#Matte's Acolyte!

912 messages · Page 1 of 1 (latest)

hasty vine
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notes: I did steal some names for stuff from some awesome people here, namely "fervour" and a lot of formatting from @limber oracle and the core conceit of the bargain feature from the harbinger by @hallow nimbus !

cerulean spruce
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Good bones, looking forward to seeing more

eager basin
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For the 18 Fiendish Aspect, I might just make it give you an extra triggered action to use on anything, rather than specifically a free fiendish rebuke

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The 18 Undying aspect is certainly too strong. There isn't any way for the enemies to remove any of the hero's Fervor, so it's just perfect immunity forever. I like the concept of it, but the execution needs there to be some way to kill the hero (even if it's very hard)

hasty vine
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18?

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oh i see

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sure

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i dont think we can really make much comment on 10th level features yet tbh

eager basin
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I have gotten lucky enough to be in a playtest so I have seen 10th level stuff, but "can't die" just doesn't lead to fun gameplay unless there is some way around it

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there becomes no risk

hasty vine
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tracks

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i changed it btw

hasty vine
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i like making it attach to the class

eager basin
hasty vine
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ok im still iffy on the new numbers but

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beginning the process of churning out abilities

eager basin
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for drain vitality, how long does the Shield last?

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A burst 2 as a signature is also very strong

hasty vine
hasty vine
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oh it is real i'm just stupid and used the wrong numbers

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ok that tracks

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i'll change it to 1 burst

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changed it to be comparable to kinetic pulse

eager basin
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yup yup

hasty vine
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slow and steady wins the race

hallow nimbus
silk lily
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ive been thinking for how to word this but - how should one provide feedback about this if they arent a patron and as such dont have access to the new rules?

hasty vine
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unsure on the numbers of this but i think it goes hard

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(tags are off, i fixed on doc)

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i might make the area inflict weakened tbh

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i also updated everything so theres a bunch more flavour text

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everything on the doc up to 5 fervour abilities should be done (excluding some of the higher level transformation stuff, which requires the higher levels to like. exist first)

hasty vine
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i do keep wondering if i should make it so that Bargain makes you lose stamina equal to your recovery value rather than expending one

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so its not just eating purely into a long term resource

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its also more dramatic

hasty vine
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i might make it either 1d6 or 2d6 flat idk

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yeah i'll pull the trigger on that

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and then in playtesting if it turns out to be negligible i can make it 2d6 base

hasty vine
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i also now realise that i might want to make the resource gen a static 2
since the bonus condition of killing something doesnt work in solo encounters
and the other ones that get 1d3 have a pretty easy to trigger one
but also i like the acolyte generating off 1d3s so
i might have to think of an alt way for them to generate bonus
i dont want to attach it to bargain but i might

hasty vine
hasty vine
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ok im stupid i resolved the issue without having to resort to that

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i just made it proc off allies

eager basin
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I definitely like the idea of it, but battles tend to be over in just a few rounds.

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I might make it instead place down like 3-5 tiles in different spots

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means much higher spread, and you can also sandwich/trap enemies between different spots

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ooh, idea for indestructible life passive: what if it also allowed you to ignore time restrictions on resurrection abilities? Or at least greatly increase them.

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I like induce paranoia, on the 3 costs

hasty vine
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i could make it more explicit

eager basin
# hasty vine that was kinda the intention

it just mentions that any part of your body counts as full remains, doesn't say anything about time restrictions (for example, a resurrection spell that can only be used within 24 hours of death)

hasty vine
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i forgor what my own feature did

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deciding between archfey and fiend who gets lie and who gets persuade
i keep alternating back and forth
on the one hand, at least in my setting, fiends dont really lie and deceive (their deals just tend to suck for you), whereas fey are tricksy and will actively try to use words to trick your into deals
on the other, devils are traditionally silver tongued and fey are charming

eager basin
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I know fey often have a reputation for lying with the truth, which would still count as lying IMO for the purposes of a skill check

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I like Fiend persuade and Fey lie

hasty vine
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the idea is broadly that eventually there'll be one for each major supercategory of creature

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basically if i can think of a way for you to slowly transform into it

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celestial im kinda iffy on because its hard to not just. imagine thats a conduit

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making a pact with a unicorn and being able to inflict terror into peoples souls isnt standard

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but it could be neat

eager basin
hasty vine
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yeah

eager basin
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focus on the uncanny and terrifying aspects of it

hasty vine
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actually these are probably easier to reflavour than i thought

eager basin
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biblically accurate angel vibes

hasty vine
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shoutout dame aylin from bg3 for making people recoil at her (albeit justified) rage

hasty vine
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(and rebalance accordingly)

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probably bloodletting

eager basin
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yeah, bleeding can be powerful

hasty vine
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hm i wonder if these are too similar

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eh nah

eager basin
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I think they both work as abilities, but it might be good to have them at different cost tiers

hasty vine
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enter the beyond was a 3 before growing corruption was

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so am i swapping it and growing corruption and then moving the bleeding back?

