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  • File: 1334277225.jpg-(29 KB, 319x405, 1265563264178.jpg)
    29 KB ARMORED CORE QUEST: THE MAKING OF. AC-Guy 04/12/12(Thu)20:33 No.18686786  
    Hey, AC-Guy here. This isn't the proper Quest, I'll probably be running that later today.

    There was some demand for the system I'm using to run AC Quest though, so I got the chance to get on early. So I'll give a brief overview of how the rules work, but with a disclaimer: This is extremely rough.

    Like seriously, this is so far pre-alpha build I'm only doing this because /tg/ wanted it.

    Also, while I've played a lot with games and rules in the past, they've mostly been house-rules and mods. Building a new system from scratch is a different beast entirely.

    So I'll just start posting, and any questions you guys have I'll answer as they come up. If somebody would like to try and compile this into something coherent, you'd have my gratitude. Because this is all in my mind right now, and I suck at translating a lot of stuff like this to paper.
    >> AC-Guy 04/12/12(Thu)20:41 No.18686880
    The system is built around three kinds of rolls:

    [Event dice] A d20 is rolled for adjusting the circumstance of the situation.

    This isn't a random encounter thing, it's more of a luck thing. Like you GO to a restaurant. You ORDER the food. But then a bad roll might give you food poisoning.

    The thing that must be stressed is this: EVENT DICE SHOULD NEVER AFFECT SOMETHING YOU HAVE DIRECT AND/OR COMPLETE CONTROL OF.

    If you're just walking aimlessly down the road, you might run into a friend. You might run into somebody who needs help. Or you might run into a guy who's sworn a blood oath to kill you.

    Depending on your reputation and past events, some of these events will be more likely than the others.
    >> Anonymous 04/12/12(Thu)20:52 No.18687027
    Wow you're early dude, so glad I was online for this.
    >> AC-Guy 04/12/12(Thu)20:53 No.18687046
    >>18686880

    [Action Dice] This is the primary die you'll be rolling a lot as a player and/or GM.

    This is the Equivalent to D&D's 20 side-er, and sees about as much use.

    These rolls are percentile based, and are based around a 'roll under system'.

    It's pretty simple. You take circumstantial bonuses (Such as catching a target unaware, or having the right tools for the job), your relevant skill (ballistics and mechanics, to build on the prior examples), and then you get a target number. Said number falls between 1 and one hundred. You roll a percentile die and try to go under it like you're playing limbo.

    Beating it (or failing to beat it) by a certain amount gives you an additional degree of success (or failure).

    For instance: Barely beating a roll to pick a lock gets it open, while beating it by a lot means there's no evidence the lock's been tampered with. Failing by a little bit will only mean you've lost some time, while failing by a lot means you just broke your pick in the lock, jamming it 'permanently'.
    >> Anonymous 04/12/12(Thu)20:57 No.18687096
    >>18687046
    So the system is reminisent of Adeptus Evangelion but with a few more bits and bobs?
    >> AC-Guy 04/12/12(Thu)21:05 No.18687208
    >>18687027

    This isn't the real 'quest', that I plan to try and get up at the regular time tonight. This is the crunch thread people wanted yesterday.

    >>18687046

    [Effect dice] This is where things get interesting.

    An effect die is the die you roll to determine, well, effect.

    Like rolling for damage on a gun, or how how well you cook a dish.

    HERE'S WHERE IT GETS A LITTLE COMPLICATED.

    Certain actions have a THRESHOLD for additional degrees of success. The default threshold is 10. Certain things can make this number go up and down.

    Let's take a character from the quest, Elise Winters. She has a sniper canon that does d8-2 damage. Her threshold for sniping is 8.

    She rolls to shoot somebody, the target number is 75, and she gets a 51.

    Normally this means that she would get Two degrees of success, but due to her lower threshold for sniping, she gets three.

    This means she gets extra effect dice. Since the damage die (a d8) has a qualifier (a '-2') this effects the amount of additional dice she gets (in this case, the amount is doubled. Certain things, such as an extremely good targeting computer, could boost that even further. if it read d8/2, she would get HALF the bonus dice)

    >Continued...
    >> AC-Guy 04/12/12(Thu)21:06 No.18687223
    >>18687096

    Maybe? I've heard the comparison before, but I've never played it or read the rules.

