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Additional weapons and armor upgrades (NEW/NOW friendly) Monday, 23rd October, 2017 10:46 PM

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Sunday, 22nd October, 2017

  • 02:48 AM - daniiren quoted raspberryfh in post AP Rounds in NEW
    To be transparent: weíre not rewriting the book. Errata means changing phrasing and numbers. A rewrite would be 2nd edition of the game, which isnít in the stars right now. :) Of course, I think our goal here is to tweak the numbers to something that works and feels better. If this ends up as something more than an errata something will have gone wrong somewhere. That was roughly what my intention was at the very start, even though I'm not an engineer :P I hadn't set out specifically to pick a specific SOAK target like you're suggesting, but just by trial and error, I came up with SOAK 8 being the split point. This sorta makes sense, since it's where medium armor transitions to heavy armor. Conceptually, HP rounds should be murder (more than just a bullet murder anyways) to someone in no or light armor. AP rounds should be most useful against heavily armored opponents (whether you want to pick this as SOAK 8 since heavy armor starts there or take it a bit higher/lower is up for debate...

Saturday, 21st October, 2017

  • 11:41 PM - Morrus quoted raspberryfh in post AP Rounds in NEW
    I have no interest in tracking ammunition, but I'm pretty sure one of my players would be upset that I made his sniper rifle "so much more expensive" lol... Tell him from me his ammo is free from now on. Problem solved. :)
  • 07:07 PM - Morrus quoted raspberryfh in post AP Rounds in NEW
    Found it. Game modes. Interesting concept. Maybe make specialty ammo cost increased by some multiplier (either 2 or 5). I worry that it breaks down with HQ or single-shot weapons though. Bullets shouldn't necessarily be more expensive just because the gun is better engineered. And someone firing a high-powered sniper rifle isn't going to run through their ammo in uncertain bursts. How would you recommend addressing those cases? Honestly, Iíd recommend just not worrying about it. Unless tracking ammo is actually pleasurable for you, handwaving it with an abstract system is fine. If you want to make exceptions for single shot weapons, I guess thatís fine - I donít think I would bother myself.
  • 05:42 PM - Morrus quoted raspberryfh in post AP Rounds in NEW
    I'm an EONS supporter, but I don't remember seeing this. Is it already posted or to-be-released? Quite a while back. Offhand I canít recall which article it was in, though!
  • 04:10 PM - Morrus quoted raspberryfh in post AP Rounds in NEW
    Any details on that? :) It's in one of the EONS articles, but basically rather than tracking them individually, you have a countdown pool to see when you run out, and you can spend credits on more dice in that pool (each dice costing more than the last). You roll it at the end of each combat. It abstracts buying, using, wasting, losing, etc. ammo. You can still do it the old way (more expensive than currently though) too. But the abstract way I find is much more fun, and tends to be tracked more accurately by players.
  • 02:57 AM - daniiren quoted raspberryfh in post AP Rounds in NEW
    What was the SOAK penetration that you used when you reduced the damage penalty to 1d6? Did you ignore 7 SOAK or 10? 10. Could you try running it with half damage and half soak? And conversely, for hollow point, double soak and double damage? I donít expect those values to be useable, but it will give a good sense of direction. I present the results from the GURPS idea, and also a hybrid where AP gives half SOAK and -1d6 damage (opposite for HP ammo). Not gonna lie, I like how this hybrid setup looks. Battlesuits are vulnerable to AP and almost immune to HP, and kevlar is about the same for both. I think I'm going to spend some time making this code usable by someone else, and I'll post it to allow others to play around with it.

Friday, 20th October, 2017

  • 02:54 PM - daniiren quoted raspberryfh in post [For bigtino] Thread about heavy armor
    The curves seem a little off somehow. Did you include the heavy armor defense penalty in that (to compare kevlar+def18 vs. battlesuit+def14)? Yep, the code does that automatically. I think the takeaway point from this is that the kevlar survives on being harder to hit. The lines for kevlar don't decrease as quickly as for the battlesuit, but they tend to start at a lower quantile.
  • 02:36 PM - daniiren quoted raspberryfh in post [For bigtino] Thread about heavy armor
    I'd be curious to see what the numbers look like with a base defense of 18 Ask and you shall receive.