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bc i just upgraded this but i feel like it could go back

eager basin
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I like growing corruption as a 5 cost personally

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give it several origin spot

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maybe a power roll for how many you get?

hasty vine
hasty vine
eager basin
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...could also change the effect to "start your turn or move inside", so it deals some immediete damage. But then it works differently to Enter the Beyond

hasty vine
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you enter an area when its conjured

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so you get immediate damage either way

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i should use the canon precedent for damaging areas tbh

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i could just make it start as a 2 cube or something

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so rather than going 1->3->5 it goes 2->4->6
(and therefore 3->5->7 with bargain)

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part of me likes the cuteness of starting in a 1x1 but cute doesnt make for good gameplay

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...i could also make it a maneuver

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since it doesnt use a power roll and is primarily a debuff tool

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ok yeah this feels immediately correct

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@eager basin i resolved it

eager basin
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yeah that helps

hasty vine
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(this is the 5 fervour undying)

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*target all enemies

eager basin
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that will be devastating against minions

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I'd specify if they do or don't get to immeditely join in to your turn (assuming they act on your turn like normal minions do)

hasty vine
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as funny as the 13 corruption damage is i'm going to save that for another ability and nerf the damage a tad

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i also think this is very cute

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i might make it not free but it is funny to do it multiple times considering it costs 5

eager basin
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charmed isn't currently a defined condition, were you thinking of using the charmed condition i suggested in #1300624097134379018 ?

hasty vine
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no i have my own charmed condition

eager basin
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ahhh

hasty vine
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tho looking at your idea, double bane might be better

eager basin
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your class, your decision

hasty vine
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yep thats generally how that works

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heartstopper might be too cute

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and too close to censored

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it is a subclass ability though rather than a base class one

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actually i might make it a 7 bc then its different enough and i can change the damage numbers

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wait no 7 abilities are permabuffs

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hm

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perhaps saved for higher level than that even

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eh i'll leave it for now and see how it shakes

eager basin
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not all 7 costs are permabuffs

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see the Shadow, for example

hasty vine
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just a lot of them

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ehehehe

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@eager basin do you think rejuvenation is too much sauce for a 5 cost

eager basin
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I don't think so, if anything it might be a bit underpowered

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Considering a maneuver on it's own is worth a recovery

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and a point of HR is worth about a recovery

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so a 5 cost maneuver has the budget to give 6 recoveries

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compare to some of the conduit abilities, which give AoE recoveries

hasty vine
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hm true

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i could have it give temporary stamina at the start of each turn but i dunno

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is this batshit

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wait, the pull should happen when you make the roll

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gimme a sec

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yeah this is cleaner

eager basin
hasty vine
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oh i could see that, i went with this angle

eager basin
hasty vine
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we're getting a little funky with it

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this might be too much of a uhhh

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trinket text to be worth it

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but idk

hasty vine
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this one i'm going to need someone else to do the numbers on

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i like the idea a lot though

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oh its meant to include knockback and stuff
i'll change it to " whenever a creature attacks you, uses a maneuver on you" but theres probably a better wording

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ok

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just need to do the 7 fervour features now!! i'm levels 1-2 complete!

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i could leave it here theoretically since my player only needs level 1

eager basin
# hasty vine

oooh I really like it damaging people who try to search for hidden creatures. That's a very fun design space

hasty vine
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i thought so too

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idk the correct wording but heres where it ended up

eager basin
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I do think that creatures would almost always take the bane though.

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even more so if it's dealing ⚡⚡⚡ damage

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a surge and an edge are roughly comparable. I think an edge is worth a little more (especially with higher power abilities), but it's still closer to one than to two

hasty vine
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do you think at ⚡⚡ its doing enough to be worth 5

eager basin
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I think so

hasty vine
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keeping in mind punisher effects are always worse than you think

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aight

lethal elk
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So, fun idea that I might recommend. For Bargain - rather than making the stamina cost up front - what if instead you make it conditional AFTER combat; something like "You gain a benefit for the encounter. At the end, you take X damage....unless something else"

hasty vine
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hm

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wonder if i should move one of the two 2nd level features to 1st level

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the noncombat one probably

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i think i based it off the null so it might be fine

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it would be a fourth thing at 1st level

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eh fuck it we ball

hasty vine
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excited for a player to get to test it in my campaign

hasty vine
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first session: class seems great

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self-congratulatory

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i think i will shunt beckoning rift up to 7 and buff it though, i think it impacting 10 squares rather than 5 is a lot more impactful and dramatic

hasty vine
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okay so, i did that, heres the current replacement ability

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and i made rift within 10 so its more dramatically affecting a large swathe of the battlefield, which was the original intent

eager basin
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yup, 10 squares range will do that

hasty vine
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did some more number fuckery

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in prep for the minor overhaul the december packet is going to bring

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now letting bargain increase your potencies by 1, going to see how that works out in play or if thats too much sauce

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i also shunted more abilities around

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chiefly, growing corruption went down to 3 fervour, where i think it belongs, as it wants to happen early into a given combat

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i swapped it with enter the beyond, which is now 5, but i am wondering if it conflicts too hard with the subclass specific aoes, but i figure you can pick one or the other, and enter the beyond making difficult terrain is pretty relevant

lethal elk
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As I'm finally getting back to homebrewing, I'm spreading round the attention. Updates look really good!

lethal elk
hasty vine
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as long as you’re ok with me editing or reinterpreting it

lethal elk
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Oh sure. I figure it's low hanging fruit anyways.

