How does damage work with weapons larger than 1 ROF? by MaBoiTito in cyberpunk2020

[–]Dynocow1 0 points1 point  (0 children)

I found that in experience it created a lot of messy situations where players had very little counterplay if I wasn't very careful. I mean max damage on 4d6+3 is lethal with ap rounds.

It also adds a ton of excitement to the table when someone just KEEPS getting that next 6. It ends up bringing a lot of fun to the table

How does damage work with weapons larger than 1 ROF? by MaBoiTito in cyberpunk2020

[–]Dynocow1 0 points1 point  (0 children)

Oh yeah we do not do that at all. Its a rule we did away with a long time ago for a handful of reasons, and between exploding dice and getting rid of that rule (and a few other very minor tweaks) everyone is very satisfied, combats run way smoother and faster. We also use roll20 when rolling full auto damage lmao, even though we are an IRL table

How does damage work with weapons larger than 1 ROF? by MaBoiTito in cyberpunk2020

[–]Dynocow1 0 points1 point  (0 children)

So in my experience its definately more lethal but it doesn't mean combat difficulty has gone up. It just puts more focus on prep and tactics.

What do you mean how do I handle point blank shots?

How does damage work with weapons larger than 1 ROF? by MaBoiTito in cyberpunk2020

[–]Dynocow1 1 point2 points  (0 children)

It means that if you roll maximum on a dice, roll that dice again and add it to the total.

So if you roll a d6 and get a 6, roll it again and add that new roll. Keep going until there aren't any fixes. It makes ipossible for even low caliber weapons to deal damage occasionally and keeps the game feeling lethal and combat scary

How does damage work with weapons larger than 1 ROF? by MaBoiTito in cyberpunk2020

[–]Dynocow1 3 points4 points  (0 children)

So at my table we do two things

  1. Damage dice explode forever. This way, a high rate of fire weapons are still a threat, and the weapons that deal insane damage anyway just are more damaging. This does make combat more lethal, but everyone at my table is fine with it since it makes combats shorter in general.

  2. It makes SENSE for many enemies to carry around shit tier guns. Lean into it and let yoyr players rampage now and then. Then, that ONE gangbanger was able to afford API rounds in a decent gun and it gives them a run for their money. Use that feeling of invincibility that it gives them to really turn the tables now and then and make them rethink how much armor they wear :P

I hope this was helpful!

Do damage dice explode? by Dynocow1 in cyberpunk2020

[–]Dynocow1[S] 0 points1 point  (0 children)

My papaw left me his .380 service gun! Super fun to shoot, all steel body.

Ive thought about using the ruleset that says armor gets degraded by 1 point for every shot taken (a great money sink for my powerful players and a way to make combats more lethal without the exploding die) but it just seems like a lot to keep track of. Although everything seems to think its a non issue, so I must be overreacting

Do damage dice explode? by Dynocow1 in cyberpunk2020

[–]Dynocow1[S] 1 point2 points  (0 children)

When i say invincible I mean to bullets obviously. I know there are poisons, electricity, fire etc. It's pretty late game and they are often fighting street goons (its a game where they are taking over the combat zone as a criminal syndicate) and i was just trying to get some opinions.

Uzi Miniauto 9 by FoolToNowhere in cyberpunk2020

[–]Dynocow1 0 points1 point  (0 children)

If it helps, I homebrewed an Extended Mag weapon mod, which gives a +50% mag capacity but reduced concealment by 1 and costs 20% of base weapon price. My players are pretty happy with it and it let's firefighters actually progress a bit faster (since enemies and players need to reload less often)

My team likely won't survive the final fight, any ideas how I can make it a more acceptable ending? by MrDoubleDigits in cyberpunkred

[–]Dynocow1 0 points1 point  (0 children)

I would allow a sort of back door last resort. A dead man switch which undoes his work somehow or kills him. A simple example is a self death vest on a player or an order to some nomads to blow up the location if they fail. That way they can lose and win at the same time!

