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2017-04-07, 04:09 PM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
Phew... Here we go!
Hmmm... I don't know how I feel about having an universal reload-system for melee weapons... There's already Motorblade for that. Besides, even a chainsaw can be used as an improvised bludgeoning weapon . That said, I might add a "Boost" modification that lets you temporarily increase the weapon's damage and/or efficiency in exchange for having to recharge it or wait for it to cool off. Could make for a funny "Rocket Hammer" mechanic. Heh...
I do like the idea of weapons that require some specific equipment or facility to reload... But again, I don't know about making them a universal modification. Seems more like a siege weapon kind of thing.
Modification*
That's a pretty cool idea. I was tinkering with the concept of recharging weapons. I probably wouldn't limit it to solar energy, though. Maybe the weapon just has to cool off after firing.
Again... I don't know about making it an universal modification, but I like the possibility of having it for more unique weapons.
You could use the firearm modification to make a high-velocity anything... The names for modifications and categories' are there mostly as suggestions and clarifications. They shouldn't stop you from using them to reflect different mechanics. If you want your weapon to target touch AC because it shoots psychic energy, you can buy the Firearm modification and simply fluff it differently...
I'd rather not differentiate ammo based on weapon category (simple/martial/exotic), but on weapon "handiness" (light/one-handed/two-handed) and propulsion method (firearm, string, crank, etc). Maybe on type of damage and source of energy (if any) as well. Still... I'll probably make ammo cost rules as simple and general as possible. The only thing more boring than keeping track of ammo is keeping track of its cost.
That's already the case of certain modifications, such as Elemental Damage... It it's a "powered munition" in the sense that it consumes charges/fuel... But no physical ammo.
As usual, thank you for your input. I really appreciate the suggestions.Last edited by Lemmy; 2017-04-07 at 04:24 PM.
Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.
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2017-04-07, 04:23 PM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
No need for fighting... We can all have different ideas on how to do it. No adaptation is perfect, after all... Even the examples I come up with and write down in the google doc are nothing more than my personal idea of how to do it, not an official adaption.
Personally, I'd make it a 1-handed exotic piercing weapon... And add Finesse (1 cp), alternate damage (Slashing cp) and Energy Conduit (x3) (6 cp) (I know she uses a bunch of different types of damage, but honestly, cold, fire and electricity are enough to recreate the weapon. I don't remember she ever using acid and sonic, after all. To compensate for the extra CP, I'd either take a flaw, make it a light weapon (so as to not need the Finesse modification) or straight up "cheat" by saying that the weapon was made by someone with the Extraordinary Smith feat.
(You guys forgot about the feats, didn't you? )Last edited by Lemmy; 2017-04-07 at 05:08 PM.
Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.
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2017-04-07, 04:34 PM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
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2017-04-07, 04:51 PM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
Hey! I'm the creator! It's not cheating if I say it's legal!
But, well... Making it a light weapon to save costs on the Finesse modification should work. It's a pretty small rapier, after all... Closer to those small swords that eventually replaced rapiers when walking around with swords wasn't as fashionable or necessary anymore...Last edited by Lemmy; 2017-04-07 at 05:05 PM.
Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.
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2017-04-08, 12:18 AM (ISO 8601)
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2017-04-08, 12:32 AM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
Think of it this way, you might as well account for single shot weapons like say disposable rocket launchers.
That's a pretty cool idea. I was tinkering with the concept of recharging weapons. I probably wouldn't limit it to solar energy, though. Maybe the weapon just has to cool off after firing.
Again... I don't know about making it an universal modification, but I like the possibility of having it for more unique weapons.
That's already the case of certain modifications, such as Elemental Damage... It it's a "powered munition" in the sense that it consumes charges/fuel... But no physical ammo.I possess the Addicted to Editing flaw. I have edit my posts 3 seconds after posting them for 10 minutes.
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2017-04-08, 01:57 PM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
Well... To be fair, the best way would be using the equivalent of magic oils... I was just trying to recreate the overall feel of the weapon. A light piercing weapon that deals a multitude of different types of elemental damage gets pretty close.
That reminds me... I might have to add rules for weapons's battery charges/fuel. I don't remember how well-defined they are in Pathfinder's Technology Guide and can't recall an equivalent system in 3.5, although I'm sure it exists in some form...Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.
