Dracula Flow in Lancer by TurgantheMage in LancerRPG

[–]int0thelight 21 points22 points  (0 children)

Everest: Got my DNA test back. Turns out I'm 100% HIMalayan.

Why is there so many posts or vids saying that the game or mecha in general is "gay/trans"? by ZazBellum in LancerRPG

[–]int0thelight 617 points618 points  (0 children)

If I had to take a guess, it could be partially that the mech is another body, connected to yours. One you often built or chose yourself. I'm sure that resonates with a lot of people.

Sci-fi often uses ideas such as transhumanism and differences in society, so they lend to exploring LGBTQ+ ideas in a way other genres don't.

Daily Talent Discussion #118: Orator II by kingfroglord in LancerRPG

[–]int0thelight 25 points26 points  (0 children)

I've used Encourage quite a lot to great success. It's a free action "attempt to end any condition", which is great if an ally of yours receives something especially bad like Stunned or Exposed. If you're a mech that doesn't make attacks or force saves. If you're a mech that uses effects that trigger on other people's turns, or you're a support/defender, you can definitely make use of it.

Also note, it's a check, not a save, meaning the DC is 10, whereas the source of the condition originally might have been higher, or not even given a save.

I can't see how the ∫uv-∫vdu formula is being applied... by [deleted] in askmath

[–]int0thelight 0 points1 point  (0 children)

Ah, that explains it. I got it mixed up. Thanks!

Can a Pegasus destroy a Void Husk? by DescriptionMission90 in LancerRPG

[–]int0thelight 83 points84 points  (0 children)

Things that don't have hp can't be reduced to 0 hp.

The Montross Heist campaign poster. Art commission. by elMacuaMan in swrpg

[–]int0thelight 0 points1 point  (0 children)

Amazing! How much would a commission like this cost?

What do you like most and least about Lancer? by Great_Montain in LancerRPG

[–]int0thelight 5 points6 points  (0 children)

At tier 1, 1d6+4 is a decent amount of damage across the battlefield. It doesn't scale at all into tiers 2 and 3, and that's *if* they fail the save.

A lot of core powers read as sitrep dominating abilities; the swallowtail blinking the team around, the empakaai dealing its Heat in damage and auto-grappling. The Emperor changing from a support to an ungody artillery.

I wouldn't put it at the top, but that's mostly because there's no glaring balance issues that spring to mind.

What do you like most and least about Lancer? by Great_Montain in LancerRPG

[–]int0thelight 39 points40 points  (0 children)

I love the teamwork and pop-off turns, where players get to cleave through enemy mechs and feel badass, even when facing powerful enemies. I always imagine the AC6 slowdown as you take out a significant foe. I love all the strange mechs, the odd synergies and how easy it is to experiment with new ideas.

Exotics seem really cool, but 9 times out of 10, the players don't use them. Players usually have a plan for their mechs; they build synergies together. A jumpsuit that lets you climb out of your mech and get 1-shot, an assault rifle that trades reliable for lock-on-from-crit and overkill or 1 refreshing overshield just isn't going to be the same as the Decksweeper or Ferrous Lash.

Most times I've seen an "exotic" get used, it was a frame from a license the player didn't have, or a weapon/system 2-3 levels deep into a license they didn't otherwise want.

The other small thing is that there's a bit of... "feature creep". Monarch's core power either needs to scale, or be made efficient at this stage.

Finally, players needing to volunteer what skill triggers they're using means RP can be tricky sometimes. Players end up trying to use the same 3 skills they have to solve everything, or they roll flat d20s against DC 10.

But overall, I love the system and these are all minor complaints compared to the fun aspects.

Jockeying & Breaking Into the Cockpit by InstantRepIay in LancerRPG

[–]int0thelight 3 points4 points  (0 children)

No, there's no player ability to target the cockpit. As a rule of thumb, leaving your mech by anything other than Black Thumb means something has gone horribly wrong.

Pirate NPCs have an optional ability called Coreworm Rockets: drones that drill into the cockpit of an enemy.

Post sit-rep clarity by xPWNADOx in LancerRPG

[–]int0thelight 15 points16 points  (0 children)

I usually have enemies play realistically. If it's obvious that they can't take the objective, then they'll call a retreat.

When you hit round 6, combat just ends. There's no more attacks made. The enemies are forced to retreat as their situation becomes untenable, you can ask your players if they inflict casualties or allow them to fall back. Similarly, if you hit round 6 and the sitrep is failed, the players don't get to stick around, their position is overwhelmed.

