#rw ttrpg thread
1 messages · Page 14 of 1
finesse is like hand-eye coordination, more dextrous stuff
lockpicking
crafting
taking spears out of bodies
very precise actions
maybe call it precision then?
possibly?
also we should clarfiy these on the weapons stat block then
say a point blank attack would be a muscle, then a ranged attack is throwing
oh fair
DM decides that anyay
ah ok
we get rid of throwing and make it precision, which includes throwing spears
then change throwing to something else
to what?
idk
i think its fine the way it is unless we come up with a replacement
however i do want some help on a spearmaster adaptation
i dont like the way its written, the explanation for why you can do it, and the balance might be off
i like the concept
but all that stuff is a bit unpolished
Hmm.
Honestly, every diet being able to eat it is incorrect. From how it has to be produced, Monk and Saint definitely couldn't eat it.
It'd be entirely meat.
No matter what form it comes in, the nutrition is meat based.
that is fair but the rest idk it needs to be reworked
the expalanation and the amount it takes and gives
If you think the balance is off, raise the pips required to produce.
yeah thats what i was thinkin g
@hushed bane what do you think
is it balanced or too strong
i think it works
I do think it's a bit too op with pip required. Spear can get a lot of food out of creatures.
sacrificing your own food is a big deal though
True
and there might not always be creatures around
Fair
In that aspect, yeah the balance is okay.
i do want to rewrite the explanation in particular
also whilst this is realistic, mechanically it just works better to keep it edible for all slugcats
hello
hihi
hey
It may be op with Spear's reserve pips being so high.
oh that is true
hm
maybe make it cost 3?
That's 5 free pips and spear can still sleep just fine.
So either raise cost or lower pips.
we cant lower food pips because itd be inconsistent
So raise cost.
what are we currently discussing?
3 would make it only 3 pips while still being able to sleep. More balanced that 5.
Spear's ability.
this
i want the same concept but a full rewrite of how its done
the flavor text
and to change the name
anyone have ideas
@hushed bane can you help me rewrite the flavor text and name (and possibly description)
is there any specific thing that you want suggestions on
(not about the spearmaster thing necessarily, just in general)
artificer's negative trait is animosity with the scavengers i believe (at least ingame)
we cant add that here for reasons ive explained
ok so i should just make something up then?
yeah
i'm not really seeing negative features on any of the other slugcats
why are they SPECIFICALLY only on the msc slugcats? is it a balancing thing?
they do have negative features
they just have names already
its the second species feature for every slugcat
example
from monk
ok, it might be helpful to label that as "Negative Features" on every slugcat for the time being for consistency's sake
i think its fine without
all right, let me check the other slugcats then
ye sure hold on
i think the name should be "Intravenous Therapy" for the spearmaster one (it's transferring nutrients through liquid like an IV drip with its spears is what i imagine)
that actually seems neat
i can write that in
idea
costs 2 food pips, but it does 2 damage
the artificer disadvantage should be that they have disadvantage to their explosive ability in wet/muddy conditions
how would you explain that happening
That isn't really a downside tho. That's like saying I can fly, but my weakness is I can only fly fifteen feet up. There is no weakness, your still better than the average
you have to compare it to the other slugcats downsides
Why the herbivory for monk? Correct me if im wrong, but monk can eat meat in game
ok artificer disadvantage… tbh i don’t really know
@hushed bane what about 2 food pip cost but it does 1/2 damage
for spearmaster transfer
OH IDEA, perhaps something related to how Artificer is only interested in explosives?
go on
Something as simple as decreased comprehension for actions unrelated to booom boom
i think arti dosent need advantage when making explosives though
already have a lot of things
arti is almost done, need to add something propulsion based in the 1st adaptation
Should spearmaster and artificer not also have reduced blessings? Like hunter?
nah
i do have an idea
@hushed bane interesting idea to tie karma and damage together
saint can have attack that deals damage equal to your current karma level
costing 1 blessing
anyone have ideas for a spearmaster adaptation
Grappling?
ye
nope
like harpoon style
thats saints thing
spearmaster adaptation could be uhhh idk
they gain bone claws that give them a close-quarters unarmed combat option? i personally think that's too close to hunter's adaptation
it is far too close
how about an adaptation that basically causes the bone growths to spread over other parts of the body, acting as a natural defense?
