#rw ttrpg thread

1 messages · Page 14 of 1

regal mulch
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but finesse i feel like is sitll a bit niche

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whats it even do

hushed bane
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finesse is like hand-eye coordination, more dextrous stuff

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lockpicking
crafting

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taking spears out of bodies

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very precise actions

regal mulch
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maybe call it precision then?

hushed bane
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possibly?

regal mulch
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also we should clarfiy these on the weapons stat block then

hushed bane
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that makes it feel more like throwing then

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in fact maybe

regal mulch
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say a point blank attack would be a muscle, then a ranged attack is throwing

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oh fair

regal mulch
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ah ok

hushed bane
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then change throwing to something else

regal mulch
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to what?

hushed bane
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idk

regal mulch
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i think its fine the way it is unless we come up with a replacement

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however i do want some help on a spearmaster adaptation

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i dont like the way its written, the explanation for why you can do it, and the balance might be off

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i like the concept

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but all that stuff is a bit unpolished

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Hmm.

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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.

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It'd be entirely meat.

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No matter what form it comes in, the nutrition is meat based.

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that is fair but the rest idk it needs to be reworked

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the expalanation and the amount it takes and gives

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If you think the balance is off, raise the pips required to produce.

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yeah thats what i was thinkin g

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@hushed bane what do you think

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is it balanced or too strong

hushed bane
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i think it works

regal mulch
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I do think it's a bit too op with pip required. Spear can get a lot of food out of creatures.

hushed bane
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sacrificing your own food is a big deal though

regal mulch
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True

hushed bane
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and there might not always be creatures around

regal mulch
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Fair

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In that aspect, yeah the balance is okay.

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i do want to rewrite the explanation in particular

hushed bane
regal mulch
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and the name it seems a bit like

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ehhhhh

alpine kelp
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hello

hushed bane
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hihi

regal mulch
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hey

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It may be op with Spear's reserve pips being so high.

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oh that is true

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hm

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maybe make it cost 3?

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That's 5 free pips and spear can still sleep just fine.

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So either raise cost or lower pips.

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we cant lower food pips because itd be inconsistent

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So raise cost.

alpine kelp
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what are we currently discussing?

regal mulch
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3 would make it only 3 pips while still being able to sleep. More balanced that 5.

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Spear's ability.

regal mulch
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i want the same concept but a full rewrite of how its done

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the flavor text

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and to change the name

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anyone have ideas

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@hushed bane can you help me rewrite the flavor text and name (and possibly description)

alpine kelp
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is there any specific thing that you want suggestions on

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(not about the spearmaster thing necessarily, just in general)

regal mulch
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artis negative trait

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and also the reason why you gain this ability for spearmaster

alpine kelp
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artificer's negative trait is animosity with the scavengers i believe (at least ingame)

regal mulch
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we cant add that here for reasons ive explained

alpine kelp
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ok so i should just make something up then?

regal mulch
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yeah

alpine kelp
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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?

regal mulch
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they do have negative features

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they just have names already

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its the second species feature for every slugcat

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example

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from monk

alpine kelp
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ok, it might be helpful to label that as "Negative Features" on every slugcat for the time being for consistency's sake

regal mulch
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i think its fine without

alpine kelp
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all right, let me check the other slugcats then

alpine kelp
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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)

regal mulch
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that actually seems neat

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i can write that in

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idea

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costs 2 food pips, but it does 2 damage

alpine kelp
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the artificer disadvantage should be that they have disadvantage to their explosive ability in wet/muddy conditions

regal mulch
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how would you explain that happening

upbeat temple
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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

regal mulch
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you have to compare it to the other slugcats downsides

upbeat temple
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Why the herbivory for monk? Correct me if im wrong, but monk can eat meat in game

regal mulch
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balance

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and it fits the theme

alpine kelp
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ok artificer disadvantage… tbh i don’t really know

regal mulch
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@hushed bane what about 2 food pip cost but it does 1/2 damage

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for spearmaster transfer

upbeat temple
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OH IDEA, perhaps something related to how Artificer is only interested in explosives?

regal mulch
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go on

upbeat temple
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Something as simple as decreased comprehension for actions unrelated to booom boom

regal mulch
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nah

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or actually

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disadvantage when crafting non explosive items

upbeat temple
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yeah that's what i said

