#Crucible Chapter 1 Feedback

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rapid night
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A dedicated thread for discussion about the Crucible system and game balance in test encounters of Chapter 1.

ivory venture
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πŸ€˜πŸΏπŸ‘½πŸ€˜πŸΏ

oblique sphinx
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Should the Journal Enrichers already be implemented here?

rapid night
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Thanks!

nimble musk
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Quality of life issue: played some of the encounters and thought things were broken because I didn't realize I had to click on the word strike instead of the whole box or the small avatar. Also may be wrong but I didn't see an action counter on the token or a way to take back actions (like I moved too much or started some actions and realized I wanted another action instead).
I liked the actions and arcane customization.

rapid night
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I didn't see an action counter on the token

There are two action counters, 1 in the token bars there are little yellow pips which track the number of actions available and secondly on the character sheet main tab top-center.

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a way to take back actions
Crucible has a "Reverse" system for actions in the chat log, you can right-click on a confirmed action and click reverse to undo it!

nimble musk
# rapid night > I didn't see an action counter on the token There are two action counters, 1 ...

This is a snip of my hovering over the action. A pop-up box appears. It seemed more intuitive to click on the icon next to the word strike rather than the word strike (at least for me)

I found reverse thank you.

I see the action pips on the character sheet but I am not sure I know what a token bar is.. not seeing it from the token... (I usually have token action hud module running so I don't have to open the character sheet)

anyways...just my two cents.

rapid night
thin sun
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Hey @rapid night I got a chance to let my players do some character creation and testing for Crucible. This was a party of 4 and we tested the Drakeling combat first. First thing I want to say is that the system recieved overwhelmingly positive reception from the group. They are almost strictly 5e players but all of the work you've done has REALLY sold them on the system. Before I talk about the combat here were some things that they mentioned that they really liked:

  1. They really enjoy the action system especially when compared to lower level 5th edition play which can be fairly one-note or muted with only 1 attack or spell being cast on a turn. They really enjoyed having multiple ways to spend their Action Points. There was a variety of builds/playstyles being tested, from a traditional 2 handed weapon warrior build, to a "White Mage" type healer, and even a summoner!
  2. They really enjoy initiative being rerolled every round since it keeps the combat changing constantly. They also like that their leftover action points are converted to boons for that next initiative roll.
  3. The boons and banes system also really resonated with them as well. One of our main critcisms of 5th edition is that Advantage and Disadvantage just completely cancel out regardless of how many "instances" you might have. They really liked how boons and banes interact with the 3d8 system you have devised.
  4. They really like the Health and Morale HP pools as well as the consumables you designed, with the basic Elixir but also the Tonic.
  5. They really enjoy the 1 ft grids and how percise movement is.
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With the combat it was a lot of fun to run! It lasted 4 rounds which was about how long it lasted when I first ran it for this group in 5th edition. It definetly got spicy here and there and I noticed the Drakelings had a lot more opportunities to land hits which I really liked, even if they were glancing blows. First thing I noticed is that if a player was missing hit points that the drakelings still had banes to their rolls against that target, and I couldn't remove those banes or their blinded condition(this could be my fault and I just missed something). Their Pouncing Strike is also very cool and put several players in pretty dangerous situations. My question about the Pouncing Strike is that if its used from a higher elevation(which seems to be what you want to do) would the Drakeling take fall damage(is there even fall damage rules yet?). Also since these creatures fight to the death as stated in the event, what does "Broken" morale look like for them? Finally, one of my players had the Stasis Rune which they attacked the Drakeling with and I thought "okay bludgeoning damage that makes sense" and then it did bludgeoning damage to morale? I have no opinions on that from a game design perspective but it was slightly jarring to deal bludgeoning morale damage. Overall this fight resulted in some wounds sustained but it was so much fun to run.

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Also I liked that their acid spit used focus because when I had a broken drakeling try to retreat and acid spit I realized too late that I actually couldn't do that which I thought was really cool.

rapid night
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Thank you @thin sun and friends for providing this feedback, it's very motivating to hear. There's so much work that's been done it's great to hear that the first impression paid off. At the same time there is so much still yet to do, so getting this kind of feedback is really encouraging to keep going. ❀️

Please pass my thanks to your friends for trying it out.

rapid geyser
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This is really lovely to hear that the system itself is such a great experience. thank you for the feedback @thin sun ❀️

oblique sphinx
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Should the Enricher Tooltip show the values of the actors?

oblique sphinx
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I dont know if this is intended: i cant attack this target because its to far away. I think its because of the 20ft height the dragon is on.

