and +2 powers really need to be the appropriate 2/3rds and 1/3rds of the hypothetical [0] action? Since, even if +1s or +2s are more powerful than that, it isn't actually a superior tactic to only use them, because then you'll have pips, and using pips is still more powerful than not using them....
But that would also make d8 specials powers not a convenient 0.5 damage as a +1s power...
But then, we could calculate the specials by damage anyway... like... a d8 special could do roughly a d8s worth of damage, a d10 a d10, and d12 a d12... not a very exciting change... but the idea is we could just choose convenient damage numbers, not pip-counts (non-damage specials would be calculated as the equivalent utility to that much damage)
BUT THIS
This is NOT a place to discuss changes. This is a place to discuss additions!
And it wouldn't be a 2.0 of the system, it'd be a 2.0 of the combat, which is something we would have to have before we can have a *full* release at all
Kindulas- Designer
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Re: New Expansions - New Content - Post your favorites here
Anyway, I've had a draft for a conjuration special in my file for awhile now, with the idea that the 12 summons a specially made conjuration. There's been a mech suit sitting there to... I need to start releasing my Engineer talents.
Kindulas- Designer
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Re: New Expansions - New Content - Post your favorites here
Kindulas wrote:I need to start releasing my Engineer talents.
That really does sound awesome.
Fury of the Tempest- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
Yay! Engi is my second fav class in TF2!
Even if you aren't building him like that. It'll still be quite cool. Bet he'll have at least one conjure option if not built to work like a support option for conjurers...
Now to get back on topic, becuase building for the combat system is so easy, and becuase I'd enjoy seeing more "spend extra action" talents here's a suggestion for one: (also I've only done one suggestion of my two a week choice)
[+5] Prep-Time - Standard Utility
You must expend a minor action to activate this combat talent. You then suffer both vulnerability 3 and daze until the end of your next turn.
Even if you aren't building him like that. It'll still be quite cool. Bet he'll have at least one conjure option if not built to work like a support option for conjurers...
Now to get back on topic, becuase building for the combat system is so easy, and becuase I'd enjoy seeing more "spend extra action" talents here's a suggestion for one: (also I've only done one suggestion of my two a week choice)
[+5] Prep-Time - Standard Utility
You must expend a minor action to activate this combat talent. You then suffer both vulnerability 3 and daze until the end of your next turn.
Last edited by Xel Unknown on Thu Jul 25, 2013 8:06 pm; edited 1 time in total
Re: New Expansions - New Content - Post your favorites here
Technically I made an Inventor Class. That kinda counts right?
Paper Shadow- Smile Like You Mean It
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Re: New Expansions - New Content - Post your favorites here
Kindulas wrote:And it wouldn't be a 2.0 of the system, it'd be a 2.0 of the combat, which is something we would have to have before we can have a *full* release at all
All things considered, I think the current goal should be a sort of 1.5 for combat (adjust some of the bigger outliers but keep the base system the same for now) while focusing some of the pressing non-combat issues like the Monster Compendium (well...technically that's combat), Boon Revamp, updating the GM Guide, and clarifying various portions of the rules. Then after the system as a whole is closer to a complete status, then work towards a full combat 2.0 update.
ZamuelNow- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
Isn't this still an open beta of a tabletop gaming system? Should we really be counting off official iterations yet?
sunbeam- Epic Pwny
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Re: New Expansions - New Content - Post your favorites here
Yeah, it works well enough I don't really think we need to go full revamp on the combat just yet, mainly just nerf the crazy broken 12s. After that, there are other priorities before we worry about a huge balance revamp.ZamuelNow wrote:Kindulas wrote:And it wouldn't be a 2.0 of the system, it'd be a 2.0 of the combat, which is something we would have to have before we can have a *full* release at all
All things considered, I think the current goal should be a sort of 1.5 for combat (adjust some of the bigger outliers but keep the base system the same for now) while focusing some of the pressing non-combat issues like the Monster Compendium (well...technically that's combat), Boon Revamp, updating the GM Guide, and clarifying various portions of the rules. Then after the system as a whole is closer to a complete status, then work towards a full combat 2.0 update.
Kindulas- Designer
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Re: New Expansions - New Content - Post your favorites here
Fair point, I guess "2.0" is just a way of phrasing to say "Um... let's just start a second copy of everything instead of tweaking." But yeah, now we're going "Is it really 2.0, or more like this number, or is it..." and that's not important.sunbeam wrote:Isn't this still an open beta of a tabletop gaming system? Should we really be counting off official iterations yet?
