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1  Community / Off-Topic / Re: The Silver Screen: Movie News, Reviews & Reactions 2015 on: March 28, 2015, 12:19:37 AM
  Ok, THAT trailer has serious spoiler content. Wave off if you want to keep your brain pristine for the movie!!
2  Community / Off-Topic / Re: Cool Non-Video Links (Quizzes, Tests, Illusions, Etc..) on: March 28, 2015, 12:16:10 AM
  I'm a little skeptical that ionized air has much in the way of enhanced kinetic absorption properties over ordinary air (which we know does such a great job of shielding you from flying shrapnel... Wink). Still, if there's money in it research will continue.

  OTOH the main replacement for jet turbines in Farthest Star involves a sort "air hardening" effect. Some in-setting characters have observed it works a little like running up a waterfall by freezing the points when you make contact for 'traction' and shoving off them fast enough to outpace gravity (yes, the "frozen" chunks are propelled downward a lot faster than the freely falling water around them). It wasn't until years after I settled on this propulsion system I realized if could be repurposed for ablative armor... Not force fields precisely but 'hard air screens'.
3  Community / Off-Topic / Re: Cool Vids (Keep it Clean) on: March 27, 2015, 10:35:18 AM
You guy are about to start killing juvenile female cathar...
Not quite.  I mean, it did turn out that the Emperor was right about needing the fleets and the Death Star for the Yuzan Vong.

  I want it to be known that even if the new Star Wars movies are steaming piles of unadulterated bantha poodoo, I will still cherish them forever for invalidating the bottomless shithole that is New Jedi Order novels.
4  Community / Off-Topic / Re: Cool Vids (Keep it Clean) on: March 27, 2015, 07:43:34 AM
  Honestly it depends on what their original deployment profile was intended for. As low cost raiders designed to subdue merchant vessels they make sense. They are also plausible scouts in a culture highly resistant to widespread use of droid pilots. The "Rebels" cartoon has hinted at various in-atmosphere air support duties where shields might not even be possible to deploy. And despite the lack of shields, most games present their hull structure as decently rugged. They don't all fly directly into asteroids and explode Wink.
  The later, more expensive TIE Aggressors also lack shields and are specifically intended for anti-shipping/raid duties adding a rack of 6 missiles.

  The wiki article on the overall TIE series comments:
Very few TIE starfighters were equipped with combat shielding, though they were included on the Avenger and Defender and could be retrofitted onto most TIE types. This lack of shielding was a factor toward the TIEs extreme speed. Retrofitting of this type was fairly common in the New Republic era, as ships and manpower became more valuable to Imperial forces.

  Once the Empire realized it had a fight on its hands with a resistance movement sporting actual space-superiority snub fighters, they started branching out into a lot of new designs. Interceptors still lack shields, but their performance is generally written as scary-good. After that the TIE Avenger (a general production version of the TIE Advanced), TIE Defender, TIE Hunter, and TIE Phantom all had shields.

  Amusingly the TIE fighter probably established in writer minds and then was partially justified in-setting by the long standing habit of the Sith cultures/rulers to produce high speed shieldless attack craft as their basic fodder. There are "Sith fighters" found in three other major eras in the setting (Old Republic, Great Hyperspace War and the Legacy era after the movies) that all lack shields and rely on speed. And if you guess the majority of them were powered by a pair of Ion engines, you'd be right Wink.
5  Community / License to Improvise / Re: [Notebook] Seizing Initiatve on: March 26, 2015, 07:48:05 PM
  Hey Big_Jim,

  I think my best advice is the same thing we say to so many folks joining us from D&D who read the book and freak out- "Try it first, then judge." I'll be the first to say it needs playtesting. But it'll be a lot more helpful if that playtesting starts with the shared text we can all see.

  It's just not uncommon for systems I design to play out at the table a little differently than it looks like they will reading them on the page. In this case I don't think the added bookkeeping will be all that heavy because Initiative changes won't be all that common in actual play. Stall and Seize Initiative are costly, situational actions that I think any single player is unlikely to use more than twice in a fight (if at all). The rest of the things that can modify Initiative are the tools of specialists. And even when ebbs and surges do happen they fit the same basic principle as a player tracking their Vitality - people do stuff to you, dice are rolled, it goes down. You or your allies do something good for you, dice are rolled, it goes up.
6  Community / License to Improvise / Re: [Notebook] Seizing Initiatve on: March 26, 2015, 07:20:00 PM
Ok, I've already been told by several players this isn't gonna fly in my normal game because of both the "added bookkeeping" of permanent initiative manipulation and the overpowering of the +2 to attack and +2 Defense against characters with a lower initiative. It was all a bit much in the awesome department - they felt that the +2/+2 was to good as a default effect. I kinda agree. It would be nice as a feat, though.

  Fortunately its all optional Smiley. If they like initiative bonus as a dump stat despite costing nearly as much as BAB... *shrug*

I think Aim (since you feel the need to change it) should ebb you. You are taking a moment after all.

  Whereas I find the opportunity cost of it consuming a half action when you could have just attacked already grinds this action's utility into the mud Wink. In every circumstance where you can hit a target with anything less than a roll of 20 and you have more than 1 ammo left RAW aiming is a losing proposition.

Total Defense's Interrupt mechanic is horrible. just fiddly  blarg crap and is only going to stall out the surprise rounds and combat even more. Hate it. Really, really, really hate it.

