#rw ttrpg thread
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both
difficulty is decided by the weapon type
assign different tasks different difficulties
i think we should include difficulty for a standard strike but not anything else
then the dm decides depending on factors
such as the creature type in question
a standard strike isnt equally easy on everythingg
a standard strike on a wall shouldnt be able to fail for example
youre literally hitting the broad side of a barn
well thats why the creatures have a different block/dodge stat
yeah
thats different
oh right weird combat system
if a creature dosent block or dodge and you succeed its an instant hit
idk just use 3e/4e/5e's DC system
and have creature's block and dodge be two separate DCs that you can check agaisnt
well they choose to do one or the other
yeah
creatures stats and dice will be decided by the stat block
or we could have the dm randomize the stats somewhat
gm can do that if they want ig
should that be mentioned like
"its suggested to modify stats slightly for each creature"
you can put that in the GM advice section
i will
though you probably wanna run the game before writing that
lol
some things that sound like good advice actually suck ass
"no metagaming"
sounds good
sucks ass
how does it suck
metagaming is a tool that players can use to help direct the story
its frequently part of the reason why a party forms in the first place
because its supposed to happen
there should be a reason but like
meta can do some of the work
its useful when the characters are able to recognize tropes since it makes telling a story easier
theres good and bad kinds
Some tabletop gamers believe that metagaming in all forms is terrible. But some meta can be rather good.
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00:...
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good youtube
yeah
i feel like what you shouldnt meta game is like
abusing creature weaknesses without a sound reason to know them
something like knowing that killing the alpha of an orange lizard pack is reasonable
if there is some sort of Slugcat Society then at least one of them would probably have heard that
yeah it just depends on the character, setting, backstory, etc
it only really applies for common creatures too
yeah
and also certain stuff like bubble fruit
you could reasonably assume that it could pop in water
one piece of advice i see weirdly option is that you shouldnt be afraid to kill PCs
which is bad advice because it misses the point
you shouldnt be afraid to punish mistakes
well its a rain world ttrpg
that doesnt have to include PC death
we cant kill PCs
ik im just talking generally
we literally cant a campaign goal is to kill yourself a lot of the time
but yeah ik what you mean
punish them by taking their money it makes them WAY angrier
also it seems to be shaping up so its more about like
planning and finding the right time to strike
resolve and the way a lot of slugcats have conditional buffs
also i think we should have the dm decide a creatures attack before a player uses resolve
otherwise the results will be skewed
@dark rain going off of what the dm should make up and what should be preset for weapons i have an idea
i think the basic attack for every weapon should be preset
but past that its up for the dm to decide
i dont really get how the combat system works so idk how to give input
if you succeed a roll and the creature fails, you get to attack
if you fail a roll and a creatures succeeds they take no damage
if both fail or succeed nothing changes
so why do weapons need a DC
for the difficulty of a attack succeding
some weapons might be harder or easier to hse
why not just have the weapon damage the target if you succeed
if they dodge or block it wont do damage
the first one
just have the weapon deal damage
you dont need two rolls
well
three with damage
if you want to make some weapons more difficult to wield impose a stat requirement
or require a weapon training adaptation
that moves the crunch to character creation which speeds up combat
and also allows for more customization
i think how it is works
you roll for accuracy, then damage
i think the dm deciding the DC is a good idea though
as a very close range stab should have a low DC while one from far off has a higher one
then damage
then if accuracy succeeds, you roll damage
then what is the DC for
oh
its not a contested check its
thats weird
wouldnt it be easier to just have whoever rolls higher succeed
that way there arent turns where Nothing Happens
oh weird
which is important as positive resolve lets you get the ability to get an attack to always hits
if you predict the next stat used right
wow i dont like that at all lol
i dont think its consistent with the very environmental combat of rain world
wdym
i feel like you should be using terrain advantages or your specific abilities to come out on top
i dont see how its a problem or inconsistent
it decreases the prevalence of being clever and makes it more about mind games
which is very appropriate for jojo
but seems unnecessary if youre trying to capture rain world's combat
which is very lethal and mostly based on advantages that the combatants come into combat with
