Latest Shouts In The Shoutbox -- View The Shoutbox · Rules Collapse  


 
Add Reply
New Topic
New Poll

 Blah blah I'm terrible at thread titles
engie
 Posted: Aug 11 2018, 07:16 PM
Quote

Ancestor
Group: Members
Posts: 2220
Joined: 11-August 18
Age: N/A
Location: N/A
Status: N/A



So there's this character creation system that I've gotten quite intrigued by.

https://dl.dropboxusercontent.com/u/7103839...57065468402.pdf

I am admittedly wanting to have the experience of running a DTG session of my own, but I feel like it needs something to make it... different. Having a character creation system for it would easily qualify, and since I like this one, I wanna use it. Only problem is, it... happens to give players WAAAAAAAY too much stats from the get-go, and some of the stronger-tier things are extremely powerful compared to low-end items. So, I'mma need some help figuring out the balance, and I also need to know something.


Would that creation system work better for a semi-standard DTG game, or something more like DTG-meets-Outpost-Defenders, if anyone remembers that?



Originally posted on 2016-08-02 13:35:00

--------------------
"Their story has concluded for now. Currently, you follow mine."
PMEmail
^
The_Nonexistent_Tazz
 Posted: Aug 11 2018, 07:22 PM
Quote

Ancestor
Group: Members
Posts: 1405
Joined: 11-August 18
Age: N/A
Location: N/A
Status: N/A



There are a few things:

-Suit HP is displayed, but not the OPERATOR's HP. There is no telling how much HP a regular human has. For that matter, there is thus far no reason to pick most of the 'unsuited' passives for any gameplay-effective reason (so in other words anything related to non-suit combat or such) and only operate for flavor, which I don't quite like. I would make sure that those things have a palpable effect (IE, Infused leads to better stats when outside of a suit).
-This really isn't suited (no pun intended) for DTG's regular game-play, I suggest something more chaos-like in nature. I'd take some of those passives and rework them to deliberately have them nullify some status effects or such in mind.
-You may want to make the 'modifier' suit types (Sexy, Bio, Armored, Amphibious and Mount) and force them to be 'only one pick per suit' to keep Min-maxing away if you fear it (as I did with the Drider+Aquatic+Sexy+Bio+Hybrid combob). Variable and Hybrid won't-the cost of the second suit will counterbalance the low cost of the two, though they might need +5 Resource cost if you're concerned.
-Nerf Pile Bunker a bit, as you showed concern for that.
-Figure out how the rolls will work as none have been shown. There seems to be a reference for this but none is given, so I would make your own if you can't find a reasonable substitute.
-You will need to basically re-do a lot of this on a separate document with this as a guide: Using this as a refernece point and listing the changes might lead to confusion.
-More of a forwarning than anything, but some people might take the aquatic/flying passives en-masse, I'd prepare for that. Might just depend on how the wind blows.

That's basically all I can think of.

Originally posted on 2016-09-01 03:57:00
PMEmail
^
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

Topic Options
Add Reply
New Topic
New Poll