#rw ttrpg thread
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lets just keep the damage increase against certain enemies
should it let you pick an entire group or just a few creatures or what
what qualifies as a action/trait for creatures and what goes in behavior
action/trait is like a mechanical ability and behavior is how the creature acts ig
im mostly wondering about wormgrass, pole plants, monster kelp, and neurons
wormgrass has the pull action probably
pole plant camoflauge and pull
monster kelp the grab
neurons glow and make the ones who eat them glow
wait jellyfish
what should their stun do
Autumn. It does the thing. It uses grip. Lol
A thought. If something kills you and starts running with your corpse, if a friend frees you from it, a chance at being alive with only 1 hp?
they could paralyze for a few actions or sth, since theyre mostly in water it can create a danger of drowning while being paralized, and while throwing a charged one at an enemy it may give a chance to run away or kill
unless you want it to do damage
maybe
but i want to avoid the "dead wait nvm no you arent"
had to rework the dropwig
should i clarify that when a creature causes you disadvanatge if it only applies to actions in combat
do we need different stat blocks for the squidcada types?
why do i hear boss music
this definitely will not cause meatshield use as a consequence
they have 4 hp i was just copying over the deer stat block
who have 250 hp
DLLs have 250 as well
BLLs 150
might want to make those higher or lower
how much damage does the average attack do?
to me it looks like weak attacks fall into the 0-10HP range and stronger ones fall into the 10-20 range on average
this means that a party of 4 slugcats, rolling an average of 9 given 2d8 dice attacks and succeeding, will on average (assuming attacking every turn works) deal 36 damage per turn of combat in a best-case scenario if they work together, especially considering many slugcats have weak attacking skills
i don't remember exactly how long the cycles last for, but it seems fairly unreasonable to put some creature HP values so high, especially considering how little HP slugcats have (does HP increase, or does it still stay at 12HP the whole time?)
It's based highly on the game. The hp is lowered SIGNIFICANTLY to what it would be.
Character health stays at 12 all the way through. Creatures' health is calculated by slugcat health * their in game health value. Slugcat has 1 hp, a purple lizard has 3.5 I think. Therefore if slugcat has 12 hp, purple lizard has 42.
BLLs have 100 hp in game, and DLLs have 200. That's 1200 and 2400 hp respectively. The amount Autumn has lowered it is a godsend, because if we used in-game values for them it'd be impossible to kill them.
Which in game it practically is unless you use explosives.
as a game code understander i can actually tell you that hp values are fake and all creatures have 1 health, it's all determined by resistance values
Idc how it's calculated, it's an approximate. Using it like an actual hp value is the easiest for non coders like myself to understand.
how much damage does a spear throw (with no positive modifiers) do
i actually dont think it's even listed on the document
2d6 damage. Do it has a max capability of 12, or in-game 1 damage.