what would it do
uhh let me think
also character progression is currently this but i think we should change it
into this
should karmic attunemnt unlock the second species adaptation or would that be too strong
we dont know about that yet
by "unlock" i mean have two at once, not that you're gated to using one until you reach level 10 on a species and restart with a new one
ik you meant that
but still thats a whole new mechanic we would need to discuss
mostly done now
arti could not be able to use the self explosion middair to propel themsleves unelss they get the self explosion adaptation
arti is done now
i have an idea for a spearmaster adaptation
you can "detonate" spears in a creature, with each spear dealing 1 damage for every one of spearmasters spears imbeded in a creature
so 1 spear is 1 damage 1 time
2 spears is 2 damage 2 times
3 spears is 3 damage 3 times
but it costs an action to do that
Maybe loosely scale the blessings with the karma lvl. 1 blessing for guaranteed 10 damage is kind of strong for a slugcat who should probably have higher starting blessings like Monk.
So like it's 1 blessing for 1-3 karma, 2 for 4-6, 3 for 7-9, 4 for 10.
Or however else you would want to do it.
yes
i feel like that scales a bit too much
maybe 2 for 1-5 and 3 for 5-10
since it does depend on your max karma so i think its balanced
@regal mulch @alpine kelp ok i have an idea but i want your input on it first
yup, i'm here
ok so
you can spend an action to "detonate" spears in a creature, each dealing 2 damage
if you detonate 3 in 1 creature you regen 1 or 1d4 hp
Not sure how you'd explain how that works, but it's an interesting idea.
i could
how does this "remote detonation" work? does spearmaster have telekinesis or something?
severing the connection in a certain way deals additional damage and trasmits a minor amount of blood back to spearmaster
Sucks so hard the spear shatters.
personally i think that IF THE BONES ARE STILL CONNECTED it would cause spearmaster to bleed out
well they dont in game
but they still give food back
so theyre still connected somewhat
i believe it works
im saying if the bones shattered spearmaster would bleed out
the spears arent bone though
im not opposed to the idea necessarily but uhhh
unless they are
then what are they autumn
they've got to be sturdy enough to not break when climbed on
If the spears disconnect at the tail, not the spear, it wouldn't harm him.
uh
honestly we could ask minki
theyre the dev so

dont want to annoy them about spearmaster every day though
for the ttrpg
i think i might ask them
ping them then
let me check their status first
ehhhh... i dont really want to bother them
they aren't ACTIVELY chatting by any means
im not SUPER opposed to the spear detonation thing
i just think that it doesn't necessarily make sense, and i would like to continue brainstorming
maybe we could have some grape-related ability because Spearmaster was originally Grapecat?
We'll go with the exploding spears for now, and if you come up with something better we'll switch it.
explain that more
Bluefruit is kinda grape like. Maybe Spear can sniff them out especially good, idk.
basically the old 1.01 Grapecat mod was the original incarnation of spearmaster before MSC was a thing
far too niche
personally though id like to stick with "bony" abilities for now
Bone armor.
that's sort of what i suggested earlier
basically a permanent "spiky" covering that serves as natural protection
are they both good or nah
and are their two adaptations balanced against one another
i REALLY think we need playtesting to figure that out
right now i think we're just guessing to see what might work
i don't even think we've designed a single combat encounter
"Intravenous Therapy: I'm going to stab you and insert food into your blood, hold still." Lol
i mean that's basically how an IV drip works
Yeah, ik.
yeah i like that
1d4 - Finesse
Just the thought of spear purposely stabbing his friend is amusing to me.
it can actually do up to 7 damage
Question, would modifiers apply?
yes
Here's an idea. Since finesse allows you a steadier hand, negative finesse should add damage while positive should remove damage to a minimum of 1.
most abilties cost food pips to activate so its hard to make it do 0 damage
yeah
thats what it does
Kk
3 is 1,0,0,0
-3 is 4,5,6,7
Cool.
spearmaster has 0 finesse by default with 5 stat improvements so
big investment to get 0 damage 75% of the time
I am finally home, so I can put more time into speculation
Also
hm
had a question about rites
Would you have to pick what rites you have available to you, or can you just use any of them whenever as long as you have the blessings?
any of the default ones
some species and adaptations give special ones though
The default ones was where my question was pointed.
oh
you can use all of them
Mkay
any more questions or ideas
Not atm
btw when we finish the 10 slugcats and character creation segment
would you be fine making a character for each of them
and fully reviewing all of them
then ranking them and their adaptations
I'm probably not the best person for that, but sure, I'll give my input on it as well.
