#rw ttrpg thread

1 messages ยท Page 19 of 1

regal mulch
#

how would thorns work

#

Going off normal thorns, or your fire adapt?

#

thorns

#

Normal thorns your attacker takes damage when you're hit, not when you hit something.

#

why do you think its when you hit something

#

i never said that

#

I was just stating.

#

ah ok

#

So if a lizard bites you, it takes damage.

#

im gonna remove the action to activate camo and fire

#

its a free action

#

wait wait

#

should i make sneak attacks a thing

#

nah

#

they already are

#

we dont need to buff that

#

im gonna rework pounce for nightcat

regal mulch
#

so rn i need to

#
  • make camo a free action
  • rework pounce (stealth attack)
  • water spray adaptation
  • clarify DC difficulty reductions dont stack
  • add DCs to adaps and rites
  • better monk downside
  • let you shoot 3 things at once with spray
  • min mod 0
  • rework carrying
#

what would a water adap do

alpine kelp
# regal mulch what would a water adap do

idk, anything from:

  • proficiency traveling or otherwise being in water
  • control over maybe, idk, some sort of mechanical water tank that could absorb water and then shoot it out
  • magic control over a certain amount of water like a waterbender from avatar
regal mulch
#

first one is riv

#

second could work but i want to try to avoid a lot of "you get an extra attack" adaps

#

Second one is a just a water gun Slugcat finds. Lol

#

3rd magic is for rites

#

maybe you can shoot water out of your mouth if you absorb some

#

deals no damage

#

but it can push stuff around

#

and it could maybe have the same effects as a rock

#

For when your friend sets themselves on fire and you're confused af so you put them out. Lol

#

(down one DC level)

#

would also work as riv

#

good synergy

#

maybe a like

#

you can also douse yourself in water

#

Oooooh

alpine kelp
#

ok so im thinking it's more of a fludd sort of pack if we go for the second one

that gives us 4 easy options:

  • water spray
  • falling cancel/hover
  • boost into the air
  • use it to boost your ground speed

the water could require either waiting a set amount of turns or jumping into water to refill

regal mulch
#

Ye, and then you're moist

#

in addition to the water spray

#

i like water spray

#

because it allows you to interact with enviroments, creatures, and yourself/other players

alpine kelp
#

id say let's simplify it further into either "water spray" or "burst"

burst sends you in whatever direction but uses all the water

water spray has more uses

regal mulch
#

id say water spray can be used 3 times before you need a refill

#

and then a like

#

make yourself moist draws from the same pool

#

a spot in the character sheet for keeping track of effects will be nice

#

like temp stuff

alpine kelp
#

what would moistness do exactly

regal mulch
#

it would douse any fire on you if theres any

#

make you a bit more slippery

alpine kelp
#

ok

regal mulch
#

and as riv

#

you have disadvtange on resistance and tolerance if not moist

#

So it'd be a very good adap as Riv.

#

yes

#

not necessary at all though

#

But here's the question. How do we turn that into an adap instead of an item? Adap implies genetics.

#

intentional synergies is a good idea

alpine kelp
#

id say an additional use of this "water engine" is that it can be used for free if you're in water

so you can basically use it like fludd's turbo mode and boost across water very quickly

regal mulch
#

i feel like we dont need the movement part

#

we dont want one adap doing too much

regal mulch
regal mulch
alpine kelp
#

id say though, if we plan to not remove the "burst" then maybe we should think about working it into something

i would say maybe make it a rivulet adaptation but we already have two of those

regal mulch
#

i was thinking a riv adapt rework could be a good idea

#

what would you have it be

dry oriole
alpine kelp
#

i think it would make sense to basically have a "burst" of water from some internal storage mechanism/organ that expelled water to propel the slugcat in any direction they wanted

main uses of this would be:

  • last-minute evasion
  • save from falling
  • fast water movement (as the water refills)
  • maybe even boost yourself upwards or to the side to increase ground speed or do essentially a "double-jump" in the air
regal mulch
#

wait holy shit i have an idea how to make that into an adap for all slugcats

#

somehow say they have a like

#

imbedded micro gravity generator

#

Mmmmmm

#

so it could force you in a direction for a short time

#

just say its faulty so it dosent last long

#

maybe have it force you to make a finesse check for it to activate

#

also allows finesse based dodging

alpine kelp
#

keep in mind that this is basically how we've seen artificer explosions in downpour work though

regal mulch
#

true

#

but artis explosions are also damaging so

#

i love the small gravity generator idea though

#

what would the skill be for it though

#

comp? finesse?

#

The gravity thing feels a bit iffy to me. Instead something more like cyans? I believe it's gas propulsion if I remember correctly.

regal mulch
#

whys it iffy

#

It just doesn't make sense to me how a gravity generator would propel you.

#

well it exerts a gravitational force on you in a direction

#

ig

alpine kelp
#

cyans appear to be powered by baja blast that acts as rocket fuel

#

so in terms of adaptations let's just say that you get the cyan lizard boost thing

maybe you can even get one cyan lizard appearance trait from it (you gain bioluminescent eyes, the rings, or one of the cyan tails)

#

cyans are known to be inaccurate with their boosting anyway, so the entire finesse thing could still apply

regal mulch
#

that works

#

i like gravity generator idea bit more as its more unique

#

and i dont want to overlap with the webbed arms idea too much

alpine kelp
#

yes, but on the other hand, cool slugcat designs

regal mulch
#

counterpoint

#

nothing stopping you from looking like that at the start

#

i feel like a short range like

#

dash works better

#

but we already have that

#

It is unique, but it doesn't make a whole lot of sense. A gravity generator inside you doesn't sound like it would boost you, it sounds like it'd pull everything to you.