But, for 7th level ability, maybe something that creates a zone of darkness, feels thematic for all the Patrons on one form or another.

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Maybe it does damage based on bargin type.

hasty vine
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oh broad overview concepts like that i have already

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plan is to have a couple more patron damage abilities in general

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zones of darkness i’ve been considering considering, i think it ended up as growing corruption instead but i should reuse the idea yeah

hasty vine
lethal elk
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I mean devils love darkness, and I do love me some hungar of Hadar spells

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Just to clarify btw, is the idea you get one signature auto from your pact? And then one open one?

hasty vine
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yep

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thats why theres a reduced number of choice ones akin to how melee classes have fewer because one is from kit

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except i did 5 because i couldnt help myself

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and also wither is deliberately a reuse from conduit

lethal elk
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Actually that still comes out to 8 which is what casters have presently

hasty vine
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yep but the balance’d shift with more subclasses, which i plan to do once we get the december packet and things are more locked for both higher level and mechanics in general

lethal elk
hasty vine
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this might be utterly deranged

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i removed the area damage (theres other aoes that can fill that niche at 5 essence) but now it's much more focused on being a mass difficult terrain creation

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area denial

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5 cube is very big though so idk

lethal elk
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remember 4 cube is also a respectable size. Is this a 5 or 7 HR cost?

hasty vine
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i think 5 cube might be correct

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given the damage is low and its mostly for the difficult terrain

lethal elk
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You could also potentially do ⚡ damage each round a creature enters or start their turn in it too?

hasty vine
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that was the original version that i cut

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because it was too similar to other abilities

lethal elk
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Oooh, ok. My apologies then

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yeah, 5 cube should probably be ok. I don't have the pdf available, but it should be ok I think. 'Maybe' adjust the damage a bit - but I wouldn't worry too much about damage balance, that's something we'll know better after next release.

eager basin
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Why only difficult terrain until next turn?

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Since you've cut the damage

hasty vine
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a round of difficult terrain is still pretty solid

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and the damage is only cut in the sense of literally being a smaller number, it has a wider aoe so the damage output is probably pretty similar

eager basin
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both stronger, more useful tactically, and less mental overhead to just make it create difficult terrain (like how the earth elementalist does)

hasty vine
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i thought it was using precedent

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ill give it a looksie

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oh it was old precedent

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aight yeah changing that

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and might make it smaller actually

hasty vine
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Working on updating to current rules as we speak, currently level 1 is complete: expect to see the rest of the levels over the next couple weeks!

hasty vine
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progress is ongoing: 1-3 are completed, and have now established the framework for 4+ 💪

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just need to work on actually filling it out

hasty vine
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i might be cooking too close to the sun

lethal elk
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Ooh boy! Im very excited for your new version!

hasty vine
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we're up to 5th level

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i'm really unsure about curse here, i think it's neat but idk

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i might change it to bane on their next strike

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i want it to be a small boost a la practical magic to supplement the fact that as you get higher level you need to bargain less times in a combat

hasty vine
eager basin
# hasty vine we're up to 5th level

I absolutely LOVE the effect of Mind Piercer, feels totally in flavor for an eldritch patron. 11/10. I don't think the name and description quite fit it though. To me the flavor of it should be about being twisty, assulting the mind from unseen and unthinkable angles, senses that don't exist. "Pierce" implies a straight aproach, just punching through whatever defense or obstacle might be in the way.

eager basin
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If you want it to be similar to practical magic (A not super strong maneuver, but still better than nothing), then I'd make it the next strike/power roll has a bane

hasty vine
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i was having design block so i took a break to start designing the extra subclasses,

i'm really unsure which of these signatures to go with. the left is much more elegant looking but most signature actions don't impart conditions that aren't slowed. the middle is pretty elegant and might be what i go with but i'm unsure on it conceptually. the right is the least elegant but probably the most mechanically sound?

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this is charmed for reference

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(3 is meant to say save ends)

lethal elk
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Oh, that reminds me, I also game up with a charmed condition, I have some extra language to prevent gimmicks, so let me know if this might be helpful?

lethal elk
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That said, thinking about it - if this is a ..."fey" themed class (presuming of course), what about this option:

Befuddlement
Power roll (insert text here)
Target: two creatures

Psychic damage and the targets swap places. Then maybe you can target allies, and they ignore damage. Just an idea

hasty vine
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i'll consider but i was more asking about the versions i posted

lethal elk
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That's fair. In that case, I think the second option is probably the best. You always get teleport, and charmed seems somewhat strong, so T3 only seems decent trade off.

