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91
Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...)
« Last post by Valentina on January 16, 2017, 12:31:37 AM »
Yeah, ok I get all that.

Point 1 raises my hackles a little -effectively tiny mags, one grenade per soldier, having so few pockets that it's functionally impossible for everyone to carry a pistol sized first aid device that requires almost no medical knowledge to operate- because of how operatively illogical X-com is at it's core.

Like being invaded by a light speed capable extrasolar empire and being capable of effectively resisting at all using tiny-ass guerilla operations based out of a flying doghouse.
92
License to Improvise / Re: Talking Animal PCs
« Last post by SilvercatMoonpaw on January 15, 2017, 05:31:34 PM »
Rogue Templates


Ape (+7 XP)
Benefit: The NPC becomes a Beast, and his Strength rises by 2.  He also gains superior climber I, and Bite II (dmg 1d8 lethal; threat 17-20).

Bear (+10 XP)
Benefit: The NPC becomes a Beast, and his Constitution rises by 2.  He also gainsimproved sense (scent), improved stability, superior runner I, Bite I (dmg1d8 lethal; threat 18-20), and Claw I (dmg 1d6 lethal; threat 20).

Big Cat (+6 XP)
Benefit: The NPC becomes a Beast.  He also gains darkvision I, improved sense (hearing), Bite I (dmg1d8 lethal; threat 18-20), and Claw I (dmg 1d6 lethal; threat 20).

Bovine (+15 XP)
Benefit: The NPC becomes a Large (1x2) Beast.  He gains a 10 ft increase to his Ground Speed.  He also gains darkvision I, damage reduction 2, improved stability, superior traveler I, Gore I (dmg 1d8 lethal; threat 19-20; qualities: bleed), and Trample I (dmg 1d10 lethal; threat 20; notes: Medium and smaller only, Fort (DC equal to damage) or become sprawled).  In most cases you should avoid the Acrobatics Signature Skill.

Camel (+9 XP)
Benefit: The NPC becomes a Large (1x2) Beast, and his Constitution rises by 2.  He also gains feat (Pathfinder Basics [desert]), improved stability, superior runner I, and Bite I (dmg 1d10 lethal; threat 18-20).  In most cases you should avoid the Acrobatics Signature Skill.

Cloven-hoof (+6 XP)
Benefit: The NPC becomes a Large (1x2) Beast.  He gains a 10 ft increase to his Ground Speed.  He also gains darkvision I, improved sense (hearing), superior jumper I, and Gore I (dmg 1d8 lethal; threat 19-20; qualities: bleed) OR Kick I (dmg 1d8 lethal; threat 20).

Equine (+12 XP)
Benefit: The NPC becomes a Large (1x2) Beast, and his Strength OR Dexterity rises by 2.  He gains a 10 ft increase to his Ground Speed.  He also gains darkvision I, improved sense (hearing), improved stability, superior runner I, and Kick II (dmg 1d8 lethal; threat 19-20).

Giant Bug (+19 XP)
Benefit: The NPC becomes a Small Beast Flyer/Walker.  He gains a 10 ft increase to his Fly Speed and a Ground Speed of 30 ft.  He also gains always ready, cold-blooded, condition immunity (flanked), damage reduction 3, and Bite I (dmg 1d6 lethal; threat 18-20).

Giant Rat (+6 XP)
Benefit: The NPC becomes a Tiny Beast, and his Charisma rises by 2.  He also gains darkvision I, improved sense (hearing), and Bite I (dmg 1d4 lethal; threat 18-20).

Little Cat (+11 XP)
Benefit: The NPC becomes a Tiny Beast, and his Dexterity rises by 2.  He also gains darkvision I, improved sense (hearing), light sleeper, superior jumper I, superior runner I, Bite I (dmg 1d4 lethal; threat 18-20), and Claw I (dmg 1d4 lethal; threat 20).

Lizard (+7 XP)
Benefit: The NPC becomes a Beast, and his Constitution and one of his other attributes rise by 2.  He also gains cold-blooded, improved sense (scent), Bite I (dmg1d8 lethal; threat 18-20), and Tail Slap I (dmg 1d8 lethal; threat 20; qualities: reach +1).

Pachyderm (+17 XP)
Benefit: The NPC becomes a Large (1x2) Beast, and his Strength rises by 2.  He also gains damage reduction 3, improved stability, sterner stuff, superior runner I, Slam I (dmg 1d8 lethal; threat 20), and Trample I (dmg 1d10 lethal; threat 20; notes: Medium and smaller only, Fort (DC equal to damage) or become sprawled).  In most cases you should avoid the Acrobatics Signature Skill.

Raptor (+11 XP)
Benefit: The NPC becomes a Tiny Beast Flyer/Walker, and his Wisdom rises by 2.  He gains a 20 ft increase to his Fly speed and a Ground Speed of 20 ft.  He also gains improved sense (sight), and Talon II I (dmg 1d4 lethal; threat 19-20).  In most cases you should avoid the Athletics Signature Skill.

