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D20 Future Q&A With Rodney "Moridin" Thompson and JD Wiker!!
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<blockquote data-quote="Furluge" data-source="post: 1703827" data-attributes="member: 22770"><p>Ok then could you explain something else to me then? The Strike Cruiser PL7 has the option of having one of a set of two batteries of weapons. Let's say for example we use it as written and we pick the first set of weapons for it. So it has a battery of 4 antimatter guns and a battery of 3 plasma missiles. The antimatter guns' listed attack bonus of +4 seems to be right, since this ship has -8 for colossal size, +5 for improved targeting computer, +4 for the gunners attack bonus. That gives us a total of +1. Now the battery configuration of the guns adds a +3 because there's 3 guns in the battery after the first, which added to our +1 gives us a +4, which is listed by the weapon. However on this same set of guns it lists the 3 plasma missiles as having a -2 bonus. Why? If the targeting computer works on all attacks then shouldn't it be at a +3 bonus? I came to my conclusion on the targeting computer after I noted that the plasma missles was down by 5, the bonus for the targeting computer. Is the attack bonus a typo in the book, or is there something else that is lowering the attack bonus for the battery of plasma missiles?</p><p></p><p></p><p></p><p></p><p></p><p>Well perhaps I should explain, I'm beginning work on writing an adapataion of the online setting for a MUSH. The setting is focused around a series of factions. Characters can start in factions of their choice but some have different benefits. The more military of the factions modify new enlistees (cybernetics, genetic engineering, or robotics.) and in the case of the ones employing robots they're enhanced above the norm at the time of construction. However some of the organizations provide none of these benefits, and so I'm pondering writing these heavily modified specimens as if they're a seperate race with an ECL or I'm also considering representing this as PrC which represents enlistment which gives these benefits. I mean I suppose I could use the requistion method of awarding these things but then we have characters of the same level, one that's very weak and one that's obscenely strong from their modifications given at no cost to them. I've also pondered just allowing new characters that have belong to these organizations as part of their character to allow them X dollars worth of upgrades as part of creating their character. (Once again, to represent how much their organization has put into building/engineering them.) but shouldn't there still be some ECL attached, or should I just have the less fortunate faction players have to deal with always being unequal?</p><p></p><p></p><p></p><p>Heh, how?</p><p></p><p></p><p></p><p>Yeah that does work out pretty well as it ensures that the critical hits to help make sure that damaged ships are slowly reduced in effectiveness. However perhaps I'm a bit more liberal in that I think there's no need and that if we just let critical hits happen (I guess I just like the idea of keeping those crits that important.), they'll reduce the ships effectiveness in combat on their own without needing an assured "critical hit as HP are lost mechanic". Of course that's just the way it seems to me, it'd have to be playtested to see how it works. (Perhaps if the threat range on all weapons were increased by one it'd make this just more likely enough.)</p><p></p><p>If you really want to make a ship be assured to lose effectiveness as time goes on rather than leaving it up to the critical hits you could just add a -1 for each 25% HP the ship loses, making it cumulative and stacking with everything else. It could represent the slow loss of crew and it still keeps the critical hits exciting.</p><p></p><p>Of course I /still/ think we're focusing too much on destroying the ships. I think it'd be more likely for the ships to retreat from battle when they're down by a margin of HP damage they can't seem to close in on. I mean think how long it takes to repair all those HPs of damage, and the $$. I mean why sit around when every turn you're always at a large HP deficit behind your opponent. Why wait to hit 0 HP?</p></blockquote><p></p>
[QUOTE="Furluge, post: 1703827, member: 22770"] Ok then could you explain something else to me then? The Strike Cruiser PL7 has the option of having one of a set of two batteries of weapons. Let's say for example we use it as written and we pick the first set of weapons for it. So it has a battery of 4 antimatter guns and a battery of 3 plasma missiles. The antimatter guns' listed attack bonus of +4 seems to be right, since this ship has -8 for colossal size, +5 for improved targeting computer, +4 for the gunners attack bonus. That gives us a total of +1. Now the battery configuration of the guns adds a +3 because there's 3 guns in the battery after the first, which added to our +1 gives us a +4, which is listed by the weapon. However on this same set of guns it lists the 3 plasma missiles as having a -2 bonus. Why? If the targeting computer works on all attacks then shouldn't it be at a +3 bonus? I came to my conclusion on the targeting computer after I noted that the plasma missles was down by 5, the bonus for the targeting computer. Is the attack bonus a typo in the book, or is there something else that is lowering the attack bonus for the battery of plasma missiles? Well perhaps I should explain, I'm beginning work on writing an adapataion of the online setting for a MUSH. The setting is focused around a series of factions. Characters can start in factions of their choice but some have different benefits. The more military of the factions modify new enlistees (cybernetics, genetic engineering, or robotics.) and in the case of the ones employing robots they're enhanced above the norm at the time of construction. However some of the organizations provide none of these benefits, and so I'm pondering writing these heavily modified specimens as if they're a seperate race with an ECL or I'm also considering representing this as PrC which represents enlistment which gives these benefits. I mean I suppose I could use the requistion method of awarding these things but then we have characters of the same level, one that's very weak and one that's obscenely strong from their modifications given at no cost to them. I've also pondered just allowing new characters that have belong to these organizations as part of their character to allow them X dollars worth of upgrades as part of creating their character. (Once again, to represent how much their organization has put into building/engineering them.) but shouldn't there still be some ECL attached, or should I just have the less fortunate faction players have to deal with always being unequal? Heh, how? Yeah that does work out pretty well as it ensures that the critical hits to help make sure that damaged ships are slowly reduced in effectiveness. However perhaps I'm a bit more liberal in that I think there's no need and that if we just let critical hits happen (I guess I just like the idea of keeping those crits that important.), they'll reduce the ships effectiveness in combat on their own without needing an assured "critical hit as HP are lost mechanic". Of course that's just the way it seems to me, it'd have to be playtested to see how it works. (Perhaps if the threat range on all weapons were increased by one it'd make this just more likely enough.) If you really want to make a ship be assured to lose effectiveness as time goes on rather than leaving it up to the critical hits you could just add a -1 for each 25% HP the ship loses, making it cumulative and stacking with everything else. It could represent the slow loss of crew and it still keeps the critical hits exciting. Of course I /still/ think we're focusing too much on destroying the ships. I think it'd be more likely for the ships to retreat from battle when they're down by a margin of HP damage they can't seem to close in on. I mean think how long it takes to repair all those HPs of damage, and the $$. I mean why sit around when every turn you're always at a large HP deficit behind your opponent. Why wait to hit 0 HP? [/QUOTE]
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