    Any resemblance thus far is entirely coincidental.
    >> Anonymous 04/12/12(Thu)21:08 No.18687245
    >>18687096
    Well, AE is based off of Dark Heresy which also has a d100 based, roll under system, there are going to be similarities between them.
    >> Anonymous 04/12/12(Thu)21:09 No.18687274
    >>18687223
    It's basically the Dark Heresy rules d100 roll under attribute to suceed. d-everythingelse is used to calculate damage or other effects.
    >> Anonymous 04/12/12(Thu)21:13 No.18687339
    It seems like a perfectly fine system.

    It's just /tg/'s dice want us to die horribly.
    >> AC-Guy 04/12/12(Thu)21:13 No.18687342
    >>18687208

    So she gets 8d8 for damage here. Let's say the person she's shooting at has Primal Armour (A yet unseen mechanic) at rating 2.

    So the amount of dice is reduced to 6d8.

    She rolls, and gets the following: 5,5,6,8,8,1

    Since she got two eights, she makes a check against her Synch ratio to see if the dice explode.

    Her rate is currently at 55%, so that's her target on the percentile. She rolls under, at a 24. Unfortunately, you don't get additional degrees of success, criticals, or crit failures on this roll.

    She re-rolls the dice. she gets a 3, and another 8. She rolls again against her synch. Since the die already exploded once, her target number is dropped by the roll's threshold. In this case an eight, and will be for each successive explosion until either she rolls over the number, or it hits the negatives and becomes mathematically impossible.

    For the sake of simplification, let's assume she fails the make the second explosion.
    >> Anonymous 04/12/12(Thu)21:15 No.18687355
    How do you decide conversion rate from the video game to this? For damage and health.
    >> Anonymous 04/12/12(Thu)21:16 No.18687376
         File: 1334279789.jpg-(35 KB, 305x444, 666666666666666666666666666666(...).jpg)
    35 KB
    I am not the only one who saw this right?
    >> AC-Guy 04/12/12(Thu)21:17 No.18687386
    >>18687342

    Her total number puts her at 44. Since the Target has KE resistance at 10%, they only take 40 damage (the .4 is rounded down, .5 and over is rounded up.)

    Next would come a roll for hit location, but since that's constantly changing because I'm not satisfied with it 100%, we'll skip that and end the example.
    >> Anonymous 04/12/12(Thu)21:17 No.18687393
    >>18687342
    >Primal Armor

    We're going to run into NEXTs???
    Shit, man. That's gonna be one hell of a fight.
    >> Anonymous 04/12/12(Thu)21:18 No.18687398
    Concerning the dice-pool discussion.
    As long as it's the GURPS style roll under rather than the WoD count successes, I'll approve.

    Bell Curves make extreme failures extreme and epic successes epic, while common mediocrity is actually common
    >> Anonymous 04/12/12(Thu)21:19 No.18687420
    >>18687342
    Oh I like that still possible to get a huge chain of exploding die but decreases the likely hood at the same time.
    >> AC-Guy 04/12/12(Thu)21:20 No.18687435
    >>18687355

    Direct conversion has WAAAAY too many variables to be feasible with just me making it, plus some occasional help from friends and /tg/.

    What I did instead was take all of my time playing Armored Core (A lot. Seriously, in the hundreds of hours.) and sorta make them approximate. Like knowing that this build can take X hits from this sword, and Y hits from this gun, and assigning damage and armor values appropriately.
    >> AC-Guy 04/12/12(Thu)21:26 No.18687516
    >>18687398

    I personally love dicepools of all kinds. The only problem I have with using them now is that I've built everything thus far on the percentile base.

    Everything is built around THAT. I'm not sure how to convert that into dicepools without scrapping EVERYTHING I've got so far, and starting over again.