I just remembered that there was a talk about whether Arti had an aversion to water. If we want to maybe change his negative feature to that, I can check what it is in-game. Launched it to see if he did, and it says it's hazardous. Don't know by how much yet tho.
go in it then
water as arti
Working on it.
Gotta get water first
Okay, literal insta-death.
Hazardous is correct. Lmao
That's not good for the ttrpg, but it may be a decent idea to make him take damage in water.
wait seriously
Yup
waited for the water to rise from rain. After about a second of being in it I just died.
I will test again to confirm.
disadvantage on everything when in water
also spearmaster can prey on any creature
so batflies are on the table
id include a "small creatures give 1 food pip large give 2"
Over using Arti's explosive ability will kill you.
Okay, waiting for the rain again.
Also I can test if spear gets food from spearing batflies if you want.
it does already
1 damage when used to propel yourself
If you submerge in water as Arti you die. You can swim on top, but if you go under you're dead.
or should combat explosions damage you too
Batflies are on the table.
ok so what we have to do tommorow
Anything else you want me to check while I'm on here?
to do:
add disadvantage when in water to artipossibly edit spearmasters rupture adaptation- add a dming section
spearmaster can eat small creatures for 1 food pip but still no fruitallow rites to be casted while doing another actionremove comma from "applied to your action, based on a player character’s"change what you can eat to "By default, players are only able to gain sustenance from plants, small creatures, and eggs.change rites section to base rites- possibly remove or change permanent injuries
rework modifier system
can you like
rank all the slugcats currently
for how strong they are
Of what we have done so far?
uh
the main 3
nightcat
arti
spearmaster
Sure.
Gourm can pull karma flowers from his void stomach. That's kinda op.
what
As long as Gourm doesn't have anything stored in his mouth you can infinitely pull stuff out of it. I wanted to see what he could pull. I've gotten debris, bomb, pearl, karma flower, mushroom, vulture grub, and vulture mask so far.
hi how are things going in here!
great
good to hear
could you also rank the slugcats we have so far
the main 3, nightcat, arti, and spearmaster
mm rank how? like on a scale of 1-10 or
read them and rank them
how much i like them
compared to each and on a scale of 1-10
Have also pulled bubblefruit, so infinite food while near water.
and be unbiased about it just like
alright on it
how strong they are
is this in game
Yeah
we arent adding that
Wasn't a suggestion, I was just saying that he's like really op.
so rating them on a scale of 1-10 based on how strong they are?
yes
alrighty i can do that
Maybe he has an ability to use blessings to pull a random, low-tier object.
wait werent you ranking the slugcats foxy
I will, I wanted to check out gourms stuff while I was still on the game since his was the last I wasn't sure the extent of.
WAIT ONE THING
So far gourm seems to be able to pull anything but spears and stuff that is directly food like bluefruit.
can arti eat lizards and big creatures
Hmmmm
i need that tested
Oh in-game?
and can spearmaster eat batflies/fruit through spears
Kay
Spear can eat batflies, I confirmed that. not fruit tho.
I'll switch and go kill something with Arti for you.
thanks
See it's useful I had this downloaded and remembered about it. Lol
gourmands diet might want to be tested too
Now of course some things might change with DP, but it's a start.