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A hidden Token is still showing the chat cards to the player characters, so they can see what an invisible creature is doing.

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I cant click on a combatant in the combat tracker to jump to the corresponding token.
Nevermind, reloading the combat fixed it.

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The Players cant climb up to the drakelings, because of the constrained movement. The GM hast to do it for them.

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I think this is more Ember/Foundry related, because we had the same problem in my DnD group, but because i am testing crucible now, i leave it here:
Sometimes a user has the problem, that foundry seems to be running normal. But the Dice from DSN and the chat card results dont show up. Its like if they are somehow disconnected from foundry, but moving the token is still synced.
In this case i was connected with my local running foundry with 2 Browser Windows. So no network issue i think.

Reloading with f5 is solving the problem. And the chat cards which werent visible are back again.

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The Shield Bash is causing damage twice.

oblique sphinx
oblique sphinx
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Players can delete other actors from the group actor, but they can't add theyr actors back to the group again.

oblique sphinx
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I have testet 2 fights with 4 player characters level 1 (i played with myself!):
Sickly Drakelings and Good Ooze, Bad Ooze

Both where very fast over. I defeated the enemys in 2-3 Rounds. The Heroes took damage too, but noch so much. Only 1 was wounded.
Espeacially the drakelings felt to easy, but i think this was because i couldnt get rid of the blinded condition.

But like the first playtest, the combat felt so good and dynamic because of the action economy. I really like how the combat is in crucible.

soft dagger
oblique sphinx
soft dagger
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Hmm curious. Will test with that too and see if I can narrow it down

rapid night
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Thanks for all the feedback @oblique sphinx , appreciated

thin sun
oblique sphinx
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Can these links be made selectable so that I can copy them when copying and translating?

oblique sphinx
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Will there be some resting rules for wounds and Madness in the next update?

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The Kiska Lineage gives the Player the shadow rune. But what if he doesnt have presence 2?
It looks like he cant use the rune. Is this intended?

rapid night
rapid night
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might be a bug.

oblique sphinx
rapid night
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I will need to test and balance some different rulings for what recovery looks like, but my suggestion as informal rules to go with for now is that you reduce Wounds and Madness by an amount equal to your character level when taking a long rest.

oblique sphinx
oblique sphinx
rapid night
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that might scale too much in favor of high-level characters - I think that informal rule should be fine for low-level play but something a bit more carefully balanced will be needed.

oblique sphinx
oblique sphinx
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But thats maybe a but, he cant see the active rune in the talent tree:

oblique sphinx
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The Rolls dont react on the party and the party members yet.

oblique sphinx
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We played yesterday and startet a fight against the playtest 1 enemies and then we started the first ember event. So here is our first feedback from our round:

  • overall the fight run very smooth and most of the mechanics where really well automated.
  • the mix between ember and crucible is so cool, we cant wait to dig in deeper into this.
  • overall: keep going, this will be so freaking cool in the future to run an crucible/ember game

Here are some gameplay questions which come up:
Reach 2, Flanking and Engagement/Disengagement

  • The Step gesture has as only cost double movement cost. The Reactive Strike costs WEAPON Action Points -1 plus 1 Fokus.
  • This was a bit unfair for the "tank" in our fight. It wasnt possible to hold the enemies as close combat fighter.
  • And what is with reach 2 in this cases? How does Reach work in terms of flanking, engagement and disengagement.
    Use of Ranged Weapon in closed combat:
  • against the melee opponent?
  • against other targets outside of the closed combat?
  • is flanking with ranged weapon (in melee range) possible?
rapid night
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So much still to do, we keep going!

oblique sphinx
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Is there already a fix I can apply manuallx for the blinded condition of the drakelings?
Our fight is next week πŸ˜…

rapid night
oblique sphinx
soft dagger
rapid night
oblique sphinx
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In the Overview Page are the wrong drakelings linked. These have to be the mutated Versions.