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but written better

regal mulch
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i think arti dosent need advantage when making explosives though

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already have a lot of things

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arti is almost done, need to add something propulsion based in the 1st adaptation

upbeat temple
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Should spearmaster and artificer not also have reduced blessings? Like hunter?

regal mulch
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nah

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i do have an idea

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@hushed bane interesting idea to tie karma and damage together

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saint can have attack that deals damage equal to your current karma level

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costing 1 blessing

regal mulch
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anyone have ideas for a spearmaster adaptation

upbeat temple
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Grappling?

regal mulch
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for spearmaster

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not saint

upbeat temple
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ye

regal mulch
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nope

upbeat temple
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like harpoon style

regal mulch
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thats saints thing

upbeat temple
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Like how king vulture

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Kulture

regal mulch
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saint could probably pull creatures to them already

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something else

alpine kelp
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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

regal mulch
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it is far too close

alpine kelp
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how about an adaptation that basically causes the bone growths to spread over other parts of the body, acting as a natural defense?

regal mulch
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what would it do

alpine kelp
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uhh let me think

regal mulch
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also character progression is currently this but i think we should change it

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into this

alpine kelp
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should karmic attunemnt unlock the second species adaptation or would that be too strong

regal mulch
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we dont know about that yet

alpine kelp
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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

regal mulch
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ik you meant that

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but still thats a whole new mechanic we would need to discuss

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mostly done now

regal mulch
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arti could not be able to use the self explosion middair to propel themsleves unelss they get the self explosion adaptation

regal mulch
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arti is done now

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i have an idea for a spearmaster adaptation

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you can "detonate" spears in a creature, with each spear dealing 1 damage for every one of spearmasters spears imbeded in a creature

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so 1 spear is 1 damage 1 time

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2 spears is 2 damage 2 times

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3 spears is 3 damage 3 times

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but it costs an action to do that

regal mulch
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So it scales 1, 4, 9?

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Sorry for the absence, was busy.

regal mulch
# regal mulch costing 1 blessing

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.

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So like it's 1 blessing for 1-3 karma, 2 for 4-6, 3 for 7-9, 4 for 10.

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Or however else you would want to do it.

regal mulch
regal mulch
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maybe 2 for 1-5 and 3 for 5-10

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since it does depend on your max karma so i think its balanced

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@regal mulch @alpine kelp ok i have an idea but i want your input on it first

alpine kelp
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yup, i'm here

regal mulch
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ok so

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you can spend an action to "detonate" spears in a creature, each dealing 2 damage

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if you detonate 3 in 1 creature you regen 1 or 1d4 hp

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Not sure how you'd explain how that works, but it's an interesting idea.

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i could

alpine kelp
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how does this "remote detonation" work? does spearmaster have telekinesis or something?

regal mulch
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severing the connection in a certain way deals additional damage and trasmits a minor amount of blood back to spearmaster

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Sucks so hard the spear shatters.

alpine kelp
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personally i think that IF THE BONES ARE STILL CONNECTED it would cause spearmaster to bleed out

regal mulch
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well they dont in game

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but they still give food back

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so theyre still connected somewhat

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i believe it works

alpine kelp
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im saying if the bones shattered spearmaster would bleed out

regal mulch
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the spears arent bone though

alpine kelp
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im not opposed to the idea necessarily but uhhh

regal mulch
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unless they are

alpine kelp
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then what are they autumn

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they've got to be sturdy enough to not break when climbed on

regal mulch
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If the spears disconnect at the tail, not the spear, it wouldn't harm him.

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uh

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honestly we could ask minki

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theyre the dev so

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dont want to annoy them about spearmaster every day though

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for the ttrpg

alpine kelp
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i think i might ask them

regal mulch
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ping them then

alpine kelp
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let me check their status first

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ehhhh... i dont really want to bother them

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they aren't ACTIVELY chatting by any means

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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

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maybe we could have some grape-related ability because Spearmaster was originally Grapecat?

regal mulch
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We'll go with the exploding spears for now, and if you come up with something better we'll switch it.