im very much in the camp of reducing weight as much as possible if its unneeded though
if youre going for a more crunchy approach then this probably works
i just hate running games with a lot of die rolls lol
i like how it is
might need some tweaking but thats for tommitow
i do have one idea
if an attack brings you from full to no health in one hit you could instead get left at 1 hp
that incentivizes people to dump hp though
you can barley raise hp anyways
you have 12
o
very few things raise it
well if everyone has the same hp then that works
TOUGH FEAT POG
but hp isnt easy to raise
almost never happening
its more focused on dodging and blocking
i would say have it so if it overkills you to a point where its like
dragons should have 50 hp
-12 hp
then youre just dead
its mostly meant to represent how the game is
one mistake odds are youre dead
bit more lenient as it wouldnt be very much fun like that
actually i say we dont need one shot prevention
but i do feel like one fail and you die is a bit too much
idk how to resolve this
any ideas
idk it isnt very fun
it isnt but thats why its funny
especially since one death is -1 karma for rhe full party
just dont get oneshot lmao
seems like a fundamental issue with trying to convert a skill-based system into a primarily luck/management-based one
if ur good at rain world u dont die
but you cant be good enough at rain world rpg to not die randomly sometimes
i think my oneshot prevention mechanic is a good idea
if youre at full hp you can take one attack like that as long as it takes your max hp to -6 or -12
you could also give players a state at 0 hp where some minor penalty is incurred
but they dont die
giving them a chance to disengage
that could work
if they take fatal damage they are set at 0 hp and will be given disadvantage on all rolls
amg uses 2 hp values to make that work but you could just use the 5e "dying" approach
yea
if youre giving them disadv on all checks then make recovery fairly easy
yeah
idk disadv kinda encourages someone to just
bail from combat
which makes sense
but isnt very engaging
hm
now if youre using disadvantage as a penalty for getting hit a second time at 0
then thats funny
thats what i do
you could do that
i do have an idea
stop at 0, no penalty
get hit again disadv
well
that means you can take 3 if the last is dead
they could be set to 0 health if it one shots them, and they will go back to 1 health if they can deal damage in the next action
which is prob too much
possibly
bloodborne rally mechanic
i dont think that makes much sense for this setting
again thats just more luck
yeah
we could just always let you take 2 hits if it dosent overkill too much
or say
i think just stopping at 0 and having another hit be Kill is best
with some creatures able to bypass that obv
like DLLs
-1 on your next roll for every point of overkill
i think leaving you at 1hp unless the attack does enough overkill works
id try to avoid weird floating minuses in combat
or pluses for that matter
its why dnd 4e chugs so much in combat
those are just modifiers for X amount of actions right
its fine if theyre character abilities
but if theyre baked into combat its gonna be forgotten
3 class specific ones normally and maybe 1 or 2 general ones
huh just found the thread, neat
read through the doc
this works
yeah true, i've been debating on revising how combat works after writing that up anyway
it's just how i'd change it is the problem
not exactly since death isn't permanent
sure it has a few ill effects but it doesn't have the same weight as making a new character
@hushed bane hey
hi
OHKOs
i was mainly thinking i could maybe help come up with the permanent injury table listings
idk it feels weird that like
what is your main concern with OHKOs anyway?
oop you got unlucky no more stuff for you to do this session
lowers player engagement by a lot
what sort of things would OHKO?
literally anything
pink lizard does 2d6 damage
you have 12 health
wait i got an idea
if your body is still fine while youre at 0hp you can be taken to a shelter, and then you can use recovery dice there
additionally have a "roll to escape" mechanic where if successful, killing moves will leave you critically injured at the lowest possible health instead of the usual thing where you just die instantly
what are the consequences of death
do rw's rebirth mechanics apply here
ah
on failure the usual death stuff happens, but the body recovery thing means that if your body is successfully carried to a shelter then the food pips, karma, and permanent injury debuffs don't occur - you still lose your held items though
well your items would just fall to the ground
i think you still get a permanent injury
i'd MAYBE consider having a karma flower mechanic though, with similar properties to the base game
in other words:
- used upon death, lost upon a starve attempt
- prevents death debuffs
fair
do you want my help with the permanent injury table?
we will get a karma flower in the game soon
and there will be a rite that gives the effectr
and sure
we need 18
1 is the worst
18 is the not a big deal
19 and 20 are already no injury
so PERMANENT injury? can these not be healed in any way whatsoever, even through blessings or iterator stuff or whatever?