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I'm torn on the 3rd opiton, only because I don't know if there are any other signature abilities in the latest version that allow an upcast version by spending HR. That said, is that a common option for your Acolyte this time around? If the other subclasses also have an option to upcast, then I suspect that one might be best.

hasty vine
hasty vine
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hm this might be a tad close to tentacle from the beyond

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eh

lethal elk
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Ah, ok. Then in that case, Option 3 works the best

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Charm is pretty powerful I think in this system, so having it limited seems good. Teleport on the power roll is fine I think, as long as (as mentioned before), you limit the ability to teleport into the air.

hasty vine
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oh wait with the huge damage buffs i need to change tentacle anyway

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fixed

lethal elk
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well, that, OR you take the falling damage you could get from a 2 or 3 square drop in the air into account. Though I think the ability is cooler if it forces people on the ground, as that way could could use it to ground a flying creature for your allies - more tactically useful

eager basin
hasty vine
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the question is confusing to me, like asking why i added a feature
because a class needs features to do things

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and it's neat

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or do you mean the form of it being extra fervour for a bonus effect? i gave that to each of the signatures because i wanted each subclass to be able to do something meaningful and active, which means i couldn't attach it to a trigger etc, but signatures on their own can't do effects like inflicting frightened

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for example i want the undying subclass to be able to inflict fear semi-frequently, but just attaching it to 5+ fervour abilities doesn't hit that beat, and i already have the mechanism of specific signatures

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it's the same way i believe elementalists can spend bonus essence on triggered actions

eager basin
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I see, so it’s class design. Makes sense. The reason I asked is because 90+% of signatures don’t have extra resource spends, and the ones that do tend to be pretty central to the theme or mechanics of the ability. Here, that didn’t seem the case, so I was wondering if there was some other reason you did it. Which there was!

hasty vine
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that's bc none of the existing classes' signatures are based on subclasses, whereas the acolyte does have that

lethal elk
hasty vine
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that is accurate

eager basin
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I’d argue the elementalist all abilities are based on subclasses, due to the theming.

hasty vine
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though also actually i think the troubadour does have signature abilities that they can spend drama to juice

lethal elk
lethal elk
hasty vine
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yep, i was correct, they do have that

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only for some but

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i don't remember a lot of the troubadour stuff bc i'm not too hot on the class theming

lethal elk
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whole book has only been out a week give or take - no shame in not having it all memorized yet 😅

hasty vine
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who's ashamed 😎

lethal elk
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Oh, just a thought too - but are you able to pin messages in this thread? Just noticed its a bit hard to scroll up to find the reference doc, might be good to have that on easy access

hasty vine
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if i could i would

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but i cant so i haven't

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😔

lethal elk
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I wonder if its because its in the opening post. Can you pin messages within? I see the pin icon so I was curious.

hasty vine
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if you're on desktop there's also this

lethal elk
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facepalm whelp didn't know that was there so that solves my problem then

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🙏

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Oh, one other question while I"m here. I see the boons option, but they sort of have a mishmash of the abilities from prayers or enchantments, but also some extra options. Is that there intention and/or do you also have an equivelant of wards?

hasty vine
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unless im flipping those words

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in which case that

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yep, boons are meant to cover wards (broadly, it also includes the ability to use weapons which is normally an enchantment but)

lethal elk
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Aah, yea - I see that now. Ok. So you get a much more flexible 'prayer' at the stamina cost

hasty vine
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that's the idea, yep

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rather than getting one boost you can get as many as you want, but it'll cost you

lethal elk
hasty vine
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since thats really what most of the kit fantasy is from

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at least to me

lethal elk
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Or, are you saying, they dont' get the kit bonuses, and can use the ward to get a signature ability only?

hasty vine
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but anyway

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more on the actual class lol

lethal elk
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overall though, looks pretty cool. I had my own acolyte version boppin' around in my head and was debating working on one, but this one looks like it has all the things I wanted. If and until MCDM puts out an official version, I might already have a player who is interested. And for their imp familiar, they can take the perk 😛

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Though, if you can come up with a feature that maybe gives the acolyte a more powerful familiar, I won't complain - that imp may want to shank someone

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I might also ask - bargin is the class's core maneuver - however its really only designed to be used once per encounter. Any thought about adding some ability that you can use for free so you have an option each round. Otherwise, I wonder if the acolyte might have a lot of rounds where they don't have a manuever use.

hasty vine
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you just pick a different bonus each time

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at 4th level, you get the curse maneuver to accommodate for that exact thing

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because at 3rd you get HEAR ME! which means you need to bargain less to get the same amount of juice

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i also deliberately included a 3 fervour maneuver ability, and at 2nd one of your options is (probably) a maneuver ability

eager basin
lethal elk
hasty vine
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(wording subject to change once i get back up to 6th level and am looking at the earth elementalist precedent in more depth)

lethal elk
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Oh, no I mean I like that ability. I think the cool thing would be having some weaker version earlier, but I don't know where the space for that would be - maybe 4th level shurgs

hasty vine
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i dont think a class specific perk bonus tracks to me - sounds like the job for a title

lethal elk
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At the same time, I might instead just come up with a title that has a prereq of 'familiar perk' that gives it combat stats

hasty vine
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ye

lethal elk
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same thought at same time I see

eager basin
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I'm not sure using a retainer of your level quite works. I think it would scale too hard, considering the cost remains the same

hasty vine
lethal elk
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The elementalist source of earth has a statblock for a summons, so maybe instead of being a Retainer it's just a unique creature?

hasty vine
eager basin
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I do kinda like the flavor of it being a retainer, in that you've dragged in some other dude contracted to your patron. It's not mystical beast of flame, it's Jeff from the Aggressive Accounting department

hasty vine
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i think that's just generally true for the devils lol

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aberrant acolytes summon strange betentacled monsters from beyond our ken, undying acolytes revive an enemy as an undead revenant under their control, and the devil acolytes get a subcontractor from their patron

eager basin
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hmm, maybe give the subcontracting one a bit of pyramid scheme/mlm flavor? "By swearing your soul to a devil, you can then have other people swear to you, gaining a percentage of their.... etc.