oblique sphinx
oblique sphinx
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We had our round yesterday and here is the feedback we collected during the first 4 events of chapter 1:

  • the chatcards are hard to follow who made the check and for what was the check. What we think needs to be improved:
    • the skill should be bolt so its easier to see what check was made
    • the char "portrait" should be displayed
    • the players color could be implemented for easier separation.
  • The Partysheet could be improved by adding some values:
    • wounds
    • madness
    • passive awareness
  • the condition of the pallid drakelings should be hidden for the players.
    • generally i think that the players shouldnt see all conditions on the enemies
rapid night
ornate citrus
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Bit of a weird bug I've got going with one of my player characters. The talent "Regulated Rhythm" that is part of Kivahr lineage seems to proc ever turn. I'm assuming this is supposed to be a triggered action, not just a passive that happens every turn in combat.

Don't suppose there's any poking around I could do to see about identifying the root cause of this? It also isn't showing in the combat log that it's happening, but we did a bit of testing and confirmed the health / focus loss was in line with the description.

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I would expect to find the effect and length in the effects tab on the player character, but it is not showing there at all.

rapid night
ornate citrus
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For sure, that is what I assumed. Curiously, even removing the trait from the actor's kivahr lineage, it continues to happen every round, costing HP/Morale and raising the other respectively.

rapid night
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I wonder if there is an active effect present that just isn’t displaying properly

ornate citrus
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Happy to poke some commands into the terminal if you have any that might shed some light.

rapid night
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check if there are any effects applied to the actor (or invalid effects)

ornate citrus
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Did this and both actor.effects and actor.effects.invalid returned undefined.

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which would make sense in the current scene as the actor has none

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at least in the effects tab

rapid night
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they should definitely not be undefined

ornate citrus
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Okay, I might be uncertain where best to be checking then. This is what I see when I poke around in the actor data.

rapid night
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Sorry, should look like this, and should be console.log(actor.effects.invalidDocumentIds)

rapid night
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the token that is placed in the scene, is it linked or unlinked to this base actor?

ornate citrus
rapid night
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What do you get when you:

  1. Control the Token in question
  2. console.log(_token.actor.effects)
ornate citrus
rapid night
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hmm yeah okay

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I'm not sure then I'll have to debug this more thoroughly

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thanks for the report

ornate citrus
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No problem, enjoying Crucible lots with my group and happy to be involved in the polishing process. Can do any more poking around as needed.

rapid night
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aah yeah okay I see the problem

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Will have to wait until the next patch to be fixed I'm afraid

ornate citrus
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All good! Glad it's been found

oblique sphinx
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The Request Rolls still dont work? I am clicking on the group icon and nothing happens.

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And also the Language Tooltips dont work for me.

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Hmm, could it be that the main party isnt properly configured in my round? Because i also cant find the party members in the hazards.

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But the Characters are all part of the party.

rapid night
# oblique sphinx

Hmm... does it work if you manually add actors to the roll? Maybe the bug is just the quick button to add the whole party? This is probably related to your next problem actually.

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@oblique sphinx your party should have been auto-flagged as the primary party, but maybe somehow it wasn't. Go to system settings and assign your group as the "Primary Adventuring Party"

oblique sphinx
white ore
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the Shattered Expectations event does not seem to be converted to Crucible. has you roll a Constitution save and also i think the damage would be real low for crucible

rapid night
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β”‚ Logged all feedback or issues up to this point.          β”‚
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oblique sphinx
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I have a problem with the milestones.
The players earned 1 milestone before the system was implemented that they can get them from the journals.
Now i gave them 2 from the quests they already finished.

The Characters show 3 milestone points and the group 2. Can i somehow fix this? The players have 2 milestone points.

white ore
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yeah, there's no convenient way to mess with an actor's milestones that i know of. that's something i'd like ideally too.

however in your particular scenario, you actually can even out their milestones by manually setting their level down to 1 and then back up again to 2.

this only works when the number of milestones you want is the exact amount you need for a certain level (or one fewer, by going higher than the desired level and then back down to that level)

sonic frigate
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In the standalone quest Shattered Expectations, the roll table Kaleidoscope Crystal Effects text itself still references Lesser Restoration and Dispel Magic (dnd5e spells)