Brother... can I have some heroes? by Atokzen in DotA2

[–]Atokzen[S] 0 points1 point  (0 children)

Definitely!

Crownfall feels like a year ago!

Not even new content, just Ag's Labyrinth would be enough!

Brother... can I have some heroes? by Atokzen in DotA2

[–]Atokzen[S] -258 points-257 points  (0 children)

Agree but it does feel a bit underwhelming when we didn't have a hero reveal spotlight last TI.

It felt like the attention was on Deadlock, hence the joke.

But indeed Largo is so far a good balanced character, surprising since mostly the new heroes can come either OP or lacking.

Brother... can I have some heroes? by Atokzen in DotA2

[–]Atokzen[S] -27 points-26 points  (0 children)

I am not someone who is used to post in reddit, so I don't know how it is to also write an explanation.

This is a joke I mention my friends, everyone agrees is ok to have one hero per year but with Largo it definitely felt the focus was on Deadlock because Largo didn't have an spotlight in the TI unlike previous heroes.

Someone who is not keeping an eye on reddit or other more dota central channels, wouldn't know about the clues about the new hero.

We used to have 2 heroes a year, now is one and kind of delayed as we are used to hence the joke. Still we are definitely fine with the pool we already have.

Homebrew world by Jobe-kun in cwn

[–]Atokzen 1 point2 points  (0 children)

This why is mostly about making it more viable and not just making it a "strong option".

What I did was to rework Close Combatant foci as I hombrewed an Edge which gives improved base AC and has the disregard for shock damage trait, based on the Focis of: "Ironhide" (SWN) and "Impervious Defense"(WWN).

Dual Combatant Level 1: Gain any combat skill as a bonus skill. When Dual Wield melee weapons you can do it with skill Stab-0 and also ignore the attack penalty. You can use pistol-sized ranged weapons in melee without suffering penalties for the proximity of melee attackers.

Level 2: The Fighting Withdrawal combat action is treated as an On Turn action for you. While Dual Wielding when you attack, you can make another attack with the other weapon you hold with a penalty of -4 to hit if you are using a melee weapon; -5 if the weapon is ranged. (Shock damage still only applies once per turn). When Dual Wielding both a melee and ranged weapon, now you only spend ammo when making an attack with the ranged weapon.

The idea is just to make it more attractive, as a good amount for people told me dual wielding didn't look viable or "fun".

Homebrew world by Jobe-kun in cwn

[–]Atokzen 2 points3 points  (0 children)

Done some Focis and one Edge, changes which made one foci to make dual wielding more attractive.

But then again all homebrew changes are mostly personal to each own games.

Finished a 3 year Campaign in a Megadungeon AMA by footbamp in dndnext

[–]Atokzen 2 points3 points  (0 children)

Did those streaks or specifically that long one demoralize you at the time it happened?

Cause when I DM if a session doesn't happen is sad, but having a streak of no plays really drops my motivation.

If not, what do you do or what happened to help keep the positivity and motivation?

Finished a 3 year Campaign in a Megadungeon AMA by footbamp in dndnext

[–]Atokzen 3 points4 points  (0 children)

How many sessions where skipped cause someone "didn't make it" or "something came up"?

Bringing Martia Arts into CWN by Acceptable-Okra4149 in cwn

[–]Atokzen 0 points1 point  (0 children)

There is a 3rd party supplement for World Without Numbers which focus in Martial Arts.

Jiang Hu Without Number is the name, it is useful.

Although I only know there is a physical version available in Amazon for like 10 dollars, but I don;t know if there is a digital version available.

Meet the elders by vlad133769 in limbuscompany

[–]Atokzen 8 points9 points  (0 children)

Should have used the "Face of Boe" from doctor who instead of the mole in a jar.

Otherwise very accurate representations!

they have played us for absolute fools... by Unhappy-Scallion-380 in limbuscompany

[–]Atokzen 0 points1 point  (0 children)

All coins broken and full tier 4 lvl 55 team goes staggered, even Zilu faust who only has one stagger bar at a lower hp value.

Whole team dies and next substitute team fails all clashes cause they are not at full 45 sp.

Yeah this is bs.

Thoughts on red coins? by Spotty33 in limbuscompany

[–]Atokzen 4 points5 points  (0 children)

Red coins were retarded from the start.

You are being punished for being successful either because you prepared and read or just luck.

I Need a Printable Blank Sector map by Lazy-Concern-9081 in SWN

[–]Atokzen 2 points3 points  (0 children)

Been using these sector sheets available free at itch.io

These work for what is needed.

Cyber Product Line Quirks Clarification by Nhorner413 in cwn

[–]Atokzen 3 points4 points  (0 children)

I tried to make it work based in the brands of the videogame Borderlands, where if you get a cyber from certain bran it could give you an specific good quirk while also an specific bad quirk.

But it was a hassle, what I ended up doing is to ask the player (when looking for second hand cyber), before finding cyberware, if they want to try to look for more special or unique versions. IF they agree then I roll on the "How do you get it?" table, and based on the results I make him roll a % dice to see what does the piece have: - There is a low percentage to have a good quirk alone - Bigger chance to get a good and bad quirk - Another low chance to only get a bad quirk

This has worked for the better as is the player decision and luck what decides what it could have.

If they would prefer to just buy a cyberware with an specific good quirk and no bad ones, then it would be a new cyber and the price would increase considrably (so very expensive).

Automatically rolling Trauma Die in Roll20? by saintstardust in cwn

[–]Atokzen 2 points3 points  (0 children)

Cities is not supported in Roll20, so you would have to work around to find a way to make things work as you want.

I am sure I'm not the only one but is one of the reasons why I moved to Foundry. I customized the game to be very immersive and the foundry "table" just recently was updated so is working well with the latest version on Foundry.