I will also test gourm for you.
riv and saint im already sure about
though can saint eat batflies/centipedes
and can riv eat big creatures
I do not believe saint can eat batflies, but I will check.
send it
surv: 6/10, pretty balanced imo so a pretty even score
monk: 5/10, slightly less than surv because monk's a weak boy in strength but still gets points because of his funky karma stuff! very good so that one gets a pretty balanced score to
hunter: 8/10, hunter's pretty strong! lines up pretty accurately with how he is in game so i'd give this a good score
night: 7/10, bit weaker than hunter but only Slightly, making it pretty balanced with the downsides it has to
arti: 9/10, stronger than hunter because of the explosives ! dont know much regarding its physical strength but i'd say they're most likely pretty similar in strength
spear: 9.5/10, strong boy! gave him a half a point because of his spear rupturing business which is a very cool ability to give to him!
this would make spearmaster, artificer, and hunter the strongest slugs so far, with nightcat, surv, and monk being 4th, 5th, and 6th strongest respectively
do you think monk is still viable compared to spearmaster
yeah! they're different builds so i would say so
anything i could do to make them more viable?
monk is as you said more of a spellcaster/magic wielder so they're pretty different lol
note they have 15-21 blessings
i think they're good as they are! if you wanted to change something tho thats up to you
i do like the idea of being able to use a rite while doing a non rite attack
could be really usefu
i like that idea
if you like it i see no reason to not implement it, if it works well and isnt too op :)
saint being completely unable to use weapons may present a problem
how will it kill stuff if it has no blessings
btw is this based on how strong they are or how much you like them
how strong they are!
ah ok
should i nerf arti a bit?
i think spearmaster is fine because well
they dont do more damage then a normal slugcat for the most part
they just have infinite spears
hunter has higher damage than spearmaster
should i nerf arti though
they will have disadvantage in water soon though
mmm i think arti's good! their strength comes at a cost (the amount of food pips, -2 to allure and taming, and their water weakness) so i think it's balanced
you might want to get another opinion tho if ur that unsure about it!

10 people rank the 10 and make 1 level 10 build for each
sounds good!
Riv, Arti, and Gourm can not eat large creatures. Saint cannot eat batflies, if you try it actually knocks Saint out for a moment.
ok thank you
Np
Anything else you want me to test before I get started on checking the balancing?
nope
Alright.
Night through Spear correct?
yep
except gourd
Ye
how would distracting lizards work?
wdym
would you like, just use a throw action to get the attention of a lizard?
with what
depends on the lizard
maybe throwing another creature in a way
monks unique rite
throwing something
etc
So question.
yeah
KARMA is split into 2 per letter. How would the starting stats affect each other?
For example, Spear has +2 muscle. Inside that he has +2 throwing.
I'm assuming the +2 for muscle would only come into play if the subcategories were not being used for the action?
yep
Kk, just making sure.
the main stat and substat dont affect eachother
Kk
its just neat to categorize them
and we get to keep the KARMA acronym
anyways hows the ranking going
Rewrote it in simpler form so I could better look at it. Deciding my ranking now, I just wanted to make sure I was understanding that first.
Another question. Does pounce give Nightcat +2 agi, or does it cancel out his -2 and give him 0.
cancels out and gives 0
Kk
i might even increase it to +3
I think I'll give Nightcat 8/10. Stealth is very useful, and lore wise his flash would be a great counter to light sensitive creatures(spiders and miros) making them a valuable asset to the team.
Arti is a 9/10. The AOE capabilities of his explosions would heavily benefit the group if they're being overrun. And the ability to create and distribute grenades could be very handy.
Spear is a 10/10. Consistent ranged attacks, and constant food in combat joined with his ability to feed others makes him a must have in any party.
the other 3?
Want the other 3 too? Kay
Survivor is a 5/10. Basic boyo with an affinity to dealing with scavs due to their ability to make pearls.
Monk is a 6/10. Their high aptitude toward karmic forces makes them a great support class with their utility of rites.
Hunter is a 7/10. Being a highly combat focused slugcat, they are great for dealing with threats and protecting the group. Their necessity to kill larger prey however can lead the group into unnecessary conflict.
And I'm going to raise Nightcat to 8/10.
should we make survivor and monk stronger?
note monk can cast a rite while throwing something else
rites can be casted for free while preforming another action
hi emerald
could you possibly rate the 6 slugcats we have so far as well
survivor monk hunter nightcat arti spearmaster
Since we have 10 slugs rn, I think I'll keep them all assigned to individual numbers when comparing them to each other.