Kindulas- Designer
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Re: New Expansions - New Content - Post your favorites here
*looks at Pick of the Litter* Um.... wasn't that one of my ideas back from the original prototype of GE?
Ramsus- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
Hm, with the addition of the spellbook weapon, the "dangerously talented" trait loses half of its benefit (the "take extra combat talent" one, that is) to anyone who might want to take that, which is about 1000g and/or trait slot wasted. Perhaps another trait or item could be made, to supplement the "Spellbook" for this purpose?
So have something to fix that - extra combat talent options!
So have something to fix that - extra combat talent options!
- Scrollcase / Eidetic Memory:
An item...
Scrollcase - 500g
Trinket
You gain an additional combat talent.
Or a trait...
Eidetic Memory
You gain an additional combat talent, and gain the following combat talent.
Eureka Moment - Reaction Utility [1/Battle]
Trigger: You swap/exchange one of your items or combat talents in battle.
Effect: You gain 1 energy.
You may take this trait multiple times, which also gains you +1 use of Eureka Moment per battle, per trait.
- Friends Forever:
ApplesFriends Forever - Magic interrupt
Trigger: You or an ally roll a skill check.
Effect: All allies you can see may immediately roll to assist (standard assist rules apply, and criticals are ignored). Apply the highest roll made directly to your own skill check roll, and then add any of the other assists as the usual assist bonuses.
For instance:
-You make a skill check, but you roll 19, which isn't even nearly enough.
-You use Friends Forever, so your other five allies then make assist checks. Any crits rolled for these, good or bad, are ignored, but stuff that boosts assists counts and is in effect.
-They roll 14, 21, 16, 7, 18 on their assists, of which 21 is directly added to the skill check roll, whilst 16 and 18 are applied as assist bonuses (or more, if they've got relevant assist improvements).
-The final roll ends up being: 19 + 21 + 2 + 2 = 44
No idea whether this is OP or not.
Zarhon- Smile Smile Smile
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Re: New Expansions - New Content - Post your favorites here
Dangerously Talented could use a buff too, since it doesn't actually do anything to make you more powerful...Zarhon wrote:Hm, with the addition of the spellbook weapon, the "dangerously talented" trait loses half of its benefit (the "take extra combat talent" one, that is) to anyone who might want to take that, which is about 1000g and/or trait slot wasted. Perhaps another trait or item could be made, to supplement the "Spellbook" for this purpose?
So have something to fix that - extra combat talent options!And for my other submission... Something for assists!
- Scrollcase / Eidetic Memory:
An item...
Scrollcase - 500g
Trinket
You gain an additional combat talent.
Or a trait...
Eidetic Memory
You gain an additional combat talent, and gain the following combat talent.
Eureka Moment - Reaction Utility [1/Battle]
Trigger: You swap/exchange one of your items or combat talents in battle.
Effect: You gain 1 energy.
You may take this trait multiple times, which also gains you +1 use of Eureka Moment per battle, per trait.
- Friends Forever:
ApplesFriends Forever - Magic interrupt
Trigger: You or an ally roll a skill check.
Effect: All allies you can see may immediately roll to assist (standard assist rules apply, and criticals are ignored). Apply the highest roll made directly to your own skill check roll, and then add any of the other assists as the usual assist bonuses.
For instance:
-You make a skill check, but you roll 19, which isn't even nearly enough.
-You use Friends Forever, so your other five allies then make assist checks. Any crits rolled for these, good or bad, are ignored, but stuff that boosts assists counts and is in effect.
-They roll 14, 21, 16, 7, 18 on their assists, of which 21 is directly added to the skill check roll, whilst 16 and 18 are applied as assist bonuses (or more, if they've got relevant assist improvements).
-The final roll ends up being: 19 + 21 + 2 + 2 = 44
No idea whether this is OP or not.
Anyway, as to the assist skill, I would say it depends on whether the average is below +20, because that's what the 'specialiszed magic talents' Yee-Haw and The Stare do, and since this would be for an skill, it would have to be less. Sound like the bonuses that can be gained on an assist check *would* be a bit extreme in that case. Of course... not any skill check can be assisted. Would help the fairness if you don't add the highest roll, but just your own assist.
Kindulas- Designer
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Re: New Expansions - New Content - Post your favorites here
Kindulas wrote:Zarhon wrote:Hm, with the addition of the spellbook weapon, the "dangerously talented" trait loses half of its benefit (the "take extra combat talent" one, that is) to anyone who might want to take that, which is about 1000g and/or trait slot wasted. Perhaps another trait or item could be made, to supplement the "Spellbook" for this purpose?
