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Lore of Darkness Bugs

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Post by Cowboy Thu Aug 18, 2016 5:02 pm

LoD UPDATE

Cover Page
- Cover Page Image has been replaced with a High Resolution Copy of the same image

Talent Section Edit and Reformat
- Talents are now presented in tier groups 1, 2 and 3. First the reference table and then the corresponding talent descriptions in alphabetical order.
- Commanding Rhetoric and Master Orator have been removed, Air of Authority fulfils the purpose of these talents and is unchanged.
- Mobility has been changed. Originally a redundant talent granting the same bonuses for running. Now this imposes penalties to opponents making attacks of opportunity.
-Multi Shot has been removed, redundant attack that did not function correctly with ranged mechanics.
-Shroud was deleted, was a copy of Deny the Witch.

Attacks of Opportunity are officially added into the LoD system.

When moving though a opponent's area of threat or fleeing close combat, you will provoke and attack of opportunity. This will cost the attacker their Reaction (you will need to choose between being able to parry an attack during that round or acting on exposed weakness at the cost of your own). Spending a Half action to disengage will prevent you from provoking an AO.

Response to Question:

Comander.c wrote:So, the Counterattack Talent when fighting minions. Would One be able to make a Parry attempt, even tho it would stop nothing and use the reaction, to then make the counterattack?

I've seen why the current method of minion attacks works for various reasons, But don't recall if i brought up the following suggestion, and would be curious to know what you think of it? Did you consider and disregard it? If so curious as to why/why it doesn't fit the scope.

Use attacks like Minions use Skills, (I actually really liked that rule) - +5 to hit for each minion assisting, then one hit per DoS (effectively give them all "lightning attack" on all attacks = to the number of minions, then if they were to have lighting or swift just stack it).

It might be easier on the squishier chars, and you could just then parry or dodge, 1 hit avoided per DoS on the parry/dodge- assuming a leader to the unit it would still leave the players a choice between which one to dodge and the units would most often hit many times anyway, but at least the players feel their avoidance skills help some.

Again, the current rule works and has its merits too, suggesting this as just a different idea based on the skills which I ddnt know if it came up?

Chapter: Creature Codex under Heading Topic NPC and Enemy Types outlines what Minions can do and (for the most part) outlines how minions are ruled in certain circumstances.

The answer to your question is already outlined in the fore mentioned section. To save you the effort, ill give you the short of it here. You cannot Counterattack a Minion Group. They attack as a single entity and to represent being attacked by more than one opponent, you do not get to Evade the group's attack. The trade off being, they also do not get to Evade your attacks, they also have a low Wound Threshold and usually little to no DR beyond TB. Mechanically they are literally designed to be ablative wounds and to crowd the battle field making it appear epic, empowering players when they kill them by the droves but making them a genuine threat if targeted by a group. A single Minion is treated as normal though. - As a side note, a note has been made to describe the difference between fighting a single Minion V Fighting a Group.
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Post by Popdart5 Fri Aug 19, 2016 2:25 pm

I assumed that the 40K RPG version of attacks of opportunity carried across more or less the same into LoD ie. if you left a melee combat without disengaging each opponent in the melee could make a free Standard Attack against you and it wouldn't consume their reaction. I note that the Disengage combat action will now need to be changed to fit the revamped attack of opportunity rule.
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Post by Cowboy Fri Aug 19, 2016 3:35 pm

Popdart5 wrote:I assumed that the 40K RPG version of attacks of opportunity carried across more or less the same into LoD ie. if you left a melee combat without disengaging each opponent in the melee could make a free Standard Attack against you and it wouldn't consume their reaction. I note that the Disengage combat action will now need to be changed to fit the revamped attack of opportunity rule.


To my knowledge, leaving close combat without using the disengage Action provoked a free attack from any engaged foes. This to my knowledge was the only instance where an Attack of Opportunity would occur.