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no, that'd be a bit much to fit in flavor text

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maybe for it's own ability though, more out of combat focused

hasty vine
lethal elk
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Ok, so I think I missed something, but remind me again what the downsides of making it a retainer are? Im wondering because for one of my subclass options for a conduit I'm working on, I gave it the feature at 4th level to simply 'gain a retainer', and then source the statblock out to the MM. Would that be an option - "and so its not an ability" - or is the idea you can just 'summon' the creature'?

hasty vine
lethal elk
hasty vine
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@lethal elk @eager basin vibe check on the conceit? tbc their signature action is the signature action the subclass gets

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i was wondering if that was neat or too cute and i should just give them cool unique things

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actually this damage whould be way down

hasty vine
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i think i like it actually

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i can make them unique in other ways

lethal elk
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Honestly, if you are using the same signature, I would just state that in the block, rather than duplicating the text. Simply "the subcontractor can use the signature ability granted by your patron"

hasty vine
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its just conceptually similar

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but it uses their numbers

lethal elk
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True, but then you have the problem of it not scaling with the hero as they level up. so it'll always be 2d10+3?

hasty vine
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a lot of other abilities don't scale with level outside of a single damage point occasionally

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and how draw steel is designed 2d10+3 will always be pretty solid

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this isn't a retainer i'm designing, it's a class ability
and those tend to be static

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originally i thought they should grow with you but i think that's too much juice for an ability

lethal elk
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with respect, technically hero abilities scale with their characteristics. So players will roll between 2d10+2 and 2d10+5 over the course of their career

hasty vine
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point taken

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hm

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yeah i think it's fine for now but i might revisit it later

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i think my statblocks are pretty cute at least

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including the names

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i really like 'em

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i might reduce the stamina based on the source of earth again

lethal elk
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Yeah, they look pretty good. Its hard to match official style without their publishing software, but it'll do nicely

hasty vine
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i meant mechanically but i'm also somewhat chuffed on the formatting yeah lol

hasty vine
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this might be too much sauce at 4th but. it compels me

lethal elk
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I like it. It might be a bit strong, in which case, I'd just keep the second sentance. What it really means is you can gain a surge whenever you use a T1 power, which kinda makes all T1 powers deal T2 damage over time

hasty vine
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ok thats enough brainpower for the day

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TO DO:
6th level's 9 fervour subclass abilities (x3)
8th levels subclass features (x3)
8th levels 11 fervour abilities (x4)
9th levels general feature(s) (x1-2)
9th levels 11 fervour subclass abilities (x6)

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so ~22 things

eager basin
lethal elk
eager basin
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Maybe could give it the ability to boost potency with only one surge?

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That’s a bit more power, but only in the situation where you want to land the effect.

hasty vine
#

in fact i might stick it at 7th or 8th rn

lethal elk
#

Perfect! That feels very on brand for acolytes

#

If you're open to a name recommendations, instead of Altered Form, would Maledict Form sound better?

hasty vine
#

eternal fragment -> altered form -> eternal bargain -> sublime ascendance hits the beat i want of like

#

becoming more and more akin to your patron

hasty vine
#

it might sound better

#

i'll consider

lethal elk
#

totally fine if not, sometimes I have inspiration, so I hope its ok if I just throw it into the ether

hasty vine
#

i had a very fun christmas, but heres two abilities. id do more today but im so full of christmas dinner im going to sleep forever

hasty vine
eager basin
#

for Banish to the Beyond, I know there is a similar ability and it does effect before power roll, witht he power roll being done when it returns

hasty vine
#

if you can cite a page number i might change it

eager basin
#

huh I guess I'm misremembering then. My apologies!

hasty vine
#

i keep going back and forth on if bargain should let you juice all your potencies by 1

#

i think the answer is no

hasty vine
#

after a session today, i'm seriously considering reverting bargain to just costing a recovery rather than dealing the damage

#

conceptually i like the idea of taking the damage then having to heal it off but in practice that's two maneuvers and that's really rough in a system that only does 3 rounds on average

eager basin
#

A recovery is also a much more significant cost

#

Also worth thinking about how it scales at higher levels, since the amount of health a recovery is worth climbs pretty steeply

hasty vine
#

hm

#

i could make bargaining free at the start of your turn when you regen resource a la praying but i'm really not a fan of that i think

#

tangentially related but i am considering the bargain raising your potencies by 1

#

and/or just revisting the concept of bargaining as a whole to boost different things and then giving the class a proper ward/boon thing, but i really like how elegant the current system is

#

not that that'll stop me overhauling it if it plays poor but

#

i could also basically double the power of the actual bargain payoff if i make it recoveries

#

thats a buff in a couple directions but it makes the maneuver more meaningful

#

1 extra damage on each attack is less noticable than 2

#

or it could even be as juicy as like, an edge on magic abilities or something silly

hasty vine
#

this doesnt get around the issue of the bargain -> catch breath costing two maneuvers being very expensive though

eager basin
hasty vine
#

it also kinda encompasses boosting potencies and damage and forced movement all in one when i like them being distinct options

eager basin
#

Hmm, could make it so when you bargain you can also catch breath? Or have that be an upgrade the class gets?

