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  1. #1

    Default Storm Glaive Preview really disappointing

    Apparently Nemo did not invent a weapon that revolutionized Cygnaran warfare, apparently he only learned how to make a greatsword -really expensive-. Not only is this weapon 50 times more costly than the other statted greatsword, it barely does any more damage and is less acurate. What's the plan here? Even without the Sargeant's buff a stormglaive still hits like cannon fire, is that Rune Points stat they didn't talk about going to be really powerful to compensate?

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    Community Coordinator & Staff Writer PPS_Simon's Avatar
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    I wouldn't worry too much about the Attack Modifiers, a dedicated user will not find those a concern in most situations, they represent the weight of attaching an accumulator, storm chamber, and other devices to grant the sword its mechanikal properties. Also, unlike the Nyss Claymore, it can be wielded one handed (at penalty) enabling the user to wield a shield or second weapon. Given that unlike a regular sword, the Storm Glaive shoots POW 12 Lightning strikes, I'm not really sure in what way it's not entirely superior to a standard sword.

    But, to clarify, don't expect a direct port from WARMACHINE rules. Many of the weapons and abilities in that game are intentionally overblown or abstracted in comparison to the RPG's abilities in order to create the feel of an epic war game.
    Last edited by PPS_Simon; 05-10-2012 at 07:35 AM.

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    Destroyer of Worlds The Happy Anarchist's Avatar
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    Quote Originally Posted by Lord_of_Rangers View Post
    Apparently Nemo did not invent a weapon that revolutionized Cygnaran warfare, apparently he only learned how to make a greatsword -really expensive-. Not only is this weapon 50 times more costly than the other statted greatsword, it barely does any more damage and is less acurate. What's the plan here? Even without the Sargeant's buff a stormglaive still hits like cannon fire, is that Rune Points stat they didn't talk about going to be really powerful to compensate?
    If you look at the normal wargame, Stormglaives are the same. They are decent melee weapons (compared to other weaponmaster units) but they also shoot lightning.

    If you don't want to take advantage of the shooting lightning bit, they suck. I presume this goes for the RPG as well as it does for the Wargame.
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    Destroyer of Worlds Psychomancer's Avatar
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    Is this in a new NQ preview? I'm really antsy for data about mechanika, and I'll take whatever info I can get.

    Rune points sounds promising, though.
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    Quote Originally Posted by The Happy Anarchist View Post
    If you look at the normal wargame, Stormglaives are the same. They are decent melee weapons (compared to other weaponmaster units) but they also shoot lightning.

    If you don't want to take advantage of the shooting lightning bit, they suck. I presume this goes for the RPG as well as it does for the Wargame.
    Leaving aside that we still don't know all of what it does. After all, in the background there is no difference to hitting a ghost with a stormglaive and hitting it with quicksilver. Both are mechanika. And we don't know what electrical damage will do either. So it's probably quite a bit better than that one peek at a stat block implies....

    Unless there is some massive logistical problem with going 'I take one hand off my sword to draw and fire a gun' then how is having that gun particularly useful? Especially since it sounds like it won't be as accurate as a normal gun (Specifies just using Poise). And it's not a great gun.

    Especially since a stormglaive costs 1560, a nyss claymore costs 30 and gets +1 to hit, -1 to damage. Sure you can use it one handed. But you could just have a dedicated one handed weapon. Again, unless there is some massive problem with switching weapons on the fly. Which there normally isn't in RPG's.

    I'm sure you can buy a decent gun for 1500 gold. And single handed weapon. And some decent armour. And probably a couple of friends to do your fighting for you. And still get change.
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    Quote Originally Posted by PPS_Simon View Post
    I wouldn't worry too much about the Attack Modifiers, a dedicated user will not find those a concern in most situations, they represent the weight of attaching an accumulator, storm chamber, and other devices to grant the sword its mechanikal properties. Also, unlike the Nyss Claymore, it can be wielded one handed (at penalty) enabling the user to wield a shield or second weapon. Given that unlike a regular sword, the Storm Glaive shoots POW 12 Lightning strikes, I'm not really sure in what way it's not entirely superior to a standard sword.

    But, to clarify, don't expect a direct port from WARMACHINE rules. Many of the weapons and abilities in that game are intentionally overblown or abstracted in comparison to the RPG's abilities in order to create the feel of an epic war game.
    PPS_Simon are you willing to take this statement a bit further? Should we expect trenchers in the iron kingdom's rpg to be comparatively worse than they are in the wargame (since they're the rank and file) but stormblade infantry to be relatively the same (Since they're meant to be elite), or are we expecting all units, jacks ect. in the wargame to be tweaked up and down in relative power?
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    Community Coordinator & Staff Writer PPS_Simon's Avatar
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    Quote Originally Posted by Rapier View Post
    PPS_Simon are you willing to take this statement a bit further? Should we expect trenchers in the iron kingdom's rpg to be comparatively worse than they are in the wargame (since they're the rank and file) but stormblade infantry to be relatively the same (Since they're meant to be elite), or are we expecting all units, jacks ect. in the wargame to be tweaked up and down in relative power?
    I would simply say do not expect direct translations between any item in WARMACHINE/HORDES and the IKRPG. They are different games, with different needs, and "better" or "worse" are hard to define given the fact that NPCs in the RPG may vary in experience as opposed to the standard stat line of trenchers in the wargame. It's apples and oranges, though they obviously share thematic items.

