Floors General

Previously...

As luck would have it a certain Gamesfest has chopped away what active time that thread was supposed to run for in any case It is time for now to take a small break before the dive to the subfloor can commence again during the tumultuous holidays.

With the soft end to Floor 6 valuable data has been gathered considering that it signals the first "descent" our Runners must undertake in order to retreat from the dangerous Gaolers.

Plans going forth:
In the near future patches will be implemented to
-clarify death conditions once more.
-modify the day/night system to include 24 turns instead of 12 turns for a full cycle.
-modify the amount of turns the group recieves with every ascent
- flesh out crafting and hopefully create a pasta package or a visual guide [ambitious]
New Features will also include
- Introduce New Classes
- Continue successful feature trends like crafting.

DMSide.
Lately with the increase of players it is likely that floors would have to increase both in size firstly and lethality secondly. To address the second point, many tools are already in place to help with post death recovery such as random races, modified Inheritor and Wanderer systems. The next floor will be interesting in that difficulty will not be as intentionally lethal as the current floor however the scope of challenges like usual will be appropriate for the narrative. Which will bring me to the first point; Floors will simply have to be bigger, conferring multiple routes and creating a metagame around finding the stairs while also exploring a myriad of threats around the Floor. Thanks to an upgrade to my personal machine, it is now possible to support such a demanding undertaking furthermore it should resolve a lot of the problems that sprang up in Floor 6 that posed many problems to players.

On Difficulty=
Floors will continue to be appropriately challenging until major threats have been defeated.

Posting a lore edit of the paladin sheet from last thread.

Hope you have fun at the fest!

>Floors will continue to be appropriately challenging until major threats have been defeated.

Furthermore,
even as one descends, the Gaolers will pursue. But due to the change in environment upon descending there yet stands a chance at defeating or circumventing the threat. It should be noted that the advanced play displayed on floor 6 will continue to be on demand in the next one when dealing with them.

What to expect on the Next Floor:
The Realm of Goblins is an interesting phenomenon in the Floors, for this migratory tribe mines through the superstructure in search of great and rare technologies to improve their lives, they are often cut off from the greater world and some are not even aware of the Mal. Nevertheless for a group of Goblins to find their way in the Pneumaether must imply a terrestrial route and an opened way to escape or dive further down away from Gaolers and into depths unknown.

So we'll have to defeat all the Gaolers. All of them.

This will necessitate some serious coordination. Like keeping the mages together and with hand-gathered Lux for a Lux gigalazer on a moment's notice at the least.

>advanced play displayed on floor 6
Like running into overwatches? Or vaporizing 5 allies with your own grenade?

Day and Night Cycles will increase to 24 Turns with 12 turns of Day, and 12 of night. This will run parallel to our modern world's time keep system where the sun rises on Hour 6 and sets on Hour 18.

" From the Journals on the Silver Line "

On the 5th hour our nightwatch would return from their reconnaissance with meat and queer vegetables from their patrol. The fleeing locals assure them of the flora's quality. By the bell of the 7th Hour most of the group is roused awake; 21 in all and partook in the breakfast of snakemeats and porto bulbs. By the 8th hour our mages had scouted through plenty of fog and the guides have blessed our vanguards with their magicks and just like that 3 groups of 5 or 6 would investigate an abandoned mine while other groups escorted the princess from her palace to the airship docks. And the third would scrounge about further on clues about that missing cat. It would not be till the Hour 15th where sightings of a dragon perturbed our lines and the mages who committed a whole afternoon writing spells mobilized to aid in downing the threat. The meat and skin would our treasuries and our stomachs for days to come however we stopped to give thanks for the 5 fallen from that intense battle. I would join the nightwatch tomorrow...

Or failing to stabilize a character surrounded by allies for almost 3 turns. Or aggroing a superboss with a lazerbeam that's too long. Or downing an ally with a trown enemy. Or being downed by a sniper, resuscitated and immediately running back into the sniper's line of fire. Or chasing after a boss on your own. Or teleporting right into the enemy's killzone. Or slamming into a locked door for 3 turns. Or spamming overrides panickedly.

You will never face so malicious a strategist that you have played into their hands granting them total victory over you despite your best efforts. Indeed the challenges were not even so demanding and yet here we are.

>tfw half of the characters in this pick are dead already

>Runners fall, everyone dies.

>Your best efforts.

No it was a few turns of stupid rookie mistakes that should have been ironed out by now that cost us the floor. And a refusal to change tactics even when they weren't working.

Have I got to shout the Testament into you when I get home?

I believe you misread the intent of that post.

Well, chasing the boss worked, and even got us a ton of NPCs.

Well that doesn't sound omnious at all. Fantastic.

Probably did.

There is going to be some quick reorganizing when I get around to it, I can say that much.

The Wyrd Hunt patented endless human wave has worked up until the point where people stopped being stupid against us, and now we need actual tactics.

What is this? Looking to expand and move away from D&D, so I'm exploring the other threads / generals.

