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31  Products / Z-Corps / Re: Escape Routes & Safe Zones on: October 03, 2014, 11:53:32 PM
I'm not seeing the virtue of hiding in the woods - even woods with abundant game. An absence of civilized infrastructure is a far greater hindrance to the tool using human than to the bestial Z-threat.

Any military base anywhere is a better supplied, better prepared hold-out than giving the Z-horde a thousand trees to hide behind as it shuffles towards your family.

Gimme concrete walls, generators, cleared slight lines and LOTS of bullets being carried by lots of trained shooters over that lake that appears in every horror movie ever...
32  Community / License to Improvise / Re: New expert class: Witch Doctor on: October 03, 2014, 04:53:05 PM
  Signs and Portents - as a base class B ability, this can only fit into an expert class as the level 6 ability or "so what does Signs and Portents IV do?" conflicts can arise.

  Wise as you are Cryptic is too low of a level for a double bump. Typically lit would be lower of those two or occupy a higher slot. Compare to paladin.

  How is voodoo doll NOT inescapable death or madness for the victim?

  Core ability could be restructured to read "Each time you inflict shaken on an opponent, you also frighten them from 1 round." This broadens the triggers slightly but is simpler/shorter text.

  Vessel. Actually seems a bit underpowered form a game breaker. Could swap to lower slot/more uses or constant.
33  Community / Off-Topic / Re: [Civ: BE]Harmony, Supremacy, or Purity? [Discussion] on: October 03, 2014, 01:38:40 AM
So let's dress it up a little.
Does anyone know of an instance when all those approaches didn't work?

Well... it often fails cross-species and those branches of humanity might actually be separate species by some standards.

It also raises questions of how all pervasive your surveillance can get in-setting - they could take it to a level we simply cannot conceive of as part of our current human condition. Or the populace might still cherish its privacy.

Tinkering with security for Farthest Star, the best I've been able to come up with is a cultural awareness that no system is infallible - trust that its very, very good... but don't stand there flabbergasted when someone has clearly beaten it. Complacency is a serious security vulnerability Smiley.
34  Community / Off-Topic / Re: [Civ: BE]Harmony, Supremacy, or Purity? [Discussion] on: October 02, 2014, 08:18:16 PM
They really are the TOG from Renegade Legion (that is to say Space Romans).
35  Community / Off-Topic / Re: The Silver Screen: Movie News, Reviews & Reactions 2014 on: October 01, 2014, 02:47:28 PM
Saw the Equalizer. Not familiar with the TV show beyond "it exists" and maybe that it's some sort of contract do-gooding like the A-Team, Leverage, etc. so I can't comment on any tie-ins a fan would think should be there.

Villain is adequate if not remarkable. Music tried too hard a few times but on the whole I enjoyed it (it substitutes loud music for pacing in a places). It'll inform/reinforce some work I'm doing with modern day heroic modes/classes. Probably the best scene of all is the scene that isn't there (you'll know it when you don't see it Smiley).

Definitely worth a matinee. If you like action flicks, full pop probably will still agree with you.
36  Community / License to Improvise / Re: New Expert Class: (Looking for a Name) on: September 30, 2014, 04:39:28 AM
As to name, I was reading at the fluff and thought I might be looking at a "wildling". A common name for a sort of spontaneous, perhaps slightly stunted or malformed magical talent.
37  Community / License to Improvise / Re: The Sentinel, again on: September 28, 2014, 10:37:35 PM
  What is this ability doing that using a normal rope won't? That's the magic Smiley. Lets assume some sort of tangible rope has already been employed...

  Anchored: At Level 1, when up to 2 allies are tethered to you and any forced movement would cause them to be pulled farther than the length of the tether from you (shoves, carried off by rapids, falling, etc.) they instead stop at the end of the tether without dragging you along. Further, once per round as a free action you may 'reel in' a tethered ally, giving them a free standard move they must spend moving directly towards you (following the tether around corners if necessary). You may reel in an ally a number of times per session equal to your starting action dice.
  At level X each of your allies who can see and hear you also gains this ability.


38  Community / License to Improvise / Re: New expert class: Witch on: September 26, 2014, 09:33:35 PM
  Core ability is quite entertaining.

  The 2/7 slot is usually a unique ability. The 4/8 slot is often a feat. I'd like to see Peer into my Cauldron and Dance puppet merged into a single legacy ability in the 2/7 slot (plus extending the have a bit of the target restriction makes a lot of sense asd a requirement for dance puppet's effect...), moving Witches brew to the 4/8 slot.

  Vile hex. Might end up shifting down to level 6. After all the other changes I'd review this one again as the extra spell point cost may not be necessary. Might allow the witch a choice of 2 effects OR +4 on the save DC.

  Cackle. Like the core effect (auto-shaken). Rather than it reaping potentially dozens of spell points, I'd have it return one spell point for each character affect whom you have hexed this scene. That gives them incentive to scatter them around to maximize the return.
39  Community / License to Improvise / Re: New Base Class: The Thaumaturge on: September 26, 2014, 08:34:27 PM
  Just wanted to say my suggestion was truly off the cuff and deliberately cautious if for no other reason than because my musing do carry a bit of weight Cheesy. Allowing freely floating steps at 6/12/18 is probably reasonable.

  But, 3 floating steps is sound in a way that 5 (full E ability) is not: paths go through chains of 5 where feats mostly use chains of 3. There's some fair concern that being able to pull any step 5 matching your fairly large range of step 1s is gonna break something somewhere. Having only 3 floaters would normally limit you to a step 4 or a step 5 IF you've secured a step 2 along the way by other means. Getting that step 2 is probably hard enough to validate the idea you've committed more to that path than others. IF you really want to make that a definite thing for the class, you might include taking one step as part of the gamebreaker.