you can get them healed in some way i assume
what ARE blessings anyway? they're never explained
ok so what should be the WORST permanent injury? this is important as it serves as a baseline for the rest of them
what do you think
well uhhh, it depends on how severe permanent injuries should be
immediately the most harsh things i could imagine would probably be:
- loss of sight/hearing
- loss of limbs/permanent handicap
- broken/removed jaw
but realistically i don't think players should get SO severely punished for simply rolling low on a d20
so i'd say the worst permanent injuries should be like... idk
massive scarring? weakening of a body part? partial/total blindness in one eye? idk
injuries are gonna be rp stuff and not affect combat iirc
ok if so, i'd say permanent injuries should mainly be scarring or other "minor" damage in which the body isn't compromised
so the most severe one would be a massive leviathan jaw scar imprint from getting bitten by one, or a gunshot wound from angering an iterator
@hushed bane should injuries give debuffs
im back!
uhh
preferably not
but if they do it should be minor?
also this
i sorta wanna just scrap this combat system and change it entirely
something that fits rain world more
i really do like the resolve system though
yeah maybe we should keep it
i like the predicting an enemies attack type
i think feinting's great!
wait right fuck
since it's not actually that powerful
you dont need to take damage to activate it
if you did it would be useless
and forces you to be creative with what stats you use
and you can't chain feints like predictions
if your body is still in tact you can be taken to a shelter and then use recovery dice to heal
since it resets your food
yeah sure
dosent dying mean you cant do stuff for the rest of the session?
oh shit
i thought you wouldnt be revived till next session
its good then
where do you revive then
you simply revive where you died (a little unrealistic but i think it works) with some injuries
maybeeee
i just think it should be where you died
or the room before
makes things more simple
thing is that then takes that player out of the game until the next shelter is found
still the DM would probably put a shelter soon after
WAIT NO SINCE THEY'RE REVIVED
it actually just splits the party
which is
arguably worse
yeah
just revive at the next shelter
i would say a revival should expend 1 recovery dice if you have some left
if you dont have any left it wont expend anything
frankly though if there are different types of injuries i think they should just reflect in which way you died (or at least the creature that killed you) rather than having a big table
scars should reflect the "final hit" that killed you
so as an example:
- red lizards would have 3 potential injury scars: a bite, a claw scratch, and a mark from getting hit by the spit
- scavengers have 4: rubbish hit, spear hit, explosive spear hit, and bomb hit
now scar PLACEMENT varies - imo players should be able to put them wherever, or it will appear in the spot where they got hit (if we have a body part system)
i would go with that
letting the player decide the injury type
or dm
more accurate and allows more customization
we should still provide some sort of way to NOT get permanent injuries if you're lucky though
or to heal them through some system (probably blessings)
id say that works
yeah!!
tbh i already wrote that as an extra option but
yeah
makes way more sense
also makes your journey unique
at the very end, you can all reflect on your past injuries
any way to heal them?
back
depends on the injury
scars probably not, but they're mostly aesthetic
lost limbs, eyes, etc?
possibly through external help
iterators, karma magic, something the DM makes up
@hushed bane question do you have any ideas on how we would rework the combat system
you said you wanted to
back
i dont think we should tbh
we both like it
it might not totally fit the feel of rain world's gameplay but i think it fits a standoff between predator and prey quite well
we could slightly change it if necessary
get rid of the tie state unless their roll is the same?
that also removes the need for a DC for attacking, dodging, and blocking
its just which is higher
idk, which is higher seems a little unfair
since some creatures are obviously gonna have some high stats
which mean, if they're high enough, a slugcat requires a super lucky roll to ever even hope to beat them
that is true
i think the tie state is fine as is
as something like a point blank attack is much easier than an attack from far away
creatrues attacks should be pre set though
since the DC is usually based on context yeah
as uh
i mean their DC is also based on context too
but their attack damage and stuff of course
thats true
just let the dm decide DC for all the attacks?
and dodges
oh wait
have we explained blessings yet
maybe in combat actionsd?
nah since not all spells are combat focused
basic rules
hows that section
in basic rules
or should we have a section called like
"actions"
@hushed bane
yeah that works!
maybe rename it to blessings and spellcasting
because i've added a section at the end of the character bit
called rites
that basically lists the spells
cool what should be in the actions section
or should it be a subcategory or a category in of its self
actions sections?
