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How overpowered is the dex stat?

Game-Breakingly
Very
Moderately
Just a Little
Not at All

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Author Topic: Looter's Delight: Considering Revival  (Read 280452 times)

GreatWyrmGold

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Re: Looter's Delight: An Adventure with Treasure! The Plot Thickens!
« Reply #2220 on: August 10, 2013, 03:36:18 pm »

Can't it get from place to place faster?

...Also, did you roll the kid inside or add it after generation?
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stefmor90

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Re: Looter's Delight: An Adventure with Treasure! The Plot Thickens!
« Reply #2221 on: August 10, 2013, 04:08:48 pm »

Can't it get from place to place faster?

...Also, did you roll the kid inside or add it after generation?
There isn't much of a distance scale yet, but I'm thinking of a single dex roll determining how fast you travel. (Edit: This is why the map hasn't been changed yet)

Post generation. Also you might notice something odd about that kid. Something something writers.
« Last Edit: August 10, 2013, 05:53:42 pm by stefmor90 »
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Person

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Re: Looter's Delight: An Adventure with Treasure! The Plot Thickens!
« Reply #2222 on: August 10, 2013, 07:33:40 pm »

+5 End seems a bit much, since End seems to be a much stronger stat than most. Getting a 6 on an end roll seems to basically guarantee you survive anything short of a nuke, so having auto successes in end (as long as you didn't shove negative points in it) might be a bit gamebreaking. I suppose you could just potentially steal/destroy the item, and it IS a 20 luck weapon but still.
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Persus13

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Re: Looter's Delight: An Adventure with Treasure! The Plot Thickens!
« Reply #2223 on: August 10, 2013, 07:56:43 pm »

Well, it being a 20 luck item makes it seem okay, but only if balanced by items that give negative modifiers to enemy endurance or something like that
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stefmor90

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Re: Looter's Delight: An Adventure with Treasure! The Plot Thickens!
« Reply #2224 on: August 10, 2013, 08:36:09 pm »

+5 End seems a bit much, since End seems to be a much stronger stat than most. Getting a 6 on an end roll seems to basically guarantee you survive anything short of a nuke, so having auto successes in end (as long as you didn't shove negative points in it) might be a bit gamebreaking. I suppose you could just potentially steal/destroy the item, and it IS a 20 luck weapon but still.
Yeah, 20 luck is when things start getting a bit crazy. Also I changed stat modifiers up a bit, the value of +5 per 5 luk is not constant anymore. Not to mention the godly long list of attack modifiers to help break through defenses.
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GreatWyrmGold

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Re: Looter's Delight: An Adventure with Treasure! The Plot Thickens!
« Reply #2225 on: August 10, 2013, 08:57:15 pm »

Post generation. Also you might notice something odd about that kid. Something something writers.
...ragnarok if you kill this kid I will get Demons Run dead, gotcha?

Well, it being a 20 luck item makes it seem okay, but only if balanced by items that give negative modifiers to enemy endurance or something like that
Ooh, neat idea. A gun which fires bullets that, if the enemy doesn't succeed enough on an Endurance roll enough gives an Endurance penalty would be...interesting.
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stefmor90

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Re: Looter's Delight: An Adventure with Treasure! The Plot Thickens!
« Reply #2226 on: August 10, 2013, 09:09:00 pm »

...ragnarok if you kill this kid I will get Demons Run dead, gotcha?
Not so sure it'll be fully DEMONS' fault this time...

Well, it being a 20 luck item makes it seem okay, but only if balanced by items that give negative modifiers to enemy endurance or something like that
Ooh, neat idea. A gun which fires bullets that, if the enemy doesn't succeed enough on an Endurance roll enough gives an Endurance penalty would be...interesting.
Hmm, maybe. This is incredibly hard to implement, but I can try. This kind of stuff already happens to all negative luck characters (besides Osborn, because his book casts for positive aff, and it's not even like he can damage himself when his armor makes him immune to his spells), because any effect on your weapon also influences your own character. Negative luck is a lot like playing the game in hard mode, but comes with really good benefits if there is success.


EDIT: Bay12 just die ~30 minutes for anyone else?
« Last Edit: August 10, 2013, 10:24:05 pm by stefmor90 »
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Re: Looter's Delight: An Adventure with Treasure! The Plot Thickens!
« Reply #2227 on: August 10, 2013, 10:29:56 pm »

Yeah me too. Was about to suggest debuff weapons too.
Edit: When reading through the beginning again, one guy got a claw that had some liquid on it that put people to sleep. Pretty sure the original generator could make debuff weapons. Could probably make the modifier something like (This "item" has a(n) "adjective(s)" coating that "effect(s)"). Hide the effect at first of course. Sorta like fb extracts, know what I mean?

Edit2: Option B: Higher attack rolls could ignore a certain a certain amount of defense, meaning that attack and defense would both become game-breaking, but that's sort of linear and boring, and makes the gap between new players and longer living ones even bigger.
« Last Edit: August 10, 2013, 10:42:20 pm by Person »
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stefmor90

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Re: Looter's Delight: An Adventure with Treasure! The Plot Thickens!
« Reply #2228 on: August 10, 2013, 10:32:43 pm »

Yeah me too. Was about to suggest debuff weapons too.
Seems like fun. Will try to work it in the best I can.

