#rw ttrpg thread

1 messages · Page 11 of 1

hushed bane
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the DM should rp the aggression

regal mulch
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suggested range

hushed bane
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it shouldn't be a mechanic

regal mulch
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have a range as a suggestion but not set in stone

dark rain
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you could def use that as a mechanic but I feel that that delineates combat from noncombat

hushed bane
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it's should just be a little blurb in the lizard's statblock that goes "hey, red lizards are more aggressive and will take more opportunities to attack!"

regal mulch
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that works too

hushed bane
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because then it's a character the DM is playing

regal mulch
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like a "aggression" segment for every enemy

hushed bane
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and they're free to improv on it and it's more organic and stuff

regal mulch
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yeah that makes it more interesting

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for both ends

hushed bane
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okok i forgot one thing about momentum

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which idk if i wanna include in this system but it is a fun way to conclude or resolve conflict

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at +3 or -3 you can make a Venture
you reset all your momentum back to 0 and both you and your opponent make actions against each other
for example, hunter decides to make a Venture and stab a red centipede with their spear, using Muscle
centipede attempts to shield it with their carapace using Resistance
if your roll is higher than the opponent's it succeeds and theirs loses, no matter if they would have succeeded or not - hunter stabs centipede easily
if it's lower (changing this from the base rules to something Way more punishing because this is rain world), the opposite happens and they're immediately able to counter - centipede blocks and immediately tries an electric shock

regal mulch
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i dont think we need that

hushed bane
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yeah i know, it's just a feature of that combat system that i wanted to contemplate adding

regal mulch
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as i think its better to have it so your roll is higher you succeed

hushed bane
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thing is then that makes it so stat dumping is actually better

regal mulch
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oh true

hushed bane
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and that some creatures with very high stats are just straight up OP against you

regal mulch
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i think momentum is fine

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venture dont think we need it

hushed bane
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yeahh

regal mulch
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and is negative momentum even bad

hushed bane
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it's only punishing if you can't think on your feet

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it's just as good as positive momentum

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which i think is important

regal mulch
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i think you should write all that down again and ill put it in the rules section of the doc

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wait before that

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i think we should finish monks healing spell

hushed bane
regal mulch
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so negative momentum is more youre on the defensive while the opposite is true for positive?

hushed bane
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yeah

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prediction is an overtly offensive mechanic whilst feinting is defensive

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we gotta rename momentum maybe

regal mulch
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but anyways i think monks healing spell should be 1d4 + 2 health for three blessings, and you can revive a teammate for 3x the cost (reduced to 7 by the adaptation)

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renaming it is a good idea

hushed bane
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something that fits more with rain world

regal mulch
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we can figure names out later

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what it does is more important

hushed bane
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ye

regal mulch
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otherwise it might be better to just let a teammate die then revive them

hushed bane
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i think the revive should be separate

regal mulch
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hm

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well yeah

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just 1d4 + Knowledge healing?

hushed bane
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also this for a revive spell

or you place a shield on someone that, if they die, it activates and they don't lose anything
thing is it has to be done before combat
and only lasts for one cycle
so you're basically betting on whether they die or not

hushed bane
regal mulch
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becuase knowledge is supportive, will is offensive and defensive, and allure is for distractions and resisting them

hushed bane
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it shouldn't be as good as recovery dice but it should be cheap to offset that

hushed bane
regal mulch
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yeah

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well i dont think you need to roll to see if you take damage or not

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you would roll to dodge or roll to intercept the attack

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anyways uh

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spells that use 5 or more blessings have cost reduced by 1 or spells that use 6 or more have cost reduced by 2

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as its basically letting you use the really big spells more

hushed bane
regal mulch
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so yeah its redundant

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you either get hit or you dont

hushed bane
regal mulch
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yeah

hushed bane
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it's just the actual damage you take is determined by the weapon

regal mulch
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it also allows the healer to become more interesting as you could also spec into trying to use massive damage spells that cost a lot

dark rain
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how does m agic work

regal mulch
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uses blessings

hushed bane
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and in fact you don't even have to attack with a damaging weapon
an "attack action" could just be throwing a spore puff or a flashbang

regal mulch
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you have 4-12

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monk has +3 by default and can get +3 through an adaptation

hushed bane
dark rain
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so MP basically

hushed bane
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there's a large pool of spells that all slugcats can cast

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YEah

regal mulch
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yeah but its Rain World™️

hushed bane
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but some slugcats are better at casting than others

dark rain
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ye

regal mulch
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yeah you start with a lot of spells anyone can use

hushed bane
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(saint & monk)

regal mulch
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some slugcats have unique spells

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and some are adaptation only

hushed bane
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and some extra level up perks offer-

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yeah

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adaptations are a stand in for the class feature thing D&D uses

regal mulch
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call the healing spell Mend?

hushed bane
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yeah that works

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except there's no classes, only races

dark rain
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are they singular effects or more freeform

hushed bane
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depends on the type of spell

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the former is probably if it does damage

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damaging spells are gonna be singular set effects for sure

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the latter is anything else really

regal mulch
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monk done

dark rain
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so the d&d method of spell design

hushed bane
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oh and healing is more of a preset thing

hushed bane
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if it aint broke

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(idk if it's broke actually)

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(It might be)

regal mulch
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there will be some spells that act different depending on the scenario

dark rain
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depends on what broke means lol

regal mulch
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like a distraction

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in combat it probably is much less effective