Attacks of Opportunity now occur in the same instance, in addition to when an opponent moves through your threat area. In addition, Talents will be added that allow Attacks of Opportunity to occur when certain actions are performed within your Threat Area. Currently my notes include Manifest tests to use magic and shooting ranged weapons while in close combat. As there are now several instances where Attacks of Opportunity can occur, i feel it is necessary to limit how many times a character can make an Attack of Opportunity. This will mean less experienced characters will have to choose between Defence and Exploiting Weakness, and increases the Value of the Evasion Talent. The threat area mechanic attached to the Attack of Opportunity Rules also means Reach Weapons are more effective.
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Post by Popdart5 Fri Aug 19, 2016 9:18 pm

"The target of an Attack of Opportunity may still use an Evasive action to avoid the attack, as normal."

In respect of this part under 'Making an Attack of Opportunity' on page 227, I just wanted to clarify if this is correct. Ordinarily in 40K RPGs you cannot use Reactions on your own turn however this indicates that a combatant can use an Evasion Reaction to avoid the AoO even though it's still their turn. Is this something that has changed for LoD?

On a side note, would involuntary movement out of a threatened area such as being shoved or pushed by an enemy's Combat Manoeuvre trigger an AoO or not?
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Post by Cowboy Sat Aug 20, 2016 5:47 am

Hmmm ill contemplate both of these point today. I would like to hear your perspective on the second point youve made though.
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Post by Popdart5 Sun Aug 21, 2016 12:06 am

Both Pathfinder and 40K have it that a character that undertakes an action that causes them to leave a threatened area triggers an AoO or a free Standard Attack in 40K. Pathfinder does have a chain of feats (Power Attack > Improved Bull Rush > Greater Bull Rush) that enables the movement of an enemy by a Bull Rush to trigger an AoO from other characters but not from the character that performs the Bull Rush.

Personally, I'd say that a character must voluntarily leave a threatened area to trigger an AoO and cannot be forced to trigger an AoO through another character's actions. In addition, situations where characters would need to move to avoid explosions or other large AoE attacks that might ordinarily trigger an AoO if not for the circumstance of having to avoid imminent peril could be treated as not triggering an AoO as the character's movement in such a situation is trying to avoid immediate danger and chances are that the other character that would have the opportunity of an AoO would also need to avoid the danger, thus cancelling the trigger for an AoO. Of course you could rule it that the character with an AoO could simply strike and not bother to get out of the way but that's a GM decision based on the circumstances.
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Post by Comander.c Sun Aug 21, 2016 11:08 pm

Using reactions on AoO sounds interesting, And at first glance it sounds good. I look forward to seeing it tested, and would reserve final judgement for the field test.

Small note on the Evasion Talent, it can be Really hard to acquire without getting a good Agi roll or the right Aptitude set up. Eg; it would cost Thorgrim 2150XP to get from this point. And probably over 3000xp for Eadwine.

On Shooting attacks provoking: Would pistols ignore this? Does this mean Ranged Weapons can now be fired in close combat, and what are the rules/penaltys?
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Post by Cowboy Thu Aug 25, 2016 11:23 am

At this time, the AOs are only provoked when you: 1) Voluntarily leave a threatened square without using a Disengage (5ft step), 2) Flee as a result of fear, 3) Move through a threatened area without using a Disengage or applicable skill (refer to talents, tactical step or mobility).

In addition to these i am deciding weather or not to include Using ranged weapons (with the exception of pistols), and casting magic as actions that provoke an AO.

The way AOs are intended to be used in this system is to reenforce the character roles of Defenders and Strikers. Dual Wielders and Two Weapon fighters, or specialised characters would benefit from taking Combat Reflexes (Evasion Renamed). To respond to your example, Thorgim from my side of the screen is a Defender, that had been designed to be able to absorb the blow rather than avoid it. With a back up of Parry to aid against the rocket tag match that is melee against great weapon wielders. Eadwine is a support role as a scholar/pseudo alchemist, with some combat ability derived form his Warrior role. While Combat reflexes would be very attractive to you both for obvious reasons, neither of you have designed your characters both RP or mechanically to support gaining this easily. Combat Reflexes (Evasion), has the same prereqs as it does in 40k, the only difference between the two is that it now includes the use of AOs. The talent is really designed and in tended for dedicated strikers, such as assassins, and warriors: i think in this case it may actually be closer to Merick and Torvus' character scope that Thorgrim and Eadwine. That said, only RP and character development stands between you and a Role change at the next mile stone.