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    I'm pleased by your answer PPS_Simon. I felt in Mark I and more so in Mark II that the Warmachine stats were out of line with the fluff somewhat, especially coming into it fromt he D&D RPG background as I did.

    I'm pleased to hear that PP will be looking at each man, creature and jack and representing them with IK stats that they feel best reflect the typical, be they trencher or stormblade. I don't suppose you have any information to give us on the sort of stat blocks we can expect? (I mean Typical with variance given like in the IK D&D books, or one stat line GM fiat to adjust it and so on).
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    Community Coordinator & Staff Writer PPS_Simon's Avatar
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    Quote Originally Posted by Rapier View Post
    I'm pleased by your answer PPS_Simon. I felt in Mark I and more so in Mark II that the Warmachine stats were out of line with the fluff somewhat, especially coming into it fromt he D&D RPG background as I did.

    I'm pleased to hear that PP will be looking at each man, creature and jack and representing them with IK stats that they feel best reflect the typical, be they trencher or stormblade. I don't suppose you have any information to give us on the sort of stat blocks we can expect? (I mean Typical with variance given like in the IK D&D books, or one stat line GM fiat to adjust it and so on).
    I'm not sure I understand your question.

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    Quote Originally Posted by Rapier View Post
    I'm pleased to hear that PP will be looking at each man, creature and jack and representing them with IK stats that they feel best reflect the typical, be they trencher or stormblade. I don't suppose you have any information to give us on the sort of stat blocks we can expect? (I mean Typical with variance given like in the IK D&D books, or one stat line GM fiat to adjust it and so on).
    For human character archetypes we can just put them together ourselves.

    A trencher is a dude with a military rifle, infantry armour, a bayonet, smoke grenades, shovel, and probably the equivalent of a couple of levels.

    Interestingly, it's likely that a starting human character wearing infantry armour is gonna be in the DEF 12-16, ARM 20-24 range. So while it's the same stats, the numbers are going to be very very very different.
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    Community Coordinator & Staff Writer PPS_Simon's Avatar
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    Quote Originally Posted by leo_neil316 View Post
    For human character archetypes we can just put them together ourselves.

    A trencher is a dude with a military rifle, infantry armour, a bayonet, smoke grenades, shovel, and probably the equivalent of a couple of levels.

    Interestingly, it's likely that a starting human character wearing infantry armour is gonna be in the DEF 12-16, ARM 20-24 range. So while it's the same stats, the numbers are going to be very very very different.
    I can say that those ARM values are extremely high for the RPG.

    As for generating NPCs, we offer a few different ways to do so depending on the GM's needs. We'll certainly be blogging on that topic as we get closer to the game's release.

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    Quote Originally Posted by PPS_Simon View Post
    I can say that those ARM values are extremely high for the RPG.

    As for generating NPCs, we offer a few different ways to do so depending on the GM's needs. We'll certainly be blogging on that topic as we get closer to the game's release.
    Do you think its better then the old??

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    Aha, so ARM is not then a combination of three stats the same way DEF is (also added the DEF wrong, should be 1 lower, durr)? Or there is some form of hard limit on ARM? Good to know.

    EDIT: Hmm, tis most likely just the Physique stat + whatever armour you have then. That gives a starting human in infantry armour with ARM of 12 to 14 which seems much more reasonable.
    Last edited by leo_neil316; 06-22-2012 at 01:11 PM.
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    Community Coordinator & Staff Writer PPS_Simon's Avatar
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    Quote Originally Posted by Mastervalrik View Post
    Do you think its better then the old??
    Absolutely. We really strove to equip the GM with a tool kit for making NPCs as complex or simple as the situation demands. Sometimes its helpful to know what the town Armorer's STR is but you don't need to have a whole combat profile for him like you would an NPC you are using in a boss fight.

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    NPC creation in the old IKRPG (and D&D 3.5 in general) took me forever, mostly because most of my antagonists were characters with class levels rather than monsters with a set stat line (that's what I get for running it in Five Fingers!) While you can always cut down on preperation time by running canned NPC's with next to no abilities, or monsters with set stat lines, it causes those NPC's to act in a fairly predictable manner and doesn't lend itself toward cinematic gameplay. As such, I'm glad they've significantly streamlined the process in the new IK RPG, and can't wait to see how it works! (no, really... I can't wait... must have more details now!)
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    Quote Originally Posted by PPS_Simon View Post
    I'm not sure I understand your question.
    I was trying to ask if in a monster stat block we would get a typical stat line for say an argus, and that was all. Or if information about the way Argus' can vary would also be provided. (IN Monsternomicon 1 this is done by giving the dice for HD, stats and so on - a typical one has rolled average in D&D).

    The 40k rpg from fantasy flight is an example of a statblock for monsters that gives no information on advancing them or varying them. (Of course a GM always can vary them as needed all the same).

    The simpler stat block is neater for presentation (and allows you to fit more monsters per page), the more in depth stat block is better for allowing GM's to be consistent within the game world for how weak/powerful monsters should be relative to each other. I just wondered which the new RPG uses, because WM/Hordes clearly only has simple stats and the old RPG had more complex ones provided as well.

    The trend has been simpler stat blocks in all recent rpg's though.
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    Combatant S.J.'s Avatar
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    The only reason the old ones had more complex blocks is because the system they were set in used them. And they were awful, at any rate - far more information than anyone would ever use or need, and hampered a DMs ability to set any given NPC or monster in an area or with changes that would be more suitable for the story or session he was trying to make. The simpler the stat block and the more well laid out the rules for creating those stat blocks are the more utility you can get out of any given entry.

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