Yeesh, walk away from the forums for a few days and miss two pages of conversation.
Kkat wrote:If Combat Veteran is added, then I have little problem with making one of the most noteworthy defense perks one with a light armor restriction. In the very least, I want the perk to not completely lose it's flavor by keeping a no-heavy-armor restriction... but you've already pointed out the issue with that.
You run into the problem of heavy armor already barely being better than medium armor and even light armor can come close to as good, ignoring power armor, and on top of the movement penalty all the good heavy armor has the nasty -2 Agi penalty. Given it's already easier to pick up in Light or Medium armor, it arguably already has the "favors lighter armor users" built in. Combat Veteran is also in no way a trade for Clever Prancer for a pony who's wanting to be tanky.
Kkat wrote:I don't think that raising everyone's HP is such a good idea... battle in this game shouldn't be the whittling down of HP by weapons which apparently can't do more than a flesh wound, like it is in D&D. But the idea of restructuring crits is a good one. (Not to mention, if crits become less overwhelming, this would make it easier to chose the third option for Clever Prancer.) I'm not sure I'd go with the +Xd10 for crits. Maybe x2 for magical energy weapons and x1.5 for everything else?
A slight buff to HP might be a problem at lower levels, depending on how it was calculated in. But, as we've seen, chewing through my nearly 300 HP in full tank setup (well, about as good as it gets without power armor) hasn't even been that hard for plenty of enemies. Either way, wasn't something I was really pushing, just threw it out as an option
Kkat wrote:I think it's more of the fact that you are the biggest, scariest gun in the wasteland (outside of Mouse), and bad guys quickly figure out they need to take you down if they're going to have a chance.
Rofl, alright, that
might be helping me there. Still, the "stand in front of people and eat attacks instead of them" strategy has been working pretty well for the most part.
SpencerDespenser wrote:Now, I'm no mathematician, or expert in game balance, or anything but a player and a GM this one time, but aren't weapons supposed to be damaging and lethal? I don't like to try to talk about "realism" when everyone will just go "Magical ponies, realism is null", but doesn't it make sense that getting pumped full of lead by an assault rifle would kill you?
Solid point, there's nothing strictly wrong with a more lethal combat system (such as compared to D&D, as KKat pointed out). So long as combat doesn't turn into "I go first, I win", which our Stalliongrad game has
sort of been showing. Granted, we're fighting Steel Rangers, Alicorns, and all other sorts of nastiness, so that's probably tweaking some opinions.
uSea wrote:I forgot to mention that I really like the idea of Combat Veteran. Reducing the number of bonus dice an attacker gets on their damage roll (to a minimum of +1d10) is a great way to mitigate stacking +damage perks while at the same time not punishing characters who haven't taken those +damage perks. I am also in favour of the current SPECIAL requirement. Encouraging players not to dump stats (or at least do it less) is a good thing in my book.
Solid thought, as a pony who has definitely dumped a couple stats I'd still say that's a fair point. So, if I'm reading that idea right, the intention is that this would work against perks and the bits of shamanism that add d10s? How would it apply against dot effects, such as from the zebra rifle? I would assume not ammo, but I figure that's still worth bringing up too.
uSea wrote:One solution could be to roll the damage as normal and /then/ multiply the result. While I like rolling all those extra damage dice, this method should actually be even simpler to work out than what we do at the moment and ends up in basically the same place (with the new version requiring rounding once, if ever). E.g. 30+2d10 and (15+1d10)x2 are close enough together that it makes no odds.
I definitely think this would be the best solution of all noted so far. A similar mechanic is even already in the system, given everyone with a Perfect quality weapon is already having to do that (multiplying the final roll sum by 1.1, that is).
Viewing_Glass wrote:Yes, the system is lethal. However, as you get further into the game, DR is greater than ALL.
As the pony in said discussion with the 20-40% DR there, I'll point out that it's not as amazing as it sounds. All it is is bonus HP, which, as we've pointed out, isn't all that tricky to burn through if you're basically sitting there and trading shots back and forth like this was a "Combat as Sport" D&D 4th Ed game. Granted, it can be a lot of bonus HP if you've got an absolute mess of HP already, but that'll be pretty late game. Taking a page from Dance Explosion's book, DR counter big boom weapons, DT counters Dakka weapons.
Viewing_Glass wrote:Let's make Heavy Armor a little more attractive, shall we?
Agreed, though realistically I feel like just making the actual armor better would probably be a superior choice. Removing the Agi penalties from heavy armor also seems like a poor choice, given that is (or should be) the trade off for wearing heavy armor - less AP, significantly less speed, significantly more difficult to quality for the Agi heavy perks, but some solid DT in exchange. As KKat points out, lighter armors
should still be viable, and that Agi penalty is a pretty big hit that'll keep heavy armor benefits in check.
TyrannisUmbra wrote:DR shouldn't be a necessity... and even salvaged power armor should fall under the "borderline unobtainable" category. Merchants aren't going to be selling something like that, unless you're Idolized with a leading faction, and even then...
Salvaged power armor is 500 caps, lacks the rare descriptor, and (pretty much) doesn't even have a faction tag. I fail to see why it would be difficult to find. I literally bought 3 suits of the stuff at once from random merchants. However, agreed, DR shouldn't be a necessity and realistically isn't. Good for survivability, really solid if you've built for it, but far from necessary. Wearing it currently I'm basically exchanging 2 perks worth of stats (-2 Agi) for slightly less than one perk (Celestial Blessing).