One of the ways I'm thinking to work this in is to add a chance of an 'overcharge' modifier which boosts chosen stats on a weapon but gives a backfire percentage. Although, that's not enough to counter annoyingly strong late game stats, so something needs to be changed.

EDIT: i agree that option B is crap. I want all players to be somewhat capable of murdering each other, which is why I put a lot of attack modifiers in place like {Pierce} which halves a targets end and aff, but not dex, or {Parry} which blocks all non-magic attacks on activation, or {Reflect} which reflects a spell back at the caster if the defender gets 2x or more aff than the caster on their roll. This is more weapon-type based than anything with the exception of {Reflect}, which is stat based. Option A (if I'm reading it correctly) simply implies that a item influences your character as well, which was already present with negative luck.
« Last Edit: August 10, 2013, 10:53:31 pm by stefmor90 »
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Re: Looter's Delight: An Adventure with Treasure! The Plot Thickens!
« Reply #2229 on: August 10, 2013, 11:16:23 pm »

Option A means it only effects things you target with it. Early items generated might have had the possibility to not effect you. No rules against targeting yourself I suppose though.
Edit: I can see how that would be difficult to add though.
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stefmor90

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Re: Looter's Delight: An Adventure with Treasure! The Plot Thickens!
« Reply #2230 on: August 10, 2013, 11:33:12 pm »

Option A means it only effects things you target with it. Early items generated might have had the possibility to not effect you. No rules against targeting yourself I suppose though.
Edit: I can see how that would be difficult to add though.
Heh, if what you're talking about is hidden stats, no one knows anything about their weapons at first, i was just blatantly revealing everything the weapon did in those test generations because they aren't actually being used in game. I'm also liking the idea of 1-time-use magic items (like scrolls in Skyrim) that are incredibly powerful but their magic stops working after 1 use, or they have a sort of capacitor that gets reduced over time and need to be refilled through kills/NPC/time.

And yes, suicide is a viable tactic if you don't want an enemy player to get loot.
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stefmor90

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Re: Looter's Delight: An Adventure with Treasure! The Plot Thickens!
« Reply #2231 on: August 11, 2013, 02:55:50 am »

Rozar's weapon gen. I-I just don't know.
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GreatWyrmGold

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Re: Looter's Delight: An Adventure with Treasure! The Plot Thickens!
« Reply #2232 on: August 11, 2013, 06:13:19 am »

Option A means it only effects things you target with it. Early items generated might have had the possibility to not effect you. No rules against targeting yourself I suppose though.
Edit: I can see how that would be difficult to add though.
Heh, if what you're talking about is hidden stats, no one knows anything about their weapons at first, i was just blatantly revealing everything the weapon did in those test generations because they aren't actually being used in game. I'm also liking the idea of 1-time-use magic items (like scrolls in Skyrim) that are incredibly powerful but their magic stops working after 1 use, or they have a sort of capacitor that gets reduced over time and need to be refilled through kills/NPC/time.
Simple. Have a roll at the start for something like Use or Charge.
One charge (scrolls, potions, etc) gives +10 Luck when rolling for powers.
1d100 charges gives +4.
1d20 charges, but more (up to 20) can be added by some kind of action, gives +2.
And then at-will gives nothing.
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Unholy_Pariah

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Re: Looter's Delight: An Adventure with Treasure! The Plot Thickens!
« Reply #2233 on: August 11, 2013, 06:15:23 am »

Rozar's weapon gen. I-I just don't know.

Eh? Whats wrong with my weapon gen?
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stefmor90

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Re: Looter's Delight: An Adventure with Treasure! The Plot Thickens!
« Reply #2234 on: August 11, 2013, 05:51:23 pm »

Rozar's weapon gen. I-I just don't know.

Eh? Whats wrong with my weapon gen?
Nothing at all. Just that beyond the category of bastard sword/battleaxe it's a completely random gen. It's actually a pretty awesome weapon, but you might not be able to utilize it to its full capabilities.


Option A means it only effects things you target with it. Early items generated might have had the possibility to not effect you. No rules against targeting yourself I suppose though.
Edit: I can see how that would be difficult to add though.
Heh, if what you're talking about is hidden stats, no one knows anything about their weapons at first, i was just blatantly revealing everything the weapon did in those test generations because they aren't actually being used in game. I'm also liking the idea of 1-time-use magic items (like scrolls in Skyrim) that are incredibly powerful but their magic stops working after 1 use, or they have a sort of capacitor that gets reduced over time and need to be refilled through kills/NPC/time.
Simple. Have a roll at the start for something like Use or Charge.
One charge (scrolls, potions, etc) gives +10 Luck when rolling for powers.
1d100 charges gives +4.
1d20 charges, but more (up to 20) can be added by some kind of action, gives +2.
And then at-will gives nothing.
I'm getting to the part after 1d100 and then things get a bit confusing. So you're saying if it has a capacitor it gets +4 stat boost, but if the 1d100 rolls 20 or lower, it gets an additional boost in stats?
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