However balance wise, I do think that Spear is a little unbalanced in the right scenario, but only in the right scenario. The others are pretty well balanced.
note arti has an additonal downside not listed yet
whats that
disadvantage on everything while in water
cause i was gonna make an arti
like literally
actually i kinda want to make hoonter
if they fully submerged theyre dead
but yeah look over the 6 so far and tell me how balanced they are
If Spear is in a position to repeatedly guarantee hits on a creature with a large health pool, he could easily feed himself and the group granted he makes low damage roles to keep landing hits.
im hearing a lot of spearmaster being too strong
that requires bad luck
hunter does more damage than them and can crit/gain bonuses at low health along with a unarmed strike bonus
Spear is pretty balanced outside of those types of scenarios.
spearmaster dosent have any bonus damage besides the rupture
I think maybe make the spears cost pips?
which is only half a spear as an action every 3 turns
nope
theyre all balanced imo
That would balance out his basically infinite food loop.
wdym "balanced"
you need to note that monk can use rites while doing another action
With what we have currently, Monk is definitely the weakest, but once we have more rites for them to perform they'll be much stronger.
i kind of want to change that downside
itll make monk and saint too simillar
what else could their downside be besides being a herbivore
I mean, Saint CANT do dmg in game, are we carrying that over?
do not do this
why
its something you could solve with a random table p easily
otherwise its another thing for the GM to worry about
we had that as an idea but an injury fitting the situation works better
you generally shouldnt leave consequences up to gm fiat
Then have a basic list for them to use.
like pick between the injuries depending on death type
that could work
So instead of the dm deciding, it's a set list depending on cause.
the way i use tables for injuries is usually that i have them roll first and then describe what the hit that takes them out does
And maybe not being able to have all of them at once. Lmao
or maybe just remove permanent injuries?
i feel like they might not be needed
They're not necessary, but it does add an incentive not to die outside of losing Karma.
depends on how punishing you want your consequence-reward structure to be
they dont have to be permanent permanent
permanent permanent isnt very fun tbh
cause youre stuck with a char that is suboptimal
its not permanent permanet
which might be fine for some people but i usually dont enjoy it
theres way to heal it
probably iterators and crafting certain things
Another idea. If they die with an injury, they lose the injury they had and instead obtain a new injury based off the new death.
ooooo
i like it
Or refresh the injury if they died the same way
only one injury at a time
couldnt you just farm for the least bad injury
for ur char
cause some will naturally be worse for some characters
And again, a list of injuries so the dm doesn't accidentally maim a character too badly.
dying makes you reset food pips to start of cycle, drop all items, and lose 1 karma per death
so it wouldnt be a good idea
yeah but after youve already died then that doesnt matter
it does
if one of you dies, more of you probably will have
1 karma loss each death
youll usually have dropped 2 karma
also like
idk it feels abuseable
if you want to make dying a bad idea having injuries stack is prob the best way to do that
you cannot
Okay, maybe something like 2 injuries. Just not every injury at once. Lol
hm
injuries reset end of cycle
nah
Also, I would like to reinstate my idea of a rite to revive a slugcat in order to not lose Karma.
i want one injury at a time persisting through cycles
would be expensive
8 blessings imo
its also not a great idea to design a game around "we can trust the players not to exploit this"
That's my thought, but just something that could be useful.
mostly good for monk healer as they get -2 blessings on big spells
Mhmm
then how do we prevent it
i like the idea of 1 injury at a time
why
Give us your idea on balancing this problem Emerald.
prevents you from needing to keep track of too much and dosent make you too weak
or maybe 2 at a time
stack injuries and make repairing them something you have to go a bit out of the way for but not too bad
and the GM is free to tweak how injuries can be repaired
so they can adjust the difficulty a bit for themselves depending on the type of game they want to run
Something like falling to death gives you a broken leg, -2 to agility, but you can fix it by making a splint?