#

no its more like the generators in pebbles

alpine kelp
#

besides, we already have Telekinesis - we've got enough gravity defying spells as it is

regal mulch
#

if youre too close they push you away

alpine kelp
regal mulch
#

no i mean like

#

close enough they push away

alpine kelp
#

gravity generation could maybe be a host ability

i just don't think it really fits the flavor of a generic adaptation

regal mulch
#

Would it make more sense to put the generator in your feet then? So it pushes you away from the object. Pushing against your while inside of you sounds like it'd try ripping itself out of you. Lol

#

that makes more sense

#

but i do like the finesse based movement idea

#

That fixes why it sounds weird to me.

#

any other ideas that do the same thing

alpine kelp
#

planet is magnetic
put opposing magnets in feet
fly

regal mulch
#

its a bit like

#

overlapy in general

#

because you can already dodge

#

and leap far

alpine kelp
#

the idea with the cyan boost is that it acts to improve movement by acting as more than just a reaction

regal mulch
#

A third arm, carry more stuff on top of overstuffed cheeks. Lol

#

Allow a third spear maybe.

#

lets go with cyan boost

#

wait should we clarify DCs in the description of adaps

#

like for webbed arms

alpine kelp
#

we can add a twelfth cat that uses troll physics if you want

regal mulch
#

"pass an agility check with a DC of 9 to glide"

#

for the ones that need it, probably.

regal mulch
#

The 11th is a mystery.

alpine kelp
#

11th cat is eden from isaac, it has randomized stats, traits, and adaptations

regal mulch
#

telekenesis shouldnt have a DC assigned to it

#

because it varies A LOT

#

a squidcada is much lighter than say

#

a vulture

#

do you think you could lift a leviathan

alpine kelp
#

the dc for an iterator can and a blue fruit shouldn't be the same

regal mulch
#

A party might if they all work together. Lol

#

full monk party vs leviathan

#

i do want to change monks -3 damage downside

#

Throw it around like the vulture in the last session. Lol

#

kind of ehh as saint already has the same thing

alpine kelp
#

monk's downside should be to throwing and carrying and not general muscle i think

but that's just my opinion

regal mulch
#

talking about the negative trait

#

we might remove the -2 from stats for species

alpine kelp
#

talking about stat distribution

regal mulch
#

as the min mod might become 0

#

maybe

#

big maybe

#

emeralds suggestion not mine

#

anyways im gonna try to think of a better monk downside tommorow

alpine kelp
#

ok

i need to sleep anyway (3:30am gang)

regal mulch
#

I like the thought of having a negative min as it really does incentivize the party to balance their characters. And while Emerald says a min of 0 is the same cause people will have the highest player do it anyway, it better incentivizes teamwork imo.

#

lets keep the negative mod

#

also a -5 is much more punishing than a 0

#

-5 stops you from passing all but the two easiest DCs

#

and odds are you dont even pass a 6+

#

3+ is a challenge

#

I do think -5 is a bit extreme with us only using 2d6, but it better helps the whole teamwork thing as I said.

#

well its -5 to +5

#

so

#

Ik

regal mulch
#

And it'd probably feel wrong to have it inconsistent like a -3 +5, but -5 is pretty bad. However if we don't start a character with -5 in anything, I think we'll live.

#

Wait

#

How would one end up with a stat going further into the neg? Dying?

#

at character creation

#

you can subtract points from stats

dark rain
#

ive already gone over why allowing people to minmax like this isnt a great idea

#

because there is next to no opportunity cost to decreasing stats to -5

regal mulch
#

What does subtracting a stat do for you? Add it elsewhere?

alpine kelp
#

imo permanent injuries shouldnt give permanent stat reductions

it disincentivizes helping other players at the end of cycles bc if you die, you could lose a stat with no way of ever regaining it

regal mulch
#

permanent injuries can be healed

dark rain
#

its not really a choice, its just a check for whether you understand how to manipulate probabilities and how tabletop rpgs tend to function

regal mulch
#

Being able to subtract to add seems a bit funky. Saying if we don't limit that, they could put -5 in like 3 stats and have an extra 15 points right from the start.

dark rain
regal mulch
#

yeah

#

lets just go with 0 as min mod

dark rain
#

youll have the Taming guy with +5 and everyone else w -5

regal mulch
#

(outside of external factors ofc)

#

like permanent injuries or debuffs

alpine kelp
dark rain
#

yeah lol

regal mulch
#

ok this gives uh

#

Min of 0 with subtracting sounds like a decent thought. I do still like the negatives tho.

dark rain
#

and punishing them would unintentionally punish people who have invested in those stats

regal mulch
#

30/75 points with 0 as min mod

regal mulch
#

Honestly the entirety of lowering to raise feels weird. From my experience with ttrpgs, that's not a thing they typically do.

#

we already have negative traits

#

i should make monk illiterate

dark rain
#

it works if the opportunity cost for lowering a stat is high

regal mulch
#

Which it's not really in this case from what I hear.

dark rain
#

no

regal mulch
#

So why add the ability to do that?