Wednesday, 18th October, 2017

  • 10:18 AM - Dalamar quoted raspberryfh in post [For bigtino] Thread about heavy armor
    Let's take out the situational modifiers then. Comparing the damage of an attacker with deadly strike vs the two defenders you've used in your example... [...] Comparing the attack against a heavily armored person with either tactical decision that could be made against the person in kevlar, you still do more damage to the person in heavy armor. Heavy armor should provide better protection in almost all scenarios, not just the ones where your opponents have enough modifiers to profitably attack a light-armored person.Using these numbers, you've posited that in almost all scenarios, attackers will have Deadly Strike. I find that an odd supposition, seeing as there are numerous other exploits a character could have. Likewise, this presumes that the attackers are skilled (2d6), equal Grade to the defender, and wielding one of the best rifles in the book.
  • 12:02 AM - Dalamar quoted raspberryfh in post [For bigtino] Thread about heavy armor
    Am I reading your PDF wrong then? It looks like any time you have a 50% (or less) chance of hitting the light-armored target, the heavy-armored target has higher expected damage. The example of Aim+Exchange+Deadly strike does an expected damage of 6.12 vs. heavy armor and only 2.23 vs. kevlar. More importantly, using just a regular attack + deadly strike, the person in heavy armor takes an expected 6.36 damage compared to only 5.25 in regular armor. This is a very important point of evidence that heavy armor isn't good enough. While Aim+Exchange+Deadly Strike does more damage to the battlesuit, I don't think any attacker would do the exchange against the target in kevlar jacket. That means that when the attacker Aims (or has higher ground, since the odds are the same), the defender in kevlar expects to take 8,33 damage (for Aim+Deadly Strike) compared to the battlesuit's 6,12 (Aim+Exchange+Deadly Strike) or 7,23 (Aim+Deadly Strike) since those are the best results the attacker can expect against a...

Tuesday, 17th October, 2017

  • 05:08 PM - bigtino quoted raspberryfh in post [For bigtino] Thread about heavy armor
    Am I reading your PDF wrong then? It looks like any time you have a 50% (or less) chance of hitting the light-armored target, the heavy-armored target has higher expected damage. The example of Aim+Exchange+Deadly strike does an expected damage of 6.12 vs. heavy armor and only 2.23 vs. kevlar. More importantly, using just a regular attack + deadly strike, the person in heavy armor takes an expected 6.36 damage compared to only 5.25 in regular armor. This is a very important point of evidence that heavy armor isn't good enough. Yeah, I have to agree here. I would hardly say these numbers support heavy armor. In the Aim and Aim/Deadly Strike category, the Battlesuit has a little over 1 less expected damage than the kevlar vest. That's the only time the Battlesuit actually outperforms the kevlar vest, and it isn't by much. The other scenario where the battlesuit does better (aim and high ground) is just an attacker misreading the situation - they can simply choose to trade for damage and then have...
  • 01:55 PM - Morrus quoted raspberryfh in post AP Rounds in NEW
    All the different parts of that table were just showing my work. How I arrived at the particular balance that I did. It is not intended as a reference for use during gameplay. AP rounds simply provide the bonus of ignoring 10 SOAK by paying 2d6 damage dice. Respectfully, I would suggest your adjustments are less balanced than the current state of the game. 1) If you ignore up to 10 SOAK at the cost of only 1d6 damage, then you are effectively gaining (up to) +10dmg -3.5dmg = +6.5dmg. This is a buff on current AP rounds, which will never give you more than +5 damage. For the new rule, the break-even point would be when SOAK = 3.5; below that point it is better to use regular ammo. So I would argue that this is actually a buff on an already overpowered mechanic. Its only downside is if someone is wearing one of the 2-3 light armors with SOAK 3 or less and has no other source of SOAK. 2) HP rounds giving a bonus only against a target with 0 SOAK essentially makes them useless. How often are peopl...

Saturday, 14th October, 2017

  • 04:34 PM - Morrus quoted raspberryfh in post AP Rounds in NEW
    A zombie's SOAK from lacking vital organs would likely be either a high SOAK overall with a vulnerability to heat or it might be a regular soak vs. some damage types by high vs. ballistic/piercing/slashing/blunt. Its difficulty to kill with conventional means might also be accomplished by requiring a called shot to hurt it with a particular damage type. Zombies work a bit differently. You can keep damaging them forever, and they won't die. They can't shake off conditions (so if you slow one with a keg shot or whatever, it stays like that forever), but regular damage just doesn't kill them. You kill them with a single called shot to the head.
  • 01:50 PM - Morrus quoted raspberryfh in post AP Rounds in NEW
    I mean, SOAK is SOAK. Well, it's not -- an undead's SOAK, for example, is because it lacks vital organs. A dragon's resistance to fire is magical. There's all sorts of SOAK. With those changes, a SOAK of ~8-9 tends to be the break point where it is better to use AP rounds instead of HP bullets. I did a lot of math to come up with my preferred balance for each option (i.e. the specific amount of soak negated/increased and the relative change to damage dice). You can see it here. Cool! I'll take a look at it a bit later! That looks really useful - probably exactly what I needed! :) SaveSave