the average of a 2d6 is 7 damage - aka, in-game, it would deal 0.583 damage on average
that's even lower than monk's
to compensate for this reduced damage either:
- creature hp across the board needs lowering
or - damage sources need damage buffs
to put that in perspective you'd need to hit a vulture 13 times in a row with spears, all whilst passing its very high agility and resistance checks, and also while evading its attacks, just to kill one
and that's assuming average attack luck
sorry i was doing stuff
im stuff
multiplying the HP by 7 and adding some is a decent start for creature health
also i like them being multiples of two because

idk
yeah multiplying by 7 seems reasonable to me
all the arthopods have about the right amount of HP
actually they have some minor HP buffs so dropwigs dont always die in one hit
this effectively means:
batflies, red leeches, coalescipedes, eggbugs, and infant centipedes die instantly (they would have 1HP adjusted)
infant noodleflies, blue leeches, grappling worms, vulture grubs can survive a 1HP hit but be critically injured
yeah all have 2 hp so basically everything one shots
noodleflies i have at 2hp
adults at 8hp
adult noodleflies and snails would have 2.8 (round to 3) - adults just have super good evasion
lantern mice at 3.5 (round to 4)
big spiders at 4.2 (round to either 4 or 5)
adult centis are complex hp-wise and we should create base sizes for them
i think increasing HP for some stuff is fine
yeah
i have 4 centi categories
infant
young
adult
overgrown
squidcadas round to 5.6 (so 6)
pole plants round to 6.3 (either way)
dropwigs and jetfish at 6.65 (round to 7)
blue lizards at 7 exactly
lizards can get little a hp buff as a treat, im just listing equivalent values before we begin adding
yeah i have a good chunk already
all mammals
all arthropods except squidcadas and all lizards
all their attacks should be fine
wait i have the list of what goes where

some things might need reclassification
scavs and spitters at 7.7 (round to 8)
cyans at 9.8 (round to 10)
black and white lizards at 14
monster kelp, yellow lizards, and salamanders at 17.5 (round either way)
centiwings at 21
pinks at 24.5 (round either way)
greens at 38.5 (round either way)
miros birds at 49
red lizards at 52.5 (round either way)
vultures at 59.5 (round to 60)
kvs at 87.5 (round either way)
BLLs (700)
DLLs and Rain Deer (1400)
Leviathans (7000)
Guardians (70,000,000)
the last few will need adjustments
we need to buff the deers HP
also i think the max hp should be 999
use it for levis and guards
then everything below that we put in the 150-300 range
but i think the best way to go about some of this stuff is that some creatures have lower resistance in specific body parts
that is a thing, yes
like the stat or take more damage
but im saying, for example, ingame vultures take extra damage in the neck and less in the wings
but yeah explosives should definitely be a thing for the Rot creatures
i feel like that would be a bit too much as like
Something like triple to quadruple damage from explosives on the LLs.
then we need different DCs for body parts
Maybe something like a weakpoint that takes extra damage.
Or, I'm fine with leaving it out.
maybe we could go with something simplier
We don't want this being too complicated.
but take that with your own discretion as you will, weaknesses/resistances can make calculation difficult
attacks made against X deal +X damage but are made with disadvantage (challenge of hitting it)
attacks made against X deal -X damage but are made with advantage
id say it should be a simple "the weakpoint is guarded and if you succeed you do extra damage but if you fail you hit the armored portion instead and do less than usual/have your damage blocked completely"
well if you miss you do no damage
so
didnt meant to reply

gotta go for a bit
ok
hi
heya
@alpine kelp so do you have any other on how weakpoints could work
uh
basically to hit weakpoints the creature has advantage unless you can either catch the creature unawares or brute-force to hit the weakpoint before it can attack you
weakpoints take bonus damage if the player lands the hit - if the player fails to land the hit on the weakpoint, the player is put in disadvantage when defending against the creature's next attack
examples of weak points include lizard mouths and vulture heads/necks (for other creatures without armor, assume the head is a weakpoint)
i think we could simplify that more
you have disadvantage when aiming for a weakpoint you do more damage
and the opposite for like vulture wings
not every creature needs a weakpoint though
obviously weakpoints will only apply to larger and more dangerous creatures
no need to give a 1HP batfly a weak point
if you hit the batflies eye it explodes like a grenade
ok how about this - if people decide to be a smartass and hit a low-hp creature's weakpoint it will be obliterated if you deal twice its health or more in damage, and you won't be able to eat it
i think low hp creatures just dont need weakpointas
or that
i have no idea
or should we just ignore the mechanic all together since it only affects like
scav heads, lizard mouths, and vultures
iirc
am i missing any
oh right creature hps
what do they need to be again
i think going with averages and adding a bit more is gonna be the best bet
i think we should go with something like
Black, Pink, Salamander HP: 28
Blue HP: 12
Cyan, White HP: 24
Green HP: 56
Red HP: 68
Yellow HP: 20
also 28 HP is basically the 2-4 range
techncially its 3-12 but still
its gonna average to 3-4 hits
basic vulture id give 70 HP
kings 90
scavs and lantern mice are fine hp wise
BLL: 200
DLL/Rain Deer: 300
4x damage from explosives
if you want i suppose
it largely depends on whether you want to put the squidcada tiring mechanic in the ttrpg
well i feel like we should still include it since we have everything else separated
like worm grass colors
how are these hp values btw
also do you want doc editing privleges
i just realized you dont have them
uh
idk, im just an ideas guy for the most part
editing privileges would be nice if you do want me to add stuff though
um
i think hp values need work but in general i'd say:
under 7 - the weakest of the weakest creatures, mostly prey or passive small ones
7-15 - weak hostile creatures
15-25 - below-average to above-average hostile creatures
25-50 - the beefier creatures
50-75 - "tank"-tier creatures - green and red lizards, normal vultures, overgrown centis(?)