#

-1 in tolerance and you get turbo cancer

dark rain
#

dump stats are funny

regal mulch
#

Keep negs and remove the ability to lower to add.

alpine kelp
dark rain
#

im going to shill amg because it doesnt have dump stats ๐Ÿ˜Ž

regal mulch
#

most games end up with a dump stat

#

atleast our stats have uses

#

unlike fucking FNV charisma holy shit its so useless

alpine kelp
#

carrying has entered the chat

regal mulch
#

carrying is niche

dark rain
#

carrying is def the universal dump stat lmao

regal mulch
#

i want to replace it tbh

#

not sure with what

#

Carrying is def the dumpstat. It's only real use would be dragging corpses.

alpine kelp
#

"carrying"? yeah im carrying this terrible uncoordinated team

dark rain
#

me during the oneshot

regal mulch
#

carrying will come in handy when intikus drowns for 5 turns again

#

that was painful to watch

#

You right. XD

#

i even gave them an extra action out of pity

#

and they still died

dark rain
#

theyre a lost cause at that point

#

lmao

regal mulch
#

I was tempted to like go out and help, but also would've gotten killed myself with the terrible rolls I was pulling. Lol

alpine kelp
#

but in all honesty we need to figure out a better thing because carrying has no practical purpose, especially considering how punishing the rain is to players who do want to attempt corpse-dragging

dark rain
#

you NEVER touch someone whos having a series of bad rolls

#

it WILL spread to you

#

ive seen it happen

#

consistently

#

its magic

regal mulch
#

series of bad rolls? counterpoint: survival instincts

dark rain
#

just level vigor lmao

regal mulch
#

anyways but what could we even replace carrying with

alpine kelp
#

besides carrying is made nearly compeletely irrelevant if you have a single PP monk on your team

regal mulch
#

i am never changing that acronym

dark rain
#

make melee more effective+separate from muscle

#

muscle is ur athletics skill

#

and melee can be

#

4 melee

regal mulch
#

melee is as effective as throwing though

dark rain
#

is it

regal mulch
#

yeah?

dark rain
#

it does less damage and puts you at risk

regal mulch
#

wait do you mean unarmed strikes

#

Ye

#

Prolly

dark rain
#

ig u could use spears

#

but at that point you should just throw them

regal mulch
#

i thought you meant just stabbing them with a spear point blank

#

Melee was my thought, am distracted brb

dark rain
#

why risk yourself in melee if you can do ranged combat

regal mulch
#

how would we make unarmed more effective

dark rain
#

dunno

alpine kelp
#

natural weapons

regal mulch
#

i think theres already merit to it as its unlimited

dark rain
#

i made it effective in amg by allowing melee fighters to bind up ranged fighters

#

and also giving two-handed melee weapons the highest weapon damage

regal mulch
#

going off hunter here because every other slugcat melee is a last resort

#

you do 1d4 + 2 or 1d4 + 4 damage

dark rain
#

thats crap lmao

alpine kelp
#

the issue with S&S melee combat is that you are further disincentivized from doing so as 2-3 good hits from most creatures is a death

regal mulch
#

i feel like 1d4 for nornal slugcats is fine as it is not meant to be a main weapon

#

by a long shot

#

hunter maybe should be +3/+6

#

so 1d4 + 3 or +6

alpine kelp
#

yeah tbf the only other slugcat i can think of having good unarmed would be if artificer could explosive-punch creatures

#

as for gourmand im not sure if gravity counts as "unarmed" damage

regal mulch
#

I feel nightcat should have good unarmed as an ambush predator, but that's just me.

regal mulch
#

Or high precision.

alpine kelp
regal mulch
#

-1 at most generally

#

probably gonna be a -1 for each stat, no injury x2, and 3 other ones

#

probably -2 hp, -2 blessings, and one other thing

#

all healable ofc

#

i think hunters unarmed damage is gonna be buffed ig

#

nightcat i am giving a stealth attack adaptation to replace pounce

#

i mean 1d4 + 6 is comparable to a spear

#

Stealth attack makes more sense

#

then again hunters spear is 2d6 + 2

#

+3 more if you crit

dark rain
#

melee needs to have an advantage over ranged though

#

since ranged has a natural advantage

#

in that

#

its ranged

regal mulch
#

like

#

what advantage could it be

#

more damage? higher accuracy?

#

but the game itself is mostly ranged combat

dark rain
#

i dunno

#

like i said i balanced it in amg by allowing melee fighters to bind up ranged fighters

regal mulch
#

we dont really have ranged fighters

#

and binding is

dark rain
#

binding definitely is

regal mulch
#

no what is it

dark rain
#

like

#

prevent them from firing

#

well

regal mulch
#

ah ok wanted to make sure

#

i think we cant really make melee any better than it is rn

dark rain
#

they can immediately counter with advantage if they get attacked by a ranged weapon that isnt a pistol

regal mulch
#

and its just not how rain world is anyways

dark rain
#

tabletop rpgs arent very close to how rain world works either

#

and i figure getting advantages in melee of some kind helps increase build diversity

#

rather than just attempting to simulate how rain world works

#

which doesnt make a great framework for a tabletop rpg imo

regal mulch
#

well still we need an advantage for melee

#

advantage on reactions?