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explain that more

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Bluefruit is kinda grape like. Maybe Spear can sniff them out especially good, idk.

alpine kelp
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basically the old 1.01 Grapecat mod was the original incarnation of spearmaster before MSC was a thing

alpine kelp
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personally though id like to stick with "bony" abilities for now

regal mulch
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Bone armor.

alpine kelp
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that's sort of what i suggested earlier

regal mulch
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heres what we have rn

alpine kelp
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basically a permanent "spiky" covering that serves as natural protection

regal mulch
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are they both good or nah

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and are their two adaptations balanced against one another

alpine kelp
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i REALLY think we need playtesting to figure that out

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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

regal mulch
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"Intravenous Therapy: I'm going to stab you and insert food into your blood, hold still." Lol

alpine kelp
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i mean that's basically how an IV drip works

regal mulch
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Yeah, ik.

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yeah i like that

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1d4 - Finesse

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Just the thought of spear purposely stabbing his friend is amusing to me.

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it can actually do up to 7 damage

regal mulch
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yes

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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.

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most abilties cost food pips to activate so its hard to make it do 0 damage

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yeah

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thats what it does

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Kk

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3 is 1,0,0,0

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-3 is 4,5,6,7

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Cool.

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spearmaster has 0 finesse by default with 5 stat improvements so

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big investment to get 0 damage 75% of the time

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I am finally home, so I can put more time into speculation

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Also

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hm

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had a question about rites

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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?

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any of the default ones

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some species and adaptations give special ones though

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The default ones was where my question was pointed.

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oh

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you can use all of them

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Mkay

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any more questions or ideas

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Not atm

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btw when we finish the 10 slugcats and character creation segment

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would you be fine making a character for each of them

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and fully reviewing all of them

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then ranking them and their adaptations

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I'm probably not the best person for that, but sure, I'll give my input on it as well.

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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.

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go in it then

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water as arti

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Working on it.

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Gotta get water first

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Okay, literal insta-death.

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Hazardous is correct. Lmao

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That's not good for the ttrpg, but it may be a decent idea to make him take damage in water.

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wait seriously

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Yup

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waited for the water to rise from rain. After about a second of being in it I just died.

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I will test again to confirm.

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disadvantage on everything when in water

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also spearmaster can prey on any creature

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so batflies are on the table

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id include a "small creatures give 1 food pip large give 2"

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Over using Arti's explosive ability will kill you.

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Okay, waiting for the rain again.

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Also I can test if spear gets food from spearing batflies if you want.

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it does already

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1 damage when used to propel yourself

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If you submerge in water as Arti you die. You can swim on top, but if you go under you're dead.

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or should combat explosions damage you too

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Batflies are on the table.

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ok so what we have to do tommorow

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Anything else you want me to check while I'm on here?

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to do:

  • add disadvantage when in water to arti
  • possibly edit spearmasters rupture adaptation
  • add a dming section
  • spearmaster can eat small creatures for 1 food pip but still no fruit
  • allow rites to be casted while doing another action
  • remove 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
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can you like

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rank all the slugcats currently

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for how strong they are

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Of what we have done so far?

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uh

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the main 3

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nightcat

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arti

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spearmaster

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Sure.

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Gourm can pull karma flowers from his void stomach. That's kinda op.

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what

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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.

molten birch
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hi how are things going in here!

regal mulch
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great

molten birch
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good to hear

regal mulch
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could you also rank the slugcats we have so far

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the main 3, nightcat, arti, and spearmaster

molten birch
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mm rank how? like on a scale of 1-10 or

regal mulch
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read them and rank them

molten birch
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how much i like them

regal mulch
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compared to each and on a scale of 1-10

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Have also pulled bubblefruit, so infinite food while near water.

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and be unbiased about it just like

molten birch
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alright on it

regal mulch
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how strong they are

regal mulch
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Yeah

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we arent adding that

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Wasn't a suggestion, I was just saying that he's like really op.

molten birch
regal mulch
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yes

molten birch
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alrighty i can do that

regal mulch
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Maybe he has an ability to use blessings to pull a random, low-tier object.

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wait werent you ranking the slugcats foxy

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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.

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WAIT ONE THING

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So far gourm seems to be able to pull anything but spears and stuff that is directly food like bluefruit.