section
should it be its own section or in another one
right can swe uh
rename races to species
@hushed bane
like in stats at actions?
idk what you mean
yeah that works
yeah thats why i was confused lmao
wait
how much should monks 1d4 + Knowledge healing cost
i didnt have a cost for it
3?
also should it use will or knowledege for the health
oh right question
should we change how nightcats light works?
rn it can give constant advantage on perception nearby you
because its always a bright light
should it be +1 light level
and then another light source would give +1 light
so you would need a neuron and the adaptation for that
yeah
should it stack with lanterns and neurons tho?
or maybe we can balance it by having it also give disadvantage to stealth while theres a brightl ight
yeah id balance it
this works!
yeah
and itll stack with neurons and lanterns
and neurons will be toggleable because of this right
otherwise it could fuck with stealth builds
@hushed bane what are we doing next
we also might want to rework this so it works better with the death system
additionally happens?
we should change karma loss and gain thoughh to work better with the player count say
+1 Karma at the end of each cycle for every player that survives, -1 for every death that cycle
you need to how many food pips youll have on respawn here
thing is usually everyone's alive at the end of the cycle anyway
even if there are a few dead people
yeah
it's like
then you subtract the deaths
oh that works
but this is banking on deaths being very common
otherwise you'll have +3 or +4 karma each cycle
like Extremely common
we would need to test
brb
we should probably keep track of what people pick when making a character
also is this meant to mean "when the accuracy roll is 16 or higher" or when the damage roll is 16 or higher
i think the first one is better
added an example
@hushed bane
back
yeah, you shouldn't be punished for dealing lower damage
also hows the example
@hushed bane do you want to work on arti now
@upbeat temple
Spears and SlugcatsBy fizzyegg and Autumn Overview Note that this rule set contains spoilers for Rain World, and should be read only after beating the game (or if you donโt care about spoilers, thatโs cool, keep reading). Spears & Slugcats is a D&D-inspired TTRPG that takes place within the pos...
@hushed bane hey should creatures have weaknesses and what not
like a lizard takes 1.5x damage if a spear hits in the mouth
hmMmmm
maybe? feels like something a DM can just enforce
in fact
idk, i could see it being an extra bit in the creature bios
i think we'll get to that once we start working on the creatures
i agree ther
maybe just say like
"lizards have armored heads, but are still able to be damage in the mouth"
also do you want to work on character creation rn
and ill work on spearmaster
@hushed bane what does karmic attunement do
also im gonna rewrite the death part to better communicate what it is now
also i think this fits starving now too
we dont need to add the death while starving part
which is just this
@hushed bane something interesting apparently a rain world ttrpg has been attempted before
i do feel like nightcats adaptations might not be balanced
along with hunters
BACK
really?
yeah
rad
2017
Woah
only one mention of it though
too powerful?
maybe make it cost food?
yee
how so?
one is rarer and only has +1 damage over the other (on unarmed strikes)
ohhh
the other one is good
isnt that more
something to do with everyone hating them
lmaoo
while we wait for that
adaptationss
maybe one that improves self explosions?
OH WAIT CAN'T ARTIFICER CREATE BOMBS FROM JUST ROCKS AND FOOD PIPS
maybe have that as an adaptation
mobility vs weapons
but then have a bomb cost like
3 food
yes
was it ever finished
@tight fog hey i saw a mention of a rain world TTRPG was back in 2017, do we still have the documents for all that so we can reference it?
or just know a lil about it
@hushed bane i wouldnt include the agility save difficulty
we are mostly making dms decide the save
yeah true
make sure to factor in the +3 damage to explosives already
hot damn
or we could go with 2d6+3 on a standard grendae
although that's only if creatures fail at dodging
mhm
true but that means the spearmaster HEAVILY relies on the DM putting a lot of predators in one session
2 food pips means it has to attack a predator 5 times
and attacking in the first place is already risky
1 means it has to attack 10 times
also should making a spear be a successful save or just automatic?
if it's the former then it should also be 2 food pips to balance out that you might not always get a spear
i think it should be though
and also because i want a thing
thing is does this mean other slugcats have infinite spears
every 3 food pips you gain you can give 1 to your team
no
only 3 spears can exist at a time
ah
i was thinking for the adaptation then
better spears or better food??