#

if your previous attack was made in melee range

#

i dont want to be giving out reaction advantages too much you already can feint

#

fuck wait what if melee attacks lower the DC of a check by one level

dark rain
#

thats a lot to keep track of

regal mulch
#

like against a green (12+ resistance DC) its instead a 9+

dark rain
#

i figure making it something players can keep track of is a good idea

#

since they can take the load of remembering specifics off the gm

#

and its their fault if they miss their benefits

#

ig they could remind the GM every time

regal mulch
#

thats fair

#

idk what besides damage or higher chance of X

#

maybe let you attack two creatures at once in melee?

dark rain
#

thats pretty wacky

#

i like it lol

regal mulch
#

it would also add some more strategy

#

because it turns it from like

#

"only melee or throwing based on build"

#

to

#

"melee or throwing depending on build, situation, and risk"

#

ok yes thats what we are doing

#

also that means riv can make 4 attacks in one turn against 2 creatures and now im scared and wondering how they do it

#

holy shit it is late im sleepont

dark rain
#

riv whirlwind

#

riv ers of blood

regal mulch
#

goodnight

dark rain
#

bye

regal mulch
#

Sleep well Autumn

verbal grove
#

hey, why are all the servers closed?

vernal moat
#

just had 200 new accounts join

#

likely spam raid

#

are banning them now

verbal grove
vernal moat
#

idk like 200 fake accounts

regal mulch
#

whats going in

#

on

vernal moat
verbal grove
regal mulch
#

ok we are gonna rework carrying into uh

#

something else

#

what

regal mulch
regal mulch
#

reworked pounce

#

is check the right term here

#

and is there a way for me to word this better

magic oasis
regal mulch
#

we arent using saving throws

#

its player sided

magic oasis
#

if you're invoking the action on another creature, and you have to roll, check is probably better

#

fair enough, i'm just only really used to dnd

regal mulch
#

would roll be a better term

magic oasis
#

i think that'd sound good

regal mulch
#

should we buff hunters unarmed damage

#

rn its 1d4 + 2 base

#

and 1d4 + 4 with adrenaline rush

#

maybe +3/+6

#

or +2/+5

#

@hushed bane when are you gonna rewrite the combat section

#

need to know when you will because i dont want you missing any details

regal mulch
#

nah

#

also i have an idea for the permanent inury table

#

3 no ill effects, 15 that are -1 to a stat, 2 that affect 2 other stats

#

lets say HP and blessings

#

wait right theres only 19 you can roll

#

uhhhhh

#

so we have 4 left over that is bad

#

i feel like i need to reword this again

#

there we go

#

still not great

#

maybe like

#

if they fail to resist your will roll?

#

fuck iti m making it vague

#

@dark rain youre the one who knows how to do player facing systems how do i write the equivalent of saving throws for creatures

dark rain
#

theyre dcs

regal mulch
#

i mean how do i write it without it sounding shitty

regal mulch
#

how would i write this without it sounding off

dark rain
#

well you dont have like

#

a thing vs thing in your spell framework to list it in a quick and easy manner

regal mulch
#

what would that look like

#

just somewhere in the rules basically saying that you make a roll + mod against a creatures DC

regal mulch
#

ok its finally good

wintry hill
#

So what aspects would you like to hear ideas about @regal mulch?

regal mulch
#

adaptations

wintry hill
#

Would it be too cruel to make hunter carrying a spear in its back and being able to carry two spears two separate "Species Adaptations"?

kind brook
#

I made a Rain World Tabletop Game in Tabletop Simulator once. I hadn't finished it though, but I had some basic concepts.

#

I have not really played ttrpgs properly before, so I didn't know how to develop the features fully.

regal mulch
#

every slugcat can

kind brook
#

Yours already seems really cool and well developed.

wintry hill
#

Hm how faithful do we need to be to the game?

regal mulch
#

not fully but still within bounds of the games logic

wintry hill
#

Oh yeah, are you going to use the game's set damage and health values?

regal mulch
#

as a baseline but not exactly

#

but 10 x health value works pretty well as a baseline

wintry hill
#

Hm maybe an adaptation that increases the turns an enemy stays stunned after getting hit by a rock?

regal mulch
#

nah i dont want item dependent adaps

#

+rocks dont stun

#

they lower the DC of the enemies next action by 1 tier

regal mulch
#

i sitll havent made the water jet adap

#

ill do it tommorow

#

im gonna play some hunter

regal mulch
#

so we are balancing melee by letting you attack 2 different creatures at once if youre in melee range

verbal grove
#

stats for the laser pickle? the vulture grub?

regal mulch
#

like 1hp and a 3+ dc for everything

verbal grove
#

and ability to summon vultures?

regal mulch
#

ofc

#

I feel like vult grub should have as much if not less stats than batflies.

#

They barely move whatsoever, and they don't have any attacks or defenses other than calling vults.

#

batflies atleast have decent agility

#

first though

#

what does allure mean for creatures

#

should we let advantage/disadvantage stack

#

so you can get 3+ dice and you pick the highest/lowest

regal mulch
#

@hushed bane hey do you wanna make host rn

stark ibex
#

cool

regal mulch
#

thanks? i think

#

idk what youre saying cool to

stark ibex
#

cool thing

regal mulch
#

thank you again then

#

if you wanna help or have any ideas im down to hear them

regal mulch
#

what do we call the water jet adap

#

just water jet?

regal mulch
#

also arent we gonna rework carrying

regal mulch
#

yeah we did

#

should i give green lizs high allure then

#

At least mid to high, yeah.

#

pink lizard statblock my beloved

#

its just the most mid stats ever

#

I mean it is our more basic boyo.

#

should i increase any of these stats for the blue liz

#

Hmm

#

No, it looks good.

#

I can't decide if allure should be brought up or not.