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can arti eat lizards and big creatures

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Hmmmm

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i need that tested

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Oh in-game?

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and can spearmaster eat batflies/fruit through spears

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Kay

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Spear can eat batflies, I confirmed that. not fruit tho.

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I'll switch and go kill something with Arti for you.

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thanks

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See it's useful I had this downloaded and remembered about it. Lol

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gourmands diet might want to be tested too

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Now of course some things might change with DP, but it's a start.

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I will also test gourm for you.

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riv and saint im already sure about

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though can saint eat batflies/centipedes

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and can riv eat big creatures

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I do not believe saint can eat batflies, but I will check.

molten birch
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done ranking! send it here?

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its not too long lol

regal mulch
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send it

molten birch
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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

regal mulch
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do you think monk is still viable compared to spearmaster

molten birch
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yeah! they're different builds so i would say so

regal mulch
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anything i could do to make them more viable?

molten birch
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monk is as you said more of a spellcaster/magic wielder so they're pretty different lol

regal mulch
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note they have 15-21 blessings

molten birch
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i think they're good as they are! if you wanted to change something tho thats up to you

regal mulch
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i do like the idea of being able to use a rite while doing a non rite attack

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could be really usefu

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i like that idea

molten birch
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if you like it i see no reason to not implement it, if it works well and isnt too op :)

regal mulch
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saint being completely unable to use weapons may present a problem

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how will it kill stuff if it has no blessings

regal mulch
molten birch
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how strong they are!

regal mulch
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ah ok

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should i nerf arti a bit?

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i think spearmaster is fine because well

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they dont do more damage then a normal slugcat for the most part

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they just have infinite spears

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hunter has higher damage than spearmaster

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should i nerf arti though

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they will have disadvantage in water soon though

molten birch
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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

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you might want to get another opinion tho if ur that unsure about it!

regal mulch
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ill ask foxy when they do it

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  • a further round of testing will be done when we finish
molten birch
regal mulch
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10 people rank the 10 and make 1 level 10 build for each

molten birch
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sounds good!

regal mulch
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Riv, Arti, and Gourm can not eat large creatures. Saint cannot eat batflies, if you try it actually knocks Saint out for a moment.

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ok thank you

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Np

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Anything else you want me to test before I get started on checking the balancing?

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nope

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Alright.

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Night through Spear correct?

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yep

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except gourd

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Ye

verbal grove
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how would distracting lizards work?

regal mulch
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wdym

verbal grove
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would you like, just use a throw action to get the attention of a lizard?

regal mulch
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with what

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depends on the lizard

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maybe throwing another creature in a way

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monks unique rite

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throwing something

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etc

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So question.

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yeah

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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?

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yep

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Kk, just making sure.

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the main stat and substat dont affect eachother

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Kk

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its just neat to categorize them

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and we get to keep the KARMA acronym

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anyways hows the ranking going

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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.

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Another question. Does pounce give Nightcat +2 agi, or does it cancel out his -2 and give him 0.

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cancels out and gives 0

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Kk

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i might even increase it to +3

regal mulch
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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.

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the other 3?

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Want the other 3 too? Kay

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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.

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And I'm going to raise Nightcat to 8/10.

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should we make survivor and monk stronger?

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note monk can cast a rite while throwing something else

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rites can be casted for free while preforming another action

dark rain
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survivor can just choose to have advantage lol

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thats based as hell

regal mulch
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hi emerald

dark rain
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i think survivor is p good as is with that ability

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hi

regal mulch
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could you possibly rate the 6 slugcats we have so far as well

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survivor monk hunter nightcat arti spearmaster

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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.

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note arti has an additonal downside not listed yet

dark rain
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whats that

regal mulch
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disadvantage on everything while in water

dark rain
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cause i was gonna make an arti

regal mulch
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as in game they just

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fucking die

dark rain
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o

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makes sense

regal mulch
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like literally

dark rain
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actually i kinda want to make hoonter

regal mulch
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if they fully submerged theyre dead

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but yeah look over the 6 so far and tell me how balanced they are

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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.

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im hearing a lot of spearmaster being too strong

regal mulch
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Spear is pretty balanced outside of those types of scenarios.

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spearmaster dosent have any bonus damage besides the rupture

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I think maybe make the spears cost pips?