Friday, 13th October, 2017

  • 09:14 PM - bigtino quoted raspberryfh in post [For bigtino] Thread about heavy armor
    As a side note: I'm experimenting now with straight-up doubling all heavy armor SOAK values as provided in the manual. It does present situations where characters can have SOAK in the high teens or low 20s, but I think that's a reasonable tradeoff. This seems like a pretty good solution to the heavy armor dilemma. No reason to cap gear quality (below a certain point, like exceptional) when the results are still cheaper than most heavy armor (the best one being an Exceptional Nemourlon Vest that has 10 soak, is light armor, and costs 1,500 credits), and doubling heavy armor soak means that you're paying for an equivalent scale of protection (like a basic battlesuit that costs 2,000 credits and gives a -4 defense penalty providing 16 soak instead of 8). That seems to balance decently with medium armor, since a regular suit of riot armor is 7 soak and costs 1,000 credits, although there's not really enough viable medium armor out there to make a good comparison. So stop using monsters able to ...
  • 03:06 PM - Morrus quoted raspberryfh in post Armor skills?
    Additionally, if you suggest being stricter with higher quality items, only providing them in uncommon circumstances, I'd counter with this question: if not better items, what exactly are players earning credits for? How are they incrementally improving themselves? Conversely if you can just spend some cash to get up to +5d6 on your dice pool, why bother spending XP on skills? Neither extreme works - it needs a middle position. And thatís making the gear less acquirable. But this isn't a rules discussion as such - that's a GMing style. Its totally up to a GM how available gear is in their setting; all I can do is offer my opinion and tell you how I do it. But that's not a thing in the book. It's kinda like - IMO, at least - letting a D&D character buy expensive artifacts from magic shops.
  • 12:28 PM - dekrass quoted raspberryfh in post Armor skills?
    Nothing, which is kind of disappointing. My players and I came up with this house rule though: Light armor: gain +1 SOAK per skill pool dice, gain +1 defense per 2 skill pool dice (rounded down) Medium armor: gain +1 SOAK per skill pool dice, gain +1 bonus HP per skill pool dice (this is lost if armor is taken off), gain +1 defense per 2 skill pool dice (rounded down) Heavy armor: gain +1 SOAK per skill pool dice, gain +1 bonus HP per skill POINT (this is lost if armor is taken off), gain +1 defense per 2 skill pool dice (rounded down) You might on to something there. I like the idea of bonuses like that, but I think I would want to keep bonuses even between the three skills. My primary concern with this approach is the possibility of SOAK getting high enough to be problematic. Have you tried it in play?

Sunday, 10th September, 2017

  • 01:11 AM - easl quoted raspberryfh in post Weak point balancing
    This has been a pretty contentious issue for most of my campaign. It feels extremely unbalanced for a character with a single-exploit investment to completely negate another character's heavy armor... Just curious, why is one of your PCs constantly shooting/stabbing at your other PCs? you have no ability to avoid the Weak Point exploit's effect. You HAVE been playing it per the rules, that it's only usable 'once per enemy,' right? A PC's ability to avoid Weak Point lies in the fact that once an assassin uses it against them, that assassin can never use it against them again. So I guess my second bit of curiosity lies in how this can be contentious for an entire campaign. Even if your PCs are constantly fighting each other, the assassin PC would've used up his/her 'once per enemy' quota in the first session or two.

Saturday, 9th September, 2017

  • 01:42 AM - Morrus quoted raspberryfh in post Official Errata Thread
    Ah. Misread. Thanks. That clarifies the question I edited in on helmets as well (didn't expect such a fast response!). What was the reason behind taking out the skill requirement for using higher quality items? I've been running a campaign for a couple of years - beyond the playtests - and it became apparent that at high grades, players don't care about equipment quality. While equipment was never supposed to be the focus - it's more Star Trek than Traveller - it should still be an option. This way, players choose between skills or equipment quality. It's not likely that they'll have the dice pool capacity to benefit fully from both. Of course, the danger there is that players will simply pay to max out their dice pools. For that reason, itís important that they canít just buy high quality gear willy-nilly. The GM should hand it out rarely, and shops shouldnít just sell it.

Friday, 8th September, 2017

  • 10:00 PM - Morrus quoted raspberryfh in post Official Errata Thread
    With the changes to how conditions are applied and shaken off from the base rules, does this mean that humans roll 2d6 instead of 1d6 and will be successful if they roll a 5 or 6 on either die? Or is this a holdover from the old rules for conditions? Humans get +1 to their 1d6 roll to shake off a condition, not +1d6.


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