#

or only if you are winded

hasty vine
#

i did design most of the class to be able to cover itself defensively with temp stamina and they have 2 extra recoveries tho so idk if that'll overdo it

#

tho i dont think the stamina loss is the issue so much as the action economy loss so maybe

eager basin
#

Or could let them spend an extra recovery when they catch breath

#

that'd be another action economy potential

#

but I kind of like it being tied to the bargain in some way. That you need to keep digging yourself a bit deeper to deal with the consequences of digging

hasty vine
#

hm

#

i think this is leaning towards just spending a recovery straight up though

#

which would be cleaner

hasty vine
#

the problem is i want people to bargain a couple times per combat, probably 1-2, and costing a recovery really hinders that since you only get 10

hasty vine
#

i could go the other route and make it so you lose way less stamina

#

like, 3 or something

#

or just 1d6

#

i dont hate that

#

that incidentally resolves the action economy issue by making it so you dont actually need to immediately catch breath after bargaining

eager basin
#

I don't think a fully flat damage works, with how stamina scales

#

I think either do something like equal to level/characteristic scale, or increase the dmage/benefits on Echelon up

hasty vine
#

it lets the feature become stronger as you level up by making the damage less meaningful

#

but idk the damage being meaningful is part of the conceit to me

eager basin
#

I'd rather increase both the benefit and damage

hasty vine
#

part of me is excited by the idea of juicing the bargain power though in general
using your maneuver to get +1 to all damage rolls isnt super dramatic, esp when other people get it for free

hasty vine
eager basin
#

I think you could probably do +2 damage

hasty vine
#

this is the pitch idea

#

damage: +2 is fine
distance: most abilities are 5 or 10: its the same as before for 5, and is way more for 10, super unsure on this change and might revert it to +5
area increase: works the same as before, i feel like i liked it and it might have been too strong before
potencies: i like the option since it's the debuff class and lets it get around super hard to debuff people, but im wondering if it might stack too hard with their other potency stuff. might be fine
forced movement: +1 to +2, seems fine

eager basin
#

I think +5 is better

#

especially since I think the bonuses should effectively get multiplied by Echelon (along with increased damage)

#

so a level 7 character would have +6 damage, +15 range, etc.

hasty vine
#

the alternate idea was for your bargain to start with the smaller boosts and then get juiced at a higher level

#

i dont think i like the idea of multiplying it by echelon though, most of these abilities scale really well on their own

eager basin
#

fair enough

#

actually, have you thought about non-buff bargains?

#

Like a bargain to gain 3 surges, or cleans status effects

hasty vine
# eager basin actually, have you thought about non-buff bargains?

yes, i decided i didn't like it as a design conceit for what i was going for with the bargain
i think an alternate version of the acolyte might have a bargain that works more like that but i like it being short term pain for longer term power much as other features trade long term power for short term gain

hasty vine
#

trying to figure out how to word this ability or if it's even a good idea

#

part of me is leaning no

#

tbc this isnt the whole ability im just

#

contemplating

hasty vine
#

anyway im back on the new ability grind

#

i really like this one (9 fervour 6th level infernal)

hasty vine
#

i also reworked this one (5th level 9 fervour)

#

i still want any ally buffs the class has to focus on the idea of debuffing enemies as well so, this hits both beats i want rather than just one

#

this might be too much terrain manipulation though idk

eager basin
hasty vine
hasty vine
#

ok so

#

im also considering reworking at least the undying acolyte's triggered action, if not all of them

#

because rn its

#

this and its main power actually stems from teh potency reduction

#

but i think it should come from the temp stamina

#

so i'm considering making it go from 1->2->3x to 2->3->4x

#

and then the secondary idea is that the potency resist is really good too so either removing it or locking it behind fervour expenditure, and then maybe giving all the acolyte subclasses a fervour expenditure for their triggered action

#

but i kinda feel like the tiering up as you gain more fervour is meant to supersede that

#

like so

eager basin
#

I do think having nothing tht cares about the attack at base is probably a mistake?

#

The give shield triggered actions felt bad because it didn't matter how much damage the attack did, it was just a flat decrease in damage

#

This falls into that same case unless you've built up 4 fervour

hasty vine
#

that said, i think theres a conceptual difference between reducing incoming damage and getting temp hp each round

eager basin
#

Yes, but the main importance here is that it should matter when you use the triggered action. If it doesn't matter, you just always use it the first time you take damage, and that's not fun.

hasty vine
#

true

#

hm

hasty vine
#

but also im unsure how much i like that bc id want it to scale with fervour too and reducing potencies by 2 is a Lot

#

but also also its 1/round and maybe the undead acolyte should be the potency master
acolytes are already about using their own potencies to maximal efficiency so

#

eh nah

#

im just gonna try the current version and see how it feels

#

actually im gonna shunt the potency reduction so its always there

#

yeah

eager basin
#

Seems good to me! Of course would need to test it to figure out how good it plays in practice