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2017-04-08, 02:01 PM (ISO 8601)
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- Oct 2014
Re: Lemmy's Custom Weapon Generation System
Relevant information:
http://www.d20pfsrd.com/equipment/te...cal-equipment/
And
http://www.d20pfsrd.com/equipment/go...ological-gear/
Under batteries.
Power Sources
Most of the technological wonders presented here require energy to function. These items each have a capacity score, which indicates the maximum number of charges the item can store at any one time. The number of charges an item consumes when it is used varies from item to item. An item’s capacity can be filled from any power source—like a battery or a generator—as a standard action. When an item is charged, it always takes as many charges from the attached power source as it can hold, filling as close to its capacity as possible. Note that charging an item from a generator is more efficient, as any charges drained from a battery in excess of the number of charges an item can store are lost.
Battery
Price 100 gp; Slot none; Weight 1 lb.; Capacity —; Usage —
DESCRIPTION
Most technological items are powered by electricity. While one can use the electricity provided by a generator, these are rare, expensive, and rarely portable. It’s more common and practical to charge such items with batteries. A battery looks like a small silver disk that’s etched with strange lines—the people have taken to calling batteries “silverdisks” and sometimes use them as coins. A battery contains 10 charges when full; to charge an item with a battery, one simply slips the disk-shaped device into the proper slot on the item. The battery’s charge instantly fully depletes, and the item’s internal capacitors fill with 10 charges as it does so. If the item had fewer than 10 open slots in its capacity, the excess charges the battery once held are lost. A battery can be kept within an object indefinitely, or it can be ejected from the object for the purposes of recharging it or storing it elsewhere without affecting the item’s charge. Inserting or ejecting a battery is a move action.
Placing a battery in a generator’s charging slot can recharge it. However, each time a battery is recharged, there’s a 20% chance that the battery is destroyed in the process. A destroyed battery is worth only 10 gp. The bulk of “silverdisks” in circulation today are destroyed batteries; one can tell a functional battery from a destroyed one by the way the circuitry seems to shimmer slightly when reflecting light. The circuitry in a charged battery glows with a soft blue radiance equal to that of a candle.
It's very simple. Universal batteries and electrical system that is crosscompatible with multiple types of devices regardless of function. Energy is obtained from generators, put into batteries and it's as simple as plugging things in.
You can use the same battery for powering armor, weapons, and medical equipment.Last edited by Almarck; 2017-04-08 at 02:04 PM.
I possess the Addicted to Editing flaw. I have edit my posts 3 seconds after posting them for 10 minutes.
Current Projects:
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2017-04-08, 02:03 PM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
True... Although I'm tempted to treat "disposable" weapons as ammo...
But then we have longbows spawning arrows... Although... By that logic, we can already have completely nonmagical longbows shooting lightning arrows!
Well, for those weapons, the number of charges/fuel units is their ammo, since they don't usually require ordinary projectiles to work. In fact, I should probably make that clearer in the homebrew...Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.
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2017-04-08, 02:06 PM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
Sure. And then 50 rocket launchers are worth the same as a sword.
Seriously, it's a useful trait to describe single piece weapons that have very limited uses.
Well, for those weapons, the number of charges/fuel units is their ammo, since they don't usually require ordinary projectiles to work. In fact, I should probably make that clearer in the homebrew...
I think what you have though works as an ammo capacity, I just mean to add say, a way to have generic electrical power converted into weapon charges so it could be compatable such as when say universal power sources are involved like Tech Guide batteries.. But eh, not my Homebrew, so I guess I can't force itLast edited by Almarck; 2017-04-08 at 02:10 PM.
I possess the Addicted to Editing flaw. I have edit my posts 3 seconds after posting them for 10 minutes.
Current Projects:
Backing Dragon: the Inheritance - World of Darkness Fan game where you play a dragon
Mutant - Be a horrible abomination of a player character. Comes in a variety of flavors.
Proprietor - Bring a House to a Sword fight! Be the adventuring interior/exterior decorator. Use siege weapons, customize your hour.
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2017-04-08, 02:12 PM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
how do flaws with a value of 0 work? there are only 2, so you cant take 3 for a 1 extra :P
also, why is reduced ammo capacity a thing? all ranged weapons start with 1 and need to pay to get more. then you get points back by reducing it again? seems redundant
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2017-04-08, 02:41 PM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
You can use them to get extra 0 cp modifications.
Ah... The feeling of Déjà vu...
I'm too lazy to type all of that again, so here goes the quote!
After that, I did change the "Technology & Weapon Modifications" session to clarify that some modifications can be made cheaper or even given for free, depending on setting and context.Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.