75-100 - kvs, red centis
150: BLLs
300: DLLs and Rain Deer
1000: Leviathans and Guardians
yeah all of what you described with that fits those
the catch with the Rot creatures though is that they become more incapacitated if you take out the tentacles
well pink/black lizards and salamanders are a bit out of the range
pinks are surprisingly beefy
blacks have equal hp to whites
salamanders have equal hp to yellows
it probably is somewhat inaccurate, i should recheck
id use creature pages then
ok ill just pull up the list as we go along
actually frankly i think theres a more accurate list of resistance values somewhere
lizard page?
also should i change anything about the green lizards resistances
and what creature should we do next
idk
uhh
squidcada stats then the mechanical creatures
speaking of squidcada do the two types have any differences outside of not getting tired as easy
white squidcadas are a bit larger, other than that, i can't verify that the wiki data about them being slower is true or not
whats the D/BLL tentacle amount range
i was thinking the gm rolls for the tentacle amount but that might be too much
hi guys i might be out of commission for a few days i fell out mmy bed and brruised my ankle real bad
i also passed tf out but thats neither here nor there
im going to the doctor on monday so if anything is happening from here till then count me excluded !
its gonna be atleast a week till we test again dw
even if it isnt then i have other people who can play
changes?
ok do i make the miros birds resistance 9 or 6
i cant decide (leaning towards 9)
- we need a new riv adap
ok yknow i need to test some mechanics
@dim berry @regal mulch @craggy pulsar hey you wanna do a test one shot in a few days
yeah sure
fuck
oh so it would need to be tommorow
but i dont think i can prep that much today
when will you be back
i'm going to spain
wednesday I shouldnt be too long, it should just be around 2 to 2:30
and there'll be only spain without s.
cuz i have a some things i have to do, and cannot in spain
i'll be returning.. uh... next week after that?
i think
mmm
I was about to say i wanted to host, but i just realized how horrible of an idea that would be lol
how about them being able to control their lungs quite well, propelling themselves somewhat underwater?
too situational imo
I think we could make the high pressure jet adaptation rivulet only, and then alter it a bit
make it do like 1d4 damage and blind on high rolls, as they need to clear water from their eyes
we could also add this to it
since it was gonna interfere with another adap i had in mind (literally just overture)
it would make sense I guess
actually, another idea I have is kind of weird, give them better like, sliding? like be able to wet down the floor and just fucking slip n slide
thats a thing everyone can do
wait really
i dont think slide upgrade would be necessary
let me find the extended sliding gif
yeah I guess now that Im saying it it sounds stupid
Depends on when, I have a tight schedule the next week or two.
wednesday?
Uhhhh
What time?
what time works for you
still figuring that out
Well for Fizzy the earlier our time the better, soooo
2pm pst?
I think that works
Yeah, should be okay
@dim berry @craggy pulsar 2pm pst work for you two?
uh, how long does it usually take?
It's about the time we've done it each time.