In short, it is a draft:
- we will be testing this.
- I do share Blake's opinion on the Combat Manoeuvre and AO mechanics.
- It is likely Casting Spells and Using Ranged weapons (other than pistols) will also provoke AOs
The Combat Reflexes (Evasion) talent has not changed through the translation into the LoD system. With
the exception of including the use of AOs and requiring 1 Rank (Trained) in Combat Manoeuvre. If it is
expensive XP wise for your character, it is a result of the choices you've made for your character. Remedy
this saving your XP, choosing a new Role (Assassin, Hunter, Marauder would be the best options depending
on Background and Race attributes) at the next mile stone or exploring other options that are cheaper for
your current character build.
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Post by Popdart5 Thu Aug 25, 2016 12:33 pm

Did you have a chance to consider if Reactions are allowed on your turn considering AoOs are a bit different compared to the ordinary 40K rules? If they are, that might alleviate some of Dom's concerns about triggering AoOs as he'd be able to parry an incoming strike as he's charging towards an enemy with reach rather than copping it on the chin or kneecap. I know Tactical Step and Mobility increase the difficulty for enemies to perform AoOs but it might be nice to have that Reaction just in case it's needed. Sure it's a lost Reaction but it's better than getting hit.

On a side note, you may want to consider renaming Disengage because at this point a character two metres away from an enemy with reach (thus being in a threatened space) would need to Disengage to move one metre towards an enemy to avoid an AoO. A character isn't really disengaging as they're closing the gap to strike in close quarters while not exposing themselves to danger. Just something for you to consider.
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Post by Cowboy Thu Aug 25, 2016 12:44 pm

I have, i reread the Reaction details: you were right, you cannot use a reaction in your turn. So no, you will not be able to parry, or dodge an AO that you have provoked, as you (with the exception of fear effects) have chosen to take the risk. Tactical Step and and Mobility Mitigate this and make the choice more appealing. Attaching AO to reaction means, that if Dom was to provoke an AO and the enemy took took the opportunity, they would be unable to Evade his or anyone else's attacks during that turn. This comes back to the Damage Vs Defence. which is why it is difficult for Thorgrim (a Defence character) and Eadwine (a Support Character) to gain a Striker Character talents 'Combat Reflexes'.

Thankyou for your second note though, thats an embarrasing oversight. Happy to hear alternatives to Disengage that appropriately capture the move without simply calling it a "5ft step"
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Post by Popdart5 Thu Aug 25, 2016 5:23 pm

You've stated on page 228 that an an AoO is treated as a single melee Standard Attack. Does that mean it gets the +10 to WS that Standard Attacks get normally? If it does, I feel an AoO might be too good of an option compared to just dodging or parrying as normal. You could consider going to the -20 penalty that Counter Attack works on but some sort of penalty might be needed rather than the +10 bonus.

As for alternatives to Disengage, you could simply say that the action overall is called "Engage / Disengage" and generally describe it as moving out of a threatened space either closer to or further away from danger.
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Post by Cowboy Thu Aug 25, 2016 5:47 pm

The original Free Attack gained when you or an enemy flee combat without using a Disengage Action, is a Standard Attack. A single attack made at +10.

In addition to the above, you are only afforded a single Reaction. You can use it to increase your survivability or to take advantage of a lapse in your enemies defence.

At this stage, im happy with the draft baring a few details. But i have made a note of your above suggestion, should AOs be over powered.
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Post by Comander.c Thu Aug 25, 2016 11:31 pm

Yep, Sounds good RE: Combat reflexes, Just wanted to be clear on what you were going for design wise, Making the AoO a calculable risk to take sounds good, both from a mob/player perspective.


Feedback from Character perspectives :
Dorn has CR, as a more agility based Hitter, so this adds some interesting developments from that perspective.

I do plan on working towards CR on Thorgrim, using the Dedication advance feature to buy my second Agility advance i need. It's proving a Nice way to let me stick to the RP development in keeping with the character to select my Role, Rather than guiding my role towards the meta set of skills and talents.

