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Re: Suggestions

My guess is that pyrokinesis is not a ranged attack while Mind Cutter is.
 
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It might just be that there are things that are immune to fire but nothing immune to being cut in half, and that mind cutter has utility use (non-combat) as well. Considering that each additional spell costs you a talent... plus you have to consider the formula for HP. You don't *need* a hundred damage spell.

Still, that does seem to be a bit of a disparity. Can't honestly say I've taken much of a look at the spirit abilities.
 
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@Phoenix. I didn't think of that, which would explain it.

@two. Actually, I can easily imagine non-combat uses for both talents. Something as simple as lighting a campfire, or perhaps burning an enemy ship.
 
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My excuse: originally I only included three powers per tree, Pyrokinesis was the one I made up just to add some variety. Changing.

Also, enemies will have resistances, though how that works out is TBD.

Edit: Added a bit about reload speeds. If you've got a 0 or negative, it becomes a 1.
 
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Notice: See above post about reload speeds, and if no one else has any suggestions I'm willing to start off the first few people.
 
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Notice: See above post about reload speeds, and if no one else has any suggestions I'm willing to start off the first few people.

I can't think of anything offhand. At this point... well, either run a few test encounters yourself, or something like that? Nothing else seems obvious without actually playing some.
 
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I want in too. Since everyone just jumped ship from Tassadar(JUMPERS) to Tassadar (DARKGATE) ^_^
 
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Okie dokie, I'm going to start up the first few people today.
 
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As you pointed out in my thread, d10*M/2 damage is probably a bit extreme for "charge" considering it isn't difficult to force something to touch a bit of metal. I'd reduce the damage a bit and consider making it more difficult to use as a direct weapon rather then a trap.

Or maybe you already did so, but you didn't update the rules thread as far as I saw.
 
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I'm just going to change the * to a + for now.
 
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Dunno if anyone said anything yet but, a +1 to all rolls for lucky won't make much of a significance will it?
 
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+1 for casting, +1 for to hit, +1 for dodge, +1 for damage (I think), +1 for perception checks, +1 for... yeah, lucky probably isn't that strong compared to buying a few specific skills.

from a stat gamer pov, three 'lucky' gives +3 to any roll, body, mind, or spirit based. but since the system automatically uses either the stat itself, or stat/2 for most roll modifiers, if you just took the improved body/mind/spirit talents instead you would get a +3 or +6 to every roll, plus the other benefits of higher stats (more hp, more ep, higher pleasure threshold).


the only rolls that might make luck worthwhile are the secret rolls unrelated to your stats, such as loot tables, encounter charts, or other information we don't see.

p.s. what stat is related to stealth? >.> or is it varied like perception too?
 
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I think Lucky should be improved so it has a 50% chance of working right, then a roll with a d5 to see the boosts it might give.
So if it works, you roll 1~5, and if you get 4 thats your boost for all your stats.
Thats what I call REAL lucky.
 
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+1 for casting, +1 for to hit, +1 for dodge, +1 for damage (I think), +1 for perception checks, +1 for... yeah, lucky probably isn't that strong compared to buying a few specific skills.

from a stat gamer pov, three 'lucky' gives +3 to any roll, body, mind, or spirit based. but since the system automatically uses either the stat itself, or stat/2 for most roll modifiers, if you just took the improved body/mind/spirit talents instead you would get a +3 or +6 to every roll, plus the other benefits of higher stats (more hp, more ep, higher pleasure threshold).


the only rolls that might make luck worthwhile are the secret rolls unrelated to your stats, such as loot tables, encounter charts, or other information we don't see.

p.s. what stat is related to stealth? >.> or is it varied like perception too?

Stealth is stat dependent like Perception. Sneaking around physical senses uses Body, hiding from a creatures spiritual senses uses Spirit, and setting up traps and such uses Mind.

@ZeroSpaces idea: Too complicated, Hulk lazy. I'd increase it to +2 or +3 if people really wanted to, as I am seeing that it's effect is rather minor.
 
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Lol I knew you'd say that, well alright, boost it up a bit please.
 
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Heh, I was starting to regret getting lucky instead one of the "strong of*" talents, but this makes me feel better.

* And I was torn on which I'd rather have. On the one hand +6 body would give me a +30% chance to break grapple... on the other hand a +30% chance to win a Mind v Body check would reduce the chance of having a grapple to break in the first place. And of course +6 spirit means a better boost to energy.

Edit: and while I'm here... why not suggest a mutation or two for corruption. (Heh, I'm the only one with any so far... >.<)

1.) Tight - deal +2 pleasure to your opponent during sex.
2.) Multi-orgasmic - after an orgasm you return to only (3/4? Total - 10?) of your total pleasure.
3.) include some of the non-RP flaws.
 
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oops suggestion retracted. i did my math wrong. no one will spent 20 points of experience for a strong of- talent when 6 points only takes 15 experience.
 
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I think if Lucky just had other subtle effects it would be balanced enough. If you do change it, I don't think it should be more than +2, as a +3 would be as strong as taking a "strong of" talent in every category for some rolls. *takes off her nerdy glasses*
 
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Thats why it's lucky isn't it?
Needs to be lucky for it to work lol.
 
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