every 4 food pips you gain, you can choose to lose 1 food pip to give 1 to all team members
i wouldnt make the spears stronger than normal
hopefully we can finish the slugcats by tomorrow
yeah true
thats fine
goodnight
ill finish spearmaster up
should we pick if we are gonna use they or it for slugcats or just like
use both
also where did you get all the MSC images from
i cant find them anywhee
WHAT
idk
you're the rain world guy
im gonna piss ur pants
ohweaow
I'm gonna piss my pants
GET OUT OF HERE
the big one or the small one
NO I AM TABLETOP
the one with only one row?
yea
the top one also has the symbols for partial stuff though
2nd is a lot more visually appealing, and gives a better reference of what your trying to convey, ye
1st one is kinda wacky
implies a horizontal movement that doesn't need to exist
but it also conveys the karma symbols that appear before you reach max
which is important
arti's negative trait is that they are so attracted to women that they pursue them over all else
i may have made the section too big
idk ill mess with it tommorow and get fizzys input on it
it is too big
im removing the final image and the text that goes along with it
and rewriting the part about what it does
question, is getting attacked by a leviathan, just an instakill?
probably
also i need to add a section telling you about what slots you have
@verbal grove any more questions
not yet
ok im making a list of what i need to do
rewrite the karma section at the bottom- add a section telling about slots you have in character creation along with unarmed strikes
fixing inconsistent capitalization (mostly for cycle(s))- add a section for gming
replace racial with species
-~~ adjust spearmaster food adaptation~~
-~~ decide if we use they, it, or both when referring to slugcats~~decide if we use The Hunter, or The Hunter and a Hunter- rework or remove the advantage part of artis self explosion skill
remove commas being in places they dont need to be
- add schmungle
oh yea there was! I was actually part of it for a while both as a player and a DM for it, it was just called RW RPG tho instead of an actual name lol
I'll get an invite for you
it's dead now obviously and the general channels been filled with random things so just ignore that lol
at least i think its this server you were referring to
2017 fits the time period for it
the guy who made it was Wolvered idk if hes still active here
looking at it again now and i love that they managed to make basically slugcat among us back in that time
which isnt inherently bad
and yeah i noticed that
i do want to ask
was there anything wrong with the systems they had?
yeah
we may run into that but weve been careful so far that everything is mostly balanced
i think there was a few characters that had like +5 or +6 in one stat because one of the stat features was you could take away a point from one stat and give it to another
ours is 2d8
yea that sounds a lot better lmao
for a while its mostly going to be test sessions as we need a lot of balancing
because some things may become extremely overpowered
mhm
like a spearmaster and survivor feedback loop we have
that should be fine currently but can get out of hand
is that an infinite food loophole
oooh
but its still really good
survivor can give spearmaster +1 and advantage on a throwing roll for 4 food pips
this gives spearmaster 2 food pips
which they can then turn into 1 food pip to give to survivor
ah right
it might be too good
maybe we should increase food pip gain to +3 with the adaptation
wait lemme check the doc to see what that means lol
yeah
at level 3 you get a species adaptation
question though
any idea for a negative trait for arti
uhhh
could it just be that scavengers hate him and that theres always a mini kill squad after him
not a good one as it messes with the party
oh yea fair
and will greately decrease people playing arti
hmmm
didnt msc arti have water as a weakness
did i just make that up
like i think he just straight up exploded
maybe something a bit tamer than that tho
did they?
i really dk if thats true or if im mixing up my mods 
the only trait i could think of would have something to do with their karma
would they just not gain karma if they havent dragged a dead scav/anything into a shelter?
itd be a bit weird tho
oh maybe if you're injured/starving your mini explosions stun you for a short bit
elaborate
so with low HP or when starving, when you do the mini explosion to launch yourself anywhere, you become like unconscious for like an actions worth of time
dont think that would work
ah right
@hushed bane this is what we are gonna need to do
goodnoit
I'm assuming the categories at the bottom are placeholders for WIP stuff?
Wanting to start speculating on balancing future creatures. Hopefully get some ideas to throw at y'all once you get that far. Issue is, kinda difficult to balance stuff like attacks without a baseline for health. Was wondering if you guys had figured that out yet or not. Didn't see it in the doc.
ah ok!
mhm, we plan to fill them later
Excited for this, so I want to help as much as possible. Figured I might work on stuff y'all haven't to make it faster once you get there. 
oh sure!!
rn our top priority is getting all the slugcats done
then we have the chill task of getting the creatures, plants and items done
Mhmm, I noticed. And while you guys are focused on that, I thought I'd start think about the lizards since I know them decently.