Will see in game how it play's out Smile
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Post by Cowboy Fri Aug 26, 2016 8:00 am

Good to hear, as 2 of the 2 most experienced players in the D100 system ill need you to be paying attention to this mechanic. I cant shake the feeling there was a reason FF didnt put AOs into the 40k system beyond free attacks t fleeing enemies.
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Post by Cowboy Fri Aug 26, 2016 9:37 am

Attack of Opportunity
Type: Reaction
Subtypes: Attack, Melee
Sometimes a combatant in a melee lets their guard down or takes a reckless action. In this case, the opponents near the combatant can take advantage of the combatant’s lapse in defence to attack the combatant as a Reaction. This attack is called an Attack of Opportunity.

Threaten Squares: You threaten all squares into which you can make a melee attack, even when it is not your turn. Generally, that means everything in all squares adjacent to your space (including diagonally). An enemy that takes certain actions while in a threatened square provokes an Attack of Opportunity from you. If you are unarmed, you do not threaten any squares and thus cannot make Attacks of Opportunity.
Reach Weapons: Most creatures of Size (4) or smaller have a reach of only 1 meter. This means that they can make melee attacks only against creatures up to 1 metre (1 Square) away. However, Size (4) or smaller creatures wielding reach weapons threaten up to 2 metres (2 squares). In addition, most creatures Size (5) or more have a natural reach of 2 meters (2 squares) or more.


Provoking an Attack of Opportunity: Two ways to provoke an Attacks of Opportunity: Moving out of or through a threatened square or performing certain actions within a threatened square.
Moving: Moving out of, or through, a threatened square usually provokes an Attack of Opportunity from threatening opponents. This includes, failing a Fear test and being forced to flee a threatened square. Being forced from your position as a result of a combat manoeuvre (such as bulrush) does not provoke an attack of opportunity. To avoid provoking Attacks of Opportunity when moving out of, or through, threatened squares, a combatant may take a Disengage/Engage 1 metre step Half Action. If a character’s movement is a result of a successful Reaction (such as Evasion), the character’s move does not provoke an attack of opportunity. A Reaction cannot provoke and Attack of Opportunity Reaction.
Actions: There are two kinds of actions that will provoke an Attack of Opportunity in close combat. With the exception of Pistols, using ranged weapons in close combat while in a threatened square will provoke an Attack of Opportunity from threatening opponents. Similarly, making a Manifest test to cast Aether Spells while in a threatened square will also provoke an attack of opportunity. To avoid provoking Attacks of Opportunity in these cases, a character can use a Disengage Half Action or engage the melee with close combat weapons.

Making an Attack of Opportunity: An Attack of Opportunity is a single Standard Melee Attack (Refer to Standard Attack action) that is made at the cost of your Reaction for the round. You don’t have to make an Attack of Opportunity if you do not want to. You make your Attack of Opportunity as if you were making a Standard Attack. Abilities that grant additional hits or talents that would grant additional hits do not apply to this attack.
An Attack of Opportunity “interrupts” the normal flow of actions in a round. If an Attack of Opportunity is provoked, immediately resolve the Attack of Opportunity, then continue with the next character’s turn (or complete the current turn, if the Attack of Opportunity was provoked in the midst of a character’s turn).
Combat Reflexes and Additional Attacks of Opportunity: If you have the Combat Reflexes Talent, you have to options to make up to two Attacks of Opportunity each round. This Talent does not let you make more than one attack for a given opportunity, but if the same opponent provokes two Attacks of Opportunity for you, you could make two separate Attacks of Opportunity (since each one represents a different opportunity). All these Attacks count as a Standard Attack.
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Post by Cowboy Fri Aug 26, 2016 9:45 am

This is the edited draft for the PHB, it is largely the same but attempts to address unique circumstances in combat.

Cowboy wrote:Attack of Opportunity
Type: Reaction
Subtypes: Attack, Melee
Sometimes a combatant in a melee lets their guard down or takes a reckless action. In this case, the opponents near the combatant can take advantage of the combatant’s lapse in defence to attack the combatant as a Reaction. This attack is called an Attack of Opportunity.