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but out of combat its gonna be a lot better

hushed bane
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i'd say it's viable in combat

regal mulch
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its good but not as good

dark rain
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its not a bad way of designing spells but 5e's implementation is fairly poor imo

regal mulch
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how so

hushed bane
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yeah true

dark rain
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spell slots are a weird system

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you have far too many

hushed bane
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oh yeah i hate spell slots

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to the point where in most 5e games i run we end up just

dark rain
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and 5e's spell design is generally pretty subpar

hushed bane
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Ignoring spell limits

regal mulch
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yeah

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we do have spell limits here for how much you can cast

hushed bane
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although that's still WIP

regal mulch
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you cant get all spells either but youll have a good majority

hushed bane
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my main idea is that you can't cast a spell more than once per session / cycle

regal mulch
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even non spellcasters can use spells

hushed bane
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but there's a lot to choose from

regal mulch
dark rain
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why not just have blessings recover every cycle

regal mulch
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they do

dark rain
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and then have that limit spellcasting

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there u go

hushed bane
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OH TRUE

regal mulch
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you have 20 max (12 from levels, 3 from monk feature, 3 from monk adaptation, 2 from an adaptation)

dark rain
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mp systems are generally p good

regal mulch
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the 3 spells rn are uh

hushed bane
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should i post the levelling table

dark rain
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i dont use one atm but they work

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sure

regal mulch
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2, 2, 3

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blessing cost

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you dont use them super often but they are still helpful

hushed bane
regal mulch
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maybe an adaptation will allow you to regen them even without hibernating

hushed bane
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(MAYBE i copied a FEW d&d aspects)

regal mulch
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say a blessing for every creature you kill

hushed bane
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Hollow knight

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i like it

dark rain
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why not just do 10 levels and have ur "other" category happen every level

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matches the 10 karma thing

regal mulch
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that could work

hushed bane
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truee

regal mulch
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theres 8 there rn

hushed bane
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so levelling is less often?

regal mulch
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maybe split some apart?

dark rain
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depends on campaign length

regal mulch
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well some levels dont even give a benefit

dark rain
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idk how you gain levels so

regal mulch
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these are identical

dark rain
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"level up"

hushed bane
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i usually just do milestones

dark rain
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"you gained nothing"

regal mulch
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going from 17 -> 18 changes nothing

dark rain
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milestones work

hushed bane
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Yeah that is true

regal mulch
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yeah i think we should rework it

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let me do it

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i say max blessings at level 9/10 though

hushed bane
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like what i tend to do in ttrpgs is get rid of xp and just level everyone up at the end of each session

regal mulch
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to get spellcasting as a viable build faster

hushed bane
dark rain
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i did a redesign of 5e where i crunched everything down into 10 levels and it works pretty well

hushed bane
dark rain
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yeah fuck that shit

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i run a leveless system atm

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so i just give everyone 1 xp per session

hushed bane
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i really wanna make one of those some day

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leveless systems sound fun

regal mulch
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hows this

hushed bane
regal mulch
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racial adaptations are pretty big so i think level 3 works

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or maybe level 2?

dark rain
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u can take a look at mine if you want

hushed bane
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racial adaptations level 3

dark rain
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its unfinished cause i keep adding stuff

hushed bane
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okay im loving this wording

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👍

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THE MODIFIER FORMULA

quartz gazelle
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greeble

dark rain
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i tried to make it brief because i hate combing through text walls

hushed bane
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THATS WAY BETTER THAN D&D AND WHAT WE'RE USING FOR S&S

dark rain
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its literally 5e's modifiers

regal mulch
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what is it

hushed bane
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Oh

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wait yeah it is

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Holy shit

dark rain
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except the rating isnt pointless

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lol

regal mulch
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whats the modifier formula theyre using

hushed bane
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(it's 2am okay im running on low brain fumes)

dark rain
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((Rating - 10) / 2) Rounded Down = Modifier.

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5e

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basically

regal mulch
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is that for calculating our substats basically

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yeah

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i think what we have is fine though

dark rain
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ye

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im just Showing Off

regal mulch
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you can choose to spec into general stuff, or into more specific stuff

hushed bane
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yeahh

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substats are just skills but usually you can use them way more often than in D&D since rain world is sorta just

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there's no real society or anything so most ways of interacting with creatures are basic primal stuff

regal mulch
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yeah

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and we also have one for basically every aspect of the game

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and you interact with all of it

dark rain
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based skill centered system

regal mulch
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the most niche are probably carrying, taming, and resistance

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but even those all have good uses

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carrying you can bring a whole bunc hof shit

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taming you can center a whole build around that

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resistance posion can become more common as we actually have health

hushed bane
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i mean carrying is less niche than it sounds

regal mulch
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yeah ik

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even the more niche sounding ones are useful

dark rain
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how does ur inventory system work

hushed bane
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rain world probably

regal mulch
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same as rain world

hushed bane
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two hands

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swallow

regal mulch
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2 hand slots 1 mouth and a backspear

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and possibly an adaptation to add onto that

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like 2 extra mouth slots

hushed bane
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i mean there aren't many items

hushed bane
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they get hamster cheeks

regal mulch
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i would also allow a like

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thing to carry pearls or something

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like a pouch

hushed bane
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id say that's just something you can make in RP

regal mulch
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yeah

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i mean a full party can carry a lot anyways

hushed bane
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you can make pockets and pouches sure as long as you're good at it

dark rain
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what about backpacks and such

