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Post by SummerCrow on Dec 24, 2016 22:51:09 GMT -6
That's... not actually enough to kill a full HP Glitter Boy except on a perfect roll. And any power armor pilot wearing an environmental suit underneath would survive what with how MD works.
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Post by Neo on Dec 24, 2016 22:55:35 GMT -6
... You're right. And I just realized Shira could probably survive a direct hit from a Nuclear Warhead at level 1. And as an Adult Dragon, she could tank several easily. That's... I don't know how to feel about that. Part of me feels like they should be buffed. I mean... It's a Nuclear Missile for crying out loud.
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Post by SummerCrow on Dec 24, 2016 22:56:59 GMT -6
It's molecular-engineered chromium plating and magical dragon hide for crying out loud.
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Post by Golurkcanfly on Dec 24, 2016 23:04:45 GMT -6
Those are obviously portable warheads.
The blast radius is only 50ft, right? It's not an actual nuclear missile. It's basically the Fallout nuke launcher.
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Post by Neo on Dec 24, 2016 23:39:06 GMT -6
Those are good points.
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Post by Neo on Dec 26, 2016 8:41:39 GMT -6
For Mystic: Minor- and final- mechanic update concerning Shira's transformation ability.
So, it turns out, I misread some stuff. Again. Blah. Even with the book, some of the wording is still so bloody confusing. Basically, forget what I said before about how many actions Shira's transformation costs. Simply put, "One full melee round", in this case, is equal to 4 actions(Basically whatever comes first). So, currently, Shira requires 4 melee actions to transform in battle. I've quadruple checked the wording this time, and I'm positive this is right.
Everything else I said is still valid though.
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Post by Golurkcanfly on Dec 26, 2016 8:42:58 GMT -6
This system is crazy.
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Post by SummerCrow on Dec 26, 2016 8:49:20 GMT -6
4 actions even if you have more or less actions per round?
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Post by Neo on Dec 26, 2016 9:23:59 GMT -6
4 actions even if you have more or less actions per round? Yes, at least until Shira reaches level 3(IIRC), at which point it's reduced by half(2 actions). Until then, it costs Shira a full round because she has 4 actions, so she can't transform with 3 or less. .... You don't even want to know how many different things I had to cross-reference to finally figure that out.
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Post by SummerCrow on Dec 26, 2016 10:15:08 GMT -6
Let me rephrase that. A full round means "however many total actions you have" instead of "always four?" The way we originally thought?
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Post by Neo on Dec 26, 2016 10:56:40 GMT -6
Let me rephrase that. A full round means "however many total actions you have" instead of "always four?" The way we originally thought? ... I am way too tired for this. I thought it over more and read through stuff again, and I now I'm not so sure. And it gave me a massive headache. I give up. I'll let Mystic decide how to handle it, but from what I see, there is no clear way on how it works. Option A: The way we originally thought, a full round means however many actions you have, no exceptions. Option B: See; Updated rules, GM Guide, Revolvers, reload time. I'm too tired to get into all the implications of this, but basically this means, "A Full Melee Round is equal to however many total actions you have OR 4 actions, whichever is applicable first." This is a big difference, again, for reasons I'm too tired to explain right now.
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Post by SummerCrow on Dec 26, 2016 14:14:34 GMT -6
I spent a few minutes playing with API scripts in Map Testing. Seems like some are a bit janky... But there's also quite a few useful things. I use an API script in AoD, but I dunno that I'd trust it for a campaign-campaign. Unless Neo were to Transmogrify/backup stuff to Map Testing frequently. Still, if you want to look through the listings and see if there's any you like, I can try to get it working. Definitely some neat stuff. Not all useful. Like this Heartbeat thing. Neat, but I see no real application. Though I'd love Neo to put RollStats up on 13th Age... The trap collision detection thing would be really useful in some campaigns, but I'd need to play with it a bit. There's also random dungeon generation and things to let players make their own character sheets, but I'd need to do strenuous testing on those before I'd ever dare use them.
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Post by Neo on Dec 26, 2016 17:24:17 GMT -6
At first glance, the only scripts I'd really be interested in are the Language creation one, the random dungeon generator, the trap setting/detection one, the Animation ones, and the Escalation/Initiative ones.
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Post by SummerCrow on Dec 26, 2016 17:54:05 GMT -6
I got the RollStats API working! ...On Map Testing. I was going to say "some of ya'll go roll stuff." But, eh, only 3 of us actually have access to Map Testing...
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Post by SummerCrow on Dec 28, 2016 21:58:27 GMT -6
Since it's relevant for your planning, the next STARS one-shot won't be for... a while. Weeks.
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Post by SpringForest on Dec 29, 2016 16:54:39 GMT -6
So what day would work best for everyone for our first session?
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Post by Neo on Dec 29, 2016 17:02:52 GMT -6
*Points to TEWiaD post*
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Post by SummerCrow on Dec 29, 2016 17:12:21 GMT -6
Any day but Tuesday.
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Post by SpringForest on Dec 29, 2016 17:14:46 GMT -6
So does Saturday work?
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Post by Golurkcanfly on Dec 29, 2016 17:15:45 GMT -6
Maybe. It's New Year's Eve, so maybe not.
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