Threaten Squares: You threaten all squares into which you can make a melee attack, even when it is not your turn. Generally, that means everything in all squares adjacent to your space (including diagonally). An enemy that takes certain actions while in a threatened square provokes an Attack of Opportunity from you. If you are unarmed, you do not threaten any squares and thus cannot make Attacks of Opportunity.
 Reach Weapons: Most creatures of Size (4) or smaller have a reach of only 1 meter. This means that they can make melee attacks only against creatures up to 1 metre (1 Square) away. However, Size (4) or smaller creatures wielding reach weapons threaten up to 2 metres (2 squares). In addition, most creatures Size (5) or more have a natural reach of 2 meters (2 squares) or more.


Provoking an Attack of Opportunity: Two ways to provoke an Attacks of Opportunity: Moving out of or through a threatened square or performing certain actions within a threatened square.
 Moving: Moving out of, or through, a threatened square usually provokes an Attack of Opportunity from threatening opponents. This includes, failing a Fear test and being forced to flee a threatened square. Being forced from your position as a result of a combat manoeuvre (such as bulrush) does not provoke an attack of opportunity. To avoid provoking Attacks of Opportunity when moving out of, or through, threatened squares, a combatant may take a Disengage/Engage 1 metre step Half Action.  If a character’s movement is a result of a successful Reaction (such as Evasion), the character’s move does not provoke an attack of opportunity. A Reaction cannot provoke and Attack of Opportunity Reaction.
 Actions: There are two kinds of actions that will provoke an Attack of Opportunity in close combat. With the exception of Pistols, using ranged weapons in close combat while in a threatened square will provoke an Attack of Opportunity from threatening opponents. Similarly, making a Manifest test to cast Aether Spells while in a threatened square will also provoke an attack of opportunity. To avoid provoking Attacks of Opportunity in these cases, a character can use a Disengage Half Action or engage the melee with close combat weapons.

Making an Attack of Opportunity: An Attack of Opportunity is a single Standard Melee Attack (Refer to Standard Attack action) that is made at the cost of your Reaction for the round. You don’t have to make an Attack of Opportunity if you do not want to. You make your Attack of Opportunity as if you were making a Standard Attack. Abilities that grant additional hits or talents that would grant additional hits do not apply to this attack.
 An Attack of Opportunity “interrupts” the normal flow of actions in a round. If an Attack of Opportunity is provoked, immediately resolve the Attack of Opportunity, then continue with the next character’s turn (or complete the current turn, if the Attack of Opportunity was provoked in the midst of a character’s turn).  
 Combat Reflexes and Additional Attacks of Opportunity: If you have the Combat Reflexes Talent, you have to options to make up to two Attacks of Opportunity each round. This Talent does not let you make more than one attack for a given opportunity, but if the same opponent provokes two Attacks of Opportunity for you, you could make two separate Attacks of Opportunity (since each one represents a different opportunity). All these Attacks count as a Standard Attack.
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Post by Comander.c Fri Aug 26, 2016 11:24 pm

Butterfly Question: Until now only Pistols could be used in CC, How have the rules changed to reflect the now inferred ability to fire Basic Ranged weapons in Melee? Also how does this apply to Siege weapons like the reaper?

The idea of being able to fire up close is pretty cool, and could be saving grace to ranged builds, at the risk of getting bonked on the noggin which is pretty reasonable (its why having a bayonet or pistol is a thing)
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Post by Mifurey Tue Oct 04, 2016 9:37 am

Listing some things we raised during the previous game:

1 ~ it seems very weird that a single arrow can down three guys per turn with the current mob rules. Archers are currently pretty decent crowd-control characters, which (although streamlined) requires some suspension of disbelief.

2 ~ cluster orbs are very unreliable with the current 2D10 damage. For their price this seems odd. Perhaps giving them the Tearing rule will help (this means the average damage goes from being loosely clustered around ~11 to being more tightly clustered around 16~17, but still as low as 2 on occasion).