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what the limit to that

hushed bane
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probably carrying

regal mulch
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maybe you could just make them if you have a good carrying and crafting skill

hushed bane
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like if you stock it up with a bunch of heavy stuff your carrying stat becomes Important

regal mulch
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its up to the dm what you can make via crafting

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fuck it let them make a gun if they get high enough skills for it

hushed bane
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i mean i do wanna add a little set of recipes

regal mulch
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yeah we can

hushed bane
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like explosive spears, Gourmand Cuisine, lamps

regal mulch
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ok if a player reaches like +10 comprehension and +10 finesse i will allow them to make a gun

hushed bane
regal mulch
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carrying would also be like lifting stuff

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and just moving stuff as well

dark rain
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you could use an inventory slot system

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where the number of items you can carry is limited by slots

regal mulch
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thats what we are doing

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its already there

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you have your hand slots, mouth slots, and back slots

dark rain
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and then modify the number w/ the carrying skill

regal mulch
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nah

hushed bane
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then maybe we DO have specified crafting recipes too

regal mulch
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we thought about that but its not a good idea

hushed bane
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so if one does craft a backpack, the slots are specified

regal mulch
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i suggested that already

hushed bane
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oh huh

regal mulch
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the carrying skill giving extra slots

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i dont think we need that

hushed bane
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i'll test that

regal mulch
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idk

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carrying is already useful

hushed bane
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now that i think about it though it does make a lot of sense

regal mulch
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dont want to give one stat a bonus that isnt to rolls and what not

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then all of them need that

hushed bane
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yeah truee

dark rain
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not necessarily

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as long as the rest are useful enough

hushed bane
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i think they're all equally useful

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even resistance

regal mulch
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theyre all useful

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especially if you plan your build around them

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hey fizzy

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should your first non race specific adaptation be at level 5, 4, or 2

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level 3 is the race on

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this is it rn but it might be better to give a adaptation earlier

hushed bane
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2 seems a little early but 4 and 5 seem a little late

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4?

regal mulch
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4 could work

hushed bane
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im gonna head to bed now, i'll be back tomorrow to get stuff done though!

regal mulch
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let me move it around a bit

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and yeah tommorw will work

hushed bane
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our main goal is getting the slugcats done

regal mulch
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yep

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i do want to throw one idea out there

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as a spearmaster adaptation

hushed bane
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i mean tomorrow i can probably try and do all the enemies

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they probably require less balancing discussion

regal mulch
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maybe every 3 food you get your whole team gets 1 food pip

hushed bane
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ooo

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i like it

regal mulch
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anyways

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goodnight

dark rain
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gn

regal mulch
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oh btw emerald

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hows this stat distribution look

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we tried to make sure its balanced

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so every main stat apears twice as a +2 and twice as a -2

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and each substat apears once as a +2, +1, and -2

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if you disagree with any of them tell me

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@vernal moat can you pin this

vernal moat
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pim

regal mulch
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thanks

regal mulch
dark rain
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uhhhhhh

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makes sense

regal mulch
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yeah

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what each stat does is easy to understand right

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can you explain what you think each means

dark rain
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idk why nightcat has a penalty to agi while having a bonus to stealth

regal mulch
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they are more focused on preparing ambushes

dark rain
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ic

regal mulch
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also because we needed a -2 agility somewhere else besides gourd

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and nightcat is a blank slate

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any of the other ones you got questions about

dark rain
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no

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wait

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comprehension

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u shold write up examples as to what all of them do tbh

regal mulch
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understanding pearls and your crafting skill along with figuring out how stuff works

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i will eventually

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any other stuff

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like about what they do or why a slugcat has a stat

regal mulch
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@verbal grove its basically just a downside

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let me pull up survivors and monks

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survivors is

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When you are experiencing Starvation, rolling a 1 or a 2 causes the action to be rolled with disadvantage.
You cannot use Survival Instincts whilst you are starving.

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monks is

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You are only able to eat fruits, vegetables or eggs, and are unable to eat meat.
You also deal 3 less damage per hit unless it is dealt through spells or unarmed combat. However, damage dealt can never be 0 or lower - in this case, simply deal 1 damage.

verbal grove
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ok, my negative trait for spear master is that the spears he throws, if he hits a poisonous object, he gets poisoned, he might also might not be able to carry an object in his mouth, seeing he has none

regal mulch
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that could work but odds are you dont miss

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i think something more you have no item in your mouth (if thats in game ill have to ask about this), you cant eat food normally, and you are completely mute

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if you have any more questions please ask

verbal grove
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what would saint's negative traits be? like that he just can't eat anything but plants? not even eggs like monk? and that he can only throw rubble at enemies as a weapon

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perhaps saint is weak to heat, like if he spends to much time in that volcanic place with lava, he gets a debuff?

regal mulch
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cant throw spears almost at all

hushed bane
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mornin

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im going to write up a bunch of stats / traits for hunter and nightcat

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Maybe get through the other slugcats later

verbal grove
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is night cat like, uber sneaky?

regal mulch
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@hushed bane hi hows it going

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and yes

hushed bane
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heyoo

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so i had a lot more stuff to do today than i anticipated and was Not able to fully finish the hunter

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am going to rn tho

hushed bane
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-2 agility doesn't fit

regal mulch
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ill help with it in a second

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and we can mess with it but what would we change

hushed bane
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uhhh

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idk the stat distribution makes it extremely hard

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  • survivor, saint and rivulet have +2 agility so swapping with them is off the table
  • spearmaster and host have -2 knowledge whilst nightcat has +2 knowledge, can't swap with them either
  • the gourmand also has -2 agility so that won't work
regal mulch
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rivulet dosent have negative knowledge