    I mean, maybe somebody else has an idea to make it work, but I'm drawing a blank.
    >> Anonymous 04/12/12(Thu)21:28 No.18687549
    >>18687516
    Well what are your percentages? You have your sync score and what do you have a skill level assigned to everyone that we don't know about yet? Simplest way to change it, 1 sec thinking.
    >> Anonymous 04/12/12(Thu)21:30 No.18687599
    Well first off are we all using the same size of die or do the sizes of both the die and the pools change? One way to do it would be to have your sync ratio be the size of you die pool and yous skill level be assigned a certain size of die so d4 for C rank d6 for Rank B etc.
    >> Anonymous 04/12/12(Thu)21:31 No.18687603
    I have a really important question:

    Is her fucking name Elsie or Elise

    Because I have seen both from several different people
    >> Anonymous 04/12/12(Thu)21:31 No.18687609
    >>18687599
    Then you just attach apropriate target numbers and there ya go.
    >> AC-Guy 04/12/12(Thu)21:33 No.18687633
    >>18687420

    And you can also see why Chain-guns can be awesome under this system. Low damage dice, but a lot of them.

    Take Mooch's Gypsy: Damage dice is d4-3.

    He started out with a synch score of 56%. It didn't come up, but his threshold is 6.

    He could, potentially, get HUNDREDS OF DICE. Or like 3. Which I think accurately reflects how a chin-gun might work.

    Also note how effective it would be against primal armor. Which, in turn, stays true to a different aspect of AC canon.
    >> AC-Guy 04/12/12(Thu)21:34 No.18687645
    >>18687603

    It's supposed to be Elsie.

    Anything else is a typo.
    >> Anonymous 04/12/12(Thu)21:34 No.18687646
    >>18687633
    Yeah that does sound pretty awsome.
    >> AC-Guy 04/12/12(Thu)21:36 No.18687677
    >>18687646

    Then think about how that stacks up against Dave's Heat Rods. They have a much lower chance of exploding, but a much higher Base Damage rating.
    >> Anonymous 04/12/12(Thu)21:36 No.18687680
    >>18687599
    I'm worried that might overemphasize Synch score, it's already bitching due to confirming crits and it probably does other stuff, but it might make piloting skill far too linked to Synch.
    >> Anonymous 04/12/12(Thu)21:37 No.18687690
    What is the lowest required synch ratio to pilot?
    >> Anonymous 04/12/12(Thu)21:38 No.18687719
    >>18687680
    Well at the same time he's made some commentary on synch score before in that it's a double-edged sword. High synch score could mean higher reward, but if you have perfect synch you could cripple your arm permanently if you take a nasty hit in your core, right?

    Something to consider. I don't remember if we touched on increasing/decreasing synch score actually.
    >> Anonymous 04/12/12(Thu)21:38 No.18687721
    >>18687680
    The other hand thoough is that there would be a certain thresehold of damage that will possibly kill you dead or leave you permenantly damaged. Notice how most people have a synch of 50ish so far? I think thats gonna play a huge part a bit later on.
    >> Anonymous 04/12/12(Thu)21:40 No.18687743
    >>18687549
    >>18687599
    >>18687721
    But as I said thats just a quick fix off the top of my head. If AC-Guy Likes it we'd probably end up fiddling with it throughout the quest till we've worked out the bugs.
    >> AC-Guy 04/12/12(Thu)21:40 No.18687753
    >>18687599
    >>18687609

    I guess that might work, but I don't like it much.

    For a couple of reasons: Firstly it places too much of an emphasis on the synch score. Secondly, the rating isn't like a character level, it's more of your reputation with other people.

    Using D&D as a metaphor, it's like being a level 20 wizard would get you a lot of respect, but not all level 20 wizards are equal. Maybe one's got more friends and was stated up by a munchkin from hell.

    One is clearly a higher threat that the other, even if they're both pretty nasty.
    >> AC-Guy 04/12/12(Thu)21:44 No.18687816
    >>18687690

    Depends on your Build. The one Arena fight you watch with Nine-Ball vs. Top Gear, Jeremy only had a score of 15.

    And according to one of the other characters present, that meant his core had tank treads instead of legs, two cannons for arms, and no secondary weapon systems.

    It was less a proper core, and more of a 'really bitching tank'.

    To be fair though, in the hands of somebody who knows what they're doing, that build could probably work great for something like an ambush.
    >> Anonymous 04/12/12(Thu)21:45 No.18687820
    >>18687753
    Then Rank wouldn't be the skill modifier. Just need to decide on what would be instead and there ya go. Rank stays as you wanted a reputation indicator and not the true measure of skill. Although then the Cores themselves would probably need to have an effect like gun arms giving you a higher sync score for dice pool purposes without the feedback drawback.
    >> AC-Guy 04/12/12(Thu)21:47 No.18687847
    >>18687820

    That's the thing though. I've put so much based on a percentile....