3 ~ influence is spent extremely quickly compared to how quickly it is gained (e.g. in the last session I dropped over 10 Influence, even counting the Influence gained back at the end of session). Perhaps Influence could be treated more like Fate points; lowering the overall value but allowing them to regenerate at the end of each session would make us more likely to spend influence in an RP setting.

4 ~ I really liked the way that combat was goal-orientated in our last session! Danke.
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Post by Popdart5 Tue Oct 04, 2016 10:58 am

Further building on the cluster orb comment, it might be appropriate to allow weapons with the Blast quality to gain additional hits against mobs equal to the value of the Blast quality. This would make AoE weapons like cluster orbs and Eadwine's explosive crossbow bolts much more effective against minion mobs.
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Post by Mifurey Wed Oct 12, 2016 10:44 am

Notes on VBlue (Oct 11);

1 ~ `damage' has been accidentally replaced by 'daSorcerer' everywhere. Watch out when control+H ing Wink

2 ~ pg 72 states that Marshal is an elite advance (I think this should be 'alchemist')

3 ~ the descriptions of 'Efficient extractions' and 'Master extractor' do not explain what each degree of success made of a Craft (Alchemy) test does.

Otherwise, looking good so far Smile
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Post by Cowboy Thu Oct 13, 2016 10:49 pm

Mifurey wrote:Notes on VBlue (Oct 11);

1 ~ `damage' has been accidentally replaced by 'daSorcerer' everywhere. Watch out when control+H ing Wink

2 ~ pg 72 states that Marshal is an elite advance (I think this should be 'alchemist')

3 ~ the descriptions of 'Efficient extractions' and 'Master extractor' do not explain what each degree of success made of a Craft (Alchemy) test does.

Otherwise, looking good so far Smile

Thanks for the QA on that mate. yeh the Ctrl-F and Replace hits me hard some times.

1 and 3 have been fixed. 2 will be once ive finalised the chapter. for now its been highlighted to say the info is out dated/wrong
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Post by Comander.c Fri Oct 14, 2016 9:50 pm

Blue Page 34: Justicar ability Face of Justice: An Justicar reduces the Difficulty Class or the number of opposed DoS of a Interrogate test by a number of steps equal to half his Willpower Bonus.

The description is a little unclear, is it i just chose which bonus, or it it take the first and the apply's if its opposed. Which would be odd as Interrogate is always opposed.
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Post by Cowboy Sun Oct 16, 2016 10:17 am

Comander.c wrote:Blue Page 34: Justicar ability Face of Justice: An Justicar reduces the Difficulty Class or the number of opposed DoS of a Interrogate test by a number of steps equal to half his Willpower Bonus.

The description is a little unclear, is it i just chose which bonus, or it it take the first and the apply's if its opposed. Which would be odd as Interrogate is always opposed.

The above errors and wording has been fixed. However, while Interrogate and other skills are written in the 40k books as always being opposed, LoD skills are written and designed to be more free form and interchangeable. To reflect this, the rules and the wording there of facilitate the idea that skills can be applied outside of their most focused use. In a nut shell they reflect my way of GMing when i ask for a specific skill but off the player/s the opportunity to pitch an alternative skill.

I invite you to read through the General Skills section and see how skills such as command and others that originally has a strict function have been loosened to allow for more free flowing game play.
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Post by Comander.c Sun Oct 16, 2016 10:31 pm

Read thru the skill section, so far they all look good in what changed i noticed. The changes to Ranged and Melee are interesting, I like how they look but it will really come down to field tests to judge them

The following is a list of feedback, mostly just wording not mechanics at this point, skills seem pretty solid.
(ill go back and add page numbers later)

Dodge and Pary Skills: Replace the word "Attack" with "Hit", when referencing extra degrees of success.

The charm tab has been copied under coercion

the falling distances in Coordination are a little unclear, I think that the difficulty rises based on the distance fallen, but there's no constancy to the scaling distances so i would need to refer to the skill often. and each DoS reduces the distance fallen by 5 effective metres, which is pretty signifigant reletive to the scores. The mechanic itself makes sence but it looks like i would have to refer to the skill often if falling to get the numbers figured out.