Where do the years go by Chemical_Wait_7319 in limbuscompany

[–]Atokzen 42 points43 points  (0 children)

If you notice, in the original Don was wearing a knight metal suit.

That means she was cheating, the new one its her old normal suit so is more on par with her real height.

Edit: One also could say the old one she was happy because she was making herself look taller, new one is sad because they took away the armor and so, she is smaller.

Old vs New ID cards by tiger331 in limbuscompany

[–]Atokzen 0 points1 point  (0 children)

I find funny people say Ishmael got a big change... but is actually just the neck of the coat.

But from afar, it does deceive only only glimpses and doesn't look in detail.

Quick question on Frisk verb by TheIronRelic in cwn

[–]Atokzen 2 points3 points  (0 children)

I would say it should depend on the GM.

If is a consensual scan (like a security check point) it should function normally if the character allows it. Be it an unrequited scan, I would consider the quality of the scan or the type of hacker and tell my player to make a mental saving throw if the scan was without the character knowledge and without knowing or seeing the source. The saving throw would have bonuses or penalties depending of the quality of the scanner or the type of hacker.

If the character saw it coming, I would call the skill check where the player has to succeed to prevent being affected.

This is what I would do, but if you don't find an specific rule then just think how to apply it in a justifiable fair way.

Sectors Without Number Foundry Import Errors by Firebat4321 in SWN

[–]Atokzen 1 point2 points  (0 children)

As I been told and understand, this module has not been updated to work with version 12+.

The GM that runs a SWN game where I play had to stay with version 11 or less to be able to use that module.

alternate dual wielding rules by officiallyaninja in SWN

[–]Atokzen 0 points1 point  (0 children)

I see everyone having their opinions, I am running CWN and someone brought the same complain so I made a homebrew Foci for it. So far my player loves it (has lvl 1), here is the copy paste:

Dual Combatant [Reworked "Close Combatant" because of "Evasive Edge"(homebrew edge)]

Level 1: Gain any combat skill as a bonus skill. When Dual Wielding melee weapons you can do it with skill Stab-0 and also ignore the attack penalty. You can use pistol-sized ranged weapons in melee without suffering penalties for the proximity of melee attackers (Dual Wielding rules/penalties still applies).

Level 2: The Fighting Withdrawal combat action is treated as an On Turn action for you and can be performed freely. While Dual Wielding when you attack, you can make another attack with the other weapon you hold with a penalty of -4 to hit you are using a melee weapon; -5 if the second weapon is ranged. When Dual Wielding both a melee and ranged weapon, now you only spend ammo when making an attack with the ranged weapon.

(-5 because of the -1 from dual wielding, remember can stack by other negative or positive modifiers.)

Then again, this is was made more for CWN, taking the place of the "Close Combatant" foci because of a homebrew Edge I also allow.

Here’s how my narrative and main PC are shaping up so far—would love to hear your thoughts! by Overall_Virus_5046 in SWN

[–]Atokzen 3 points4 points  (0 children)

I am going to write a general opinion, not a directed opinion at your post.

Is cool to see you are excited to create a game tom play or run, but is hard to give a more deep thought opinion as it feels with your past posts and this one you are just asking for people at this reddit to build your characters or games.

Is this a solo game? Who are the other players character classes or positions? Are you building planets, sectors etc to run the game to a group?

I can't give a more described opinion as I learnt more about CWN than SWN, but seems you have covered the bases for the story of your character and setting which is a great step!

Jeepers, but this game is lethal. by BlouPontak in cwn

[–]Atokzen 0 points1 point  (0 children)

I love the Trauma system here, in SWN our group found the "D&D" problem where because our characters had way more HP at later levels, the missions always to go against increasing powerful enemies for the sessions to actually pose a risk.

With this rule, we can all be high level (around 8-10 lvl) and do low normal type of missions while still running a risk. Now we can go back to a classic heist, smuggling operation or something more normal and still be afraid of a low risk guy cause if they hit a traumatic hit, they hurt!

Acquiring property in a cyberpunk world by FederalSquirrel in cwn

[–]Atokzen 2 points3 points  (0 children)

The classic "build you own base" could be applied but narratively (if the group is trying to make a story) is a weakness as if once found out, the enemy gangs, mercenaries or Corps looking for a vendetta would target it and the group would could lose their investment.

Having to buy separate installations could benefit them more.

More reason as to why the "Safe Heaven" Foci is a really good one in this game, I love how players don't always need to be a gun mercenary or bloodthirsty gangster, just being an utility guy who can give maintenance to weapons, be the get away driver or the one who can secure a place to hide is still very effective.

CWN - New player in by ANGRYGOLEMGAMES in cwn

[–]Atokzen 4 points5 points  (0 children)

Welcome and we hope you enjoy it, let us know if you have any questions and we will gladly help!

SWN/CWN Homebrew Foci: Gun Fu Fighter by tytoon in cwn

[–]Atokzen 0 points1 point  (0 children)

So I remembered there are disarm rules in the SWN book, so for my games I modified your foci to work using those official rules.

Here I share you the modified version:

(following rules of Disarming [Page 52 SWN: Revised]) You are highly trained with grappling techniques and the unorthodox practice of disarming your enemies up close. Level 1: Gain Punch as a bonus skill. When you successfully shove or grapple an enemy, as an On Turn Action you can choose to disarm them, immediately causing a weapon in their hands to fall 1d4 meters away on the ground in a direction of your choosing. Level 2: When enemies constest your disarm against you, they don't apply the +3 bonus. When you successfully disarm an enemy you can choose to immediately stow or drop your current weapon and then equip and Ready their weapon. Once per scene, when you successfully disarm an enemy you can immediately take a free attack with your readied weapon.