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which is only half a spear as an action every 3 turns

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nope

dark rain
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theyre all balanced imo

regal mulch
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That would balance out his basically infinite food loop.

dark rain
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"balanced"

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they all are about as good as each other and each specialize somewhere

regal mulch
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wdym "balanced"

dark rain
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monk is probably the weakest

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idk tabletop rpg balance is a complicated subject

regal mulch
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you need to note that monk can use rites while doing another action

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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.

dark rain
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yeah but the less damage kinda kneecaps that

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theyre only slightly weaker though

regal mulch
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i kind of want to change that downside

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itll make monk and saint too simillar

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what else could their downside be besides being a herbivore

dark rain
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dunno

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i came here to point out this

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"The GM decides a permanent injury"

regal mulch
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I mean, Saint CANT do dmg in game, are we carrying that over?

dark rain
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do not do this

regal mulch
#

why

dark rain
#

its something you could solve with a random table p easily

#

otherwise its another thing for the GM to worry about

regal mulch
#

we had that as an idea but an injury fitting the situation works better

dark rain
#

you generally shouldnt leave consequences up to gm fiat

regal mulch
#

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.

dark rain
#

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

regal mulch
#

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.

dark rain
#

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

regal mulch
#

its not permanent permanet

dark rain
#

which might be fine for some people but i usually dont enjoy it

regal mulch
#

theres way to heal it

dark rain
#

yaay

#

its prob fine then

regal mulch
#

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

dark rain
#

couldnt you just farm for the least bad injury

#

for ur char

#

cause some will naturally be worse for some characters

regal mulch
#

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

dark rain
#

yeah but after youve already died then that doesnt matter

regal mulch
#

it does

dark rain
#

if one of you dies, more of you probably will have

regal mulch
#

1 karma loss each death

dark rain
#

youll usually have dropped 2 karma

regal mulch
#

also like

dark rain
#

idk it feels abuseable

regal mulch
#

it is abuseable but like

#

we can trust people to not abuse that

#

imo

dark rain
#

if you want to make dying a bad idea having injuries stack is prob the best way to do that

regal mulch
#

i dont want injuries to stack

#

i think one at a time works well

dark rain
regal mulch
#

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

regal mulch
#

8 blessings imo

dark rain
#

its also not a great idea to design a game around "we can trust the players not to exploit this"

regal mulch
#

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

regal mulch
#

i like the idea of 1 injury at a time

dark rain
#

why

regal mulch
#

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

dark rain
#

stack injuries and make repairing them something you have to go a bit out of the way for but not too bad

regal mulch
#

that might work

#

should getting the same injury twice stack the effects

dark rain
#

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

regal mulch
#

maybe injuries need a rework as a whole

dark rain
#

youd need a splint and plenty of rest

regal mulch
#

i want some semi-permanent consequence for death

#

So a splint and surviving a cycle.

dark rain
#

so the solution might be finding a safe place to rest for a long time

regal mulch
#

also emerald does spearmaster seem too strong

dark rain
#

not really

regal mulch
#

anything that seems particularly overpowered

dark rain
#

maybe up the damage on the baby bird feeding thing

regal mulch
#

such as certain combos or things alone

dark rain
#

since spears are gonna spec into resolve

#

for that

regal mulch
#

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

dark rain
#

how does character creation work

regal mulch
#

that seems a bit low

#

what part

#

just in general

dark rain
#

the stuff you havent put in yet

#

ie stats

regal mulch
#

rn its selecting a species modifying the stats somewhat

#

and then picking your starting adaptation

dark rain
#

yeah but how do stats

#

numerically

regal mulch
#

probably a point buy system

dark rain
#

you should prob figure out how many points ppl are gonna have when ur making balance decisions

#

decide on that first

regal mulch
#

Spear puts all point into throwing to just fuck some shit up. Lol

dark rain
#

since thats a core mechanic

regal mulch
#

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)

dark rain
#

why not

regal mulch
#

itd prevent you from literally deleting the downside

dark rain
#

but thats a choice you can make

#

you give up some points in something helpful to counter a downside

regal mulch
dark rain
#

its not a fantastic option but its a choice

regal mulch
#

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

dark rain
#

i plan to do a hunter build that is decent at spells too so removing downsides is like my thing

regal mulch
#

a but less than a 5th of the total skill points

regal mulch
#

What does a skill max out at?