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2017-04-08, 03:00 PM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
ok yea sure, thanks for the clarification.
i dont have anything specific to say, but i get the feeling ranged weapons, especially guns. have some flaws that arent too bad too use (cheap extra points y'all!) compared to melee flaws, wich almost instantly make the weapon unusable.
could just be me though.
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2017-04-08, 03:25 PM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
That might be the case... Although that's mostly because some of the flaws could be circumvented via special ammo, so I didn't want to allow Ranged weapons to get them. Other flaws are already innate to ranged weapons, like "nonthreatening".
That said... I think I'll change the value of certain flaws, like Unreliable. Maybe Unwieldly and Wasteful as well...
I might also reduce the maximum craft point value gained from flaws, or the maximum number of flaws... I don't know.Last edited by Lemmy; 2017-04-08 at 03:29 PM.
Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.
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2017-04-09, 03:17 AM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
Suggested modification:
Spiker: A weapon with this modification has a small, built in projectile launcher wich functions as a [crank] or a [firearm] (chosen upon creation of the weapon) and used ammunition for the chosen type of ranged weapon. A spiker cannot fire at range or when the weapon is thrown. Instead, it discharges a bolt in conjunction with a succesful melee attack. If you are profficient with a spiker weapon, any time you hit a foe in melee with a loaded spiker weapon, the mechanism automatically triggers, firing its projectile into the target of your melee attack. This projectile deals piercing damage equal to the base damage of the weapon without an extra attack roll required. This extra damage is not multiplied on a critical hit.
A spiker costs a move action to reload and holds 1 piece of ammunition.
Special: A spiker counts as a ranged weapon for modification to ammo capacity and reload speed.
Requirements: Exotic melee weapon, one-handed or two-handed. Craft points: 2
Because the spikard weapons in magic of ebberon never got enough love i thought you could add it to your project. This is one way to do it, making the melee weapon do more damage, another way i thought it could work is making it restricted to double weapons of a melee and ranged combo, but that would make it way more complicated to give clear rules. This is the closest to the original i could see it working, so what do you guys think, does it hold a place in this project or does it impede on the double weapon rule too much?
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2017-04-09, 03:50 AM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
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2017-04-09, 01:44 PM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
That sounds like a version of the "Booster" modification I have in the draft doc... It increases the weapons damage/efficacy at the expense of using ammo, fuel or charges.
I'm also working on a "non-combat reloading" flaw and a "cooldown" modification.Last edited by Lemmy; 2017-04-09 at 01:54 PM.
Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.
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2017-04-09, 01:49 PM (ISO 8601)
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- Oct 2014
Re: Lemmy's Custom Weapon Generation System
You didn't reply to my last replies BTW. So I don't know if you got to them.
I possess the Addicted to Editing flaw. I have edit my posts 3 seconds after posting them for 10 minutes.
Current Projects:
Backing Dragon: the Inheritance - World of Darkness Fan game where you play a dragon
Mutant - Be a horrible abomination of a player character. Comes in a variety of flavors.
Proprietor - Bring a House to a Sword fight! Be the adventuring interior/exterior decorator. Use siege weapons, customize your hour.
Extended Signature
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2017-04-09, 01:53 PM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
Oops... Sorry, Almarck. I somehow missed this post.
Well... The rocket launchers that can be created using the current ammo rules aren't very powerful... But I'm currently working on a "non-combat reload" flaw.
I appreciate it... I just don't see the mechanical difference between saying "You have four units of ammo left. They can be shot to deal 1d6 fire damage." and "You have four charges/fuel units left. You can use them to shoot energy projectiles that cause 1d6 fire damage.".
I'm not trying to dismiss your idea... I'm just trying to see a significant mechanical difference.Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.
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2017-04-09, 01:54 PM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.
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2017-04-09, 02:03 PM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
Booster being ammo, fuel and charges seems a bit too vague, you could split them into simmilar but clearer mods for ease of use.
cooldown would be a deficit on a weapon right? wouldnt that be a flaw then?\
But if my version looks like yours, feel free to compare and use wichever. i just love the spikard weapons and would add them to my version if i give my players this homebrew to work with :P
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2017-04-09, 02:20 PM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
Yes, The wording is pretty vague and unclear right now... That's why it's still only in the draft doc.