maybe injuries need a rework as a whole
youd need a splint and plenty of rest
so the solution might be finding a safe place to rest for a long time
also emerald does spearmaster seem too strong
not really
anything that seems particularly overpowered
maybe up the damage on the baby bird feeding thing
such as certain combos or things alone
to what
and it would be pretty hefty to spec into tolerance for that
you only get +5 skills points currently
maybe we should increase the amount you can get tbh
how does character creation work
rn its selecting a species modifying the stats somewhat
and then picking your starting adaptation
probably a point buy system
you should prob figure out how many points ppl are gonna have when ur making balance decisions
decide on that first
Spear puts all point into throwing to just fuck some shit up. Lol
since thats a core mechanic
2 free points and you can do then freely edit stuff from there (however you cant increase or decrease stats edited by the species imo)
why not
itd prevent you from literally deleting the downside
but thats a choice you can make
you give up some points in something helpful to counter a downside
Yeah, but you'd gain less benefits doing that.
its not a fantastic option but its a choice
i feel like we need more customization character wise at the start but like
species and starting adaptation
and some way to edit stats a bit
Put points into removing downsides and you have less to upgrade what you want, so it balances out.
also note to fully max everything out youd need 44 skills points after species is factored in
i want you to maybe have about
i plan to do a hunter build that is decent at spells too so removing downsides is like my thing
a but less than a 5th of the total skill points
you mean by getting more blessings and what not
What does a skill max out at?
ye
if so theres an adaptation that gives +3 blessings
hunter is only 1 down with the wheel flower adap
leaving you at -1
-3 and +3 stat wise
but it can be increased further by external modifiers such as buffs or gear
Kk
should we increase blessing amounts though
i feel like spellcasters might need more
or just like +4 blessings for every character
blessings are refunded on a failed cast though iirc
From my understanding of not wanting to allow the increase of species stats, you can only edit the 0s.
idk how stat increasing at character creation works
that would be important to know lol
i feel like if you want to negate the downside yo do so over the course of the game instead
instead of at the very start
So no editing species stats off the bat. However, you may with level ups.
yeah
and you can completly negate the downsides at uh
level 7
i feel like this is kinda suffering from a granularity issue
the range of -3 to +3 is very small for 2d8
should we go back to 2d6?
I would also like to mention that we will probably need to come back to this after creating the creatures so that we can make sure everything is still balanced.
we will ofc
lots of balancing will be done
2d6 would help if you want to make a rules light system
should simply roll 2d100
if you want to increase the complexity you can add more species adaptations
Lmao
and treat them like playbooks in dungeon world or apocalypse world
cause rn there are very few choices to make
idk there is a decent amount
theres a few, adaptations are good
species, 5 stat increases, 4 adaptations, species adaptation
we could add more stat increases
maybe 10?
but only getting 5 points to stats is pretty limiting
tbh it would be nice if you could do more in character creation itself
so you have a good range of builds
how much more
what else could we add to character creation
stat customization
outside of stat modification, a adaptation, and species
yeah we are already gonna add that in some way
but is there anything else we should add there
i think having a good amount of control over stat customization would do the trick
maybe increase the mod range to +5?
how much control in your opinion
like what would you do
An idea. Survivor variant that has a lot of customization.
thats more reasonable for 2d8
i would say +5 is conservative actually
+6 or +7 would be my pick
but if you want to keep it lower then +5 might work better
youre meant to use external modifiers more
thats why its low
i could see +4 but +5 would be a bit too much imo
its a bit complicated since you have 15 things to adjust
Give an example of adding external modifiers.
Curious what you have in mind.
survival instincts gives advantage and a +1 to a roll for 2 food pips
nightcat gets +2 agility after leaving camo
you can probably use a rite for a modifier or advantage
with a +3 in a stat you have a 50-50 shot of hitting a 12
which is an average check
seems a little off
for +5 its like a 30% success rate
yeah
we would need to test this heavily
i dont think so
how about +4 there
i think a 75% success rate for average checks is pretty low for max investment actually
+4 will be between the two
but i think +5 is a little too low already so
i think +5 is fine honestly
let me see +6 for average
Yeah, I'm feeling the increase to +5.