dark rain
#

ye

regal mulch
#

if so theres an adaptation that gives +3 blessings

dark rain
#

hunter is only 1 down with the wheel flower adap

regal mulch
#

leaving you at -1

dark rain
#

yea

#

which isnt bad

regal mulch
#

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

dark rain
#

so starting w/ hunter it looks like this yeah

#

how do u modify from there

regal mulch
#

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

dark rain
#

that would be important to know lol

regal mulch
#

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

dark rain
#

i feel like this is kinda suffering from a granularity issue

#

the range of -3 to +3 is very small for 2d8

regal mulch
#

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

dark rain
#

2d6 would help if you want to make a rules light system

alpine kelp
#

should simply roll 2d100

regal mulch
#

and we have the advantage of not needing to publish it

#

we can update it over time

dark rain
#

if you want to increase the complexity you can add more species adaptations

regal mulch
dark rain
#

and treat them like playbooks in dungeon world or apocalypse world

#

cause rn there are very few choices to make

regal mulch
#

idk there is a decent amount

dark rain
#

theres a few, adaptations are good

regal mulch
#

species, 5 stat increases, 4 adaptations, species adaptation

#

we could add more stat increases

#

maybe 10?

dark rain
#

but only getting 5 points to stats is pretty limiting

regal mulch
#

wait no 9

#

one every level except lvl 1

dark rain
#

tbh it would be nice if you could do more in character creation itself

#

so you have a good range of builds

regal mulch
#

how much more

dark rain
#

rather than just starting with whatever your species has

#

and 1 adap

regal mulch
#

what else could we add to character creation

dark rain
#

stat customization

regal mulch
#

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

dark rain
#

i think having a good amount of control over stat customization would do the trick

#

maybe increase the mod range to +5?

regal mulch
#

how much control in your opinion

#

like what would you do

#

An idea. Survivor variant that has a lot of customization.

dark rain
#

thats more reasonable for 2d8

regal mulch
#

not +5

#

+4 at max

dark rain
#

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

regal mulch
#

youre meant to use external modifiers more

#

thats why its low

#

i could see +4 but +5 would be a bit too much imo

dark rain
regal mulch
#

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

dark rain
#

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

regal mulch
#

whats +5 then

#

for that

dark rain
#

70-30

#

around that

regal mulch
#

hard check

#

16

dark rain
#

for +5 its like a 30% success rate

regal mulch
#

yeah

dark rain
#

top is +3

regal mulch
#

we would need to test this heavily

dark rain
#

i dont think so

regal mulch
#

how about +4 there

dark rain
#

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

regal mulch
#

i think +5 is fine honestly

#

let me see +6 for average

#

Yeah, I'm feeling the increase to +5.

#

84%

dark rain
regal mulch
#

that will need us to adjust some values a bit if we do

dark rain
#

+6

regal mulch
#

ill decide tommorow when fizzy is here

#

do you want to be pinged for that emerald

dark rain
#

things are starting to get more reasonable

#

if its not after 5 pm cst

regal mulch
#

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

dark rain
#

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

regal mulch
#

idk 25% fail for an average seems fine

dark rain
#

for someone who is heavily invested into a tree?

regal mulch
#

especially since you have a lot of ways to get advantage and more modifiers

dark rain
#

like

regal mulch
#

i think what we should do is like

dark rain
#

imagine you met someone who was very good at sprinting

#

like

#

an expert

regal mulch
#

build all the modifiers around +5 but make the max +6

dark rain
#

and then they had a 25% chance to not beat like

#

a track and field student

#

in a 100m dash

#

that seems weird

regal mulch
#

as +6 should require heavy investment imo

#

wait we can probably just double most values

dark rain
#

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

regal mulch
#

and a +6 does make sure an easy check is success

regal mulch
dark rain
#

something that is easy shouldnt be a check tbh

regal mulch
#

its for insanely hard stuff that requires a lot of prep

dark rain
#

just like

regal mulch
#

what would you rename them to

dark rain
#

from a game mastering perspective

#

id just move them down the chain 1

regal mulch
#

average, hard, very hard, bleak

dark rain
#

this is the table for AMG

#

its basically that

#

yeah

regal mulch
#

i think that works

dark rain
#

its a 2d10 system with +11 max so theyre a bit higher

regal mulch
#

then use +5 and adjust modifiers a bit

dark rain
#

+11 is pretty much impossible to get though, its more like +9

#

unless you kneecap yourself

#

elsewhere

#

which is pretty comparable here

regal mulch
#

well theres meant to be a good amount of focus on using external buffs to help with tasks