Do we have an idea on slugcat health?
slugcat health is 12, all other creatures have multiples of that health like ingame
An example if you would?
since slugcat HP is 1 ingame and a cyan lizard's 1.4
here, a slugcat's HP is 12, so cyan lizard would be 1.4 * 12
or 16.8
which we round up to 17
Okay, cool.
I saw. I'm unsure what to do for rites. I may work on adaptations.
rites are basically spells that any slugcat can cast
which means they should usually be small utilities
and are themed around spooky karma magic stuff
That's about what I understood of it. There's not enough of them for me to understand how I would balance them, but maybe I can come up with some ideas and let you guys balance it.
yeah sure!
I'm pretty good at ideas, not so much with balancing, so that may just be what I do.
adaptations are just like
class features i guess
except you can pick and choose any
Pretty much how I understand it.
I'm going to reread everything once I get some sleep so that it'll be fresh in my head to get brainstorming. I'll only have a few hours to work on it today, but something is better than nothing.
I'd say more like a third, but yeah, a lot is done already.
yee
With how many creatures there are, there's a lot left to do, and a bit of explanation for what the dm should do to run a campaign is also a very important part we're missing rn.
But for character creation it's looking wonderful so far.
Definitely one of the most important parts of any ttrpg.
i mean when it comes to creatures we have a lot less work to do, since the game gives us HP and damage values
That's true.
all that needs to be done for each creature is tweak HP and damage, give them stats, a few actions / attacks and then a description of their behaviour for DMs
Still a decent about of work if you want every creature in the game. However it does get easier with lizards having a lot of similar values.
Think I'll brainstorm for adaptations and rites then for now. Fill the looser holes with ideas so you guys can focus on balancing the things you already have ideas on.
Figured this is the best place to put it. Going to run a Rainworld Risus game tommorow night, just chilling, looking for participants.
Risus?
Survivor:
Wit: (1)
Karma: (2)
Attack: (2)
Dodge: (3)
Survival: (2)
Monk:
Karma: (3)
Empathy: (2)
Attack: (1)
Wit: (1)
Dodge: (3)
Hunter:
Wit: (1)
Karma: (1)
Attack: (4)
Dodge: (3)
Grit: (1)* Chance to survive death!
Wanderer:
Wit: (1)
Karma: (2)
Attack: (2)
Dodge: (5)
Rivulet:
Wit: (1)
Karma: (2)
Attack: (2)
Dodge: (4)
Swimming: (1*)
Spearmaster:
Wit: (1)
Karma: (1 or 2)
Attack: (3)
Dodge: (3)
Restraining: (1 or 2)
Saint:
Wit: (1)
Karma: (3)
Empathy: (1)
Acrobatics: (5)
Gourmand:
Wit: (3)
Karma: (2)
Attack: (2)
Dodge: (1)
Girth: (2)
Artificer:
Wit: (2)
Karma: (1)
Attack: (3)*
Dodge: (3)
Artificing: (1)
Gorbo:
Wit: (1)
Attack: (2)
Dodge: (3)
Rot removal: (2)
Gorbing: (2)
Made a few slugs for it
lemme grab the pdf
Lot of reading for so little time.
I don't want to get involved without understanding what I'm doing, and I'm not gonna have the time today, so maybe next time.
Simplest rpg in the world but kk
May be simple, but 70 pages and small text. Lots of reading.
Also I'm tired rn, so I may reassess in the morning.
6 PM MDT
Tommorow
so 37 hours from now
ah shoot
I have therapy that day
nevermind
Okay
so
Oof
Okay. I'll figure out what time that is for me and figure out if I'm free. Lol
Im not using page 6 so its just 1-5
Have had no sleep because of unfortunate circumstances, but still brainstorming.
For rites:
A rite that temporarily boosts a stat.
A rite similar to Monk's Mender that requires more blessings to cast.
I will later. Just gotta suffer a bit longer.
In the mean time I'll keep thinking.
Also thought I should mention, unsure if they're place holders or not, but you have the First Strike adaptation in 3 times.
It's not specified, so I might as well ask. What are recovery dice?
Also, rite that is basically just weak Saint smite, small unavoidable damage.