2-3 hours I'd say.
that seems fine
uh
im not available to do the ttrpg rn
uh
idk, maybe
I might be free thursday actually
Im busy at 5 but before that
but if its set on tuesday thats fine
thursday intikus wont be available
My availability is wack this week, so there is no guarantee I will be free. Just hoping. I should be free Wednesday, but I honestly don't know.
oh right i forgot to dump all the adaps i made recently let me do it real quick
They look good
oh right for the shield im adding that you can use it to prevent an attack from connecting but its disabled for the rest of the cycle
actually nah
its good already
unless anyone has a good additional effect
oh we can just copy dnd entirely
make it instead of just deflect it, make it so its scaling, where it would be like a 1-5 nothing happens 6-15, take less damage, 16-20, deflect
but also Ive never played so I shouldnt be balancing
and we used 2d6 anyways
do you guys think biomechanical adaps are fine
or should they all be biological
I like that idea
though maybe for some adaptations (this works for mechanical or nonmechanical) make it an unlock. essentially once X condition is met, you can learn this adaption
it could be you study a creature long enough you learn some sort of art, or you discover some machinery, and now you can put it in
I dont think it would work for any adaptations we have right now, but maybe make more powerful ones that need to be learned
i think that overcomplicates it
most of the adaps already note how they occur or theyre just a like
innate thing you have that you didnt realize till now ig
I should probably learn to read and actually look at the guide
its not that long compared to most TTRPGs
40 pages rn
rules are only 8 pages
the other 32 are just long lists
yeah, I just read the numbers and effects, and skip over like, the lore and stuff
species, adaptations, rites, creatures, objects
i cannot come up with a riv adap
the water jet one i cant make a good explanation for how it works
how about something like "having spent to much time in the water, youve discovered a way to spit water from your stomach, almost as though it were an attack"
sure
neat
do these seem balanced
or we can just go much simplier
im gonna do simpler
your additional action can now be used to deal damage?
sure
how about this or should i just make it every action
oh by default the extra action cant be used to deal damage
yeah I know
this gives it the ability to
what is that damage value
oh, like you cna use the spear again
i rewrote it
yeah that makes sense
fuck it im changing it again
rivulets about speed
what can a species adap be to reflect that
oh maybe while moving near a creature you can damage them with an unarmed strike
or wait wait
maybe you can use your extra action to make an unarmed strike
or you can make an additional attack when in melee range (2 -> 3)
I have no clue
ok what about both combined
you can use your extra action to make an unarmed strike and unarmed strikes can now hit up to 3 enemies
ok im thinking
extra action can be used to make an unarmed strike and unarmed strikes performed as extra actions can hit an additional enemy when in melee combat
i also made acidic bile not require you to use the bite by rewriting it a bit
brain gave me the perfect way to tie in darkness, water, and death pits

i should give lore to the pearls (please read them)
@regal mulch @craggy pulsar can i get character sheets today btw
also @hushed bane do you wanna do it as well
Sheets for?
werent we gonna do the test one shot wednesday
Ah, yes. Level?
lets go with 1
Kk
idk if i can make wednesday
i wanna see how it plays out without a species adap
is thursday good?
ah, i might not be there for it then
In how long?
wasnt it wednesday youre doing stuff sam
My availability Thursday is limited, so if we do it then I may not be available.

Im doing stuff like all week
I have an interview today, one tomottow, and one thursday
This week is just a bad week. Lol
yeahh
Im free friday saturday and sunday though
wait wait
especially because rn im just Melting
is everyone free friday
oh ofc
That's a def no on my part.
I am guaranteed to be busy Friday.
uh
saturday?
Saturday is good for me.
ok sam fizzy how is saturday
Iโm in Spain, feeling like so without the s
So youโll need a replacement
Actually, a friend of mine was a little hit interested in this, mind if I ask em over?
sure
Im all good saturday
now Im gonna be busy saturday though
just because Im planning stuff
that would be me hi
hello
yup
also how long is a session usually?