84%
that will need us to adjust some values a bit if we do
+6
and its currently
almost 2am
ok thats what i thouggt didnt want to get it wrong
yeah it wont be
but i think +5 would work best
but you still have to consider that someone who is at the maximum possible skill (an expert) will still have a 25% (+5) or 15% (+6) chance of failing an average check
idk about you but i dont fail average dynamics tests and im no expert
idk 25% fail for an average seems fine
for someone who is heavily invested into a tree?
especially since you have a lot of ways to get advantage and more modifiers
like
i think what we should do is like
build all the modifiers around +5 but make the max +6
and then they had a 25% chance to not beat like
a track and field student
in a 100m dash
that seems weird
as +6 should require heavy investment imo
wait we can probably just double most values
i think +6 is too low for the DCs youre using tbh
you could move average to an 8 and then +5 would make sense
and a +6 does make sure an easy check is success
bleak should almost never be used
something that is easy shouldnt be a check tbh
its for insanely hard stuff that requires a lot of prep
just like
what would you rename them to
average, hard, very hard, bleak
i think that works
its a 2d10 system with +11 max so theyre a bit higher
then use +5 and adjust modifiers a bit
+11 is pretty much impossible to get though, its more like +9
unless you kneecap yourself
elsewhere
which is pretty comparable here
well theres meant to be a good amount of focus on using external buffs to help with tasks
so i think using like
1/3 of the roll range as a modifier works
though i use advantage for it rather than +s
and i do think the tiny chance to fail an average check is fine
because thus is rain world and ive messed up literally everything
having +5 max makes a little more sense for a system with 10 levels in which stat customization is important
too
2 +1s so you can increase 2 if you want
i think +1 works better
come up with some variations on it and ill make a few characters
ill get fizzys input see what they think
get character creation done (atleast what it is we write after)
wasnt today or yesterday or the day before due to shenanigans
np
Why I'm better for creative ideas than balancing. Lol
youve helped a lot already
thats important
ye
ideas are very much necessary
we took like 2 days to make an arti downside
I'm glad to have done something.
anyways its late
im gonna sleep work on this tommorow
You guys going to go to sleep then?
heres the to do list
and yeah
the list is long but most tasks are very short
Alright, sleep well.
scrolling up, i think artificer's downside is way too punishing
IN FACT WAIT NO IT ISNT
THATS PERFECT I JUST READ IT WRONG LMAO
HIHHI!
oh wow that was late
i think i just took a nap without realising or something
im gonna go get a water and finish the gourmand
@hushed bane heya
oh right emerald suggested we change our modifier to +5
+3 dosent do enough
and change the check names to average/hard/very hard/bleak
@dark rain could you make 2 - 3 characters level 10 if you dont mind
+5 max modifier, double the stat increases/decreases for the species, stat increases are +2
6 free points at start then you can add a point if you remove one from there
try to minmax them
and ignore adaptations for now
wait really?
sure!
just showing the math
2d8 + 3 chance
2d8 + 5 chance
second is much better imo
also i need your opinions on a few things
is this too strong for spearmaster or nah
oh fuck right should you be able to cast a rite as a free action when you do another action
@hushed bane ?
nah it isn't too strong
rewards risking all your spears on one target
just wondering youre fine with answering why are you gone for long periods of time sometimes
also i want to attempt to get all this done today
busy usually
thats what i assumed
either art stuff or just running errands usually
ill probably be less busy soon, currently working on some art for someone atm
ah ok
but uh
should rites be able to be casted when you do another action?
basically make them free actions
sure!!
also as for the DMing section
idk what we'd put in there
feels kinda redundant
i feel like it might be a good idea still
these are the imporant 3 we need to talk about
we should rework permanent injuries
i think we should also rework monks negative trait
i dont want it to overlap with saint too much
any ideas
also how are these names
ok ive made the max modifier +5 now
however this might have made some stuff too strong
notably monk
ok 2 things on to do list
dming section and permanent injuries rework
enerkad
hi emerald
already updated the values
could you make those 2-3 characters for me
try to minimax them hard
stat increases are +2 and you have 6 free points at the start
can subtract points from other things at the start as well
level 10 character
idk what this entails
where can I put the poinrs
can I subtract from other stats
you mean the main ones?