A neat skirmish game played on /qst/, we just host our generals here due to the rules on /qst/ itself and to bring in new blood.

This is Floors. A skirmish game where in individual units are controlled by individual players. The general objective is to get off the floor before the turn timer runs out and Mal shows up to eat everyone.

scenery destruction porn.

In loving memory of the party stand.

Stasis in peace, friend.

=Urgent Patches=
The following are clarifications and changes to current mechanics.

=On Death.=
The Status Ailment [Dead] is no longer in existence. Instead the body will destroy and leave behind a memento.

Body Destroys when timer runs out,
is looted/finished off by the enemy,
is damaged by at least 1 point from an external source upon bleedout.
reaches 0hp by various body destroying damage types:
-Fire [may leave ash]
-Acid
-Crushing
-Darc [may leave memento]
Reaches -10hp from a single impulse when alive. [This rule can be overrided by skills such as Clutch, and Reraise Timers]

For this reason Reversal will no longer warrant the cost of one turn because there will be no body to target once it has expired in the manner above:

>What of mutations or horrible fates ?
These can be reversed.

Reversal Changes: Reversal mechanics will now implement Absolute Reversal as a default. This means that not only status and but position is rolled back one turn. Sacrifice a Chronos nature to regain lost or destroyed items this way.

Adept Guides and Navigators, will also learn the following automatically.

Remember- Using a memento or ash salvaged from the floor, perform this resurrection Rite while in the corridor. Sacrifice a Chronos Crystal to regain equipment lost. The terminus clock will advance one turn. Runners resurrected this way will be halved level.

Memento Mori- The final rites of a runner. The soul ascends and one object in memory maybe bequeathed to a named party. The rest will be found by an industrious merchant. Sacrifice a Chronos Crystal to regain ALL equipment lost.

For this reason Reversal will no longer warrant the cost of one turn because there will be no body to target once it has expired in the manner above:

>What of mutations or horrible fates ?
These can be reversed.

Reversal Changes: Reversal mechanics will now implement Absolute Reversal as a default. This means that not only status and but position is rolled back one turn.

welp thats what I get for typing whole erratas in comment boxes.

>Remember- Using a memento or ash salvaged from the floor, perform this resurrection Rite while in the corridor. Sacrifice a Chronos Crystal to regain equipment lost. The terminus clock will advance one turn. Runners resurrected this way will be halved level.

Sooooo...

>Adept Guides and Navigators, will also learn the following automatically.

Do you mean Master Guide and Navigators?

....level is rounded down if you're an uneven level?

Trying to remember the damn trip

By precedent level is rounded up.

Crafting Changes:
Rule Of 6s now Implemented.
When crafting an item with stats, the crafter uses one point of quality to raise a stat one point. However, every 6 points the price in quality per stat- for that single stat- increases by one point. This is to properly scale what it means to have +6atk as opposed to +8 atk or +8def. The reason I chose the number six is because many of the creatures in the game are statted around the number 6. And that 6 of any stat is considered specialized.

Ex:
Test Sword: 6atk costs 6quality
Test Sword beta: 8atk costs 10Quality
Test Sword delta: 4Atk and 4Def costs 8Quality
Test Sword sigma: 13atk costs 21quality.


GM's note: The concept of these changes is to prevent repetitive deaths and suicide charges on a map as these things should not be cheapened. Instead they should be taken as a signal that you lack control of the field, the means to fight the enemy, and now must commit resources to their return. This should also play on the idea that when a floor is in progress, the decision to push forward or egress should be given all the certainties needed to measure their chances of success. If miraculous, yet unpredictable saves dominated the floor, the amount of swing in the game would invalidate a lot of the lessons basic tactics has taught us so far.

As an additional note, resurrection at halved levels is looking to be quite appealing due to the fact that it keeps the average level of play low and doesn't force players to start completely over even though the concept of restarting as a new race is equally appealing.
>Note than when resurrecting in this manner, some mutations will reset. As it would simply resolve with less complications in the long run and allow a player a chance to rethink their options or pursue the same path and improve on their mistakes.

With the introduction of resurrections a faraway concept such as Hollowing may become prominent with those who resurrect too many times.

As these changes seem drastic, I will open this up to discussion since a suggestion or two to these rules is not unheard of on the day of its posting.

Well ... if you would like to put all your chips on poka I would not mind making this ability that much more rare and special if not dangerously inaccessible.

We should all have, like, three levels free and an additional million bucks.

Clearly.

*sneaks paper notes in your pocket as you are ushered off into the world of the dead*

>Note than when resurrecting in this manner, some mutations will reset.

What would that include?

Let's not

No, I mean male deers.

I want to make a deer stampede.

Just making sure this wasn't some sort of slip or misunderstanding. After all this is a pretty important feature for players to be aware of on top of knowing how it works.

Midians. Ghouls. Skeletons. Lycans. Essentially, if it was curable using the Reversal function, it will be rolled back here. Since it is obvious that mutations have no direct downside.