I do like the concept and look forward to seeing it refined Smiley.
40  Community / Off-Topic / Re: D&D Next Going Live In July on: September 26, 2014, 03:43:48 PM
Just picked up the new Player's Handbook.

It's... intriguing. They really, REALLY streamlined things. You either have a skill, or you don't. You either get a bonus on that check or you don't (there's only one bonus in 90% of the cases, and it doesn't stack). You either get a penalty to your check, or you don't (again, one modifier, no stacking). You either have an action die - er, excuse me, "Inspiration" - or you don't (gaining a second while you have the first doesn't stack. Use it or lose it buddy). Every couple of levels you can take either a +2 to one stat, a +1 to two stats, or a feat - a real, tangible, enforceable scale for the play value feats must compete against.

As a 'gateway drug' its actually quite clever. I'm amazed they managed to simultaneously dump the base attack progression from ALL classes while simultaneously giving casters a much needed savage kick in the balls. And this time they included multi-classing in the launch product and its not full-Shayamalan retarded.

Oh, and their casters can now cast 0 level spell infinitely. Yes, I do find the flattery to be sincere Wink.
41  Community / License to Improvise / Re: Origin Creation Game III: Master your Craft on: September 26, 2014, 03:31:51 PM
Blade Runner
"Great, another rogue skin job..."

• Bonus Feat: Quick Draw
• Enforced Retirement: You may inflict critical hits and sneak attack damage on constructs. (1)
• Execution Style: Your attacks gain 1 die of sneak attack damage. (2)
• Instinctive Insight: You gain 1 rank in Sense Motive and a +1 bonus to all Sense Motive checks. Apply this bonus rank before spending skill points. (1)
• Tough Cases: You may purchase ranks of Police renown for only 20 reputation (see page XX). (2)


Challenge: Millionaire (Specialty)
42  Products / Fantasy Craft / Re: Questions on: September 22, 2014, 09:46:07 PM
On way to spice up deciphering is time pressure - you'll always crack it... but will you crack it in time to matter?
43  Community / License to Improvise / Re: New Base Class: The Thaumaturge on: September 22, 2014, 05:12:42 PM
  Huh. I misread that and had the strangest idea...

  Walk Many Paths: At levels 1, 3, 5, 7, 9, 11, 13, 15, 17, and 19, take the first Step (and only the first Step) along any path allowed in the current campaign.

  Its the spiritual equivalent of the all-you-can-eat appetizer platter Smiley.

  With that as your base you might allow a couple "floating steps" like you would floating feats. Maybe~

  A Deeper Understanding I: At level 6, once per scene as a full action choose a path you have taken at least one and no more than four steps along. You take an additional step along that path until the end of the current scene.
  A Deeper Understanding II: At level 12, choose two paths when you use this ability.
  A Deeper Understanding III: At level 18, choose three paths when you use this ability.

 You could also position the I and II as level 8 and 16, dropping III.
44  Community / License to Improvise / [Farthest Star] Rattling Sabers on: September 22, 2014, 01:36:52 PM
  I've been continuing to muse on the Union's 'volunteer' warrior class, the independent citizen groups that find their calling in battle without joining the state-controlled Legions. While smaller, transient groups of these 'sabers' form and disband over a period of months, some have emerged as permanent fixtures in the Union's social landscape, developing their own tactics, credo, and even technologies. Dubbed the 'Orders-militant' by the popular media to distinguish them from the other varieties of guild that make up so much of the Union's social fabric, many of the orders also dabble heavily in cyberware and other technologies typically unfit for polite company in order to secure advantage in combat.

Ravensleek [Talent - Organization]
  Ravensleek is one of the Union’s premier orders-militant, turning young, directionless citizens into coolly efficient sabers to fight in its brush wars. Like many of the orders, advancement is often accompanied by an evolving array of cybernetic implants.

•   +2 Dexterity, –2 Constitution
•   Darkvision I: You ignore the penalties of dim and faint lighting (see page 218).
•   Mark of Leaden Filigree: You take the first step on the Path of Leaden Filigree (see below). Each time you would gain a feat from your Career Level you may instead take another step along this path if after selecting class abilities your step will be no greater than one-half your Career Level, rounded up.
•   Sneak Attack: Your attacks gain 1 die of sneak attack damage.


Path of Leaden Filigree
  Filigree packages focus on minimalist and aesthetically appealing hardware linkages and reversible modifications – adding to rather than replacing limbs and organs. Leaden filigree is designed to support covert operatives with integral stealth technology and enhanced tactical awareness.

Leaden Filigree I: The lower of your Dexterity or Wisdom rises by 1 and you are considered to have 2 additional Covert feats when counting your covert feats.
Leaden Filigree II: You gain the Uncanny Dodge I ability.
Leaden Filigree III: Add your steps in this path to your maximum number of ranks in Sneak. (This ability stacks with other benefits that increase maximum skill rank.)
Leaden Filigree IV: You gain the Iron Will feat.
Leaden Filigree V: You gain the Uncanny Dodge II ability.

 
45  Community / License to Improvise / Re: [Notebook] A more physical wizard on: September 22, 2014, 12:35:29 PM
  I definitely don't want to use fatigued, as I'd rather the solution to these casters not be a byproduct of "just hit him!" On the whole I'm happy with it mirroring the improved stability divide. It's definitely a dwarf-themed approach to magic.

  Dragonspeaker is not at all subtly paying homage to Elderscrolls Smiley. I'd have to give some thought to how I'd frame a charisma-mancer because I don't think I'd actually make it about talking -> vulnerable to mute.

  Ultimately any discussion of magic mechanics is going to first hinge on setting decisions. 'Is it balanced?' is relevant, but 'does it fit the GM/setting designer's vision?' tends to be the real deciding factor...
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