Search found 543 matches
- Tue Jul 05, 2016 2:06 pm
- Forum: Rifts®
- Topic: Fall down in a SAMAS and go splat?
- Replies: 18
- Views: 3689
Re: Fall down in a SAMAS and go splat?
Even if your head and torso make out fine, your arms and legs are going to be pretty well mangled, even if the SAMAS arms lock in position on a straight and level fall. Worse if a limb snags an obstacle on the way down. Slow death by internal bleeding, anybody? Not really it is power armor given th...
- Sat Jul 02, 2016 2:23 pm
- Forum: Rifts®
- Topic: Savage Rifts Player's Guide is Out!
- Replies: 39
- Views: 16298
Re: Savage Rifts Player's Guide is Out!
No, it works exactly the same. The only thing MDC weapons do is allow you affect MDC armor. Otherwise MDC and SDC weapons are exactly the same.
- Fri Jul 01, 2016 6:30 pm
- Forum: Rifts®
- Topic: savage world cyber knight
- Replies: 33
- Views: 7657
Re: savage world cyber knight
Yah, that's correct. But the only advantage MD weapons have is that they can hurt MDC armor. Using MD weapons on SDC targets doesn't do anything extra - a 2d6 MD weapon still does just 2d6 damage to an SDC target. So, mechanically speaking, the Cyber-Knight using an MD weapon against an SDC opponent...
- Fri Jul 01, 2016 5:13 pm
- Forum: Rifts®
- Topic: savage world cyber knight
- Replies: 33
- Views: 7657
Re: savage world cyber knight
I liked it as well. Also liked them choosing normal or MD for damage with psi-sword. Yes this fits well with cyber knights wanting to not use their psi sword against targets not able to be a match for it. So they can power up or down their sword as needed so they can have fair fights. Overall I rea...
- Sat Jun 25, 2016 2:46 pm
- Forum: Rifts®
- Topic: Savage Rifts Player's Guide is Out!
- Replies: 39
- Views: 16298
Re: Savage Rifts Player's Guide is Out!
Riftmaker wrote:CAn a TW make MD stuff without the master of magic edge?
I don't think so, but they should be able to modify/convert gear that's already MDC.
- Fri Jun 24, 2016 9:53 am
- Forum: Rifts®
- Topic: Savage Rifts Player's Guide is Out!
- Replies: 39
- Views: 16298
Re: Savage Rifts Player's Guide is Out!
I have a friend who uses the houserule that non-combat uses of powers have durations in minutes instead of rounds, but the power immediately drops if you enter combat. It basically represents your ability to "hold" a power longer if you have more concentration, but having your life immine...
- Fri Jun 24, 2016 12:13 am
- Forum: Rifts®
- Topic: Savage Rifts Player's Guide is Out!
- Replies: 39
- Views: 16298
Re: Savage Rifts Player's Guide is Out!
One major thing that jumped out at me, and is confirmed now that I've looked at Savage Rifts, is the durations of powers. A Ley Line Walker only starts with 15 PPE, which is good for about a minute and a half of invisibility (or most other spells that have a duration beyond instant). That's more th...
- Thu Jun 23, 2016 10:19 pm
- Forum: Rifts®
- Topic: Savage Rifts Player's Guide is Out!
- Replies: 39
- Views: 16298
Re: Savage Rifts Player's Guide is Out!
That is the Savage Worlds system you just described. Campaign? No. Never works. One shots? Small series of 2-3 sessions? Perfectly fine. Good for convention play too. That would be a very unusual statement for my players to hear, given that we just came off a year-long Savage Worlds campaign, which...
- Thu Jun 02, 2016 1:32 pm
- Forum: Rifts®
- Topic: [Question] Laser Communication?
- Replies: 45
- Views: 7135
Re: [Question] Laser Communication?
the medium is highly different from radio so yeah, it would need it's own skill. it occurs to me that the laser communications skill ought to let you use those laser microphone things, at least at a penalty, even if you don't have a surveillance systems focused skill yep. I would agree. Which remin...
- Tue May 31, 2016 4:46 pm
- Forum: Rifts®
- Topic: Disarm v Boomgun
- Replies: 152
- Views: 24411
Re: Disarm v Boomgun
I don't have a pg. number at the moment, but it's listed in the melee section of the Glitterboy entry in RUE.
- Fri May 27, 2016 9:02 pm
- Forum: Rifts®
- Topic: Savage Rifts Kickstarter
- Replies: 99
- Views: 17473
Re: Savage Rifts Kickstarter
I'm curious what types of starting values other settings have. It seems like it might take a bit more tweaking than just increasing starting power points to feel right. If you bump the starting points high enough to meaningfully sustain powers for a few minutes at a time, you might run the risk of t...