    By all means, keep suggesting things. You might get one that tickles my fancy.

    But I don't want to change the rules around, or even mess with it as an alternate rule-set, unless it looked like a really viable alternative to what I already have.
    >> AC-Guy 04/12/12(Thu)21:48 No.18687856
    So, feel free to ask any questions that might come up, I'll just start dumping random shit in the mean-time.
    >> Anonymous 04/12/12(Thu)21:50 No.18687877
    >>18687856

    I have one, AC guy, why do the dice want us dead?
    >> Anonymous 04/12/12(Thu)21:52 No.18687911
    Exactly how much are you borrowing from the games aside from setting and certain flavour things? I mean things like the appearance of Nine-Ball and Joshua and shit.

    Are any of the big-wig companies involved? From-game cameo parts? I'm kinda interested in the whole world-building of the thing I guess.
    >> AC-Guy 04/12/12(Thu)21:52 No.18687917
    One thing I've been playing with is the idea of Asymmetric combat. Clearly cores are going to dominate most conventional forces (like tanks and Helicopters) but enough of them could potentially kill a core with attrition alone. Or what about those forces being deployed in support of another core?

    How about a fight of 3 cores VS 2 cores, 50 tanks, and a handful of missile drones?

    Or 5 cores VS an Arms Fort?

    That's right, I said arms fort. I have some ideas, and I am TOTALLY putting one in at some point. Trying to fight something the size of an aircraft carrier just screams 'boss fight' to me.
    >> AC-Guy 04/12/12(Thu)21:53 No.18687937
    >>18687877

    Clearly you haven't done the proper rituals to appease the dice gods.

    I recommend sacrificing a goose the next full moon.
    >> Anonymous 04/12/12(Thu)21:54 No.18687943
    >>18687917
    We ever gonna do something like in 4 for answer where we have to take out a truly ludicrious number of arms forts with minimal support?
    >> Anonymous 04/12/12(Thu)21:55 No.18687955
    >>18687917
    50 is a sodding lot of tanks.
    >> Anonymous 04/12/12(Thu)21:56 No.18687970
    >>18687847
    Dicepool wise I've always been a fan of L5R's roll x dice keep y dice system as a concept.

    It would take a good pile of finagling to make it work for this though. But it lets you use a dice pool system that gets to decently high numbers and you don't have to use the standard dice pool model of rolls above x count as successes which might work but it's not my favorite system.

    You might want to introduce a fate pointish system, especially given how much we've been getting out ass handed to us, maybe base it off of Synch score somehow. Give it to PCs and maybe important or especially dangerous NPCs.
    >> Anonymous 04/12/12(Thu)21:56 No.18687975
    >>18687847
    Maybe you could keep the synch rating as a percentile and switch just the action rolls to dice pools?
    >> AC-Guy 04/12/12(Thu)21:58 No.18687999
    >>18687911

    >How much are you borrowing?

    A lot. You know how much AC 3 and AC 4 had in common?

    I'm basically going to be like that for the whole franchise: same feel, plenty of references, totally different beast under the hood.

    But yeah, there's going to be a version of the Moonlight blade. There's going to be evil corporations, and lots and lots of customization options. It's going to be Armored Core. Just a different Armored Core.

    An Armored Core that lets you use improvised weapons and has Duke Nukem running the local Raven's Nest.
    >> AC-Guy 04/12/12(Thu)22:00 No.18688036
    >>18687970

    >Fate points

    I'm doing that actually. It was brought in at the end of the last thread, during the fight scene.

    Not sure how I'm going to make what parts of it work, but it's there in spirit at least.

    >L5R's dice system.

    Never played it. the mechanic sounds interesting though.
    >> Anonymous 04/12/12(Thu)22:00 No.18688037
    >>18687999
    Have I mentioned my love for you yet?
    >Not sure if homo
    >> AC-Guy 04/12/12(Thu)22:01 No.18688057
    >>18688037

    I'm a guy, and more or less completely hetro. But I'm cool with you lusting after me regardless.