#

Nah

regal mulch
#

we need a better monk downside i am going insane trying to think of one

#

less hp?

quiet lagoon
#

oh hey

#

this sounds very fun

#

may i join?

regal mulch
#

sure

#

we are designing it rn

quiet lagoon
#

cool

regal mulch
#

if you wanna help we need ideas

quiet lagoon
#

sure

#

i was checking out the doc

#

seems like the host is the most incomplete one right?

#

it would be cool if it could gain daddy long leg feelers at some point

regal mulch
#

the idea is that you can like

#

use a food pip to make a mini DLL to scout ahead

#

it can detect if theres food and if it dies that tells you theres a hostile creature in there

quiet lagoon
#

coooool

#

also

#

should it require a looot of food?

#

its basically feeding two organisms

#

and perhaps it should gain the ability to store more items 'in its cheeks' by storing them in the infected areas

regal mulch
#

nah we have that already

#

gourd and an adaptation

quiet lagoon
#

oky

regal mulch
#

i do want your opinions any ideas for monk negative traits

#

besides just less damage

quiet lagoon
#

maybe the few predators it has focus on the monk more?

#

because its weaker

#

if a vulture has to choose between the monk and a lizard its gonna go for the monk because its weaker

#

that sort of thing

regal mulch
#

ok crazy idea

#

we give monk the default diet

#

we reduce their hp by 2/3

#

it also makes monk more viable compared to saint as they do normal spear damage now

#

as before i would choose saint most of the time

regal mulch
#

Sounds good.

#

should we keep their diet

regal mulch
#

wait shouldnt we remove the -2/-1 stats from species

#

because now we have 0 as min mod

#

Did we finally decide on that?

#

yeah

#

its in the character creation section now

#

also btw everything we have to do left is uh

#
  • rework and rewrite combat and contests
  • finish host
  • finish adaptations list
  • finish rites list
  • finish fauna list
  • finish flora list
  • finish items list
#

also homebrew should be a seperate doc IMO

#

Definitely should be a separate doc

#

Imagine the custom creatures people will make. sluglove slugsparkle

#

yellow leech

#

1 slugcatrillion hp

regal mulch
#

do you think you could hold another slugcat and use them like a gun by making magazines in advance somehow

#

problem is that it would need to be a gourmand

#

which are heavy

#

Wack

#

actually whats the most fun or ridiculous builds you can make with this

#

My current plan is super agility Riv. Being fast af and able to outmaneuver literally anything as long as I don't botch rolls.

#

i do have one build in mind im not gonna use but

#

gourmand

#

fall and more storage species adap

#

webbed arms, more storage, spit items, more blessings

#

use the leap rite

#

Idea. More pips adap

#

oooh

#

how many?

#

+3?

#

Idk like 2-3.

#

3-4 works.

regal mulch
#

fall on them

#

sadly youll have 7 slots so its gonna be 3d6, 3d6, 1d6

#

or 3d6, 3d6, reload, 3d6 3d6, reload

#

Acidic bite. Coat the debris in acid.

#

that could work

#

or even better

#

get an arti to make improvised explosives

#

as its 1d6 + the effects of the item

#

we might need to nerf this

#

to 2 per turn

regal mulch
#

ok an adaptation idea

#

you can taunt an enemy

#

next reaction made against them is done with disadvantage

#

but the next action made against them deals 50% more damage

#

stack it with 2x damage rite and boom

#

3x damage

#

Also maybe a force draw agro?

#

So you can taunt to get a creature off of your friend

#

yeah

#

force draw aggro forgot that part

#

also should we make creatures have a lower tier of DC when disadvantaged or vice versa

#

nah its good enough already

#

ok so tommorow we need to uh

#
  • clarify DC rules for fauna (you roll against the stat the creature is using)
  • rework carrying
  • add taunt adap
#

i do want an adap that lets you dodge with finesse

#

what should it be

stark ibex
#

graceful movement

regal mulch
#

i mean maybe but just a "dodge with finesse" as the only feature is ehhhhhh

stark ibex
#

are slide spear dashes implemented?

regal mulch
#

i mean yeah

stark ibex
regal mulch
#

do you mean like a parry

stark ibex
#

ye

#

but with a jump instead of a parry

#

like how a backflip is performed

#

to perform the backflip, throw the spear down on grounded enemies, pinning them and land?

regal mulch
#

you can already do that though

stark ibex
#

oh shoot rly

#

nevermind

#

is there like a rules and actions thing somewhere

regal mulch
#

list of actions you can do?

#

no

#

current rules are here

#

still a WIP

regal mulch
#

do all the flavor texts need to be serious or can i shitpost in some of them

#

hows this btw

molten birch
#

hi i am BACK how's the work on this going!

regal mulch
#

hey

#

going good

#

@hushed bane hey do you want to run another test one shot after we finish the combat rework

hushed bane
#

i can tomorrow if that's good

#

sorry i've been sorta inactive, i should probably be workin on this more often from now on lol

regal mulch
#

its fine

#

what time tommorow then

regal mulch
#

two things

#

1 should we have a section for rules for stuff like crafting and taming

#

2 adaptation that lets you tame creatures with any food + heal them with your recovery dice with double the effectiveness

#

also would taming be your taming stat against the creatures intimidation?

