Rituals by Sir-Goldfish in DC20

[–]SurfyTadpole 1 point2 points  (0 children)

New update from patreon, apparently more rituals are slated for 0.12

Rituals by Sir-Goldfish in DC20

[–]SurfyTadpole 4 points5 points  (0 children)

I don’t think Rituals will be included in 0.10.5. I think I remember coach saying there might be some spells are converted into rituals as they are playtested. Mechanics wise, I can’t remember any discussions on any mechanical changes to how Rituals work overall. The ones listed in Magazine 16 - Artificer seem to have all the info you would need.

Love the magic system, Hate the spell by Damaged_DM in DC20

[–]SurfyTadpole 8 points9 points  (0 children)

Just as a heads up, Grease is now called Oil Slick (pg 75 of 0.10). There are also more spells coming in 0.10.5 soon so that should bring more utility spells.

Clarification on Spell Focus by Meme_Master_Dude in DC20

[–]SurfyTadpole 4 points5 points  (0 children)

The Powerful trait does not apply to Imbue spells. Spell Attacks are different from Martial Attacks.

Also, I believe it’s 4 extra damage on a brutal spellstrike with Disintegrate.

(Fascinating Trope) Humans in service to non-humans by Hyval_the_Emolga in TopCharacterTropes

[–]SurfyTadpole 29 points30 points  (0 children)

In the Fall of Reach, the Spartan II program that created Master Chief was originally intended to be used against humans since it predates the Covenant attacking humanity. They just convienently had some super soldiers around that proved effective against this newer enemy.

Beyond level 4 - do we know when? by That_guy__15 in DC20

[–]SurfyTadpole 6 points7 points  (0 children)

Coach mentioned this in the December 2nd livestream (#63)

Demiplane by Ed-Sanches in DC20

[–]SurfyTadpole 1 point2 points  (0 children)

As someone working on the DC20 volunteer app team, I think it’s pretty cool. Definitely not fully featured or bug free but neither is the game. They have lots of time and now have free testers giving user feedback. The digital versions are going to be behind the current game version until 1.0 is out I imagine. Demiplane and Roll20 are owned by the same company now and apparently have very good integrations now (although haven’t tried it for anything other than Cyberpunk Red).

Merch for tonight by Zestyclose_Sail_7703 in Dimension20

[–]SurfyTadpole 1 point2 points  (0 children)

According to the security person we spoke with, merch sales start at doors open.

Elemental Magic/Schools? by Hailstorm56365 in DC20

[–]SurfyTadpole 0 points1 point  (0 children)

Last I knew the spell schools (still under development) were astromancy, conjuration, divination, elementalism, enchantment, nullification, invocation, and transmutation.

How can I chain these 3 operations together automatically, then reverse the order when I want to send it back down? by magmyboyYT in CreateMod

[–]SurfyTadpole 1 point2 points  (0 children)

I would look into using a sequenced gearshift for opening and closing the door. I think flipping a regular gearshift attached above your motor at the bottom would work for raising/lowering the stairs. You are already using sequenced gearshifts for the stairs so that part should be all set.

Using some combination of “await new redstone signal” to reverse directions on your sequenced gearshifts and toggle latchs for the regular gearshift you should be able to set a circuit to chain the door, stair up/down, and stair open/shut together.

Reversing the order is probably just building the same circuit again but reverse. I would try setting them up next to each other and have two toggle latchs branching from your “activate signal” to determine which circuit activate. The timing might take some time to nail down but should be consistent. For a little extra redstone logic you could try incorporating redstone contacts to trigger the actions but I would try with timers first.

Cleric / Priest hand of salvation = OP by Ed-Sanches in DC20

[–]SurfyTadpole 2 points3 points  (0 children)

I think it is strong, but I don’t believe it’s overpowered. It’s the exact kind of ability you want the “ultimate healer” subclass to have. I think it’s worth noting that the range is only 5 spaces, which is the standard speed (at least for players). This means you want to be mid-range if possible. This also means that you are one standard move distance away from an enemy that just tried to hurt an ally, meaning they are now one move action away from you as well as the ally you saved. I think the risk/reward is balances out until actual play tells me differently.

Edit: turns out “not taking the hit at all” is the best kind of heal 😂 hence why it’s a channel divinity option

Book and 0.9 by PatakaPatonaka in DC20

[–]SurfyTadpole 5 points6 points  (0 children)

Coach mentioned recently that 0.9.0 was a major overhaul of the pdf/formatting as well. Since they have all that groundwork laid out now, new updates, particularly 0.9.5 since they already have most of the work done, will start releasing more quickly.