2-3 hours so far
just to be sure i can make it
https://docs.google.com/spreadsheets/d/12IrUOC-SaW6627VvuD92zxXcDKsvy60A7gM5mMpgZ4o/edit?usp=sharing
Character Sheet
Information,Combat,Statistics
Name,HP,Knowledge,Agility,Resistance,Muscle,Allure
Species,Blessings
Level,Recovery Dice,Comprehension,Finesse,Tolerance,Grip,Intimidation
Max HP,Food Pips
Max Blessings,Karma,Perception,Stealth,Will,Throwing,Taming
Max Recovey Dice,Inventory
Max Karma
heres the link

for now yes, it was a joke on how every tume I make plans, they get ruined
anyway what level are we going to be at on saturday?
1
damn, no funny turret
i mean you can with gourmand but not as good
i also want the shield adap tested because idk if i need an additional effect for it
ok 1/3rd of the way through the map for the one shot
ok i got everything but food placement done
i need the species everyone is playing so i know how much food i need to have
happy noises in i'll get to spectate
saturday 2pst
sweet! thats early for me so i'll be able to make it โจ
Autumnnnn
What are the least played slugcats so far?
I don't think saint has been used?
saint was used by intikus
uhhhhhhh
monk, arti, new saint
spearmaster also needs more testing
Which one would you rather me test?
up to you
all are fine
Kk
just tell me the base adap you pick
for monk, specifically mender monk
I forgot, did we decide to do it Saturday, or are we still doing it tomorrow/today.
yeah
mender monk
saturday
Kk
wait monk got tested right
and its level one
so saint or arti
i think sam wanted arti so id wait till tommorow uhhh
just pick anyone tbh
yeah i played monk during the session a couple weeks ago
except hunter since im reworking them
I was thinking Saint, so that's what I will go with.
specifically P.P. monk though
hunter needs changing because rn theyre kinda just
lame
more damage with almost no flavor
spearmaster has more damage adap but i has a bit more flavor
HP recovery and its only guaranteed damage every 3 turns
what base adap are you picking with saint though
Looking at them
if you cant decide i need the shield tested
Protective Shielding?
yeah
i need to see if it needs another effect
Do you have creatures in the campaign with ranged attacks?
It's useless otherwise
one
Kk
i want an additional effect sometime
idk what it would be though
I'll use it since you want it tested. Don't see anything I particularly want, so it works
should i buff the aquatic adap btw
make it advantage instead of +2 mod
Uhm
Idk
ill rework that one tommorow
Saint can't use, but can Saint at least pick up weaons?
Saint's pips seem a bit excessive, but okay.
for how much they need?
remember all food pip sources are doubled
Ye
so its half as much as it seems
Fair
just makes it easier for abilities and what not since we dont need to like
use half pips
Ye
Also the semi random creatures added amuse me.
Having the Guardian already. Lol
yeah i just picked the ones i like
or would be most complex
Fair
maybe the shields additional thing can be like
you can block a hit after damage is rolled but the shield is disabled for rest of the cycle
Might be good. I'd suggest advantage on something res related, but seems a little op.
yeah
advantage unconditionally no matter the scenario or creature is too strong
That moment I question if my d6 is weighted cause I just rolled 5 6's in a row.
Nope, was just lucky af. Lol
wait maybe uh
if you roll a 2 while doing a resistance check you can reroll
I have a few ideas, but I think they'd be cooler as a shield item than an adap.
Sure?
Maybe like once per encounter.
id just have it be all the time since 2s are pretty rare
only 2.78% of the time
Fair enough
like what
I'm assuming if you roll a 2 without modifiers
yeah
Something like having advantage if you have a hand free(2 hand the shield), or like have advantage if you have a spear because you can use it to brace the shield.