The use of "upgrade/downgrade difficulty" and using the code-names for diffuculty's makes figuring out what the bonuses or penalty's are exceptionally difficult.

I can recognise what's going on only because of my familiarity with the system, but somone reading the book for the first time may get confused by "downgradeing the difficulty" as its a double negative.

EG; "Upgrading the difficulty by 2 steps" sounds like a positive thing, not the -20 it is. The Star War's rule terminoligy only makes sense in its system as you actually do increase the size of the die for such tests,

likewise without referring to the chart what is a "Hard" test? Changing it to "Hard (-20)" or "Challenging (+0)" would clear things up.

All in all it looks good, The details on the skills and merger's ive seen make sense. The weapon skill's look good at a glance, tho it appears that no backgrounds or roles start with any weapon skills yet?

Merchant Class: has the same aptitudes as Marshal, at the very least merchant should swap "Leadership" for "Social", its possible the complete wrong set has been input into the merchant.
Comander.c
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Post by Cowboy Sun Oct 16, 2016 11:18 pm

Comander.c wrote:Read thru the skill section, so far they all look good in what changed i noticed. The changes to Ranged and Melee are interesting, I like how they look but it will really come down to field tests to judge them

The following is a list of feedback, mostly just wording not mechanics at this point, skills seem pretty solid.
(ill go back and add page numbers later)

Dodge and Pary Skills: Replace the word "Attack" with "Hit", when referencing extra degrees of success.

The charm tab has been copied under coercion

the falling distances in Coordination are a little unclear, I think that the difficulty rises based on the distance fallen, but there's no constancy to the scaling distances so i would need to refer to the skill often. and each DoS reduces the distance fallen by 5 effective metres, which is pretty signifigant reletive to the scores. The mechanic itself makes sence but it looks like i would have to refer to the skill often if falling to get the numbers figured out.

The use of "upgrade/downgrade difficulty" and using the code-names for diffuculty's makes figuring out what the bonuses or penalty's are exceptionally difficult.

I can recognise what's going on only because of my familiarity with the system, but somone reading the book for the first time may get confused by "downgradeing the difficulty" as its a double negative.

EG; "Upgrading the difficulty by 2 steps" sounds like a positive thing, not the -20 it is. The Star War's rule terminoligy only makes sense in its system as you actually do increase the size of the die for such tests,

likewise without referring to the chart what is a "Hard" test? Changing it to "Hard (-20)" or "Challenging (+0)" would clear things up.

All in all it looks good, The details on the skills and merger's ive seen make sense. The weapon skill's look good at a glance, tho it appears that no backgrounds or roles start with any weapon skills yet?

Merchant Class: has the same aptitudes as Marshal, at the very least merchant should swap "Leadership" for "Social", its possible the complete wrong set has been input into the merchant.

1 - I think i got the "Attack" to "Hit" changed. report again if i missed it.
2 - Coercion tab amended
3 - Falling Distances are more uniform to better reflect the DoS mechanic and the mention concern
4 - Code Names are now accompanied by their Bonus or Penalty to save referencing the Difficulty Class table on Currently on PG92
5 - Upgrading the Difficulty Class and Downgrading the Difficulty Class seemed to be strong terms to use. I hope i haven't written "down grade difficulty" any where as it is a double negative, but also is the correct or complete use of the term. Down Grade Difficulty should be written and stated as "Downgrade the Difficulty Class (DC)- by x step/s"
5a - Player: "I have a scope and i spent a half action aiming, so i Downgrade the DC by 2 steps"
5b - GM: your trying to lie to the guard, but he has eye witnesses. Upgrade the DC by 2 steps"
6 - Skills with shared attributes are significantly cheaper than Tier 1 talents with shared attributes. In addition, Obj XP bonuses have been increased. More over, because Weapon Training is now a Skill, it introduces a +30 to combat attacks that previously did not exist. To account for progression, character must now use starting XP to purchase weapon training. This may change pending character creation testing. (this will not occur until the Talents Section has been added to LoD VBlue)
7 - The Merchant Class table was copied down but never edited beyond its Special Bonus. The Role has been amended.

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