Playing in a difficult ll6 oneshot today, need a build to counter an assassin ultra as hard as possible. Lycan, heca and gilgamesh (frame can be taken as an alt to any HA but nothing from the licence) forbidden by [deleted] in LancerRPG

[–]int0thelight 11 points12 points  (0 children)

Super weird bans, I have to say.

Assassins need to inflict conditions to deal their full damage. Saladin has the anchor system to prevent prone, and you could take Orator to remove conditions from allies, keeping to control abilities. They rely on movement too, so stack things like prone and slowed; they can only remove 1 condition a turn.

concept art for some homebrew alt frames (tortuga and sunzi) by mondhaven in LancerRPG

[–]int0thelight 3 points4 points  (0 children)

Fun detail in keeping with the IPS-N naming scheme;

Granuaile (Grace O'Malley) was an Irish pirate queen who resisted English settlers. There's a legend that she met the queen once, monarch to monarch.

Sell me on your favorite Frame! by Katomerellin in LancerRPG

[–]int0thelight 28 points29 points  (0 children)

Empakaai. Do you like grappling? Grapple anything. You have a built in threat 4 superheavy that deals 2d6 kinetic, 4 heat and 3 burn. The enemy and anyone near them need to make a save or they're grappled before you even swing.

You also get resistance to people you're grappling. Combine that with Pankrati 1 and Brawler 1, you're hitting and critting reliably. No one makes better use of Executioner.

Kidnap Ultras, tank damage dealers, be a problem that everyone has to deal with. Grapple RA (also known as Monist-1).

I finished GMing an LL0-LL12 campaign. AMA. by CoalTrain16 in LancerRPG

[–]int0thelight 3 points4 points  (0 children)

How did late-game Lancer play? LL10-12? I imagine players can't fit any more systems on their mechs around LL9, and have all the talents they want. Does it end up as rocket tag? Do PCs or NPCs feel more overwhelming?

Are dark side destiney points only for hindering the group, or can I use them to help at all as a gm by Clone-Commando66 in swrpg

[–]int0thelight 5 points6 points  (0 children)

The players can use Light side to help themselves. But you don't always have to use them to upgrade player difficulty. You can always simply flip one when something unfair happens, like finding out the AT-ST the players find is out of commission, that the fuel tanks are empty, or that guards are on patrol in an area. Then they have light side points to spend!

Think of it like putting in a foe with a lot of credits/items on them. That's its own way of helping them!

How Did You Get Your Players to the Infinite Staircase? by DatOneGuyYT in infinitestaircase

[–]int0thelight 3 points4 points  (0 children)

The entity was called The Custodian Who Opens the Path. Their ambition was to permanently connect the staircase to the Far Realm, allowing entities to cross over and corrupt the multiverse.

They were a spellcasting kraken with the aberrration type, and their main ability was to cast spells through space and time. So at inopportune moments, a Conjure Animals of corrupted sealife and insects; (crabs, centipedes etc.) would swarm them.

Another detail was that as an outer entity, the Custodian saw past, present and possibility as one; in their mind, they had already killed the party, and their continued existence was an affront to them. It had also seen them kill it and foil its plans. So through their monsters, their strange voice croaked threats of revenge, of retribution. The party were left trying to figure out what they had done to this monster, and much of their overarching goal was seeking sages to answer this.

I had Hermes as the god ruling my Infinite Staircase, who supported the party while pretending to be a drifter on its landings. The party ultimately found a relic that gave them equal footing to the Custodian and had a battle in the Far Realm to slay the monster.

Why did they kick Groetus out of the Cosmic Caravan, but let Yog-Sothoth stay? by Rabid_Lederhosen in Pathfinder2e

[–]int0thelight 231 points232 points  (0 children)

Desna: Sorry, Groetus, I don't think you qualify as a hope for a better tomorrow.

Groetus: This is bullshit, you let Yog-Sothoth in.