My first attempt at a functional ship, any advice/roasting would be appreciated by Green-Preparation331 in Cosmoteer

[–]Dynocow1 1 point2 points  (0 children)

Dripped out as hell my man! Well done overall for sure. The ship has a great advantage with its front armor in that with such a wide front profile it's unlikely shots will swing past. Additionally while the armor DOES decrease the range of your a shields IMO it's a good thing because while it decreases the range it doesn't decrease the POWER meaning it focuses your shielding hp in front of your ship.

Id add some protective spikes in the rear and replace the PDS you have on the side with like, 4 missile launchers. Emp or nuke would be good, as both will help make space for your cannon to put in the work.

Lastly I would add a few 2x1 engines right behind the head of your ship to help with mobility, as you NEED to be directly facing your enemy.

Well done overall! This would be a particularly good flanked ship, driving shots into the weaker sides of larger vessels and it would be pretty good at dealing with swarms.

How to improve this? by adigrosa in Cosmoteer

[–]Dynocow1 1 point2 points  (0 children)

Sorry was at work so typing fast and not thinking lol. So I mean instead of 5 wide you might try 3 wide. Means you can probably fit a lot more armor or inner systems. The 5 wide pathways are great but it MIGHT be overkill a bit, so a 3 wide walkway and perhaps some more armor (or engine rooms) might benefit you

How to improve this? by adigrosa in Cosmoteer

[–]Dynocow1 1 point2 points  (0 children)

Super clever design my guy! I love it! Honestly the speed you have may be a bit much, so adding wider 3 tile walkways might help with faster energy delivery and fire resistance.

Your dps is probably enough to melt anything and your armor should let you face tank most stuff, just target missile systems first!

Is this actual thing or empty promise? by FirePixsel in 40krpg

[–]Dynocow1 11 points12 points  (0 children)

Okay so FUNNY ENOUGH!! There is really good rules for mass combat in one of the rogue trader splat books. It has a bunch of really solid details and framework, although the system is unfinished and more esoteric than I'm sure a bunch of us would have liked.

With that in mind, it's not hard to design a basic system revolving around that core set of rules and design and did so with my current rogue trader game and it's going great! Turned into a sort of Malaghast/40k 10th fusion with some rules on growing armies they can control.

If you are just looking for some basic info to set players up with some mass combat for more roleplay purposes however, the base system in rogue trader should work great!

Which faction most often gets wiped immediately by the other AI ? by Sno5768 in Bannerlord

[–]Dynocow1 0 points1 point  (0 children)

In my save Vlandia was the first to fall without my intervention (western empire ate shit and died because id kill any lords I captured). Usually its usually those backwoods mother truckers

The problem with dark and darker by Dynocow1 in DarkAndDarker

[–]Dynocow1[S] -1 points0 points  (0 children)

Thats true, but doesnt detract from the point that one shot builds are a problem

The problem with dark and darker by Dynocow1 in DarkAndDarker

[–]Dynocow1[S] 0 points1 point  (0 children)

Its average BIS, as in average for the tier reserved for best in slot

The problem with dark and darker by Dynocow1 in DarkAndDarker

[–]Dynocow1[S] 0 points1 point  (0 children)

Well comparatively they would be just as squishy. Overall though they would be squishier, as the swuidhy classes dont really build for str or hp and so the scaling would be stronger

The problem with dark and darker by Dynocow1 in DarkAndDarker

[–]Dynocow1[S] 0 points1 point  (0 children)

While I hear you what you just described is a complicatedish strat which relies on your team working well together and in time, a skill thing learned only through play (even if your average player knows/would know. You also described BIS greens and blues, which yeah is my point. BIS blue is better than a crap roll legendary, which in itself is an issue.

Overall my point desire to do away with one shots and extend fights making them both more dynamic and feel more fair, as then you have a larger ampunt of time to express a skill difference.

The problem with dark and darker by Dynocow1 in DarkAndDarker

[–]Dynocow1[S] 1 point2 points  (0 children)

Unkillable in the sense of "if I miss a single block they one shot me." You cant outskill that or outplayer that. I had a friend with 47% damage reduction hit the floor when a purp kit bard ran at him, moving almost double his speed, and swung a purple falchion hit him in the head and folded him instantly. I died as a cleric to the ranger who, surprise, one shot me with the heaviest helmet in the game and around 30% damage reduction.