  Um. Most people are flat-footed at the beginning of combat (20th level Burglars and Explorers excepted). So it doesn't really affect the first round/surprise round of combat at all Smiley. People who do use it mid-fight as an interrupt don't do much else that round, and usually nothing that involves rolling dice, making combat play out faster, not slower.

All the feats should have the Ebb & flow requirement.

  No, they shouldn't.

Roughhousing, Rub It In, Nettle, and  Waiting Game all feel weak as feats - but would be great as advanced tricks.

  Wait. The joys of +2 to attack and defense are too powerful but feats that let you gain it are too weak?

And finally, I hate Total Defense's Interrupt mechanic.

  I admire your passion Smiley.
7  Community / License to Improvise / Re: [Notebook] Seizing Initiatve on: March 26, 2015, 06:46:52 PM
It can even be 4 times per combat with What in the World is THAT?! as well.

  I'm pretty sure the language used doesn't support that. Neither trick says "additional time". 2nd and 3rd times are quite explicit.

Plus, I mean, beguiling is already a thing.

  Dance Off not having the action die escape clause makes it quite a bit more powerful than beguiling which lines up with its limited number of uses. I may cap the feat directly at 1/scene per target to lock out the tricks. If that happens it'll probably shed the E&F prerequisite
8  Community / Off-Topic / Re: Cool Vids (Keep it Clean) on: March 26, 2015, 06:20:46 PM
  TIE bombers and interceptors don't have shields in their base configurations.
  TIE Advanced (all models), Defenders, and Phantoms do carry shielding as a standard feature.
9  Community / License to Improvise / Re: [Notebook] Seizing Initiatve on: March 26, 2015, 05:02:07 PM
Really liking the new stuff!  Cheesy

Thanks Smiley. The concepts are evolving nicely under peer review.

Dance Off, Bro actually seems like it doesn't even need the Ebb & Flow campaign quality prerequisite. The mechanics are perfectly compatible with regular Distract, after all.

  I'm... hesitant... about allowing that off the leash provided by E&F's once per combat limit on distracting specials.

Also kind of neat that it's compatible to combo with Engaging Diversion and Fan Service -- catch a mixed group of standard and special characters and fixate the whole group, the standards with the Yowza! trick and the specials with Dance Off.

  Yup. Pass it over... now take it back! Everybody dance now! *bmmmp-bmmmp-bmp-bmp'bmp*
10  Community / Off-Topic / Re: Cool Vids (Keep it Clean) on: March 26, 2015, 04:54:50 PM
Imperial propaganda at it's finest.

Examination of the documents clearly shows that the TIE/LN was a death trap that was only capable of tactical victory over the T-65 with massive numerical superiority or battlefield advantage.

  I think that's largely borne out in the video. Its clearly a special character (if low level) on the stick for the basic TIE that solos an "X wing" and there is no shortage of TIEs exploding on camera even with them having steep numerical superiority. The majority of the damage inflicted in the engagement was by capital ship turbolasers after using the TIEs as a screen to cover their approach through Rebel bomber wings.
  We also see that the spotlight TIE Interceptor pilot is an older veteran and experienced wing leader able to advise and encourage even ad hoc wingmen. The implication being as your combat hours stack up you graduate to the more expensive but more imposing Interceptor.
  ...TIE Bomber pilots are of course a breed apart (read "lunatics"). And not just because of the two X chromosomes Wink.

  Oh, and the X-wing miniatures game kicks much backside Cool.
11  Community / License to Improvise / Re: [Notebook] Seizing Initiatve on: March 26, 2015, 03:54:20 PM
  "What... are... you... doing?!"

  "I'm distracting you, Turd-blossom."

  It really is the iconic distract action of the current geekosphere.
12  Community / License to Improvise / Re: [Notebook] Seizing Initiatve on: March 26, 2015, 03:41:12 PM
  I like it Cool. Let me fold it in as a trick. One sec.
13  Community / License to Improvise / Re: [Notebook] Seizing Initiatve on: March 26, 2015, 02:45:41 PM
  I'm listening. Maybe it can even work in a way that isn't so awesomely situational. Right now my thinking is the chief restriction to balance it might be that it can only happen to the target once per combat. Hmm. Let me script (scribble, scribble).

  Alright - Ebb and Flow-style Distract action (with feat and trick support) up in first post. The "ebb a target" action has been renamed Stall. This keeps RAW naming conventions and better aligns with Origin abilities like engaging diversion. If you already have a higher initiative it costs you a half action. If you have to jump the line it burns a full action. Instead of setting their initiative to 0 or 'lowest -1' it sets it to their initiative bonus, again making that stat more valuable with some characters so quick to react that even when you do successfully distract them they may be able to act in time to thwart (some of) your intentions Smiley.
  And to all members of the Diabolical Gamemaster Union (DGU local #616, muhuwahahaa!) - pop players in the face with this new distract early and often Evil.
14  Community / Off-Topic / Re: Cool Vids (Keep it Clean) on: March 25, 2015, 10:15:26 PM
Let me add that the inclusion of an hyperspace interdictor as one of the imperial capital ships (the one with four large globes bulging out of the wedge hull) makes me squee.


That is all.

(still looking for my jaw. getting hungry and running low on soup and yogurt)
15  Community / Off-Topic / Re: Life, the World, and Everything. (Social Issues) on: March 25, 2015, 10:10:38 PM
Power corrupts. PowerPoint corrupts absolutely. Evil
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