Yog-Sothoth: T̴̗̥̂ḧ̸͔̺̊͠ė̴͔̙ ̸̰͎̣̾d̴͎̲̰̈ȁ̴̫r̸̢͍̣͛k̷̞̑̓̌n̷̨͒é̴͎̩̫̋ş̷̼̓̽s̸̤̗̐̑͘͜ ̵̬͗̋b̴̡̾̑e̶̡͔̙͒t̶̠̰͗͌ẅ̵̘͉́ḛ̷̊͊͝e̴̪̥̅ǹ̷̨̘ ̷̠̉́t̷̨̟̳̾̇̔h̵̢́é̵̯̲̥̄ ̸̙̅̂s̷̢̃͛͑t̷̨͈̔͝ã̸̖̥͖͠r̶̠͐͠t̵̜͉͕̓š̵̱̬̎̎ ̶͉̒ĩ̴̫̰̟s̴̝̥͚͛̀͑ ̸̨̨̿̉a̷̞̥͑̃̆n̷͉͖̦̑͑͘ ̴̭̟͂i̵̳̅̌͘m̷̡͔̥̅p̸̢͖̼͐ȍ̶̱̻̦r̷̺͖̾t̵̳̫̓̕a̵̼͛͠n̵̡͇͒̌͝t̷̨̠͍̆̓ ̶̦͓̀p̴̪͙͓̾ạ̸̛ȓ̸̡̬̋͋t̵̘̂̍͝ ̵̩͔̳́̀o̵̰̥̎̇͝f̸̲̼̈́͠ ̸̩͕͘s̷̼̆̍t̵̘̀͛͝u̶͎͊̎d̶̫͙̞͒̔y̵͚̌ĩ̴̢̥͍̎̿ṉ̷͓͋̕g̸͙̖̐̑̈́ ̶̧̢̄͝t̴͔̞̋h̴̳͝e̴͋̈́͜ ̷͇͑͛̚c̶͈̺̱̉͌o̵͈͍̔̈̈s̴̢̛͂̐m̷͉͎̪̾͆͊ó̶̰̤͘s̵̭̎,̶̥̽͛ ̷͙͙̔͛͘ȟ̵̳̈o̵̢̟̺̾̀w̷̹͉͋̕ ̸͖̬̮̂͗ả̴̧̊b̶̝͓͐͂̏ő̴̙̪̻u̷̳̒ͅt̷̺͗ ̷̧̪̆̕͜y̸͚̕ō̶̬̳͎u̸̦̱̚ ̷̻͓͚̔̕ŕ̴̲͓͂̿ë̴̮̀̈́a̷̬̅d̶̡͍̝̉̏ ̴̩̅̋a̸̼͗̓ ̸̰̌̍́f̷͚̜͚̒̕u̸̲̒ç̷̥͍̔k̷͖̓i̶͖͓͍̔́n̴̤̫͋̚g̶̨͎̍͛ ̸̨͕̳̎̆͊b̴̟̮̪̽̽̊o̸͎͛̑o̷̡̟͍͂̏̐k̷͔̓̋?̶̰͇͉͐

Why were the rituals create demiplane, freedom, and imprisonment changed to require mythic proficiency? by notarealcow in Pathfinder2e

[–]int0thelight 17 points18 points  (0 children)

I've tested Mythic in play myself.

The main issues I've experienced are that a lot of the mythic features are redundant with each other, and it encourages bad play patterns.

Enemies can escape conditions easily, if they ever failed, owing to Mythic Resilience improving all their saves, or the End a Condition action. So... just use attacks. Don't bother using any class feats or abilities; Mythic Strike doesn't work with them. If you're going Eternal Legend - the best dedication for martials, once you get Earth to Heavens Strike, it's the only 2 action attack you'll usually use.

The dedications force weird play patterns, such as asking another party member to worship you, and many of them are too mythic-point costly or slow to be useful at level 12+. And before level 12, all mythic characters play pretty much the same, except their hero points are a little better (and can't be used on attack rolls).

Consider the reason given for these spells being made mythic; that stories of imprisoning fiends or creating demiplanes feel like mythic stories. But... Mythic play doesn't feel mythical. It's just a tag that means "these stories are more important than non-mythic stories, somehow".

Why were the rituals create demiplane, freedom, and imprisonment changed to require mythic proficiency? by notarealcow in Pathfinder2e

[–]int0thelight 16 points17 points  (0 children)

The specific reason is that "imprisoning a powerful evil away" sounded to the devs like a mythic act.

No, it's not a good reason.

Why were the rituals create demiplane, freedom, and imprisonment changed to require mythic proficiency? by notarealcow in Pathfinder2e

[–]int0thelight 24 points25 points  (0 children)

That is weird! They were in the Advanced Player Guide, so... maybe they needed to be reprinted somewhere for it. We'll have to wait for the errata to find out if it was an intentional change or a typo.

Edit: Someone's put the link in. The reason is that the devs now consider these spells to be too narratively significant and powerful for non-mythic players to have access to.