#

it might be that there needs to be some other effect in play for the table, if it still feels like it's missing something

hasty vine
#

tbh i like it

#

we'll see

hasty vine
#

it's my class i get to name the abilities

hasty vine
#

i also had a batshit idea for 8th level

#

...pretend that the confused has R<[stat]

hasty vine
#

idk if i can get this to work but i think it'll be rad if i do, but it is making more work for myself... i think you get two 8th level patron features. one is standard, and then one is basically a sub-subclass for your patron? might be a bit late to finally get to instantiate it in specific so maybe i crib the idea and move it down to like, 5th or something, but if i can do it i think it'll be rad

#

its just one feature so not really a full sub-subclass but

#

the only problem is figuring out what the differences between the demons would be since each demon is boutique, but maybe that means i just get to make 2-3 dope ideas and it doesnt matter which they pick

#

but actually i dont have to worry about that bc i only need to do the first three for now

hasty vine
#

i was inspired

hasty vine
#

gonna do aberrant at a later date i did as much as i was inspired to do

#

i might change styxian tongue since i suspect all infernal acolytes are gonna get some kinda boost to interpersonals. but actually probably they should be the best at it so

hasty vine
#

TO DO:
8th levels subclass features (x6) [scope crept to shit]
8th levels 11 fervour abilities (x4)
9th levels general feature(s) (x1)
9th levels 11 fervour subclass abilities (x6)

So ~17 things left to do

eager basin
#

I like the sub-sub-classes

#

it's a bunch of work, but the flavor is blobchef

hasty vine
#

i might add a lil smth to the Synlirii Brain Drain

#

i think i finally figured out that 6th level noncombat

hasty vine
#

im gonna finish these features so help me god

#

bam

#

i did everything i set out to do and a bonus 6th level one

#

TO DO:
8th levels 11 fervour abilities (x4)
9th levels general feature (x1)
9th levels 11 fervour subclass abilities (x6)

So ~11 things left to do

#

also so far i have just some monster statblock extracts in the 11 fervour subclass abilities lol
i really do feel like you should just be able to do lich / voiceless talker / archdevil shit at 9th

#

with this the entire acolyte advancement table is complete, i just have to do the 11 fervour abilities 😩

hasty vine
#

i also did two 11 fervour abilities. just as a showcase of my power

#

im done for the night tho

#

8 things remain

#

oh i made shatter a target ill change the damage

#

hm pain unending being choice based might actually be a better gimmick for infernal

#

giving infernal acolytes the prisoners dilemma is a bad idea

#

7 to go

#

i might move the effect of psyche shatter to a general 11 fervour ability actually

hasty vine
#

nvm i had some sick as fuck ideas

#

5 to go

hasty vine
#

and not fire

hasty vine
#

so ironically i completed the patron abilities for 11 fervour but then realised two of them would be way sicker as general 11 fervour abilities so i shunted them over

hasty vine
#

@eager basin @lethal elk class v1 is finished 😄

lethal elk
#

I see we're both on a similar time schedule 😛

hasty vine
#

wait did you literally just post the next magewright version

#

that's so funny

#

i'll read yours if you read mine lol

#

i will say, i am extremely tempted to change the duration of doomed to (forever)

#

i am wondering if i should make a new DS homebrew post for this since a lot of other people have for their updated classes

#

it's just i've just been uh. actively using this one

eager basin
eager basin
hasty vine
#

in a constitution-esque way

eager basin
eager basin
hasty vine
#

is this instead of it not letting you rez the same person multiple times

#

also are you reading through the screenshots or the actual doc

#

bc the screenshots are probably out of date

#

those are from while i was still working on stuff

eager basin
#

and you can use it once outside of combat

#

and yes, reading through screenshots

hasty vine
eager basin
hasty vine
#

oh right fuck

#

its just 1/victory now

eager basin
#

yup

#

and I like that the class is good at ressurection

#

makes sense

#

but I think it should have a cost beyond the immediate.

hasty vine
#

i actually think

#

since i'm explicitly running for an undying warlock

#

and them levelling up that far may take a year

#

but it'll be best for me to close issues as they come up

#

because i dont know how much i like it permanently reducing stuff

#

its meant to be like uhh

#

revivify more than a full resurrect

hasty vine
#

semi-permanently

#

until respite

#

w/e

eager basin
#

yeah

hasty vine
#

my brain is bad wording rn bc im cold

hasty vine
#

which i think is fine

#

its the same total stamina

eager basin
#

it's very common to be under 2/3 health at the end of a fight. Especially at higher levels.

hasty vine
#

ohhhhhhh

#

you mean specifically post-combat

eager basin
#

yeah

hasty vine
#

ok yeah good point

#

hm

#

i will contemplate

eager basin
#

the main gimmick I'm trying to avoid is the recovery generation

#

since it gives 2 free recoveries

hasty vine
#

i broadly agree but talent has it at 11 clarity

#

so clearly at least the designers think its ok at super high resource amount

eager basin
#

and I think that will also be an issue lol

hasty vine
#

and if/when it is i'll change to mirror

#

eh ok. here you go

eager basin
#

Yup, that fixes it

#

for level 10: Ardor is worth WAY more than 1d6 stamina

hasty vine
#

yeah im iffy on that

#

it was different when bargian was different but then it changed and i didnt really update ardor

#

idk what the correct rate would be though

#

1 ardor = 1 buff for 1 encounter felt ok to me

eager basin
#

maybe 1 ardor for using bargain as a free maneuver?