Idk
Or add modifier instead of advantage
i like the resistance reroll since projectile deflect is pretty niche
so it balances out
what even has projectiles
red lizards
spitter spiders
scavs
king vultures maybe
what else
That works for me with the adap.
Uh
Would the tongue count as projectile?
nah
Then that's it really.
Would make the shield good for artis. Counter scav spears.
Did we ever make scavs hating Arti an actual thing for the ttrpg. I know we roleplayed it last session, but didn't we decide to leave that out?
yeah
So that's like an optional Arti rule.
they just have disadvantage on non explosive crafting
and disadvantage on everything in water
I need to play Arti. Would be fun.
I can't wait to play Downpour. Getting impatient. Lol
All the characters are just so good.
Currently the only one I've actively played in MSC was Spear.
all of them seem pretty balanced
Oh and Riv
so thats good
I played Riv almost to completion.
the strongest rn is probably monk or arti
survivors a contender too since they get pretty easy advantage
Monk has been pretty op, but a properly used Saint can be pretty strong too.
i made monk a bit weaker
-3 hp now
I need to get back to work on my homebrew species. Only really done brain storming, haven't done any actual writing yet.
Doing the art for it should be a bitch if I ever do that. Lmao
Question
How do tames work? Do dms or the players control them?
dms
but theyd listen to players generally
How about the rot lizard you had a thought about for Host?
host controlled
Kk
Autumn
Do Miraculous Empowerment effect rites too?
yes
I see you lowered the damage of thaum discharge
yeha
im adding a +2 tommorow actually
My thought for a second there was Mirac then Thaum. 4d6x2.
A grand total of 48 possible damage.
2d6 makes that much less dangerous at 24 max.
What it originally was.
Want to play with Roll20, what is the size you guys used?
wdym
For the map
oh uh
it depends on the length
100 x 100 max imo
dont go higher than that
at that point a seperate map
Kk
I'll paly with it and see what feels best. Did you make your first map with the drawing tool, or something else?
drawing
Kk
Ah yes, I have no idea what I'm doing. Lmao
sorry forgot to respond but im not too sure
i COULD be free on saturday it depends on how things pan out
some of them definately, either let them stack or have a max amount of injuries at one time? since a person can try to remove them with an item/ rite/iterator
5 was the number i was thinking of too actually~
well if theres a limit they all should stack, although no injury wont count as one
there desnt seem to be contradictions on a second look
i meant like
you can only get the same injury 5 times
to prevent funny 0 hp occurances
Ohhhh i see, true that makes sense
oh btw if you want you might be able to join for this one shot
since everyones schedule is a bit weird
Oh! i could try if everyone will be fine with that
never have been in a S&S so i'll probably have to get used to it at first
its all good
im just gonna get to reworking hunter now
if anyone has ideas please tell me
Alrighty
can somebody look over all the creature DCs and tell me if i should change any of them
ok i really need ideas for hunter i have nothing
i dont just want them to be "you do more damage when X"
wait i got one adrenaline rush rework
every 3 HP below your max you gain +1 damage on all attacks
so uh
up to +4 by base with this
and +5 if you take the other health adap
but its risky
or is that too strong even with the risk factor
its also amazing with final stand because youll be at 0 HP
so youll have +5
my strat got nerfed (the numbers are minimum damage to maximum damage)
YEAH
I WOULD NEED A PERFECT ROLL TO GET 192 DAMAGE
did we factor in critical damage?