And maybe a revive rite for a lot of blessings.
Given there's a body to revive
@hushed bane hi
im gonna get to work on this soon
HI
you can use them to heal mid-session
Hi Autumn.
the first one sounds cool! second one is sorta redundant because permadeath isn't a thing anyway
That's what I figured, cool.
Yeah, but maybe to prevent karma loss.
im gonna ask the easy questions rn
pronoun wise do we use they, it, or both for slugcats
Since we're referring to them as the players most likely, I'm going to go with they.
wait right
devs use they and it
Revive teammate so the party doesn't get wiped and a bunch of karma is lost.
Karma is an important aspect, so a way for the party to avoid losing it would probably be used frequently.
also are we going to use "The Slugcat" or "The Slugcat" and "a Slugcat"
replace slugcat with the species name
so hunter or survivor instead of slugcat
also @hushed bane i added a karma section and some more to spearmaster
not sure if you saw
the slugcat
ill check that out soon!
im rewriting it a bit rn
i made it a bit too wordy
i do think this is unecessary though
wait how much damage does a bite do
also where does it mention unarmed strike damage
in character creation ill mention it
@hushed bane does artis self explosion damage include the bonus to explosive weaponry
how are we gonna handle creatures needing to make saves
will we give them full stat blocks?
with all the stats
or we can just give them the 5 main stats and make their substats the same
even better question how does this work on spearmaster
should we include a part somewhere saying "you cannot choose an adaptation if your character would logically be unable to gain this adaptation"
same as unarmed strike
yeah
maybe just the 5 main ones and then a few of the substats
i say just do just main ones, or all of them
nah, that should be a given anyway
i do have a better idea for the bite
oh?
bite isnt affected by unarmed modifiers and its just a new attack you can do
1d4 + 1 so its stronger than a deafult unarmed strike
or just 1d6
oh and should we make it so each adaptation has like
2 tiers
and you would need to get the adaptation again to get the second tier or nah
@hushed bane hows that sound
im not too sure about the idea but no harm in throwing stuff out there
nah, too complicated
maybe we could make it a thing but rn it feels too ambitious
i dont even like the idea that much anyways
i do have an idea though
get like
10 people to build a level 10 character for each slugcat when we finish
also im reworking artis first adaptation and idk what to do with it
it hould have something to do with your self explosions
@hushed bane why did it even mention giving advantage in the first place for self explosions
i thought you didnt need to roll for those because they dont deal random damage
i thought the mini explosions were self explosions??
yeah
i mean the like
launching yourself part
@quaint aspen do you want to be able to edit the doc
It's a bit funky, but a suggestion to maybe work off of is how Mouse Guard does it. Each creature is given a score, and that score is their modifier for every role it makes.
A large snake for example has a Nature(the score) of 12. This means it roles 12 dice for any move it makes.
I'm not going to explain why so many dice because its dice system is funky too. However to show balancing, mice will typically be rolling between 2-9 dice. A snake is a natural predator of mice so it's a tough opponent to beat, requiring luck and strategy to win instead of brute strength.
that wouldnt work very well
something like a say
lizard
high chance to kill but very slow
more importantly
@hushed bane do we need to change the name of throwing
it only works for slugcats and acavs
and creatures will be using it
Since the creatures of rainworld are more complex, this is true. Was just an example of another game's mechanic for you to contemplaye.
maybe change finnesse to accuracy and throwing to a new stat
or just rename throwing
I think just rename throwing.
to what
I'm thinking.
needs to represent the force behind an attack
Could be exactly that, force.
Impact
The force of the attack landing.
well that implies a damage increase
True
Hmmm
I'm unsure what to replace it with where it still applies to slugcats similarly, but other creatures can use it too.
force?
i mean it kind of makes sense
for breaking through a creatures defense or dodge
Yeah, kinda the best thing we have.
Green lizard be nothing but force. Lol
@hushed bane is this fine
i feel like finesse and throwing/force need to be changed
maybe just throwing stays the same and change finesse
but then what about weapons you dont throw
force?
what about it
it does
but throwing dosent apply to stuff like
point blank stabs
with spears its fine but with a like
homebrew weapon (maybe like a knife) it wouldnt work as well
especially if itsl ike a homebrew sword
yeah, that's muscle
and this is muscle too
oh ok