    I'm like candy for gay men.
    >> Anonymous 04/12/12(Thu)22:02 No.18688065
         File: 1334282537.jpg-(54 KB, 734x404, GLORIOUS.jpg)
    54 KB
    >>18687999
    >this post
    >> Anonymous 04/12/12(Thu)22:02 No.18688079
    >>18687999

    Dual Moonlight Master Race.
    >> Anonymous 04/12/12(Thu)22:06 No.18688153
    >>18688057
    That's good since we all know /tg/ is short for Totally Gay.
    >> Anonymous 04/12/12(Thu)22:20 No.18688356
    >>18688036
    You get a number of dice to roll based on relevant stat+skill, you get to keep a number equal to relevant stat, you add them up and try to hit a target number. If you get more than 10 dice to roll you convert every two into another kept die, every additional kept die above 10 becomes +5 instead. 10s also explode and you get to roll them again.

    The margin of success system is interesting. Instead of every 5 that you exceed the target number getting you additional stuff, if you're confident you can beat the roll you can 'raise' the TN by 5 for additional effects or greater success, and you can raise it a number of times based on a certain stat. If you fail you fail, even if you would have succeeded if you didn't raise. You can get free raises from a number of sources.

    Interesting system to draw inspiration from.
    >> Anonymous 04/12/12(Thu)22:26 No.18688449
    >>18688356
    Mind giving an example that just sounds a tad confusing.
    >> AC-Guy 04/12/12(Thu)22:37 No.18688657
    So, uh, anything else you guys want to talk about or need clarification on? I tend to work better when I have somebody to work with/bounce ideas off of.
    >> Anonymous 04/12/12(Thu)22:39 No.18688694
    >>18688657
    How do you know what a target is going to be? Is it just a standard difficulty roll uner synchronisation harder is 10 less sort of thing?
    >> Anonymous 04/12/12(Thu)22:39 No.18688698
    >>18688657

    Do you think it would be better or worse if we calculated the average rolls of the first three posters for the total rolled effect, just so the two guys who rolled lower than the first who rolled an absurdly high number won't feel like they just got fucked?
    >> Anonymous 04/12/12(Thu)22:40 No.18688709
    >>18688657
    Any other ideas for hit location?

    Called shots at increased difficulty?
    >> Anonymous 04/12/12(Thu)22:40 No.18688712
    So, Mr Ac-Guy, exactly how much original content in the way of weapons and parts do you plan on using for this?
    Please say a lot.
    >> Anonymous 04/12/12(Thu)22:41 No.18688718
    >>18688698
    This please. Sorry but I'm always haunted by the one roll that got away.
    >> Anonymous 04/12/12(Thu)22:41 No.18688731
    >>18688698
    It would give a more dicepool like bellcurve of results.
    >> Anonymous 04/12/12(Thu)22:43 No.18688767
    >>18688718
    But losing is Fun!

    I say dice pool is great, not averaging rolls.
    This is AC after all, it should be unforgiving and harsh
    >> Anonymous 04/12/12(Thu)22:44 No.18688786
    >>18688767

    Unforgiving and harsh is one thing. it's another when Lady Luck decides to go BDSM on us for the rest of our lives.
    >> Anonymous 04/12/12(Thu)22:44 No.18688795
    >>18688449
    Bob the Archer wants to shoot something with his bow. He has 4 reflexes (Relevant Stat) and a ranking of 3 in Kyujutsu (Archery)

    Thus he rolls 7 dice and gets to keep 4 of them. The DM determines it to be a tough shot with a Target Number of 25.

    Bob rolls his seven dice, he gets 2,10,2,5,9,8,6. He picks 4 from this pool and given that he wants to succeed he chooses the 10, 9, 8 and 6, giving him a total of 33, easily succeeding, but wait the 10 explodes and he rolls another d10, it's a 4 bringing him up to 37 which is still just a success. If you want to get more than a normal success you have to buy raises and hope that you don't fail.