hushed bane
regal mulch
#

i feel like those need special rules

regal mulch
#

idk tolerance dosent make sense

hushed bane
#

true

regal mulch
#

maybe just allure

regal mulch
hushed bane
#

uh

#

i can do it from 3pm - 12am british time

regal mulch
#

9pm british time i think works

#

thats 1pm for me

#

who else would we play though

#

uh

#

@molten birch @regal mulch @craggy pulsar @dark rain summoned

craggy pulsar
#

Jdhdnekdj h. Djehebbsishiz

dark rain
#

i am running a session

#

tomorwo

tired silo
#

YOU FOOL, ITS EAST REACH DAY TOMORROROW

craggy pulsar
#

I was gonna make a more comprehensive entrance but I figured that would be the most eloquent method of describing my situation

#

Whenโ€™s this?

dark rain
#

and also i dont enjoy the rpg much because my playstyle is different

regal mulch
#

tommorow

#

1pst

dark rain
#

so i will prob not participate in any other tests

regal mulch
#

fuck it

#

fortungevokal i have your exact location

#

drone strike

craggy pulsar
dark rain
#

i am in my gm dimension when i run a session

craggy pulsar
#

33.333% of our audience destroyed in a drone strike

#

When was it again?

regal mulch
#

1pm pst tommorow

craggy pulsar
#

I Canโ€™t, sorry mate

regal mulch
#

9pm british time

#

ah

craggy pulsar
#

Am in a cabin in Norway

#

(Canโ€™t find me)

regal mulch
#

when are you gonna be back

craggy pulsar
#

Probably Sunday

regal mulch
#

@hushed bane you fine with waiting till sunday to do it

hushed bane
#

sure!

regal mulch
#

yeah make sure you have battlemaps ready this time

craggy pulsar
#

Oh shit yโ€™all are actually waiting for me? Thanks!

regal mulch
#

np

#

we should get host done tommorow to go with the taming stuff i want to add to the adaps

regal mulch
#

hi

#

sunday can you play

#

need to do another test campaign with new combat system

molten birch
#

i will be able to play sunday actually yeah

#

5pm?

#

or earlier?

regal mulch
#

what time zone

molten birch
#

cst

regal mulch
#

3pm for you around then

craggy pulsar
#

Hmm

#

Wait a minute, bingo starts around then doesnโ€™t it?

#

Uhm. Please time it around after that.

regal mulch
#

wait the bingo is when

craggy pulsar
#

Sunday

regal mulch
#

oh yeah its after that

#

ok hear me out for an adap

#

spectral lizard companion

#

revives at the end of every cycle

hushed bane
#

OO

#

it'd have to be weaker than the average lizard though

regal mulch
#

spectral cyan with reduced stats

#

lets say uh

#

3x your hp

#

and same mods as you

#

where do we put its stat block

#

in lizards?

regal mulch
#

I was @ed, hello.

#

9pm British works.

#

hey foxy

#

sunday

#

Sunday I can't do, busy Sundays.

#

Til super late

#

ah

#

Man, my schedule just never lines up. XD

regal mulch
#

spectral lizard adap how should it work

#

also are we just scrapping the adaps giving rites idea

#

Spectral lizard?

#

oh uh

#

you gain a lizard companion basically

#

my idea was they have the same mods as you and double your hp

#

and attack wise probably just a 1d12 bite

#

Mmmmm

#

actually that can be almost double damage

#

might be too strong

#

I feel like that should be a species honestly.

#

host thing?

#

rot lizard companion

#

More spiritual like monk and saint

#

holy shit wait

#

what if we replace saint tounge with lizard adap

#

Wdym? The spectral lizard?

#

yeah

#

Hmmm

#

Maybe?

#

Idk

#

Doesn't feel right.

#

why

#

It could definitely be cool, but it just doesn't feel right to me. Can't explain.

#

Probably because I like the idea of a species. Expand it a bit more, they can summon different spirit creatures

#

i want some sort of spectral creature adap in the base rules

#

Like they start with something simple, but then their species adap can be another/different creature or boost their current one.

#

maybe something weaker as an adap

#

Definitely something weaker as an adap. Your idea is cool, but it seems kinda op as an adap.

#

yeah

#

Having a lizard with all your stats, as Riv you just have a secondary god lizard. Lol

#

it dosent get your adaps

#

just your mods and double your hp

#

but yeah

#

saint i feel like is in a bit of a weird spot though

#

Since most Riv will probably spec high in agi, the spectral could prolly just dodge everything.

#

like

#

they can deal 2 damage for 2 blessings

#

or 11 for the same

#

monk needs to have +5 will and a max roll to do the same

#

I want to say lower the health to that of the blue, but ofc since it's a spirit it comes back after each cycle if it dies.

#

maybe we should buff monks spear rite a bit

regal mulch
#

same as yours lets say that

#

That works

regal mulch
#

Lemme look at it

#

monk and saint are like

#

in a weird spot overall

#

monks adaps are balanced

#

but they might have too many or too little blessings

#

i mean do they need +6 blessings at base

#

Idk

#

the spellcasters are just a bit weird here

#

it heavily depends on DM

#

do they have too little or too many

#

saint with the recover blessings with dice adap might be too strong tbh

#

By removing monk's spear dmg debuff, the extra blessings becomes less balanced I feel

#

ill set them back to +3 blessings

#

I say swap their blessings honestly.

#

saint and monk?

#

I mean Saint literally can't deal damage outside of rites until they have barbed tongue.

#

if we do that im making saints karma attack cost 3

regal mulch
#

Ah, true.

#

and adaps

#

yeah

#

saint +6

#

monk +3

#

should we just rework saints karma rite attack all together

#

or maybe we swap saints default trait and species adap

#

by default they get blessings from recovery dice

#

then the karma attack rite + ability to use recovery dice on others

#

Uhm

#

Ye

#

It makes sense with in-game lore as they don't unlock the equivalent of Sacrilege until max karma.