- Fri May 27, 2016 5:28 pm
- Forum: Rifts®
- Topic: Savage Rifts Kickstarter
- Replies: 99
- Views: 17473
Re: Savage Rifts Kickstarter
Has anyone heard/seen anything about if there will be changes to how many power points (PPE/ISP) you have, or durations of powers? It strikes me that most powers have a base duration of 3 rounds, then some can be maintained but only by spending one point per round beyond that. Since characters only ...
- Fri May 27, 2016 11:48 am
- Forum: Rifts®
- Topic: Disarm v Boomgun
- Replies: 152
- Views: 24411
Re: Disarm v Boomgun
Zer0 Kay just made the point I was going to make. Combat mechanics are abstract, just because someone closes to "melee range" doesn't mean both combatants are just standing there an arm's length apart and not moving. If the GB were a tank or some sort of less-mobile vehicle it would be one...
- Wed May 25, 2016 10:58 am
- Forum: Rifts®
- Topic: Savage Rifts Kickstarter
- Replies: 99
- Views: 17473
Re: Savage Rifts Kickstarter
I also wonder if, or how, they're going to handle armor repairs? Many games don't track armor damage and that's fine, but given the Rifts setting the struggle to keep yourself equipped and in good repair is (or at least can be), I think, an important part of the setting. I'm guessing this probably ...
- Tue May 24, 2016 10:12 pm
- Forum: Rifts®
- Topic: Savage Rifts Kickstarter
- Replies: 99
- Views: 17473
Re: Savage Rifts Kickstarter
Ah, nice to hear. I haven't listened to/read any of the interviews and podcasts and such.
Optional would be fine, since it's definitely not something everyone wants to deal with in a game, but it's nice to hear there will be something there to use for those who do want to play with scarcity, etc.
Optional would be fine, since it's definitely not something everyone wants to deal with in a game, but it's nice to hear there will be something there to use for those who do want to play with scarcity, etc.
- Tue May 24, 2016 4:23 pm
- Forum: Rifts®
- Topic: Savage Rifts Kickstarter
- Replies: 99
- Views: 17473
Re: Savage Rifts Kickstarter
I also wonder if, or how, they're going to handle armor repairs? Many games don't track armor damage and that's fine, but given the Rifts setting the struggle to keep yourself equipped and in good repair is (or at least can be), I think, an important part of the setting. I'm guessing this probably w...
- Sun May 22, 2016 11:51 pm
- Forum: Rifts®
- Topic: Savage Rifts Kickstarter
- Replies: 99
- Views: 17473
Re: Savage Rifts Kickstarter
So I ended up watching that gameplay video from update #14 last night, and gleaned a few things from it. MD attacks/armor are much less common - I think the only player with "native" MDC armor was the Glitter Boy, and the Line Walker eventually cast an MDC version of an armor spell. IIRC ...
- Sun May 22, 2016 5:01 am
- Forum: Rifts®
- Topic: Savage Rifts Kickstarter
- Replies: 99
- Views: 17473
Re: Savage Rifts Kickstarter
I read that too, but that's not what's shown in the video. I believe the video is more recent than that behind the scenes article. Sean Patrick Fannon (the GM of the game and Brand Manager for PEG, i.e. on of the designers) says pretty explicitly in the video that it's just their normal heavy weapon...
- Sun May 22, 2016 4:09 am
- Forum: Rifts®
- Topic: Savage Rifts Kickstarter
- Replies: 99
- Views: 17473
Re: Savage Rifts Kickstarter
That sounds like a decent way to go, that means you automatically get at least a shaken result. My thought was similar, but a bit harsher. MD vs. SDC gets an automatic raise on their damage. So roll damage normally, then add a "level." Failure becomes a basic success (ie shaken, or a wound...
- Sun May 22, 2016 2:47 am
- Forum: Rifts®
- Topic: Savage Rifts Kickstarter
- Replies: 99
- Views: 17473
Re: Savage Rifts Kickstarter
So I ended up watching that gameplay video from update #14 last night, and gleaned a few things from it. For those who haven't watched it, it pits nine players - Mind Melter (I assume - I didn't hear him named as such, but he had powerful psychic powers), Techno-Wizard, Crazy, Glitter Boy, Cyber-Kni...