    For example, Jimmy the Courtier wants to see if he can if someone is lying. The DM adjucates that the TN is only 10, but Jimmy wants to know more than if he is simply lying or not, he wants to get a glimpse into perhaps why he is lying, so he buys two raises bringing the TN up to 20, remember if Jimmy fails this he won't get anything out of it. With his Awareness of 3 and his Ettiquette of 2 he decides to go for it anyway, rolling 5 dice in total (3+2) and keeping 3 of them. Jimmy gets 9,7,5,3 and 2. He keeps the 9,7 and 5 for a total of 21, a success and he learns the other guy seems to be lying to protect someone. If instead of a 9 he had rolled another 5 his total would have been 17 and despite it beating the original TN he would still fail.
    >> Anonymous 04/12/12(Thu)22:45 No.18688804
    >>18688767
    There's unforgiving and harsh and then theres the dm just fucking with us by requiring us to beat a roll of 6 by 10.
    >> AC-Guy 04/12/12(Thu)22:46 No.18688825
    >>18688694

    Depends on the roll. Like say somebody wanted to repair something difficult (+0) under stressful conditions (-5).

    They'd take their (example stat-line) 20 intelligence, rating ten tools, and +15 repair skill and end up with 20+10+15-5= target number 40.

    So they'd have to roll under a 40.

    >>18688698

    I'll think about it. It'd be a nice compromise between percentile and dice-pools in the short-term at least.

    >>18688712

    I'm going to have variety, but not POINTLESS variety.

    So there's going to be more than one laser sword, but not a million with near identical stat lines.

    Also it's going to be a lot of 'canon' parts, with new parts for the gaps in the line-up.
    >> AC-Guy 04/12/12(Thu)22:47 No.18688841
    >>18688804

    Hey, I call those differentials based on compared stat-lines PRIOR to rolling.

    That's the dice gods fucking with you there.
    >> Anonymous 04/12/12(Thu)22:48 No.18688866
    rolled 99 = 99

    >>18688841
    You're right my apologies. Luck is no Lady.
    >> Anonymous 04/12/12(Thu)22:49 No.18688886
    >>18688866
    I rest my case.
    >> Anonymous 04/12/12(Thu)22:49 No.18688895
    >>18688866

    And there she cracks her whip.
    >> Anonymous 04/12/12(Thu)22:49 No.18688896
    >>18688866
    No, but she sure can appreciate irony.
    >> Anonymous 04/12/12(Thu)22:50 No.18688906
    >>18688795
    Timothy the Brilliant Actor decides to put on a difficult play, unfortunately he is also blindfolded, forced to hop on one leg and has to talk through gravel in his mouth. The DM decides the TN for this action is 50. Timothy decides not to add any raises for this.

    Timothy has 6 awareness and 8 ranks in Acting, giving him 14 dice to roll and 6 to keep. However you can't roll more than 10 dice so the rolled dice transfer to kept dice at a rate of 2 to 1, giving him 10 rolled 8 kept or 10k8.

    He rolls 6,10,4,3,1,5,5,8,8,7, the 10 explodes for another 5. Adding it all up he gets 57, a success, somehow.
    >> AC-Guy 04/12/12(Thu)22:50 No.18688909
    rolled 71 = 71

    >>18688866
    >>18688886

    Luck's a lady, she's just a crazy tsundere bitch.
    >> Anonymous 04/12/12(Thu)22:53 No.18688963
    >>18688909
    So just about ready to run the quest tonight or do you want to wait a while longer?
    >> AC-Guy 04/12/12(Thu)22:55 No.18688982
    >>18688963

    I'll get to it soon-ish.

    I'm kinda afraid to since I know that the second I fire it up, this thread's going to be deserted, and I REALLY like the feedback and shit.
    >> Anonymous 04/12/12(Thu)22:56 No.18689019
    >>18688982
    Righto, I'ma gonna go make some paroggies then and be back with a few more crunch questions in a few.
    >> Anonymous 04/12/12(Thu)23:01 No.18689119
    >>18688982
    What are the various upsides and downsides of Synch Ratios at major milestones, say 10, 25, 50, 75?

    Is there a system for suppressive fire in place?

    What are Alex's stats and how much overlap is there between Mecha piloting stats and any other stats?
    >> AC-Guy 04/12/12(Thu)23:10 No.18689304
    >>18689119

    >10

    This is about the level of 'functionally retarded'. You're not really a pilot at this level.