Dangerously Talented could use a buff too, since it doesn't actually do anything to make you more powerful...
On the contrary, the two combo quite well. It's "learn an extra combat talent" and "bring all your combat talents" which would do wonders for some builds and offers flexibility for some. Also, while the Spellbook has a shockingly low gold cost, it has an interesting opportunity cost in that it takes up the weapon slot so some builds should ignore it in favor of other weapons. At the same time, it's not fighting for build space with all of the various trinkets out there. It really is a brilliantly designed item that adds a lot to the game. At most, it could probably stand to be 1000 gold instead of 500 but it otherwise seems fine as is.
ZamuelNow- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
I believe Kindulas was talking about how Dangerously Talented doesn't make you more effective in combat in general - it just gives you added versatility in your combat talent pool. I don't believe he was talking about its potential synergy with spellbook.
Stairc -Dan Felder- Lead Designer
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Re: New Expansions - New Content - Post your favorites here
I think Dangerously Talented adds plenty of power but it does so laterally rather than vertically. I won't complain about a buff if it's purely a buff as opposed to a change but I really think it's one of the hidden gems of the system. Spellbook probably just opens up it's full potential.
ZamuelNow- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
I'm honestly not sure how Spellbook interacts at all with Dangerously Talented.
Spellbook lets you effectively take +3 talents into battle (8 instead of 5).
Dangerously talented gives you +1 talent you know but also +1 to take into battle. It doesn't really affect how many *extra* talents you have access to via spellbook.
Not quite sure how they meaningfully interact. What am I missing? I love combos.
Spellbook lets you effectively take +3 talents into battle (8 instead of 5).
Dangerously talented gives you +1 talent you know but also +1 to take into battle. It doesn't really affect how many *extra* talents you have access to via spellbook.
Not quite sure how they meaningfully interact. What am I missing? I love combos.
Stairc -Dan Felder- Lead Designer
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Dangerously Talented can stack with itself. If my math is right (which means it's probably wrong...), that means someone at level 10 can walk into battle with 18 combat talents if they took the 5 trinket trait and bought copies of DT with Training Certificates. While it doesn't increase your direct power, the versatility makes you the Swiss Army Knife for practically any situation. After a point the usefulness diminishes so that other traits/trinkets might be good to use along with it but it's very good for a reactionary player as opposed to one locked into a static battle plan. Probably more useful for support builds than damage builds though even they can use it. I guess that's it, I think more of reactionary builds.
ZamuelNow- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
But how does that combine with spellbook to make DT more powerful?
Stairc -Dan Felder- Lead Designer
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Also you can't equip more than 1 training certificate that gives the same talent.
thematthew- Equestrian Honor Guard
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Re: New Expansions - New Content - Post your favorites here
Stairc -Dan Felder wrote:But how does that combine with spellbook to make DT more powerful?
Because it's not possible without it. Without Spellbook, you still have to leave three combat talents behind instead of bringing everything.
thematthew wrote:Also you can't equip more than 1 training certificate that gives the same talent.
Ah, so that drops to 15, I believe.
ZamuelNow- Freakin' Alicorn Princess
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Well, getting back to suggestions. The name from the first one came from Zarhon.
Next one is, technically intended as a replacement for the Metalcrafting utility talent but I'll post here:
- Photosynthetic:
- Photosynthetic (2)
You are considered a plant. Instead of food, you require sunlight, water, and fertile soil to survive and your vital organs are distributed across your body instead of being in centralized locations. During an extended rest, your naturally regenerative properties allow you to gain +5 Heal bonus to healing one injury you're suffering from.
Next one is, technically intended as a replacement for the Metalcrafting utility talent but I'll post here:
- Element Master:
- Element Master - 5/Day
Preparation Time: 5 Seconds
Choose a solid or liquid of choice such as water, soil, or metal when you select this power. This power may be taken multiple times, using a different substance each time. For the next ten minutes, you may mentally pick up or manipulate any number of inanimate objects made of your chosen substance within fifty feet of you with combined weights of 200 lbs. or less. You may spend a magic point to increase the maximum weight limit to 1000 lbs for the next 10 minutes instead.
ZamuelNow- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
So basically, you're not saying Spellbook interacts with DT - but rather they'd all be part of an overall versatility package.
Stairc -Dan Felder- Lead Designer
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