#

so i think using like

dark rain
#

ye ye

#

thats in amg too

regal mulch
#

1/3 of the roll range as a modifier works

dark rain
#

though i use advantage for it rather than +s

regal mulch
#

and i do think the tiny chance to fail an average check is fine

dark rain
#

yeah

#

sometimes that happens

regal mulch
#

because thus is rain world and ive messed up literally everything

dark rain
#

having +5 max makes a little more sense for a system with 10 levels in which stat customization is important

#

too

regal mulch
#

should we double the amount a stat improvement gives

#

+2 instead of +1

dark rain
#

2 +1s so you can increase 2 if you want

regal mulch
#

or even to +3

#

yeah thats what i meant

dark rain
#

idk youll have to work out where you want characters to end

#

generally

regal mulch
#

i think +1 works better

dark rain
#

come up with some variations on it and ill make a few characters

regal mulch
#

not too strong but noticeably stronger

#

yeah i will tommorow

dark rain
#

me too

#

after i sleep

regal mulch
#

ill get fizzys input see what they think

dark rain
#

ye

#

ill be available

regal mulch
#

get character creation done (atleast what it is we write after)

dark rain
#

wasnt today or yesterday or the day before due to shenanigans

regal mulch
#

Sorry I'm not of much help here. Am bad at numbers. Lol

#

its fine

dark rain
#

np

regal mulch
#

Why I'm better for creative ideas than balancing. Lol

#

youve helped a lot already

#

thats important

dark rain
#

ye

regal mulch
#

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

dark rain
#

yeah

#

im so fucking tired

#

i just want to cuddle my blahaj

regal mulch
#

You guys going to go to sleep then?

regal mulch
#

and yeah

#

the list is long but most tasks are very short

#

Alright, sleep well.

hushed bane
#

ok im here

#

sorry, was quite busy yesterday

hushed bane
#

IN FACT WAIT NO IT ISNT

#

THATS PERFECT I JUST READ IT WRONG LMAO

regal mulch
#

Lol

#

Hi Fizzy.

hushed bane
#

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

regal mulch
#

@hushed bane heya

regal mulch
#

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

regal mulch
#

@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

hushed bane
regal mulch
#

yeah

#

and i see why

hushed bane
#

sure!

regal mulch
#

just showing the math

#

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

regal mulch
#

@hushed bane ?

hushed bane
#

rewards risking all your spears on one target

regal mulch
#

just wondering youre fine with answering why are you gone for long periods of time sometimes

regal mulch
regal mulch
#

thats what i assumed

hushed bane
#

either art stuff or just running errands usually

#

ill probably be less busy soon, currently working on some art for someone atm

regal mulch
#

ah ok

#

but uh

#

should rites be able to be casted when you do another action?

#

basically make them free actions

hushed bane
#

sure!!

#

also as for the DMing section

#

idk what we'd put in there

#

feels kinda redundant

regal mulch
#

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

regal mulch
#

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

dark rain
#

enerkad

regal mulch
#

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

dark rain
#

k

#

give me a bit to

#

wake up

#

I got taken out hard by pride yesterday lol

dark rain
#

where can I put the poinrs

#

can I subtract from other stats

regal mulch
#

into any stat

#

and yes can

dark rain
#

yaaay

#

what do the KARMA stats do?

regal mulch
#

you mean the main ones?

dark rain
#

yeah

regal mulch
#

oh uh

#

theyre basically the same as substats but substats fall under a main stat

#

treat them the same way point wise

dark rain
#

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

regal mulch
#

well

#

for general stuff

dark rain
#

examples?

