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> Recruitment: African Righteousness, Cleaning the streets never felt so good
Ezeckial
post Apr 16 2010, 02:47 AM
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Fedora might be getting a ride to solo's pad as well. But he won't be at the stakeout with yazata and ambalo.
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Digital Heroin
post Apr 16 2010, 04:03 AM
Post #127


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Heads up, save weekends my net status is unknown for the next three weeks. I'll be posting as is possible.
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crizh
post Apr 16 2010, 09:54 AM
Post #128


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@Digital Heroin, harsh but keep plugging away.

You seem to be playing the strong silent type anyway, like a Samurai Silent Bob.

[ Spoiler ]


I'm back in the UK now so I'll try to pick up the pace.
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Faraday
post Apr 16 2010, 10:20 AM
Post #129


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Eesh, I remember having rather sparse net access for a year. Unpleasant.

QUOTE (crizh @ Apr 16 2010, 02:54 AM) *
You seem to be playing the strong silent type anyway, like a Samurai Silent Bob.

This led me to a spontaneous googling. Imagine my surprise when...
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pbangarth
post May 3 2010, 06:28 AM
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Ezeckial, I think those thanks from Fedora belong to Afrika, not Yazata? Yazata is off in space looking at sewers, not healing.
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budoka05
post May 3 2010, 07:28 PM
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pbangarth, that's correct. No worries, Ezeckial, retcon is authorized.
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budoka05
post May 3 2010, 07:34 PM
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Everyone, I would like to get feedback about different combat handling for increased speed. I've found PbP games bog down in the combat section. My proposal: for everyone's IP, they roll for every action they take and any potential consequence. For example, say one fires a narrow burst at an enemy corp sec. In addition to rolling for hits, also roll for damage. If the hit are less than the enemy's defense roll, then the damage roll is ignored. However if the defense fails, then I'll take the damage roll and apply it. Now damage calculations do have modifiers, but I'll make modification post-roll.

What's your feedback?
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budoka05
post May 3 2010, 07:43 PM
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For reference, the campaign page on InvisibleCastle is http://invisiblecastle.com/campaign/view/12641/
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Ezeckial
post May 3 2010, 08:07 PM
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Durhhh, typing while tired. Will change who the thanks are for.
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Faraday
post May 5 2010, 02:34 AM
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QUOTE (budoka05 @ May 3 2010, 12:34 PM) *
Everyone, I would like to get feedback about different combat handling for increased speed. I've found PbP games bog down in the combat section. My proposal: for everyone's IP, they roll for every action they take and any potential consequence. For example, say one fires a narrow burst at an enemy corp sec. In addition to rolling for hits, also roll for damage. If the hit are less than the enemy's defense roll, then the damage roll is ignored. However if the defense fails, then I'll take the damage roll and apply it. Now damage calculations do have modifiers, but I'll make modification post-roll.

What's your feedback?

Sounds decent, although IIRC, damage is calculated based on the number of net hits. So Base DV+net hits=Total DV to resist.
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pbangarth
post May 5 2010, 03:37 AM
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What about the following format:

Number of hits (as a link to the Invisible Castle dice roll) : Base Damage : Fire type modifiers to DV (eg. burst)

This way budoka05 can deal with REA+Dodge and ItNW easily from the info and calculate the final DV based on whatever modifiers he knows about that we don't.

Here's an example:

4 HITS : 7DV : +3DV burst

In this example, a Force 6 Shedim blows its REA and gets no hits, so the damage would be 11DV plus 3DV for burst, but the ItNW counts only the 11 DV, and so the Shedim shrugs off the 11DV.

EDIT: As an aside, this demonstrates that burst bonuses sometimes are better used to reduce the opponent's REA+Dodge pool, rather than try to raise the DV. I guess that should be explicitly stated when the shot is taken.
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pbangarth
post May 11 2010, 03:13 AM
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Where is everybody?
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Faraday
post May 11 2010, 03:31 AM
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Who knows? >_>
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Ezeckial
post May 11 2010, 05:22 AM
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I'm here! I'll post more hacking stuff shortly, but I didn't want to have 2 back to back walls of text.

If no one else posts though I'll write the exploit and make the rolls for the decrypting.
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budoka05
post May 11 2010, 11:48 PM
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I've been checking for responses on how to do the rolls. While I shall wait for more responses on that, I will move the crusade along!
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crizh
post May 12 2010, 11:17 AM
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QUOTE (pbangarth @ May 5 2010, 04:37 AM) *
What about the following format:

Number of hits (as a link to the Invisible Castle dice roll) : Base Damage : Fire type modifiers to DV (eg. burst)

This way budoka05 can deal with REA+Dodge and ItNW easily from the info and calculate the final DV based on whatever modifiers he knows about that we don't.

Here's an example:

4 HITS : 7DV : +3DV burst

In this example, a Force 6 Shedim blows its REA and gets no hits, so the damage would be 11DV plus 3DV for burst, but the ItNW counts only the 11 DV, and so the Shedim shrugs off the 11DV.

EDIT: As an aside, this demonstrates that burst bonuses sometimes are better used to reduce the opponent's REA+Dodge pool, rather than try to raise the DV. I guess that should be explicitly stated when the shot is taken.


This sounded pretty good to me. You would have to remember to specify 'narrow' or 'wide' with any burst fire but otherwise concise and to the point.
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Ezeckial
post May 13 2010, 06:15 AM
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I agree, that format seems good. Should probably include any armor pen or if your using special ammo as well however.
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pbangarth
post May 13 2010, 02:20 PM
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Ah, good point about the ammo... AP mods, nuclear explosive, etc. Glitches etc. would show in the dice roll itself, right?

So:

HITS : base DV : ammo mods : other (eg. burst mods)

How does that look?
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Digital Heroin
post May 14 2010, 06:03 AM
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I'm quiet here because I'm not sure where I sit right now. I'm feeling a bit directionless... and part of me is going "I made a ninja with a rocket suit? What was I on?" Not giving up, just lost a bit...

As for the dice simplification, I dig the proposal that's up so far. Seems simple enough to roll with.
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Faraday
post May 14 2010, 06:26 AM
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QUOTE (Digital Heroin @ May 13 2010, 11:03 PM) *
Seems simple enough to roll with.

I see what you did there. (IMG:style_emoticons/default/nyahnyah.gif)
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Digital Heroin
post May 15 2010, 03:20 PM
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Jesus saves, the rest of you take full damage.
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pbangarth
post May 15 2010, 06:35 PM
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Budoka05, I assume from Ghoster's response that one of each of the magical materials showed up. Is that correct?
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budoka05
post May 16 2010, 09:42 PM
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That is correct. When the spirit that initially approached your character showed up, it brought the supplies.
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pbangarth
post May 16 2010, 11:36 PM
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Got it. Thanks.
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pbangarth
post May 20 2010, 04:16 AM
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Whoa! Talk about ramping things up! I go for a nice walk, and they're shooting at me!!
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