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host does iirc

hushed bane
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wait yeah oops

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this leaves only hunter and monk

regal mulch
#
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and saint dosent have +2 agility

hushed bane
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TRUE

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but swapping with it is also sort of ehh

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since the saint is all about avoiding predators

regal mulch
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i think we should just leave it be

hushed bane
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OH IDEA

regal mulch
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say that theyre an ambush predator so they dont move much

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and yeah

hushed bane
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we swap rivulet, spearmaster and nightcat

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rivulet gets -2 knowledge, spearmaster gets -2 agility, nightcat gets -2 resistance

regal mulch
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idk rivulet seems like they would be more frail

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spearmaster would have less knowledge because they cant communicate as easily

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and nightcat can have less agility as they act like an ambush predator and dont move as much

hushed bane
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okay actually that works well

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maybe nightcat has a trait that means it can sort of "build up" to a better agility roll

regal mulch
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how so

hushed bane
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i mean if they act like an ambush predator, ambush predators tend to work by slowly stalking prey and putting most of their energy into one big pounce/strike to kill them off

regal mulch
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oh that could work

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like charge an attack up after a while

hushed bane
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ye

regal mulch
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yeah give me like 30 minutes and we can start brainstorming

hushed bane
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im gonna find images for each scug

regal mulch
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@hushed bane ok hey im here

hushed bane
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hihi

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im gonna go make some food shortly but i can get some stuff done

regal mulch
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so what should hunters positive trait be

hushed bane
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better unarmed strikes + slightly better damage

regal mulch
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oh theyre gonna be an unarmed fighter?

hushed bane
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sort of

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in fact yeah

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that should be the hunter's niche

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artificer has bombs and spearmaster has spears

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the hunter can still use those ofc

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but it's more of a generalist attacker

regal mulch
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so how would the positive work

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and should we incorporate the disease mechanic and what not

hushed bane
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already written the positive

regal mulch
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forgot to log in

hushed bane
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your unarmed attack is much better and you do a little more damage with everything else

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negative should just be carnivorous

regal mulch
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i think hunters downside should be that you have half the blessings

hushed bane
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i think including the disease would be a bit much

regal mulch
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more damage is already strong

hushed bane
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maybe instead of half though

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just a flat increased cost of spells

regal mulch
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all spells cost double?

hushed bane
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that feels like a lot but it could work

regal mulch
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hunters positive is really good

lofty venture
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Hunter is a pretty old Slugcat, so how about they attain more skills slower than others do?

regal mulch
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nah

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we dont want to affect the rate slugcats gain skills

lofty venture
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Ah I see gourmandthumbsup

regal mulch
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@hushed bane question

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are we using "you" or "the X" for the stuff

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weve been using you up to this point

hushed bane
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OH RIGHT YEAH

regal mulch
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i feel like we dont need to add the fact theyre a carnivore

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its a pretty boring downside that we are already going to be doing for monk and probably some others

hushed bane
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big part of being the hunter

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and i wouldn't say it's that boring considering it shakes up your gameplay quite a bit

regal mulch
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this is why i feel like adding a diet thing would be a good idea

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i can think of 5 diets that we can split between the 10 slugcats

hushed bane
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5?

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isn't there just

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herbivorous, carnivorous, omnivorous, insectivorous?

regal mulch
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herbivore, carnivore, omnivore, insectivore, and just dead things

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the last one is pretty simillar to carnivore but it also would allow anything as long as its dead

hushed bane
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ehh

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i feel like it works as a downside

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and would be sorta redundant in its own section

regal mulch
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i think we dont need the carnivore downside to hunter

hushed bane
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why's that

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isn't it part of the hunter's core identity though?

regal mulch
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idk i feel like we shouldnt reuse downsides too much

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odds are we use this for hunter, spearmaster, monk, and saint

hushed bane
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i can understand making monk a herbivore because it feels more in line with their karma gimmick thing but this is a core part of hunter

hushed bane
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especially since spearmaster and saint are different anyway
saint is herbivorous AND can't even throw spears
spearmaster is carnivorous AND can only use spears to eat

regal mulch
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no im saying we should differentiate monk and saints part

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maybe make one an insectivore?

hushed bane
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wait monk is an insectivore right?

regal mulch
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rn theyre a herbivore

hushed bane
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i think this is fine as is tbh

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having two slugcats with the same diet isn't really a problem imo

regal mulch
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we could make monk an insectivore to make it more accurate though

hushed bane
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then it has the same diet as survivor though

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and i think that isn't a big enough downside

regal mulch
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by default every slugcat can eat everything right?

hushed bane
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wait can survivor eat lizards?

regal mulch
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in game no

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but i say for this by default a slugcat can eat anything

hushed bane
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yeah i think that's how it should be though

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makes things more of a challenge and we do wanna stay accurate

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in the case of the monk though i do say bending the rules makes sense only in that context

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as the monk's whole theme is being in harmony with the wild and such

regal mulch
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or the standard insectivore diet unless the are a carnivore

hushed bane
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the standard insectivore diet

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batflies & blue fruits

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(and yeah there's other stuff but those are the main examples of Food)

regal mulch
#

idk i feel like thats not a great idea

#

because you need a lot of food and the parties can get big

hushed bane
#

i think it'll work out

#

especially since i plan to add a lot of homebrew food

#

that's rain world-y enough to add to a campaign seamlessly

#

AND it's up to the DM to decide how much food is in each room

#

sure there might not be a massive variety of food in the base game

regal mulch
#

well then isnt monks downside tiny?