    >25

    You can drive the core around. You can't use things like reverse joints and normal arms at the same time though.

    >50

    This is about the level where you can technically use all the various kinds of parts, and the bottom end of where the feedback starts to hit you. A lot of pilots gimp themselves in combat and lock it here because it's 'safer' and you aren't as likely to die from sympathetic pain.

    >75

    Certain things like the visual cortex and the targeting systems start to over-lap, resulting in minor hallucinations. This is the point where 'high aptitude and quality parts interlinking' begins to resemble combat related psychic fucking powers. At this rate it's very possible to get permanent nerve damage from sympathetic injuries, and things like heart attack and stroke from the related stress is fairly common.

    Reaction time has by this time started to sky-rocket. There have been recorded incidences of people moving to dodge an attack they weren't consciously aware of a split second before it happened.
    >> AC-Guy 04/12/12(Thu)23:19 No.18689506
    >>18689119
    >>18689304

    Shit, I got distracted by the question of synch and forgot to answer the rest.

    >Suppressive fire.

    Not yet. This shit is so far pre-alpha it's not even funny.

    >Alex's stats.

    He has them, but I'm changing so much shit around in the immediate future, I'm not sure how worth it is to even post it.

    Intelligence: 15.
    Strength: 15.
    Agility: 25.
    Toughness: 30.
    Determination: 45 [base]
    Synch Ratio: 53 [base]
    Perception: 20.

    Ballistics: 20.
    Melee: 15.

    >Overlap

    Agility and Perception are the biggies from the base stat line. Guns and knives feel the same to wield in and out of he core, so it's the same skill.

    Synch and Determination are the determining stat for in and out of the core, respectively.

    Toughness only becomes a concern in the core if you have a high synch ratio.

    Notice how Alex has high toughness? Remember how it took losing both arms, half a leg, getting shot multiple times, and then being thrown into the side of a mountain at about a hundred miles an hour to knock him out for a couple of hours?

    He's not particularly strong, but he is DURABLE.
    >> Anonymous 04/12/12(Thu)23:21 No.18689544
    >>18689506
    My kind of character. Gotta be able to take a hit sometimes.
    >> Anonymous 04/12/12(Thu)23:24 No.18689592
    You've mentioned previously that we've now got the chance to incredibly far off the rails now, so the question is how much have you got planned out?
    >> Anonymous 04/12/12(Thu)23:28 No.18689654
    >>18689506
    Where do those stats lie in comparison to bog standard baseline and to others? For example Dave's Melee and Elsie's Ballistics.

    Well given that our toughness is pretty damn good we have less to worry about from high synch so we probably shouldn't limit it to 50 like most, maybe hit 60 or higher. Is our determination high, low, average?
    >> AC-Guy 04/12/12(Thu)23:30 No.18689693
    >>18689592

    There aren't any real 'rails' per say, but there are a lot of forked paths.

    Remember how there were 16 routes that led to the wrecked core? That was one 'Chapter'. There are about as many endings to every chapter. They're every single path I could think of you conceivably taking. Like I had a plan for you guys going full dark-side and totally evil. It didn't happen, but the framework was there in case you wanted to go that way.

    Currently you're part way into Chapter two. By the end of Chapter three, all the major players are introduced. By the end of Chapter four, shit will have gotten real.

    Assuming you survive to the 'ending', the game is between 6 and 15 chapters long, depending on routes taken.

    It IS however, worth noting that there are 'failure' routes that end sooner than that.
    >> AC-Guy 04/12/12(Thu)23:35 No.18689790
    >>18689654

    You don't have a limiter currently. 53 is about where you're currently averaging, with some spikes and dips here and there.

    Elsie has 25 ballistics, but can choose to either make a called shot without penalty, or ignore range modifiers.

    Dave has 30 melee, and can choose to either add half again to the effect dice pool, or make a called-shot without penalty.