Sort of... It's a "cooldown" because the weapons requires time to regenerate its ammo/charge/fuel/whatever... But at the same time, it's effectively regenerating ammo/charge/fuel/whatever. I'm trying to split the regeneration and cooldown aspects into different things, but the wording and point value are difficult to decide...
The "Booster" modification is based on feedback and suggestions from this very thread... I'm just trying to make it more open-ended, so that it could, for example, increase a weapons range instead or damage... Or temporarily give it an additional modification... This sort of thing. :)Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.
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2017-04-12, 11:18 AM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
Another test of the system
Jedi Lightsaber:
One handed exotic melee slashing weapon.
[1d6, 19-20 x2]
Modifications: [Concealable] (0), [Deadly] (0), [Elemental Damage-force] (2), [Endless Charge] (1), [Finesse] (1), [Retractable] (1), [Solid Energy] (1)
Well... it does the things a light saber does, but somehow it feels a little expensive to turn the damage elemental, only to then turn it back to solid for 3 whole points... maybe elemental damage should be 1?
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2017-04-12, 03:08 PM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
I don't know... Ignoring Damage Reduction is pretty good. I might reduce Elemental Damage's cost to 0 cp and raise solid energy's to 2 cp.
By the way is "force" considered elemental damage? Because that'd be a tad overpowered. I think I'll limit it to acid, cold, electricity, fire and sonic. Also, I'd say lightsaber damage is closer to Fire damage... And it probably doesn't have the "solid energy" modification (very few things can block a lightsaber).
I'd probably give lightsabers elemental damage (fire) (2 cp), concealable (0*), retractable (1*), improved damage die (2 cp) and endless charge (1 cp).Last edited by Lemmy; 2017-04-12 at 03:09 PM.
Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.
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2017-04-12, 03:44 PM (ISO 8601)
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- Jun 2015
Re: Lemmy's Custom Weapon Generation System
Force is not elemental damage just like city damage is not elemental damage.
Unless you want people to use a city sword and kill people with an obscure damage nobody knows.
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2017-04-12, 04:08 PM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.
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2017-04-12, 04:15 PM (ISO 8601)
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- Jun 2015
Re: Lemmy's Custom Weapon Generation System
The damage that is inflicted by a city whacking you when it is animated by a level 9 spell.
The spell that do that is a spell in cityscape if you like city damage inflicted by animated cities coming from a manual about cities.Last edited by noob; 2017-04-12 at 04:19 PM.
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2017-04-12, 04:16 PM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.
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2017-04-12, 04:17 PM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
There's some d20 stuff that involves damage between things like Starships and normal players, with a damage conversion modifier.
In any event, there's almost no such thing as a resistance to force based damage in system. Generally, force based weapons tend to be either ridiculously expensive or have lower damage to compensate because almost nothing pings off of force.... except for the Tarresque. It also effects ghosts and other incorporeals... which no other energy type does.
Sonic is the the same way except for in systems where psionics is common place so it's generally between force and normal elemental damage in terms of rarity.Last edited by Almarck; 2017-04-12 at 04:22 PM.
I possess the Addicted to Editing flaw. I have edit my posts 3 seconds after posting them for 10 minutes.
Current Projects:
Backing Dragon: the Inheritance - World of Darkness Fan game where you play a dragon
Mutant - Be a horrible abomination of a player character. Comes in a variety of flavors.
Proprietor - Bring a House to a Sword fight! Be the adventuring interior/exterior decorator. Use siege weapons, customize your hour.
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2017-04-12, 04:34 PM (ISO 8601)
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Re: Lemmy's Custom Weapon Generation System
Wait... Is "starship damage" a thing? Is it considered a different type of damage?
Yeah, which is why I'd not allow "force" to be considered "elemental damage". Sonic is a bit too good too, but at least it's associated with one of the four classical elements (air). Force, OTOH, is just... Force. Not an element. And when it comes to resisting it, I can only think of a few special cases, like the shield spell blocking magic missile.
I'd say elemental damage is restricted to acid, cold, electricity, fire and sonic... And even then, sonic is pushing it.
Still... I'm not sure I should forbid bizarre damage types... Like I said, just because something can be made using these rules, doesn't mean the GM has to allow them. At no point I say players should have access to all possibilities. I want to create options. Not restrictions or requirements.Homebrew Stuff:- Lemmy's Custom Weapon Generation System! - (D&D 3.X and PF)
Not all heroes wield scimitars, falchions and longbows! (I'm quite proud of this one ) - Lemmy's Homebrew Cauldron
You can find all my work here.