#

and crafting foods will also make it easier

hushed bane
#

not necessarily - situational but still a downside

hushed bane
#

so it's not always as consistent

regal mulch
#

isnt it a comp check for crafting?

#

or is it knowledge now

hushed bane
#

oh wait yeah comprehension

#

same thing

regal mulch
#

i say we make monks diet only fruits and vegitables

#

no eggs

#

make it a bit harder

hushed bane
#

yeah sure

#

i can vibe with that

regal mulch
#

especially since monk only needs 6 and 4 food pips to fill up fully

#

and whats the standard unarmed damage btw

#

1d4?

hushed bane
#

1d6+1

regal mulch
#

our range is only 2 higher then

#

3-9 instead of 2-7

hushed bane
#

yeah, but the hunter rolls with 2d4

#

way more consistent

#

1d6 is just random

regal mulch
#

i feel like thats a bit too high

#

maybe reduce it a bit

hushed bane
#

i think it's a good median

regal mulch
#

maybe make default unarmed damage 1d4 while the hunter has 1d6+1

hushed bane
#

since it's gotta be somewhere between an unarmed strike and a spear

#

i think unarmed damage works as 1d6

regal mulch
#

as a slugcat shouldnt be very strong with its fists normally unless it specs for it

hushed bane
#

since most predators are gonna have a lot of hp

#

and 1d6 isn't necessarily Strong

regal mulch
#

well that can still like

#

2 shot a blue lizard

#

and that dosent feel right

hushed bane
#

that is true

#

still, making the hunter deal 1d6 feels wrong

regal mulch
#

1d6 + 1

hushed bane
#

should be 2 dice imo

#

more consistency

regal mulch
#

1d4 vs 1d6 + 1 is already more consistent

#

or we can go with the opposite route

#

2d4 - 1

hushed bane
#

1d6+1d4

#

?

regal mulch
#

too much damage

#

nearly a spears worth at max

#

i think 1d6 + 1 is still the best option

#

the range is 2-7, while the default range is 1-4

#

or you can go the consistency route

#

1d4 + 3

#

4-7

hushed bane
#

hold on brb

regal mulch
#

@dark rain hey im forcing you to help us

dark rain
#

wa

#

what do you need

regal mulch
#

hey

#

should unarmed damage be 1d4 or 1d6+1

#

a spear does 2d6 damage btw

dark rain
#

so

#

binary success/failure

#

what's the intended failure rate

regal mulch
#

im just going off damage wise like

#

how much damage does an unarmed strike do to a spear in comparision

dark rain
#

I know

#

I need to know failure rates, hp averages, and intended time to kill

#

because I dunno how much damage anything should do if I dunno that

#

for reference HP average in AMG is 10 and I intended time to kill to be very low, so I made the average damage sit around 7

regal mulch
#

it goes off rain world so going off the slugcat having 12 hp

#

a pink lizard has about 24

hushed bane
#

wait 24??

dark rain
#

and slugcat dies in 1-2 hits yeah

hushed bane
#

jeez that's low

regal mulch
#

yeah

#

double the slugcats

hushed bane
#

but yeah slugcat has 12 hp because a spear deals 2d6

regal mulch
#

it would be made up for be the group size they come in

hushed bane
#

i mean to be fair

regal mulch
#

which isnt 100% accurate but it works

dark rain
#

a pink lizard goes down to 2 spears or so

hushed bane
#
  • lizards deal a lot of damage
  • hunters gotta eat
regal mulch
#

yeah

hushed bane
#

HP doesn't always determine difficulty

regal mulch
#

odds are you dont die from one encounter

dark rain
#

so around 20 hp is pretty reasonable IF spears do about 10 damage

regal mulch
#

you die due to repeated wounds

hushed bane
#

spears deal about 7 on average

dark rain
#

though with 24 hp they're likely to go down in around 3 hits

hushed bane
#

2d6

dark rain
#

3-4

regal mulch
#

yeah

hushed bane
dark rain
#

more likely 4

regal mulch
#

3-4 hits is good

hushed bane
#

since you'll have more slugcats than one in a party usually

regal mulch
#

yeah

dark rain
#

are you using damage dice for a reason

regal mulch
#

this is designed to work best with about 2-5 people id say

dark rain
#

if u want to be RW accurate™️ then 20 hp might work better

#

though that's like

#

tweakable

regal mulch
#

we arent going to be 100% accurate

dark rain
#

easily

regal mulch
#

even if its not fully accurate you need to change stuff for the sake of the game

dark rain
#

why use dice instead of fixed damage values

regal mulch
#

fizzy you explain

hushed bane
#

Good question

#

(no idea)

regal mulch
#

i think its better as it gives a wider range of what happens instead of being able to perfectly predict when something will die

dark rain
#

you could randomize hp instead of that to give it 1-2 hits of variance

regal mulch
#

well then you need to do that for every enemy

dark rain
#

which is pre-session work

regal mulch
#

its better to randomize one thing that affects the rest, than to have to randomize everything being affected by one thing