yeah
oh uh
theyre basically the same as substats but substats fall under a main stat
treat them the same way point wise
yeah but what do they do in game
the other ones are specific enough to have an application but idk what the general ones would do then
attempting to break something, close range attacks that you dont throw for, etc
basically any act of strength that dosent involve carrying or throwing something
theres examples and descriptions of each
so you're getting more uses for the same amount of points investment?
their descriptions are p specific tho
they're basically like
substats but main
AAA BACK ILL TRY NOT TO LEAVE ABRUPTLY THIS TIME
leaves abruptly
🌛
ooo
you def shouldn't double the starting bonuses
that doesn't leave much room for character advancement
yeah it should just be an increase in the range
i would also increase the total amount of points
but i think +3/-3 and +3/+1/-3 works
or maybe
+3/-3 +4/+1/-3
I would stick with +2 or +1
gives you more room to grow like emerald said
so there's more room for customization later
ok
i do still think the main substat should be a like
+3 instead of +2
as its meant to be something youre good in alreadyt
ehh
i mean level 2 is stat improvement anyway
during char creation
also we may need to nerf these with +5 will being max now
i already nerfed monks to 1d4 from 2d4
1d6 might be better but thats a pretty easy 11 damage for only 2 blessings
which i mean
spellcaster thats actually fine
i mean it's a monk-specific spell
for any other slugcat i'd say that's OP but this is the monk
so 1d6 it is
gourmand downside?
idk but speaking of downsides
i want to change monks spear downside
its gonna be too simillar to saint
nah, since monk deals less damage whilst saint just can't use spears
so we should instead give the saint a few consistent & damaging karma spells in each adaptation
i do have one idea
say it
spell that puts spooky ghost spikes on the saint's tongue - allowing it to both grip onto surfaces easier and use its tongue as a harpoon kinda
and use it as an attack i assume?
mhm
ooo that could work
maybe one adaptation that adds a smaller but consistent attacking spell but focuses more on mobility with the froggy tongue
and another that focuses on more damage output and support
we need saint to have a lot of ways to damage stuff without normal weapons
mhm
so they always need to have some sort of attack
and i was thinking
saint is a consistent rite user
monk has high burst damage
the projectile thing from the MSC beta?
YOOOOOOOOOO
i love it
oh hold on i gotta brb for a sec
I promise it'll be less than an hour
thats fine
i think monks second adaptation shouldnt be healing
make them a burst damage dealer
4d8 + Will for 8 (6 due to reduction) blessings
its slightly higher damage than casting the other one 3 times
4d8 + 5 for 6 blessings
3(1d6 +5) for 6 blessings (note that this could be spread out between creatures instead)
holy shit i just realized a solution to monk and saints issue with running out of blessings
+1 blessing for every 2-3 creatures the party kills
so
as an adaptation for every slugcat or monk and saint
seems pretty balanced
kinda sucks that i couldnt get anything to 5 but oh well
what do you think about this though
dunno
should it be an adaptation any species can get or just monk and saint
youre only gonna proc that like
3 times a session max
since this combat system is gonna take a while
not too long theres like 3 things for each character a time max
a normal attack, ability, and rite
and odds are you only use 1-2 a turn
yeah ik i mean in comparision to other stuff
its probably somewhere around the middle time wise for combat
depends on the GM
well yeah ofc
if you have a new GM this would be on the long side due to them having to make way more decisions than in a normal combat system
for a GM thats used to it it would probably be around as quick as 5e combat
so like
an hour for most encounters
itll also depend on the encounter size a lot
it depends more on the creatures youre using
2 pink lizards are gonna be a lot shorter than say 2 vultures
encounter size and creatures
i ran a combat in amg last session and it took 40 minutes despite having like 30 combatants
like 2 pink lizards thats maybe 20-30 minutes
even though ive run combats with less than 10 that took 1 1/2 hours
we should run a mock combat encounter sometime
i get this w/ the +4s
also can you send the template for this so i can add it to the speadsheets
ok that seems imbalanced
theres a greater range
and i was able to actually get a character to +5
right we need to make a character sheet sometime
what do you think though
the smaller or bigger values
which should we use
or somewhere inbetween
i mean you can
but i feel like most people wont minmax that hard as itll really hurt outside of combat
how so
no i meant you can do that
