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Chapter 6: Character Design
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<blockquote data-quote="Wyvern" data-source="post: 468193" data-attributes="member: 2374"><p><strong>Chapter 6</strong></p><p></p><p>Most of your comments don't really require a response. I'll revise the chapter to address your concerns and then repost it to see if you approve of the changes. A few specific comments:</p><p></p><p>Regarding the idea of a higher BAB for pilots, you've convinced me. I'll make the change.</p><p></p><p><strong>I'd personaly say that to get a hull breach, the bomb must be set to beat the vehicle's hardness and still do damage greater then the vehicle's armor modifier, and that damage is deducted from the vehicle's tottal normaly.</strong></p><p>That's a great idea. I originally wrote the rule to say that you had to do damage equal to the hardness after deducting hardness (in other words, the damage had to be at least twice the hardness), but I changed it because it didn't take the thickness of the hull into account at all. However, I wasn't really happy with hit points either because it made the amount of damage required insanely high in some cases. Armor modifier is a good solution (though I think I'll make it *twice* the armor modifier so it isn't quite so easy).</p><p></p><p><strong>I see you based SIGNALING off the Inuendo skills but added a synergy bonus for the recipeint. works fine for me, although it feels a little non-standard.</strong></p><p>Well, I never liked the fact that only one person's skill level mattered when using Innuendo.</p><p></p><p><strong>Battle Assist, Crack Shot, Defensive Shot, Improved Subdual, Pressing Attack, don't seem needed for the project.</strong></p><p>The reason I included them are because they're useful feats to have for boarding actions (you'll note that they're all in the list of recommended feats for a marine). Remember, we wanted this to be more than just a set of wargaming rules.</p><p></p><p><strong>I'm not so sure that every kind of vessel weapon needs a seperate feat (Heavy Weapon Prof. feat)</strong></p><p>Why not? Every other type of weapon has its own feat (except simple weapons), and a scimitar is more like a longsword than a cannon is like a catapult.</p><p></p><p><strong>Nexus is cool, but (nit picking again) I wouldn't want to call "psionics" a type of magic.</strong></p><p>What would you suggest as an alternative to "magic"? Mystic power? FX?</p><p></p><p><strong>Change the name and descriptive text of Glasse and Glassteel because 2nd Ed is not OGC at all, and a number of companies are currently licencing it from WotC. Keep them, but alter them.</strong></p><p>I'd considered this point, but I'm not sure what to call them. Glassteel could be renamed Steelglass (which is more accurate anyway), but what do you think would be a good name for Glassee? Transparency would work, but it's not very evocative.</p><p></p><p><strong>the 2nd level spell Alterself allows for gills and water breathing (among other things) does the cost of Gill compare to the cost of having Alterself being made permanant?</strong></p><p>I didn't think about alter self when I assigned the XP cost. Water breathing would cost 1500 XP to make permanent, but I figured that the increased casting time, higher spell level and monetary cost would offset the lower XP cost. However, alter self would only cost 1000 XP if the GM allowed it to be made permanent, which would make Gill much less useful. Perhaps I should just drop the XP cost and leave the rest as is.</p><p></p><p><strong>Vacuum Protection is a nice spell, but its a little unclear if the "touching" of an individual automaticaly confers the spell to them. I'm also just guessing that you can share the spell with others after casting, not just durring casting. </strong></p><p>It works exactly like water breathing in terms of the number of targets and duration. The details are described under "Touch Spells and Holding the Charge" on p. 151 of the PHB.</p><p></p><p>Wyvern</p></blockquote><p></p>
[QUOTE="Wyvern, post: 468193, member: 2374"] [b]Chapter 6[/b] Most of your comments don't really require a response. I'll revise the chapter to address your concerns and then repost it to see if you approve of the changes. A few specific comments: Regarding the idea of a higher BAB for pilots, you've convinced me. I'll make the change. [b]I'd personaly say that to get a hull breach, the bomb must be set to beat the vehicle's hardness and still do damage greater then the vehicle's armor modifier, and that damage is deducted from the vehicle's tottal normaly.[/b] That's a great idea. I originally wrote the rule to say that you had to do damage equal to the hardness after deducting hardness (in other words, the damage had to be at least twice the hardness), but I changed it because it didn't take the thickness of the hull into account at all. However, I wasn't really happy with hit points either because it made the amount of damage required insanely high in some cases. Armor modifier is a good solution (though I think I'll make it *twice* the armor modifier so it isn't quite so easy). [b]I see you based SIGNALING off the Inuendo skills but added a synergy bonus for the recipeint. works fine for me, although it feels a little non-standard.[/b] Well, I never liked the fact that only one person's skill level mattered when using Innuendo. [b]Battle Assist, Crack Shot, Defensive Shot, Improved Subdual, Pressing Attack, don't seem needed for the project.[/b] The reason I included them are because they're useful feats to have for boarding actions (you'll note that they're all in the list of recommended feats for a marine). Remember, we wanted this to be more than just a set of wargaming rules. [b]I'm not so sure that every kind of vessel weapon needs a seperate feat (Heavy Weapon Prof. feat)[/b] Why not? Every other type of weapon has its own feat (except simple weapons), and a scimitar is more like a longsword than a cannon is like a catapult. [b]Nexus is cool, but (nit picking again) I wouldn't want to call "psionics" a type of magic.[/b] What would you suggest as an alternative to "magic"? Mystic power? FX? [b]Change the name and descriptive text of Glasse and Glassteel because 2nd Ed is not OGC at all, and a number of companies are currently licencing it from WotC. Keep them, but alter them.[/b] I'd considered this point, but I'm not sure what to call them. Glassteel could be renamed Steelglass (which is more accurate anyway), but what do you think would be a good name for Glassee? Transparency would work, but it's not very evocative. [b]the 2nd level spell Alterself allows for gills and water breathing (among other things) does the cost of Gill compare to the cost of having Alterself being made permanant?[/b] I didn't think about alter self when I assigned the XP cost. Water breathing would cost 1500 XP to make permanent, but I figured that the increased casting time, higher spell level and monetary cost would offset the lower XP cost. However, alter self would only cost 1000 XP if the GM allowed it to be made permanent, which would make Gill much less useful. Perhaps I should just drop the XP cost and leave the rest as is. [b]Vacuum Protection is a nice spell, but its a little unclear if the "touching" of an individual automaticaly confers the spell to them. I'm also just guessing that you can share the spell with others after casting, not just durring casting. [/b] It works exactly like water breathing in terms of the number of targets and duration. The details are described under "Touch Spells and Holding the Charge" on p. 151 of the PHB. Wyvern [/QUOTE]
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