#

let me like get an example

dark rain
#

sure but its way faster than counting up dice in combat

regal mulch
#

counting dice dosent take long

#

especially since we only use about 1 or 2 at a time

dark rain
#

it doesn't take long but it does add up

hushed bane
#

plus there aren't many weapons in this

#

like the main sources of damage are just spears

regal mulch
#

yeah theres like 3 damage types

#

spears, explosives, and spells

hushed bane
#

and blessing are pretty limited usually

regal mulch
#

random damage is better for this

#

as said before

hushed bane
#

so if you're using a blessing and an attack in combat, that's the most you can combo

regal mulch
#

it turns damage modifiers into "+3 damage" to "more consistent damage"

#

anyways uh

#

should we reduce hunters damage buff?

hushed bane
#

maybe

#

ye sure

#

i wanted it to mirror monk

#

but +2 seems more reasonable

regal mulch
#

anyways how about their adaptations

#

wait did we ever decide on unarmed damage

#

@hushed bane

hushed bane
#

wait so what's unarmed damage now?

regal mulch
#

i think it should be 1d4 by default

#

and 1d4 + 3 for hunter

hushed bane
#

that works

regal mulch
#

should we get rid of all the also, addtionally, etc in the descriptions

hushed bane
#

i think they're fine but you can if you want

#

okay so adaptation 1 is just better rolls on low HP

#

what should the other be?

regal mulch
#

i dont know i want to discuss something else first

#

should i say "conventional weaponry" or spears

#

conventional weaponry is more vague

#

and allows for homebrew weapons more easily

hushed bane
#

ye that works

regal mulch
#

i think we should seperate damage into 4 types

#

conventional, explosive, unarmed, and spells

#

hows this

hushed bane
#

that works!

regal mulch
#

i think adrenaline surge should become a bit stronger

#

+3 hp maybe?

#

and round it up

#

so the effect actives at 8hp

#

because its not that strong rn

#

@hushed bane

hushed bane
#

oo maybe

#

that better?

regal mulch
#

that could work

#

but it still seems super niche

#

why pick the option that only comes into play when you take damage when you could pick the other one (that is probably always going to be active)

#

i think a taunt would be a better option

#

taunt an enemy, and if they attack you and miss you can counterattack with 50% more damage or follow up with an attack of a different damage type

hushed bane
#

that's sort of already a thing you could use with momentum

#

feinting

#

also i wouldnt say it's super niche

#

predators are a huge part of rain world's gameplay loop

#

and the hunter is all about getting close to them to kill and eat em

regal mulch
hushed bane
#

so

regal mulch
#

then again its super similalr to negative momentum so

#

yknow how inspiration exists and you can use it for advantage

hushed bane
#

yeah

#

that's survivor though

regal mulch
#

actually nvm better idea

#

we might want to change the advantage buff to a flat bonus

#

but make it apply to more

hushed bane
#

+2?

regal mulch
#

yeah +2

hushed bane
#

to be fair though

#

muscle and agility are the main two combat stats

#

OR

#

we go advantage to muscle and agility

#

and any of their substats

regal mulch
#

i say

hushed bane
#

oop brb

regal mulch
#

advantage to muscle and agility, +2 to throwing and dex

#

stealth and carrying dont need a +2 or advantage below 50% hp

hushed bane
#

that works well

#

wait you mean throwing and finesse right

regal mulch
#

yeah

#

i keep calling it dex

#

hows that

hushed bane
#

great

regal mulch
#

or should it just be a flat +2 to all of those rolls

#

and not advantage

#

@hushed bane

hushed bane
#

advantage to all i say

regal mulch
#

lets just leave it how it is rn

#

we will tweak it later

#

we are going to have to do heavy balancing later

#

what should hunters other adaptation be

#

maybe just a more non conditional buff thats not as strong

#

@hushed bane

hushed bane
#

backkk

hushed bane
#

i sorta want something that changes up how you attack things though

regal mulch
#

how so

#

maybe something that encourages comboing spears and unarmed?

#

@hushed bane

hushed bane
#

oo maybe

#

how would you combo that though

regal mulch
#

every attack with one type of damage buffs the other type

#

in a different way

#

after an unarmed strike your throwing temp increaes by +1, after a spear hits your unarmed damage increase by +1

#

might need to tweak the values or effects

#

you can pull spears out of enemies right

#

with a finesse check or something

hushed bane
#

ye

hushed bane
regal mulch
#

idk

hushed bane
#

so unarmed just improves throwing afterwards?

regal mulch
#

how else would your attacking be changed though

hushed bane
#

hmmm

regal mulch
#

i dont have any other idea for it

#

maybe we finish hunter later?

#

uh

#

@lofty venture do you have any ideas

hushed bane
#

maybe they get an extra combat action?

#

idk

lofty venture
regal mulch
#

hunter

#

go off what we have already

lofty venture
hushed bane
#

basically an extra perk it can choose to get on levelling up

#

WAIT

#

CRITS

#

on a high attack roll you deal extra damage

#

like a 16 or more nets you +2 damage

regal mulch
#

16 or more on the like

#

throwing roll?

hushed bane
#

like when you roll to attack

#

can be any stat

#

muscle or throwing usually though

regal mulch
#

hm

hushed bane
#

i think it's good

regal mulch
#

maybe the adrenaline rush can be changed to affect unarmed mostly while this one is for spears?

hushed bane
#

nah id keep it

regal mulch
#

i like that idea

hushed bane
#

adrenaline rush is for if you wanna be more aggressive in general and take more risks

#

this is just if you want a slight boost in DPS and not have to play as risky

#

otherwise if you remove the spear bit from adrenaline rush, it's not as powerful

regal mulch
#

make adrenaline rush a ability you can activate any time you go below half health that gives a big boost to unarmed damage

hushed bane
#

and therefore doesn't reward risky play

#

maybeeeeee

lofty venture
#

What about something that gives it a second chance at getting up again, despite being at 0 health.