#

saints recovery dice adap seemed very strong compared to the other to me

#

so making it base seems better

#

maybe even split parts of it between the adaps

#

by default you get the blessings heal ability

#

one adap gives +1 dice

#

the other gives ability to use it on others

#

+1 dice probably for sacrilege

#

use on others for the tounge adap

#

What about making the recovery dice on someone else a normal adap?

#

maybe

#

but everyone already has their own dice

#

then again you can say the same amount monk healing

#

which might just be worse saint healing tbh

#

i think ill make monk heals 1d6 + Will

#

Is there currently any way to get recovery die back?

#

no

#

they recover at end of cycle

#

So then if I'm understanding the recovery die section, it only takes effect in the middle of a cycle. You may want to clarify that.

#

wdym?

#

Aight, it's explained in the cycles heading.

#

im gonna clarify that you go back to full health when survivng a cycle

#

and that you revive at your max hp

#

oh about the spectral companion

#

maybe a modified overseer

#

OOO

#

Yes

#

Love it

#

Makes more sense to me

#

how much damage

#

Hmm

#

1d8?

#

or maybe like 1d6+2?

#

How much damage do spears do again?

#

2d6?

#

2d6 yeah

#

this will be in addition to your damage

#

If in addition, 1d4-1d6

#

1d4 sounds nice but i feel like it should have some utility then

#

I'd say scout, but then it's just Host.

#

Hmmm

#

it can be used like a spear in a wall

#

There's a cool idea

#

Climb the overseer. Lol

#

i think thats decent ultility

#

we can even just say that you modified an overseer you found now

#

should we just make it invincible and be a flat damage increase?

#

Something like +2-3?

#

+2

#

wait no

#

thats too strong

#

thats the same as hunter

#

lets just go with 1d4 and have it have 1hp

#

same stats as you

#

now it seems kind of boring though

#

lets keep the rot lizard idea for host though

#

speaking of host im just gonna try to come up with the second adap now

#

uh

#

default trait is the mini dll

#

probably can tell you if theres food in a room and if it dies theres a threat

#

maybe let you hijack a small to medium creature too

#

1 adap is rot lizard

#

how about the other

regal mulch
#

ok so

#
  • rework saint
  • increase monk healing and lower blessing count
  • give host their base trait and an adap
  • rework carrying
  • rewrite combat
  • change "equal amounts of advantage and disadvantage" to "advantage and disadvantage"
#

thats what we need to do

#

carrying rework is highest priority

hushed bane
#

host's base trait i imagined would be like

#

it can summon up to 3 mini dlls

#

by using food

regal mulch
#

i wouldnt make it use food if its purpose is to find food

regal mulch
#

maybe we can change "carrying" to something like "grip"

#

more vague probably more uses

regal mulch
#

boom saint reworked

#

saint is pretty weak at levels 1 and 2 due to its lack of unique rites or attacks

#

but i think its made up for by it having a lot of blessings

#

10/11 at levels 1 and 2 along with 2d4 + 1 blessings

#

and theres always unarmed attacks

#

we need to rework the second half of this

#

its basically a stronger survival instincts thats cheaper

#

the only condition is that it needs a successful check

#

also intimidation check is the right word if its against a creatures tolerance DC right

regal mulch
#

@hushed bane youre still able to do tommorow right

hushed bane
#

yep

#

9pm my time correct?

regal mulch
#

yep

#

do you have battlemaps and what not prepared

hushed bane
#

yee I do

#

it's a one shot right?

regal mulch
#

yep

regal mulch
#

rn its just better survival instincts

hushed bane
#

is it though? it's only advantage for attacks

regal mulch
#

thats true

hushed bane
#

survival instincts is any action

regal mulch
#

still on attacks

#

its half the food pip cost for any party member

#

thats a good point though i say its fine

#

how about host though

#

how are they gonna work and how many food pips

#

along with their negative trait

hushed bane
#

host can spawn mini dlls that can attack, search for food, etc
however the host itself is weak maybe?

#

puts more of a focus on using the rot babies

regal mulch
#

maybe we should make the mini dll not cost food but instead like

#

you can only have a limited amount out at a time

#

and an adap can increase that

#

Only cost food to revive them maybe?

#

i was thinking something simillar yeah

#

maybe make them take hits for you but you die in one hit no matter what if a dll dosent take the hit

#

Uhm

#

You'd have to boost a lot of other stuff to make a glass build like that.

#

no its more like

#

it changes your HP into "you can take X amounts of hit"

#

what should the DLLs be able to do

#

scout ahead but to what extent

regal mulch
#

also reminding everyone since we want to try every species adaptation atleast once i would recommend picking one of these

  • pack bonding survivor
  • mender monk
  • adrenaline surge hunter
  • bioluminescence nightcat
  • pounce nightcat
  • volatile reflexes artificer
  • refined craftsmanship artificer
  • heavyweight gourmand
  • ancient recipes gourmand
  • violent separation spearmaster
  • enhanced reflexes rivulet
  • spectral barbs saint
  • focused energies saint
#

pounce and focused energies saint have been done before but theyve been completely reworked so theyre here again

#

also lets go with level 10 characters this time

#

blessings to food pips could be a neat idea for a rite

#

and maybe vice versa for an adaptation

#

not an equal exchange rate tho

#

maybe 3 of one to 2 of the other

molten birch
#

hey could we move the session till later maybe? something came up and i have to leave to go somewhere tomorrow at 3

regal mulch
#

ah

#

ok probably monday then since now thats 2 people who cant do tommorow

molten birch
#

oh alright that works!

regal mulch
#

Heeeey, monday I'm free. XD

#

Nightcat. :3

#

nice

#

oh btw i updated the character sheet because no resolve anymore

#

Kk

#

im gonna play heavyweight gourmand

#

and foxy what nightcat are you playing

#

Which would you prefer? Both are cool imo.