- Tue May 17, 2016 2:32 pm
- Forum: Rifts®
- Topic: Savage Rifts Kickstarter
- Replies: 99
- Views: 17473
Re: Savage Rifts Kickstarter
Also, there may be new or altered Arcane Backgrounds more suited to the world of Rifts.
- Sat May 14, 2016 8:13 pm
- Forum: Rifts®
- Topic: Savage Rifts Kickstarter
- Replies: 99
- Views: 17473
Re: Savage Rifts Kickstarter
Ah, I see. I actually thought you were talking more about the first point, and wasn't quite sure where you were going.
I like that cyber-knights are getting some "holy" powers, although the mystic being included was slightly surprising. Not that I'm against it, it was just a bit unexpected.
I like that cyber-knights are getting some "holy" powers, although the mystic being included was slightly surprising. Not that I'm against it, it was just a bit unexpected.
- Sat May 14, 2016 5:10 am
- Forum: Rifts®
- Topic: Savage Rifts Kickstarter
- Replies: 99
- Views: 17473
Re: Savage Rifts Kickstarter
Sorry, not sure exactly what you mean by toolbox system, nor which of my comments you were responding to, could you elaborate?
- Thu May 12, 2016 4:15 pm
- Forum: Rifts®
- Topic: Savage Rifts Kickstarter
- Replies: 99
- Views: 17473
Re: Savage Rifts Kickstarter
I found this part interesting as well: "No longer dependent on the bio-comp, they start any combat situation with this ability." Sounds like there may some lag/activation time for Juicers to get at least some of their combat benefits. Also the stuff about Cyber Knights and Mystics having h...
- Thu May 12, 2016 12:28 pm
- Forum: G.M.s Forum
- Topic: House Rule Combat System
- Replies: 18
- Views: 11554
Re: House Rule Combat System
Hmm, I just have a segment per second. A chart with what segment you'd go in if you had x attacks. Everyone has a first segment action unless there is extenuating circumstances. Spell take a number of segments equal to their level to cast, rituals take an hour per level. You can only dodge if you h...
- Thu May 12, 2016 12:25 pm
- Forum: G.M.s Forum
- Topic: House Rule Combat System
- Replies: 18
- Views: 11554
Re: House Rule Combat System
I wonder if 4 phases makes more sense than 5? I know 5 fits better with the 15-second round, but that 15 seconds is a bit abstract anyway, and I really can't think of any reason/situation in which each phase is ~3.75 seconds rather than ~3 seconds would be problematic. Four phases fits with what I f...
- Fri May 06, 2016 1:32 pm
- Forum: G.M.s Forum
- Topic: House Rule Combat System
- Replies: 18
- Views: 11554
Re: House Rule Combat System
I like it. I've seen a few "5 phase" systems before, and they're all pretty similar and seem to work well, though I've never actually used one. Certainly cuts down on the high APM characters just getting a bevy of attacks all at the end of a round, and I like that there's a bit of "us...
- Fri May 06, 2016 11:32 am
- Forum: Rifts®
- Topic: Hand to Hand: Magic
- Replies: 41
- Views: 8265
Re: Hand to Hand: Magic
I think I've seen this for guns, like some class got +1 shot with a gun per melee (no requirement any of the usual attacks be shots) so even if you had some amazing rune sword which did more damage, it would still give incentive to fire the gun. Or like how yuo get the bonus breath attack in Atlant...
- Thu May 05, 2016 2:14 pm
- Forum: Rifts®
- Topic: Hand to Hand: Magic
- Replies: 41
- Views: 8265
Re: Hand to Hand: Magic
I like the idea of channeling as well, though I've never actually played in a game where it was being used.
I don't think channeling necessarily precludes some sort of HtH: Magic though, but if you're using both they should each be designed/implemented with the other in mind.
I don't think channeling necessarily precludes some sort of HtH: Magic though, but if you're using both they should each be designed/implemented with the other in mind.
- Thu May 05, 2016 12:30 pm
- Forum: Rifts®
- Topic: Hand to Hand: Magic
- Replies: 41
- Views: 8265
Re: Hand to Hand: Magic
That's a way to go too, but I think that's a bit too granular and not quite abstract enough for my tastes, though I'm sure it has its own advantages.
- Thu May 05, 2016 12:11 pm
- Forum: Rifts®
- Topic: Making Rifts® Savage: Mega Damage, Vampires, and Juicer Burn
- Replies: 44
- Views: 7853
Re: Making Rifts® Savage: Mega Damage, Vampires, and Juicer
We still don't have all the Juicer rules yet. We don't know what spending a burn point does. a lot... it does a lot... at the basic level you can spend a point of burn to add your burn die (1d10) to any trait (stat, skill, etc...) or damage roll. Keep in mind the typical TN (target number) in Savag...