Serpent (+10 XP)
Benefit: The NPC becomes a Large (1x1) Beast, and his Strength rises by 2.  He also gains cold-blooded,damage reduction 2, improved sense (scent), light sleeper,, and Tail Slap I (dmg 1d10 lethal; threat 20; qualities: reach +1).
93
Off-Topic / Re: Computer Gaming 2017
« Last post by RusVal on January 15, 2017, 03:30:43 PM »
So Astroneer's been making the YouTube Let's Play tours as of late.  Anyone here considering trying it out?
94
Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...)
« Last post by RusVal on January 15, 2017, 03:24:22 PM »
On the subject about classes, now I'm not going to defend the LW guys' (still not used to their new name yet :P ) choices on the matter, and merely point out the reasons I believe they were using when they made their choices:

1.)Better in-game logic- Let's admit it, the Firaxis XCOM has some logic holes in it.  In EU/EW, the only people who could even use smoke grenades were Supports, and that's just one of the minor examples.  So the LW classes were a bit more logical: No one carries more than one heavy weapon, you can produce class specific items for others, etc.  Sure, the Heavy was multi-purpose originally, but it was silly that one soldier was able to carry all of that by themselves, especially if you look at it from the old UFO Defense inventory system, which nicely lead on to...

2.)Bringing OG XCOM back into XCOM- It's classic fanboy thinking: if Firaxis isn't going to be "true" to the original (aka make changes of any type), then we will make it so!  In this case, the complexities that Firaxis "gamified" out.  Bring the number of soldiers back toward the larger end, have a soldier ranking system closer to the original (with officers determined by number of soldiers), have the classes more in line with how things were played (there are a large variety of riflemen because that's how you used to do in UFO Defense, and linking back up to "in-game logic", as a military force XCOM would probably find that preferable), and so on.

3.)"Bring Back" the "XCOM Difficulty"- While Gatac makes a point about difficulty and obtuseness, the fact of the matter is that XCOM has a reputation for being brutal, and for some, the lack of handholding is what gave it it's charm.  And as silly as it may seem, some people didn't find Impossible Ironman as difficult enough.  For these people, you aren't supposed to reload if you didn't bring the Xeno-king killer with you.  You are supposed to take the blow squarely in the jaw, then try your best to get back up and recover from it.  And, as modders, they don't have to worry about the whole "earn money from you're product" problem, so they were more than free to go all out with it.  It's just their luck that Firaxis was suitably impressed with their efforts.

And that last line is also something to consider: they've actually got stakes in LW 2 working.  Namely, if they do well, then more people will be pumped to help a Kickstarter campaign down the line.  So they will probably have to bow down to the same issues that Firaxis had to deal with when making the base game.  But I have confidence, considering just how much Firaxis is helping with the PR for this thing, that Firaxis is confident in the final product.  I've also been hearing some rumblings from the Biscuit grapevine that some people may have gotten an advanced copy, and there might be some impressed people out there, ready to make videos about it.
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Play-by-Post / Re: [IC] The Secret of Kung's Island
« Last post by Fiendbasher on January 15, 2017, 02:25:15 PM »
Vashkar's spines remained partly erected and his tail began to swish slightly side to side in agitation. He stared at the dwarf for a moment, particularly the lividity of the bruise on his head, before looking back to Megaros.


Quote
"How difficult is it to track an animated corpse? They can't have been gone long... typically when someone is knocked senseless they either revive within minutes or not at all."

He padded toward the door and looked around to see if he could spot any sign of a discarded lab coat, and dropping to all fours to examine the ground, he checked for any possible trail of blood.

Spoiler: show
Survival (Tracking, if applicable):


If not applicable, maybe add +3 to it and call it a Search?
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Off-Topic / Re: Reaper Watch 2017
« Last post by Desertpuma on January 15, 2017, 01:59:40 PM »
97
Off-Topic / Re: Reaper Watch 2017
« Last post by TheAuldGrump on January 15, 2017, 01:11:03 PM »
Not exactly a death, but the end of an era - The Ringling Brothers and Barnum & Bailey circus will have its last show in May.

The Auld Grump
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Play-by-Post / Re: (IC) Way of the Wicked II: Call Forth Darkness
« Last post by Antilles on January 15, 2017, 10:49:36 AM »
Ares moves carefully through the room, but is unable to find any traps in the room or attached to the door. There is signs indicating that the daemons spent their time here, judging from the myriad hoof-marks on the floor as well as other bits of debris.
99
License to Improvise / Re: [WIP] [Fantasy Craft] Skill Tricks
« Last post by Slashes-With-Claws on January 15, 2017, 09:13:14 AM »
This awesome concept needs more discussion and ideas. What skills are currently lacking in the right amount of tricks? I'll try to think of some.

I would like to have six Tricks per Skill to choose from, if we can come up with that many; if not, five would be acceptable.  Additionally, some of the Tricks need some reworking as was discussed; I should take care of that today.
100
License to Improvise / Re: [WIP] [Fantasy Craft] Skill Tricks
« Last post by Takeru on January 15, 2017, 08:01:05 AM »
 This awesome concept needs more discussion and ideas. What skills are currently lacking in the right amount of tricks? I'll try to think of some.
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