WHY CANT I CASUALLY ONE SHOT A RED LIZARD
basically kill a levi in 5 or so turns
IT COSTS THREE FOOD PIPS AND A FOUR BLESSINGS
I told you everything should count as different attacks
then the rite would only double the first d6
no im just removing the additonal effect part
still comes out to 4d6+6d8+12
NO MY SPRAY
well I guess this is what beta testing is for
if somebody kills a leviathan in under 10 actions im going to delete the entire doc
also we need 2 more rites
id like a 4 cost rite and a 6+ cost rite
can I cast rites on a party member?
damn
no what was your idea
trying to find ways to kill a leviathan in under 10 turns
no
hm
10 blessing cost that lets you instantly succeed a check?
or maybe like 9
we need to factor in the monk cost reduction
actually monk cost reduction just causes problems
ill mess with it tommorow
does it still go down
yes
would it take extra damage by anything done to it internally
if it happened to eat a harmful item
it crushes whatever it eats
so that wouldnt work
it would occur its in mechanical mouth
and mind you they have 1000 hp
lets say its mouth was open and it just so happened to let something in
probably not
ok fine what if I got swallowed, used final stand, and used my 2 final actions to cast thaumatergic discharge from inside the leviathan
how much damage
damn, I cant think of a way to oneshot this thing then
you cant one shot it
I guess not one shot
but like
kill within ten turns
I took your previous statement as a challenge and it didnt work
also i gave monk a different adap with mend
should i give this to telekenesis instead
i mean with the 18 max adaps you can have its probably only gonna trigger like
once or twice
no, telekinesis already has +3 blessings
i meant swap it
yeah 4 works
well then i think thats enough work for tonight
im gonna prep the session more tommorow
alright, Ill try to find more ways to cheat the system
exactly my point
and one last question, what value would you say is too much for one turn
wdym
how much damage can I do in one turn before you need to rework something
25-30 average prolly
ok well I can do 40 with hunter
in what scenarios
give an artificer bomb (2d8) roll a 13+ with critical weakness (+4) miraculous empowerment (*2)
critical weakness is being removed
its just crits
should i make pounce +2 instead of +3
nightcat
and how about hunter adrenaline surge
I dont know how much food there is, how bad is 1 food pip per action
half a blue fruit
how common are those
oh wait i can just make it optional and consume double food pips
seems fine to me
should it be every 3 or every 4
3
I dont want to constantly be at like 2 health
Im really excited to seem host
its always classes like that Im most excited to plau
i wanna change pounce tbh
something different
maybe i can have that be the mark for death
you could add a bleed effect
3 turns, lose x amount of health per turn (up to you, should it be a flat rate, a percentage, or just different for different species) certain attacks, such as pounce, where you cut an enemy with claws (does slugcat have claws?) to make it bleed
it could also could be different times or damage for certain attacks or items
hm
for example pounce could be 3 turns, 3 damage a turn, but wounding with a certain weapon could be 3 turns, 5 damage per turn
or something like that
i think making a creature just take like
1d4 additional damage for the next 3 attacks on it works
so an additional 3d4 or on average like
7-8 damage
should it just be once an encounter or no
this could also open up opportunities for other species, for example, let hunter wound/bleed with a spear as an adaptation
I would say as long as it doesnt stack, and it costs food pips it should be fine
wait its literally called pounce lets make it
agility related
or stealth attack related
depends on whether or not youre already in combat?
it might be a weird system to implement, but you could make it so enemies wouldnt notice you even after combat starts unless they roll high or you attack them
+3 damage for your first 3 attacks in combat
that could work
I like that one more
but that could lead to like
much faster kills without ever being noticed
since you can have up to a +9 in stealth
in cano
camo
i should just make that be advantage tbh
I feel like an enemy should know where you are after you attack them despite camo
yeah
also Ive been thinking about how to make artificers bombs more balanced, because 2d8 does seem too good, and I came up with 2 options
either just lower damage (1d10,1d12, or 2d6 seems fair) or lower damage MORE (1d6/1d8) but give them more bomb types?
wait better ide
let you camoflauge others
but they have to be nearby you and it drains a food pip every time they make an action too
or that could be too strong
limit it to one other person
that could work
cant come up with a logic for it
plus im not a massive fan of it
maybe a like
you can do something else while you stealth or attack
waitwait
no disadvantage on stealth in bright light and uh
something else
for nightcat?