- Thu May 05, 2016 11:58 am
- Forum: Rifts®
- Topic: Hand to Hand: Magic
- Replies: 41
- Views: 8265
Re: Hand to Hand: Magic
I actually like the idea of casting a defensive spell in place of a parry, though I'd have it replace a dodge, so it still costs an action (and I suppose it should be limited to spells that only cost one action to cast). I do agree about the addition of extra attacks only for certain types of action...
- Tue May 03, 2016 12:51 pm
- Forum: Rifts®
- Topic: Making Rifts® Savage: Mega Damage, Vampires, and Juicer Burn
- Replies: 44
- Views: 7853
Re: Making Rifts® Savage: Mega Damage, Vampires, and Juicer
I need to get more familiar with the Savage Worlds rules to gauge my feelings on the Juicer Burn. As someone who normally struggles with usage of limited resources (I'm a hoarder at heart, I guess), I'm not a big fan of the idea. Especially for a resource which basically inevitably lads to character...
- Sun Sep 14, 2014 11:25 pm
- Forum: Rifts®
- Topic: WP Sharpshooting and aimed shots
- Replies: 9
- Views: 1810
Re: WP Sharpshooting and aimed shots
1) In RUE all Called Shots are 2 actions, and all Aimed Shots are 2 actions. All Aimed Called Shots are 3 actions. The fact that they explicitly note that the Called Shot follows format does not mean that they do not follow format elsewhere. 2) WHEN the shot goes off is a matter of debate. *I* make...
- Fri Jul 18, 2014 12:02 pm
- Forum: Guild of Magic & Psionics
- Topic: Conjurer OCC seems worthless
- Replies: 130
- Views: 71952
Re: Conjurer OCC seems worthless
Just a note: Magic that kills things that are bacterial vs things that are viral... the flu and Aids are viral, Pneomina, Meningitis, rickets, etc are bacterial, other diseases are actually parastic infections... but Cure Disease ( in PFRPG 2nd ed) was meant to cure only bacterial diseases. Actuall...
- Mon Jul 07, 2014 12:40 pm
- Forum: G.M.s Forum
- Topic: No more levels
- Replies: 16
- Views: 7159
Re: No more levels
One solution to level-based abilities with a points-based system is to just do a hybrid system, something like Mutants & Masterminds uses. Have each level consist of a number of points. You can hand out points one or a few data time, but then when you reach certain point thresholds, you increase...
- Sat Jun 21, 2014 11:51 am
- Forum: G.M.s Forum
- Topic: How to speed up combat
- Replies: 72
- Views: 36304
Re: How to speed up combat
Phase system: 3 phases or "turns" per melee instead of each attack/action being a "turn" Your total attacks per melee are divided accordingly (I can post the chart of you like) Then each person gets to take whatever number of attacks allotted to that phase or "turn" Ea...
- Sun Jun 15, 2014 1:38 am
- Forum: Guild of Magic & Psionics
- Topic: Techno-Wizard "delivery system" advantages
- Replies: 21
- Views: 9553
Re: Techno-Wizard "delivery system" advantages
I don't think the small size of most such devices is enough to quibble over, though. After all, some mages have longer limbs than others anyway, so allowing a TW to extend his "touch" range by a few inches with a device of some sort is hardly anything of concern. Now, if the TW player was ...
- Sat Jun 07, 2014 4:38 am
- Forum: Rifts®
- Topic: Today's Sci-Fi-in-Real-Life News: Polariton Lasers!
- Replies: 12
- Views: 1076
Re: Today's Sci-Fi-in-Real-Life News: Polariton Lasers!
Qev wrote:
(Actually, is it even appropriate to call the produced beam a laser? Stimulated Emission isn't involved in the process, I don't think?)
Yah, says right in the article that it's not technically a laser. Pretty cool though, thanks for pointing it out.
PigLick
- Mon Apr 28, 2014 10:39 pm
- Forum: Rifts®
- Topic: Skills and degree of success.
- Replies: 30
- Views: 2379
Re: Skills and degree of success.
I have just used the idea of the following for determining degrees of success... Meeting the skill % is one success every ten points past the skill % is an additional success 01 is an additional success. this allows for a max of 10 successes. Each success can be used to reduce the time or improve t...