For example, if a Hunter gets in a fight with a lizard or vulture, they can make a roll to escape their jaws and make a run for it. It van only activate under the condition that their body is still present in the wild (ie. not eaten by a DLL, Leviathan, Thanos snapped by Iterator powers, or dragged into a den.)

hushed bane
#

that's a similar thing to adrenaline rush anyway

regal mulch
#

nah

#

i think adrenaline should be mostly for unarmed damage

hushed bane
#

i don't think it should improve damage

#

it should just give your rolls advantage

regal mulch
#

i still think one spear one unarmed option is a good idea

#

or hunter should just be unarmed focused in general

lofty venture
#

I don't know what to give to an already tanky/OP build of Slugcat without going too far out of reach. slugnom

hushed bane
#

hunter should be unarmed in general

#

but i don't think it should be restricted to unarmed

regal mulch
#

should i change the conventional weapon boost to +1 if we want them to be unarmed focused

hushed bane
#

yeah

lofty venture
#

The ability to hand-to-hand combat the vultures and punch that mask straight off their squishy face. 😂

regal mulch
#

so rn you deal uh

#

1d4 + 3 damage

#

maybe adrenaline rush should be tweaked to give +2 damage to unarmed strikes no matter what

#

along with the other effects (but weaker)

hushed bane
#

yeah that works!

#

i think it should be +2 damage and then instead of a flat +2 increase for stuff, make it have advantage

regal mulch
#

make the crit +3 damage

#

or +4

#

ok so hunters unarmed strikes deal uh

lofty venture
#

🤔

regal mulch
#

6-9 damage

#

spears do 2-12

#

we might want to reduce that

lofty venture
#

Guys, sorry to go off topic, but I have a general question.

regal mulch
#

5-8?

#

what

lofty venture
#

Will there ever be a time when food will go scarce and they'll have to ration things out? Or will we assume the rain keeps order in the already apocalyptic world.

regal mulch
#

up to the DM

lofty venture
#

Okay, that feels right sluglove

lofty venture
regal mulch
#

@hushed bane should we make hunters unarmed strikes weaker?

#

at first

#

like

#

"you gain +1 unarmed damage for every 3 levels you gain, up to a max of +2/+3"

hushed bane
#

oh i like that!

#

adds progression

regal mulch
#

btw

#

damage wise should we change it

#

+3/+2 its uh

#

6-9 damage

#

i think +2/+2 is better

#

so its 5-8 damage

#

or we can have it be 4-7 damage and add an adaptation for +1 unarmed damage

#

idk

#

5-8 damage seems best to me

hushed bane
#

yeah that works

#

5-8 seems best too

#

oo maybe nightcat can camouflage?

regal mulch
#

hows this

#

yeah maybe

hushed bane
#

that works!

#

although a max of +2 seems low it's balanced ig

regal mulch
#

well you have to account for the fact unarmed is super consistent

#

the average damage is 6.5

#

the average of a spear is 7

#

actually yknow what lets make hunters conventional weaponry damage bonus 2 again

hushed bane
#

yeah that works

regal mulch
#

is hunter too weak now?

#

should we reduce the blessing negative a bit

#

to like

hushed bane
#

yeah

regal mulch
#

-4 instead of double cost

#

-4 works?

hushed bane
#

yeah

regal mulch
#

ok cool hunter is done

#

oh did you already do the food pips for the downpour slugcats

hushed bane
#

ye

regal mulch
#

how about nightcats food pips?

hushed bane
#

probably 8 required and 2 reserve?

#

or 6 required and 2 reserve

#

but then the abilities tend to use food a lot

regal mulch
#

6 required 6 reserve?

hushed bane
#

that works

regal mulch
#

how much should camo expend

#

2 or 3

#

which sounds better @hushed bane

hushed bane
#

second

hushed bane
regal mulch
#

i think that works

#

but uh

#

should it give like

#

+3/+5 stealth while its activate?

#

along with forcing a creature to make a perception check with a difficulty of 2d8 + stealth (not including the stealth bonus from camo)

#

@hushed bane

hushed bane
#

true but then we run into a problem

regal mulch
#

what

hushed bane
#

how long does the camouflage last

#

maybe it's like

#

your next 3 or 4 actions?

#

maybe we measure time simply in actions

regal mulch
#

few options

#

till you move, till you use a weapon or spell, or it drains a food pip for every action you make in it

hushed bane
#

i like the last option

#

instead of activating it with 3 pips

#

it drains 1 food pip for every action you make

regal mulch
#

i say make it drain 1 food pip at start

#

to prevent you from camouflaging without moving

hushed bane
#

oh yeah true

#

that works

regal mulch
#

actually now that i think about it

#

rn its just basically just normal stealth that drain food pips

#

should we make it give +7 stealth or something?

#

@hushed bane

hushed bane
#

oh yeah ofc

#

not +7 though

regal mulch
#

i feel like +3 is too little

hushed bane
#

+4

regal mulch
#

sure

#

but isnt it just a +4 stealth then

hushed bane
#

mhm

#

i dont see the problem with that

regal mulch
#

it isnt a problem

#

why did you delete the check part though

hushed bane
#

the bit where other creatures check?