#

up to you

#

since both need testing

#

I'll look.

#

remember mods are 0 to +5 now

#

To - or +?

#

oh wait fuck

#

Lol

#

You're good, I figured, just had to make sure. Lol

#

Yeah, I'll edit my character accordingly.

#

level 10 this time

#

Lvl 10... Hmmm... kk

#

Should be fun

#

It's +3 stats per increase, correct?

#

mhm

#

Kk

#

I'll make it later. Going to watch fireworks with gf here soon.

#

thats good

#

have a good time

#

Maaaaybe if you guys want another party member I can get Dad involved too since he's free Monday.

#

Would have to run it by him.

#

i think we have enough already

#

4

#

Kk

#

wait what check would falling on a creature be as gourmand be?

#

muscle?

#

agility?

#

Uh

#

Hmm

#

Ig it'd be against either the creature's agi or res, but idk what roll you'd make for Gourm. Maybe agi because you're having to aim your fall?

#

yeah thats what i was thinking

#

this is either going to be extremely stupid and effective or extremely stupid and ineffective

#

Looks entertaining.

#

I will eventually get around to the homebrew species I thought of with your spectral lizard idea.

#

nice

#

ill transfer the homebrew section to a seperate doc sometime

#

I think ik how to make it work.

#

as itll be cleaner that way

#

Yeah, I agree.

#

And maybe we can get a proper channel for this. Or make a server for it.

#

i think a thread works fine for now

#

Have a place for people to post their homebrew stuff for us to paste into the do.

#

a server would be nice yeah

#

For now, yes, this works. Once we complete it tho we'll want a bit more space to make it easier to organize.

#

Something to worry about in the future.

#

Didn't you specify not equivalent exchange? Lol

#

oh true right

#

except for monk

#

monk can have a little equivlent exchange

#

as a treat

regal mulch
#

i made sure btw even with cost reductions

#

it is impossible to gain infinite food and blessings

regal mulch
#

Good.

regal mulch
#

Adap to climb walls.

#

Or would you rather that be a homebrew race adap.

#

homebrew race adap

#

because that could let you just skip every room and be out of every enemies reach

#

Not a necessary thing, but a thought for nightcat. Advantage on bioluminescence flash if camoed. A sudden flash from seemingly nowhere would probably spook creatures a lot more.

#

Not a necessity, just a thought.

#

nah i think its already in a good spot

#

actually yeah lets do that

#

tbh it feels too weak and too strong at the same time

#

Imma play with it, cause honestly it's questionable.

#

go for it

#

whats your thoughts on it though

#

Idk. I kinda feel the same. With Nightcat's low pip count, the costs of everything seem a little too high, but since it's a stealth build I also don't know.

#

if it costs too little it makes it basically better survival instincts for combat

#

too much and its just worse

#

Biolumin is not really my problem with it, it's more so camo. Every action including just moving drains it. And since we don't have a set speed, it's kinda funky.

#

Idk.

#

Since I'll be able to play a full session with you guys I can test it a lot more and get an idea.

#

to me the camo is fine

#

We'll find out

#

pounce might be a bit too strong

#

but it should be fine

#

since it drains food pips

#

Since it drains pips, I think it's fine.

#

should camo drain during reactions too though

#

or just actions

#

I don't think so. That's a lot of constant pips.

#

yeah

#

just actions it is

#

Wasn't there a discussion about activating camo not taking pips? I could be wrong

#

camo is a free action

#

so it dosent take pips

#

It's still written as activating for 1 pip.

#

what

#

fuck

#

Lol

#

This is why I'm here. Lol

#

Question everything.

#

im gonna proofread this shit so hard once we finish

#

We probably all should to make sure.

#

agreed

#

Want me to edit it?

#

i already edited it

#

I saw

#

anything else you think could be broken

#

Not for Nightcat, no.

#

I still need to make one of ever species.

#

how about in general

#

Once I make all species and get a good look at them, I'll let you know.

#

Might do that tonight. I got plenty of time and nothing specific to spend it on.

#

rad

#

Doing that will also give me a good idea on the balance of things for my homebrew. sluglove

#

also we have like 11 adaps and 8 rites

#

i want 2 more rites and 19 more adaps ideally

#

Ideally.

#

I'll keep thinking. Unfortunately things have been consistently distracting me.

#

I have a good idea. Take a look at other games and manipulate some of the stuff to fit RW aesthetic.

#

that could work

#

Might give us some good adaps.

#

i would like an adap that makes you biomechanical

#

What would it do?

#

idk

#

Kk, I'll think about it then.

#

Immediate thought is + muscle stats.

#

Which muscle stat, idk, but muscle stats.

#

i dont want +stats as an adap

#

unless its in a unique way

#

like nightcats camo

#

but thats different

#

Idk what to tell you then. For now

#

Honestly I don't think we'll get 30 adaps like you're wanting. Not without making stuff that could be much better suited as a species.