- Tue Apr 22, 2014 6:36 pm
- Forum: Rifts®
- Topic: Sniping MDC dinosaurs in the eye with SDC rifle ammunitions!
- Replies: 67
- Views: 7302
Re: Sniping MDC dinosaurs in the eye with SDC rifle ammuniti
I don't know of any examples in any books of fractional/partial MDC "converting" to SDC . PigLick The rules in RUE state that a weapon that does 499 SD to a 5 MDC object would still have to do another 100 SD before the remaining 1 MDC is gone. Right, which is pretty much exactly what my e...
- Tue Apr 22, 2014 1:34 pm
- Forum: Rifts®
- Topic: Sniping MDC dinosaurs in the eye with SDC rifle ammunitions!
- Replies: 67
- Views: 7302
Re: Sniping MDC dinosaurs in the eye with SDC rifle ammuniti
Yes like the ability for a kid wielding a broom being able to throw it through the chest of an Ogre because it's rounded tip has such a small surface area. No, because that is going to "kill" the monster and not "damage a region of its body". Its more like... stabbing something ...
- Fri Mar 21, 2014 9:05 pm
- Forum: Guild of Magic & Psionics
- Topic: Bio-wizards? Or something similar
- Replies: 22
- Views: 12966
Re: Bio-wizards? Or something similar
I don't have it or know much about it, but doesn't Splicers sort of deal with type of thing as well?
- Fri Mar 21, 2014 9:00 pm
- Forum: Rifts®
- Topic: Invulnerability in rifts
- Replies: 27
- Views: 1525
Re: Invulnerability in rifts
Killer Cyborg wrote:boxee wrote:Do MDC weapons hurt the character? Railgun plasma gun etc?
Not unless they are magical or otherwise able to overcome Invulnerability.
So that means particle beams do half damage, right?
(Sorry, couldn't resist).
PigLick
- Tue Mar 18, 2014 11:19 pm
- Forum: Rifts®
- Topic: Ultimate power-punch and 2nd-action blow-landing implication
- Replies: 33
- Views: 1598
Re: Ultimate power-punch and 2nd-action blow-landing implica
So I guess if you can't SA with a power-punch, one major benefit to power-punching is it's useful against annoying SAers. They'd have to dual-strike you with paired WP to match that double damage... and only spend 1 action to do it. =/ Actually, I would say someone can SA a power attack, but one ca...
- Sat Mar 15, 2014 2:37 am
- Forum: Rifts®
- Topic: Random musing on Attribute Requirements...
- Replies: 38
- Views: 6355
Re: Random musing on Attribute Requirements...
I would honestly be interested to know why Palladium's system decided to do away with the center point stat bonus/negative, where an 'average' roll garners no special bonuses or negatives, but every 'step' above and below that does (ie classic 3D6 attribute D20, where 10-11 is the center and averag...
- Sat Mar 15, 2014 1:41 am
- Forum: Rifts®
- Topic: Rifts Mercenaries and the giggle factor...
- Replies: 270
- Views: 56205
Re: Rifts Mercenaries and the giggle factor...
I've said this before but I like that the Palladium system is not auto balanced. It allows for a lot of freedom in setting up adventures and encounters. They auto balanced D&D 3rd edition and it made the game feel weird. Too predictable in terms of the mechanics. Monsters dont even have XP. The...
- Sat Mar 15, 2014 1:34 am
- Forum: Rifts®
- Topic: Random musing on Attribute Requirements...
- Replies: 38
- Views: 6355
Re: Random musing on Attribute Requirements...
It's interresting to see that the classes that don't look AS hard to reach are actually easier than the ones which are generally considered 'harder', in that classes with single high (even very high) attribute requirements aren't as hard to reach as ones with several 'higher than average' stats. Th...
- Tue Mar 11, 2014 10:54 am
- Forum: Rifts®
- Topic: What Weapon Proficiency does that one use?
- Replies: 23
- Views: 1134
Re: What Weapon Proficiency does that one use?
I went with rifle, but i don't differentiate between super tech weapons and "modern" weapons with WP's. I know there's a physcial difference, but aiming would arguably get easier with energy weapons, so i let them all share WP's. I've thought about that too, but remember there's more to W...
- Sat Apr 25, 2009 7:43 pm
- Forum: Rifts®
- Topic: Lego Spider Skull Walker ... oh yea, baby.
- Replies: 48
- Views: 4901
Re: Lego Spider Skull Walker ... oh yea, baby.
This is pretty awesome. I was impressed just by the exterior, I never expected there to be a fully outfitted interior. Excellent work.
PigLick
PigLick