    However, Elsie has only a 10 for melee (she's a sniper) and Dave has 15 ballistics, with a threshold of 15. It is almost impossible for him to explode ranged dice.
    >> Anonymous 04/12/12(Thu)23:44 No.18689978
    Well thats all of my crunch questions answered. In regards to our community of Hopefuls do we have a new name for our place? How long do we have between payments on our debt? When do we get more gingersnaps?
    >> Anonymous 04/12/12(Thu)23:45 No.18689993
    How will we go about upgrading our stats?
    >> Anonymous 04/12/12(Thu)23:47 No.18690036
    >>18689790
    Could you tell me about where our weaponry stands in comparison to the lower rank stuff and the higher rank stuff? Are there weapons, rather expensive and requiring higher Synch that utterly blow things like Heatrods or our Olympia out of the water, or is most of the difference in high level mechs the pilots not the parts? Speaking of the Olympia how does weapon upgrading work?
    >> Anonymous 04/12/12(Thu)23:51 No.18690089
    >>18690036
    Good point, I forgot about customization how does it work?
    >> AC-Guy 04/12/12(Thu)23:53 No.18690143
    >>18690036

    You've been more or less introduced to most of the basic weapons categories. Outside of a few 'special' weapons, all weapons are variants on those themes

    Shirt only the pros have access to are things like over-weapons, and EXTREMELY hard to use powerful weapons like the Karasawa and the Moonlight.

    Customizing I'm going to bring up in quest shortly-ish.

    SPEAKING OF WHICH, THREAD'S UP.

    >>18690046

    Feel free to keep talking rules here, I'll keep an eye on it and answer questions.
    >> Anonymous 04/13/12(Fri)01:17 No.18691812
    Would you mind posting the table of hit locations?
    >> AC-Guy 04/13/12(Fri)01:32 No.18692070
    >>18691812

    Varies by circumstance. It's pretty long as a result, and it's mostly mental. I'll come back to this one later.
    >> Mooch !!3IQ4IZVsitx 04/13/12(Fri)01:34 No.18692090
    Man, Making a system from scratch really is a beast.

    Been working on Phantaisme more then normal recently.

    Jesus, Shotgun rules man...They are so broken right Now, How are you doing shotguns in this?
    >> Anonymous 04/13/12(Fri)01:37 No.18692126
    After you finish this quest will you be running another like it? Would be a shame to not use your custom system more.
    >> AC-Guy 04/13/12(Fri)01:39 No.18692151
    >>18692126

    If there's demand, I'd consider it. I did have an entire just as huge plot line planned out separate if you choose female instead of male for the first post in thread one.
    >> Anonymous 04/13/12(Fri)01:39 No.18692161
    >>18692151
    Wow, we're going to have to do that after we do this.
    >> Anonymous 04/13/12(Fri)01:44 No.18692211
    >>18692151
    YES
    >> Anonymous 04/13/12(Fri)01:44 No.18692218
    >>18692161
    I agree, although I'd like more of this quest in general. Keep up the great work.
    >> Mooch !!3IQ4IZVsitx 04/13/12(Fri)01:46 No.18692239
    >>18692151
    I'm cool with it.
    >> !UdzMmUq0Oc 04/13/12(Fri)04:22 No.18693892
    >>18692151
    But of course.
    >> Anonymous 04/13/12(Fri)05:01 No.18694258
    Considering how fickle the dice have been for us, and how many different paths you have, have you thought about implementing some kind of "continue" system?

    Something like, "You have died/Elsie is Teen Pregnant/9-Ball tattooed clown makeup on your face and sold you to the circus. You have two lives left. Would you like to revert to your last save?"

    Maybe make the resurrections extremely limited. Like, three for the entire game.
    >> AC-Guy 04/13/12(Fri)05:02 No.18694279
    rolled 61 = 61

    >>18694258

    >I'm already going to give you Fate points.

    >And how is Elsie getting pregnant an instant game over?
    >> !UdzMmUq0Oc 04/13/12(Fri)14:53 No.18698005
    >>18694279
    >And how is Elsie getting pregnant an instant game over?
    Shenanigans, that's how.
    >> Anonymous 04/13/12(Fri)15:15 No.18698235
    >>18694279
    "Alex..."

    "Yes?"

    "I'm Pregnant"

    "thats wonde-"

    "with triplets"

    >roll for Cardiac arrest!
    >> !UdzMmUq0Oc 04/13/12(Fri)15:30 No.18698423
    >>18698235
    And then we roll triple 100s, even with fate point rerolls.



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