Some exceptions are Sworn and Branded characters since they are beholden to a third party. It might be that an exit clause would cause them to be cursed in their next life.

Race Changes dont apply.

The Deathd the Death Die or is still usable?

How does one acquire a chronos crystal?

*ushers you into an ephermal glade with multiple bucks in heat before saling off into the mists *

Death Die are still available for they are used only when in Bleedout [Dying]

In a recent patch, navigators were given such an item in their pocket. As well as 2000 bank notes of a long dead world.

Thanks.

In an upcoming content patch, crafting will be fleshed out as well as alquemist meta with their ability to create such crystals. In the meanwhile more work will occur in normalizing crafting in the presence of barren corridors and the like.

I have a question about remembering lost skills. Would it be possible to remember class skills you learned previously the same way, through rest actions? Or is limited to skills outside the class system?

What are the books and ink used by scholar and editors for?

Since class skills are directly proportional to levelling up it stands to reason that you have to relearn them using levels. Rest actions are used to regain things that were learned through rest actions.

You may teach a qualifying class basic class skills too with a rest action, but they must spend a level to learn those skills through the Teaching system. In short

Learning Class Skills: Requires Level.
Learning Class Skills outside of your class: Requires level and a Teacher

Learning [Town Skill] [Crafting] or [Sword Artes]: Requires Rest and necessary triggers [Bloodying, Book, Teacher etc]

Thank you

Where does the skills learned from lovelier fall into?

Regained as a Rest Action. Unless Monster Skills are at stake. [Then you need to be a midian]

Will we ever see the sturgeon?

Soon :vc

Is Uninvited Guest a monster skill? I received it from Nightmare Femto.

It is :vc

Thank you.

With the loss of hunter classes will we see replacements for them? Or will we have to normally reacquire them through finding the trainers and such?

Can the roll be made on the same turn that the timer runs out?

no. Before Floor Phase is your last chance. There is no such thing as 0 on the timer.

>What are the books and ink used by scholar and editors for?

This question interests me as well.

Any reason this doesn't just apply "Per 6 points in Quality"?

When applying it per 6 points in a specific stat, it leads to break pointing.

6 points atk, 6 points def = 12.
7 points atk, 5 points def = 13.
7 atk, 7 def = 16.

Same stats should have the same value, and it is odd that it is only apply when you reach certain "thresholds" because it simply leads to players unwillingly avoiding that threshold and thus skippng the "price".

A system where every 6 points of stats in the Item increases costs of further stats by +1 normalizes stats a little a better, and also helps deal with the creation of mega items with +6 hp + 6 move + 6 atk + 6 def + 6 mag

6atk + 6def = 18
6atk + 7 def = 20

If I target a destroyed body with [Reversal], would it not restore everything on the tile including the destroyed body?

>reversal
>pulse

in combination would surely get people back to their feet?

Crafting /wants/ to give points where it can otherwise the weight stacks will simply reach a critical point rendering the entire concept moot.

But preventing something like 12atk or 12def is more optimal than seeing 6atk and 6def. The two arent the same at all nor it should be judged as such. hyperSpecializing stats trivialize what some would place a lot of pride in or it could be key in breaking a lot of encounters. For example, creatures with 20+ defense is not able to be harmed by anyone in the hunt making them an apex predator of sorts. Similarly a creature with 30 attack will one shot a tank despite their best efforts. You can thank the knights for those numbers. That fight was not engineered by mistake.


You'll also find that stats are simply not that easy to come by either.

But... that's not what I was asking about here

How do I get started in this? Would love to learn more.

Right.
Books - typically student notes can be opened up to "discover" adequate notes on elements. However they can also be used in crafting spells to help teach others with. A book what contains memories is useful in conferring skills to others or perhaps a descendant once [Scribing] is learned.

The ink is used to modify your favorite book and increasing its MagPow by 1. [You likely have Faery Ink] It can also be used to craft a book if the ink is attuned to an element.

You wait until a game thread is up on /qst/ (there'll be a link here is this thread is still alive). Then you choose a class from the pic in the OP, think up a name and a trip and post >deploy.

Thanks!

As we are approaching something like 44+ players it would mean that turn times easily take a day to process. Much of the game's interaction occur in the manic screaming that occurs in the IRC or the day to day developments of the board.

No, because when a body is destroyed it's obliterated so there is nothing to target.

The target is the tile, which means it's effectively a 1 space AoE. This would affect anything in the tile, including time given how Absolute Reversal effects work. With the displacement and all.

I don't know why you would want to reversal dirt. That's not going to do much for you.

Doesn't have to be dirt, could be a destroyed bridge or a destroyed door you need back in place.

Then you're targeting a destroyed bridge/door/wall/OBJECT. Not an empty tile in the vain hopes that enough of the scattered ashes of your dead friend are still there so you can bring them back to life whole instead of in pieces.