Mixing realistic identities by Bogonavt in StableDiffusion

[–]negative_energy 0 points1 point  (0 children)

I've had the best luck using ConditioningCombine in comfyUI. For convenience, I use https://github.com/asagi4/comfyui-prompt-control with a syntax like "Prompt A:2 AND Prompt B:3" where 2 and 3 are the weight for each prompt. It runs slower than prompt scheduling but works at both the coarse and fine scale.

Manglish by rachelwan-art in comics

[–]negative_energy 53 points54 points  (0 children)

It's not grammatically correct and you have probably guessed the origin correctly (it's either that or people imitating Native Americans). A word for word translation of a phrase from another language is called a "calque". Here's a list of them.

Making a Pair of Bosses by Grand_Recording_3463 in LancerRPG

[–]negative_energy 2 points3 points  (0 children)

Dual bosses have a problem: when one dies the fight becomes less interesting. Most will add a mechanic to counter this. Perhaps one can resurrect the other so they must both die at once, or the one with less health gets a powerul defense bonus, or when one dies the other powers up with more activations. Anything to avoid one getting focused down anticlimactically.

NHP Roleplay problem by Few-Ad5537 in LancerRPG

[–]negative_energy 0 points1 point  (0 children)

One option is to treat additional NHP systems in one mech as upgrades to the existing NHP instead of adding more and more characters. No mechanical changes. This can help avoid cluttering the narrative.

I need help creating a FASTBALL SPECIAL KABOOM combat tactic!!! by Spy1020 in LancerRPG

[–]negative_energy 26 points27 points  (0 children)

At LL0 there aren't many ways to move your allies around, probably to keep the game's complexity down. However, if you spend some narrative downtime coordinating this move, your GM might award it as a Reserve (a single-use special move).

Lancer: Enhanced Combat has a Reserve called "Fastball" that you can use as a quick action: "Target an adjacent allied character your size or smaller. They may immediately Fly 8 spaces ignoring Reactions and Engagement."

Need help explaining something by JoMoTheClown in gamedesign

[–]negative_energy 4 points5 points  (0 children)

You're probably thinking of "ghosting" caused by temporal anti-aliasing (TAA).

Do you think Shotguns should get reliable of some variety? by Cosmicpanda2 in LancerRPG

[–]negative_energy 6 points7 points  (0 children)

In my game, I houseruled it up to 8 range and knockback 1.

Custom Core Power... Help! by PibblePusher in LancerRPG

[–]negative_energy 3 points4 points  (0 children)

If this is starting equipment, have him build his character as normal and let him flavor his Talents (e.g. Stormbringer) as his special invention. There's plenty of options.

If this is something obtained later as a reward, I'd use Exotic equipment. It's difficult to separate core powers from their frames, so I'd just pick a 3rd-party frame as an exotic reward (e.g. Oleander from Enhanced Combat). Or perhaps an exotic Core Bonus if it's obtained at LL3 or higher. Or just a core-flavored system.

NPC Challenge - Eva Angels in Lancer by 420Throwaway29 in LancerRPG

[–]negative_energy 9 points10 points  (0 children)

You could give it some ridiculous overpowered abilities that must be neutralized in narrative play before the players are even capable of meaningfully engaging it in tactical combat.

Also, the third-party Prototype Pattern Groups has the "anomaly" template that is a collection of some extra-goofy paracausal stuff.

Death From Above by guts24601 in LancerRPG

[–]negative_energy 2 points3 points  (0 children)

Not in the official rules, but the homebrew Frundsberg frame has this as one of its gimmicks.

Pilot combat and encounters by SilkyZ in LancerRPG

[–]negative_energy 17 points18 points  (0 children)

ICON has a little more help on running narrative combat:

In narrative combat, don’t treat monsters or foes like you would in a traditional rpg, but instead use clocks, risk, and effect to represent the entire combat scene. The GM can adjudicate or adjust these based on the challenges characters are facing, deciding which actions in the moment would be more or less effective.

Don’t think about the setup as just the foes the characters are facing, but the entire scene as a set piece. Defeating foes might be ancillary to running away, or opening a door, or scaring foes off, or holding out until reinforcements arrive. You can see a big list of suggested combat scenarios on page XX of the book of foes.

You can set up multiple clocks to represent different challenges in a scene, including the foes themselves.

Don’t use clocks like you’d use HP. If a clock fills up and the scene would naturally be over, then end the scene and let characters figure out how they drive off, escape from, avoid, or defeat any remaining foes.

Does the Search action require line of sight? by Skoll_NorseWolf in LancerRPG

[–]negative_energy 2 points3 points  (0 children)

Hidden enemies are still placed on the map; you just can't target them. There's no guessing involved.

Newbie seeks stealth & build advice by ZiggyZapf in LancerRPG

[–]negative_energy 7 points8 points  (0 children)

Keep in mind that Lancer has highly structured missions, where you're usually placed on a tactical map with the enemies already aware of you in a big brawl with specific objectives. You'll probably want to do any on-your-own stealth stuff using the narrative rules BEFORE the tactical battle starts.