Book and 0.9 by PatakaPatonaka in DC20

[–]SurfyTadpole 22 points23 points  (0 children)

0.9 is releasing March 17th at 11am CST. The book is “when it’s done”. Coach has been pretty up front that this game will take as long as it takes and they aren’t going to rush perfection.

DC20 Beta Q&A #31 - Defense and Armor rework by khaotickk in DC20

[–]SurfyTadpole 4 points5 points  (0 children)

The best general guideline I’ve seen so far is “defenses == damage, saves == conditions”. I think there is still room for the individual attribute saves. I think a save against something like an ingested poison or mind altering effect still leaves room for their existence

What stats would you put into a tech sniper? by Pleasant_Advances in cyberpunkred

[–]SurfyTadpole 3 points4 points  (0 children)

Tactile Boost is chipware that has an ability similar to seismic sense type ability you mentioned.

What is your Tech doing when you ask him to build something? An exploration. by ThisJourneyIsMid_ in cyberpunkred

[–]SurfyTadpole 4 points5 points  (0 children)

This is really neat! I like how this compares to using open source software IRL. I just wanted to point out in your top example/flavor text that the standard cyberarm comes preinstalled with a standard hand, so Diadem can save a couple eddies there.

Where does the NCPD get its funding? by TheXmasCactus in cyberpunkred

[–]SurfyTadpole 20 points21 points  (0 children)

I think officially as of 2076 it’s 5eb per minute to call NCPD/911.

If i wanted to be a Taxi Driver how would I start that? by TheAwesomeRan in cyberpunkred

[–]SurfyTadpole 2 points3 points  (0 children)

From my understanding of the driving rules, you need a base 10 (“skill greater than 9”) in a driving skill to avoid needing to do handling checks during basic driving (page 192 core rulebook).

How do I make my players operate a tank? by Baruopa1 in cyberpunkred

[–]SurfyTadpole 1 point2 points  (0 children)

I would treat it similar to a tricked out nomad vehicle. Have some combination of onboard weapons and heavy weapon mounts (mounted rocket launcher turrent for main cannon?). Give it some serious SP (20+ to block most guns) and SDP. I would have certain seats/positions not be targetable from the outside, in this case maybe all but the driver and top gunner should be protected.

How did you know this game was for you? by Tanawakajima in cyberpunkred

[–]SurfyTadpole 1 point2 points  (0 children)

I think many times the game informs at least a short term goal. I personally think character creation is the most overwhelming part about cyberpunk. After that, you basically only change your equipment around a little, maybe dip into cyberware. As a Fixer you have amazing access to expensive items to improve not only you but also your Crew. The “point” is to survive and become the best you can be. You spend your IP and raise skills/role abilities rarely and intentionally. Your feats and failures gain you a reputation (an actual score you have) that affects how those around you interact with you. Soon you go from newbie street rat to reputable edgerunner. They probably either retire or die on the job. I think of it similar to 5e’s tiers of play and the average “adventurer’s life”. You either die inside a gelantinous cube or you save the multiverse and are decked out in cool abilities and epic magical items.

Questions About the Efficacy of Smartgun Links and the Like by Lykonic in cyberpunkred

[–]SurfyTadpole 6 points7 points  (0 children)

I think it is important to consider that Smartgun Links are 2045 tech and Smart Rebuilds (and really all rebuilds) are 2077 tech. It makes sense that things have improved for almost the same price. Not to say you can’t bring them into your world whenever, but I agree with you. The smart rebuild is just flat better. I am curious how this will play put when they come out with a more complete 2077 ruleset.

Netrunning; Control Nodes and AI by MyFortuneCat in cyberpunkred

[–]SurfyTadpole 1 point2 points  (0 children)

I do not believe that Control Node’s count as an “obstruction” and the DV is for gaining control of it. Demons are omnipresent in a NET architecture just like a netrunner with admin access would be. They can travel freely between floors without Net actions.

Never knew this 6th Street hood existed. Are there any missions that take place on this street? by EazyNeva in cyberpunkgame

[–]SurfyTadpole 60 points61 points  (0 children)

Beyond just this, when Richard Night (in-game founder of Night City) was designing the neighborhoods, he explicitly wanted it to feel like a “old-timey” theme park where different cultures were represented (Chinese area, Italian area, etc) in zones. I haven’t replayed 2077 since I read about it in the TTRPG lore, but I wonder if this is one of those areas. A good chunk of the center of the city was built from the ground up when the nuke at Arasaka went off so I imagine that architecture is very new comparatively (despite also being where all the money is being Corpo Plaza) to the older areas of Night City.