#

what is muscle used for

regal mulch
#

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

dark rain
#

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

hushed bane
#

AAA BACK ILL TRY NOT TO LEAVE ABRUPTLY THIS TIME

dark rain
#

leaves abruptly

dark rain
#

🌛

hushed bane
dark rain
#

that doesn't leave much room for character advancement

hushed bane
#

yeah it should just be an increase in the range

dark rain
#

since you're an expert in some stuff by default

#

I think they're fine as is actually

regal mulch
#

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

hushed bane
#

nah

#

just make it so +5 is the maximum

dark rain
#

I would stick with +2 or +1

hushed bane
#

gives you more room to grow like emerald said

dark rain
#

so there's more room for customization later

regal mulch
#

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

hushed bane
#

ehh

dark rain
#

yeah and if a player wants to do that

#

they can invest in it

hushed bane
#

i mean level 2 is stat improvement anyway

dark rain
#

during char creation

hushed bane
#

you get it right off the bat

#

same with an adaptation at level 1

regal mulch
#

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

hushed bane
#

i mean it's a monk-specific spell

#

for any other slugcat i'd say that's OP but this is the monk

regal mulch
#

so 1d6 it is

hushed bane
#

gourmand downside?

regal mulch
#

idk but speaking of downsides

#

i want to change monks spear downside

#

its gonna be too simillar to saint

hushed bane
#

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

regal mulch
#

say it

hushed bane
#

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

regal mulch
#

and use it as an attack i assume?

hushed bane
#

mhm

regal mulch
#

i was thinking an attack that deals damage based on your karma

#

so 1 to 10 damage

hushed bane
#

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

regal mulch
#

we need saint to have a lot of ways to damage stuff without normal weapons

hushed bane
#

mhm

regal mulch
#

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

hushed bane
#

the projectile thing from the MSC beta?

regal mulch
#

yeah exactly

#

thats where the karma based damage came from

hushed bane
#

YOOOOOOOOOO

#

i love it

#

oh hold on i gotta brb for a sec

#

I promise it'll be less than an hour

regal mulch
#

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

dark rain
regal mulch
#

as an adaptation for every slugcat or monk and saint

regal mulch
dark rain
#

kinda sucks that i couldnt get anything to 5 but oh well

regal mulch
dark rain
#

dunno

regal mulch
#

should it be an adaptation any species can get or just monk and saint

dark rain
#

youre only gonna proc that like

#

3 times a session max

#

since this combat system is gonna take a while

regal mulch
#

thats true im thinking uh

#

+1 blessings every 2 kills then

regal mulch
#

a normal attack, ability, and rite

#

and odds are you only use 1-2 a turn

dark rain
#

have you played a tabletop rpg before

#

combat takes a while at its simplest

regal mulch
#

yeah ik i mean in comparision to other stuff

#

its probably somewhere around the middle time wise for combat

dark rain
#

depends on the GM

regal mulch
#

well yeah ofc

dark rain
#

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

regal mulch
#

itll also depend on the encounter size a lot

dark rain
#

it depends more on the creatures youre using

regal mulch
#

2 pink lizards are gonna be a lot shorter than say 2 vultures

#

encounter size and creatures

dark rain
#

i ran a combat in amg last session and it took 40 minutes despite having like 30 combatants

regal mulch
#

like 2 pink lizards thats maybe 20-30 minutes

dark rain
#

even though ive run combats with less than 10 that took 1 1/2 hours

regal mulch
#

we should run a mock combat encounter sometime

dark rain
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i get this w/ the +4s

regal mulch
# dark rain so

also can you send the template for this so i can add it to the speadsheets

regal mulch
dark rain
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it isnt done

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no?

regal mulch
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i mean compared to the like

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previous one

dark rain
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theres a greater range

regal mulch
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lower values worked better

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imo

dark rain
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and i was able to actually get a character to +5

regal mulch
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right we need to make a character sheet sometime

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what do you think though

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the smaller or bigger values

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which should we use

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or somewhere inbetween

dark rain
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i could do this instead

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since im not going to use those skills anyways

regal mulch
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i mean you can

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but i feel like most people wont minmax that hard as itll really hurt outside of combat

dark rain
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how so

regal mulch
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no i meant you can do that

dark rain
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lots of knowledge skill

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good tolerance

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intimidation and muscle