#

redundant

regal mulch
#

fair

hushed bane
#

since contests are just a mechanic that is gonna be explained anyway

#

as in

regal mulch
#

yeah

hushed bane
#

when a creature attempts to see through deception, for example, it's their perception roll vs your deception roll

regal mulch
#

monks needed the check stated as its a unique thing and it needed to be clarified what the modifier was

#

so one will be bioluminescene the other will be what

regal mulch
#

actually i have an idea for this

#

you can activate bioluminescene in two ways

hushed bane
#

we need a negative trait too

regal mulch
#

one is free and provides light, which counters the effects of darkness (-3 perception)

#

the other costs 1 food pip and allows you to like

#

flash it around you at any target near you (costing 1 food pip)

#

this would make their next action be done with disadvantage

hushed bane
#

OOO

#

strobe light??

regal mulch
#

yeah

hushed bane
#

i think it shouldnt always cause disadvantage

#

the enemy has to roll will or something

regal mulch
#

disadvantage if they fail a save

hushed bane
#

yeah

regal mulch
#

tolerance?

#

as its like

#

tolerating the bright light

hushed bane
#

sure

regal mulch
#

yeah

#

tolerance save

hushed bane
#

what's the negative trait then

regal mulch
#

idk

#

should you be able to focus the light far away or should it just be around you

#

or both

hushed bane
#

just be around you

regal mulch
#

can you write the description idk how to communicate that the effects of darkness are only negated if you are making a perception check on something in the light

#

without making it super wordy

#

this work?

dark rain
#

you could just add a light section that explains what bright, normal, and dark light levels do

regal mulch
#

that could work

dark rain
#

and have bioluminescence affect that

#

that way if you implement stuff like glow rocks it can also refer to that section

regal mulch
#

nightcats could be bright, neuron glow could be normal, and dark could be no light

#

want to make nightcats light not redundant if you have a lantern or neuron

hushed bane
#

there's a section called special conditions

regal mulch
#

hows that

dark rain
#

poggers

regal mulch
#

what should the stat for the tolerance save difficulty be

#

2d8 + what

dark rain
#

dunno

regal mulch
#

im gonna go with intimidation

hushed bane
#

that's good!

#

im gonna write up the regular rules

regal mulch
#

ok

#

ill work on nightcat

hushed bane
#

wait so what are the numbers for success and failure on 2d8 again

regal mulch
#

uh

#

for what

hushed bane
#

actions

#

just regular actions

regal mulch
#

well it depends on the action

#

i think uh

#

we are going off the momentum systems handling of combat right

hushed bane
#

no not combat

regal mulch
#

oh you mean out of combat

hushed bane
#

just like regular actions

#

yeah

regal mulch
#

out of combat let the DM decide on the action

hushed bane
#

wait

#

wdym

regal mulch
#

what the required roll to fail or succeed is

#

like trying to push a boulder or move a few rocks would have wildly different requirments

#

a boulder would need like an 18

#

but a few rocks its like a 2

hushed bane
#

how do we define those requirements though

#

i think it'd take a lot of improve for the DM to just decide

regal mulch
#

that still works

#

let them decide

hushed bane
#

we at least need like

#

3 sets of different success / lose goals

#

for actions that are easy, medium, hard

#

we can't just make it so you need to improv numbers on the spot

regal mulch
#

i think we could

hushed bane
#

nah

#

too much work

#

no TTRPG really does that

regal mulch
#

hmm

#

1-5 is easy, 6-10 is medium, 11-15 is hard, 16-20 is very hard, 21+ is nearly impossible

#

or just

#

5, 10, 15, 20, 25

#

that wouldnt work though

#

i say just use the range of values

hushed bane
#

hmm

regal mulch
#

20+ rolls are possible with enough buffs but should be used very sparingly

hushed bane
#

6, 12, 16, 20

regal mulch
#

idk i feel like using a range is better

#

and the dm just picks a value

#

or just pick the middle of each

#

3, 8, 13, 18, 22

#

or 5 10 15 20 25

hushed bane
#

i think 6, 12, 16, 20

regal mulch
#

provide both?

#

range and set values

hushed bane
#

nah

#

range doesn't make much sense

regal mulch
#

i think it does

#

and i think 6 10 14 18 22 would work better

#

why add the +

#

oh wait i see

hushed bane
#

so you roll within the range though?

regal mulch
#

wdym

hushed bane
#

how does range work as opposed to set values

regal mulch
#

the dm picks on in the range

#

to assign the difficulty

hushed bane
#

yeah that's the thing

#

set values just work better

#

the DM has to do much less mental work

regal mulch
#

fair

hushed bane
#

since a range feels somewhat arbitrary

regal mulch
#

easy, average, difficult, very difficult, bleak

#

then again 16+ much nicer than 18+

#

hm

#

20, 16, 12, 8?

hushed bane
#

oh that works!

hushed bane
regal mulch
#

yeah

#

20 16 12 8

#

even failing the easiest tasks if you are inexperienced fits rain world

hushed bane
#

yeahh that's why i think 8 fits way better

regal mulch
#

and also makes negative and positive modifiers a bigger deal

hushed bane
#

mhm

regal mulch
#

now the -2 on your stat matters more

#

and and a -1, -2, or -3 means you will always fail a hard check of 16

#

-3 means you almost always fail an average

#

and you need a lot of buffs for a bleak check

hushed bane
#

mhm

regal mulch
#

i would add a thing saying "these values do not have to be used if the GM sees fit, but are recommended" or something

hushed bane
#

maybee

#

but then what values would the GM use?

regal mulch
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ones they make up

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just mention its recommended to use these

hushed bane
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i guess