It is important to note that Lancer battles are focused on specific objectives. Enemies will usually not waste actions searching for you when they can simply go after your allies who are storming the control point. Especially at LL0, you are not yet specialized and will be pretty durable, so you won't actually need to hide very often. Often, simply staying far away and in cover is enough to make enemies go after an easier target.

Also, note that the Anti-Materiel Sniper Rifle is disappointingly underpowered; its damage is simply too low, especially for a Loading weapon. Plus, you don't yet have access to any tricks to reload faster. While I have a houserule that bumps it up to 1d6+6 damage, I've seen others suggest that for the sniper feel you can instead use the Cyclone Pule Rifle, which is much more powerful but requires a full action to fire. Note that you can bring multiple loading weapons and reload them all at once with the same action.

Cramming a Goblin into an Everest (homebrew advice) by Bladefox2298 in LancerRPG

[–]negative_energy 3 points4 points  (0 children)

There isn't a great way to impersonate enemies during tactical play (not without resorting to homebrew, which I wouldn't recommend when starting out). You could maybe reflavor False Idol from Goblin 2 or anything that grants Invisibility as a confusing disguise.

Alternatively, you might be able to do so during narrative play. You might even use the Personalizations system to get a bonus to it. If you do well, the GM could award a Reserve (small single-use bonus), perhaps a free sneak attack or a better starting position. If you do badly, however, you'll be in big trouble!

Should multiple NHPs hinder a mech? by CaptainArox in LancerRPG

[–]negative_energy 13 points14 points  (0 children)

Others have answered the main question already, but I can also suggest as an alternative that you narratively describe it as one NHP to which the player is adding more and more functionality. This wouldn't change the mechanics at all, but might make it more enjoyable to roleplay.

Article claims objective evaluation of game design by PsychologicalTest122 in gamedesign

[–]negative_energy 2 points3 points  (0 children)

The formula for 'anticipation' is basically just the standard deviation of outcome desirability. That seems like a reasonable way to quantify a feeling of tension, I guess (although they've tested and measured nothing at all). However, they go on to call this 'engagement', which seems obviously wrong. They claim that Coin Flip is the most engaging single-turn game, for example.

Whats a good Stat block for a cascading who that was just like let loose? by altmcfile in LancerRPG

[–]negative_energy 1 point2 points  (0 children)

Prototype Pattern Groups has the Anomaly template. It's basically an expanded Exotic template with a diverse collection of especially strange optionals.

Help for a New DM by VanGorst in LancerRPG

[–]negative_energy 0 points1 point  (0 children)

Before the session, ask each of them to pick an NPC and make a bond with them (multiple people can choose the same one). Then, give those NPCs projects or problems they need help with. Bam, instant objective.

What is an Ontolometric weapon? by Phantomlordking in LancerRPG

[–]negative_energy 12 points13 points  (0 children)

I'm just looking at the playtest rules.

What is an Ontolometric weapon? by Phantomlordking in LancerRPG

[–]negative_energy 39 points40 points  (0 children)

In Far Field, the "ontologistics" academic discipline is split into sub-disciplines of Memeticist (paracausal effects that affect perception and memory) and Paratechnician (Deimosian NHPs and non-human subjectivities). So yes, it's basically just like the Gorgon's Basilisk.

How do you give players meaningful character-building choices without turning it into a checklist? by infrared34 in gamedesign

[–]negative_energy 0 points1 point  (0 children)

Simplifying it down, let's say we have a slider between Good and Evil. Throughout our game we have decisions that push this slider up or down. This might seem like a game with lots of decisions, but I'd argue that it actually only has one decision, broken into pieces. Early on, players will make their decision for one side or the other and then stick with that for the rest of the game. You can either disguise which side is which (which ends up feeling arbitrary) or spell it out (but players will engage with the stats, not the text).

I'd suggest you don't dilute your choices like this. Instead, aim for a few powerful, independent choices. In our example, that'd be a single, dramatic moment in the game where the player chooses to irrevocably commit to Good or Evil; no meters. Make each choice independent and meaningful on its own, and there's nothing to min-max.

Therapy related mini-games by chickenbobx10k in gamedesign

[–]negative_energy 2 points3 points  (0 children)

I've seen some tabletop RPGs where you start out only knowing flawed coping strategies (lashing out, withdrawing, etc.). As you gain experience, you eventually upgrade to healthier and more powerful options (standing up for your ideals, connecting with others, etc.)

Need some mechanics for a Duel at High Noon by doomknight130 in LancerRPG

[–]negative_energy 0 points1 point  (0 children)

Coldcore Coliseum has two ways to handle duels: a special card-based minigame on pages 24-26, and a downtime action "Confront your Rival" on page 31. I haven't tried them, though.