we could do something like "by using the matter you obtain from eating, you can create a trap that lets you blind enemies in close proximity
what about just like... idk summoning a "smoke bomb" (actually a hazer)
oh a smoke bomb
yeah I was going for a trap but I dont know how to explain it. I was thinking like a tripwire flashbang combo but how would nightcat make a flashbang
i like the smoke bomb idea
a hazer would be like
disadvantage on all attacks rolls and advantage on reactions
or would it be the other way around
uh
idk?
either a smoke bomb or shadow clone?
how would the shadow clone work
uh
it's an illusion that can't actually physically interact with the world but is visible to all creatures
it could puff into smoke once attacked (or when dissipating) or something
but i think that's too powerful frankly
you could make it like, takes food pips but distracts enemies enough where if they fail a perception check they lose sight of you
essentially a dummy, theyll attack that instead of a player
plus we already have Bait Apparition, so it doesn't serve a function a different adaptation/rite doesn't already have
yeah
but i think just some sort of trap to give you an advantage could work maybe like
DIY pole plant lmao

actually i like that
make a thing that ensnares an enemy
prevents them making actions or reactions until 2 actions are performed unless they can escape it (disadvantaged while doing it and it only works on medium creatures)
what would it be in the shape of and how would we explain it
how as hunter
I can kind of justify it for the little bit of host I know about
but how do you justify it for hunter
I cant put it into words, but we could say they set traps to catch their prey without giving it a chance to fight back
rope? pole plant corpse?
can you give me a rundown of the trap, like would it be more bear trap style, or more like the rope tied to tree type trap
bait, energy, and a way to pin the creature
im thinking it would be like
pinning the creature to the ground with a spear
oh, bait, rope/vine/etc, spear
my idea could only work if it was like in a room though
advantage when making traps
had to be something above you
and you deal +3 damage to enemies within a trap
the idea I have for a trap is like, a spear is hanging by a rope off the ceiling, and bait is holding down rope, once the thing eats the bait, nothing hold down rope, rope falls, spear falls with it
you could make that yeah
play trapper nightcat if you want
ill write it up tommorow
I guess Im going to have to find something now that you ruined my entire build
130 damage average is not ok
Next few days, possibly weeks, are going to be very difficult for me. I'm not going to get into it, but I may be unavailable for the game, I don't know. I'll let you know if anything changes.
thats fine
how should i write levi/guardian attacks
theyre both insta kills
do i just say "instantly kills"
or do i just use like
1000 damage
or should i give them like
survivable attacks
ill just go with this unless people think 1000 damage is better
@hushed bane hey are you available rn
i need help with some changes to hunter/nightcat and i want to finish host
the fact i need to give a pole plant high agility hurts me
@normal osprey hey
you can join in the one shot if you want since i want atleast 3 or 4
oh! sure then! and thank you!
cool all i really need from you is a character sheet before the session starts
and some image to turn into a token
https://docs.google.com/spreadsheets/d/12IrUOC-SaW6627VvuD92zxXcDKsvy60A7gM5mMpgZ4o/edit?usp=sharing
Character Sheet
Information,Combat,Statistics
Name,HP,Knowledge,Agility,Resistance,Muscle,Allure
Species,Blessings
Level,Recovery Dice,Comprehension,Finesse,Tolerance,Grip,Intimidation
Max HP,Food Pips
Max Blessings,Karma,Perception,Stealth,Will,Throwing,Taming
Max Recovey Dice,Inventory
Max Karma
aight, is there any species youd like me to be to test? like ive seen previously stated
anything you want
probably not a spearmaster though
since sam is gonna be playing one of those
got it~
just send it to me when you finish it and then give me a picture
and from there you dont need to do anything till the session begins
alright will do :) i'll get it done before tomorrow probably
OH YEAH were starting from level 1 correct?
yes
i wanted to add a grapple somehow but saint already has

maybe it only allows grabbing onto creatures idk
@brazen flax do you got your character sheet ready yet btw