#

possibly also ignoring the damage, not sure

hasty vine
#

thats a higher level ability already

#

9th level eternal bargain

eager basin
#

oh interesting. That's just once at the start of combat though. Hmm.

hasty vine
#

you only need to do it once at the start of a combat encounter once you hit levelll

#

i think 6

#

where you can choose any number of the benefits and take 1d6 for each

#

the only reason youd bargain multiple times previously is bc you have to spend multiple maneuvers to get access to multiple

hasty vine
hasty vine
#

because bargain becomes less useful over time in an encounter

#

i am still wondering if i should add it so you get a second patron ability at 5th that buffs your curse to inflict stat<weak a condition associated with the patron

#

probably not gonna for now though

eager basin
#

infernal patron says it gives Infernal Glibness, but then the benefit is listed as Forked Tongue

hasty vine
#

oh right i stole that name for a higher level feature

#

good catch

#

ty

eager basin
#

so level 3 lets you take 2, level 6 lets you take any amount

#

and gives a discount on the damage

#

since it's just the d6, not the level.

hasty vine
#

yep

eager basin
#

I think spending one Ardor to ignore all damage from a bargain is probably fine?

hasty vine
#

hm

eager basin
#

...might be worth 2

hasty vine
#

ardor is a respite resource

eager basin
#

2 to be safe

hasty vine
#

so i think youre right actually

#

since you only get the benefit for one encounter

eager basin
#

between combat and non-combat stuff, I think a party gets around 2 victories per combat

#

the main spend will still be using it as HR or to get every tier

hasty vine
#

i kinda like there being one thing that costs 1 and one thing that costs 3 though

#

it works like fury's primordial power

#

but it might be safer at 2

#

that said

#

i think i might just say fuck it we ball and make it ignore all of the damage

#

eh

#

nah i'll see how it shakes

hasty vine
#

and any given bargain ability is kinda in that ballpark

#

and any given bargain ability is 1d6 stamina past the first

#

so i think 1 for now is how i'll try it out

#

oh yeah

#

so i literally just with this final patch gave the acolyte a second way of gaining resource off-turn

#

The first time in a round a creature within 10 of you is reduced to 0 stamina, you gain 1 fervour. The first time in a round an enemy within 10 of you suffers the effect of a potency, you gain 1 fervour.

#

specifically the potency bit

eager basin
#

I mean, I think just 1d6 for the extra bargain is way too cheap personally

hasty vine
eager basin
#

or rather, it's very strong, but it's potentially balanced if thats where the power of the class is.

hasty vine
#

its kinda what you get instead of stuff like the elementalist getting a perma aura and stuff so

#

yeah

hasty vine
#

really iffy on how much resource a given class should gain

#

given how differently each class does it, elementalists getting only one off-turn condition compared to others, fury getting a one-off instance of 1d3 etc etc

eager basin
#

I wouldn't be surprised if some of those changed too.

hasty vine
#

yeah

#

for now i'm just going to be taking the lead of the tactician, since as the acolyte has no unique resource fuckery (its fuckery is in other places), it's the easiest comparison

#

so i'm just going to broadly try match its numbers

#

actually the null is an even better comparison

eager basin
#

sie a table nce they ahvyeha

hasty vine
#

since it has a mastery table too

#

so true

eager basin
#

lmao

hasty vine
#

as fucked as it is i did understand what you said

#

and yeah thats why

lethal elk
#

@hasty vine Do you want comments in here, on document, or somewhere else?

hasty vine
#

2 is probably preferable

lethal elk
lethal elk
#

Ok, did a pass on it. Didn't get everything, but burned out for now, and got some other chores to take care of. Looks pretty cool overall though 👍

#

I know others are looking it over too, so I'm not too worried about being super thorough, I"m sure you'll also find a bunch of things; I tend to after I go public.

hasty vine
#

much appreciated!

hasty vine
#

ok so

#

i did a small chunk more work on the bonus subclasses but i dont think i'm going to do much more

#

i think the one i feel strongest and most inspired to do is easily the whimsy aka the fey one, but we don't really have enough examples of draw steel fey for me to draw on so

#

i did come up with the 8th level subsubclass categories for each though. i may have gotten carried away and will probably pick 3 from the radiant host

#

or i just dispense the formality and call the celestial ones 'the tanky one' 'the sneaky one' 'the damagey one'

#

i do really like the names of the categories though

Infernal Allegiance (to a city of hell)
Undying Manifestation
Aberrant Mark
Whimsical Benefactor
Ruinous Overlord
Terrific Brood
Radiant Host

#

they all feel suitably associated with the type of patron they are to me

hasty vine
#

i am still contemplating whether the 4th level bonus resource gen should boost the condition affliction or the stuff dying

#

thematically potency makes the most sense but for gameplay i think it might actually make more sense to proc off stuff dying bc theres no guarantee a potency can be hit in a combat but somethings definitely hitting 0

lethal elk
hasty vine
#

in a fight against a solo it's more likely that any given one of your allies drops to 0 which also counts

hasty vine
#

its more than im trying to figure which gets the +1 boost to be gen 1 to gen 2 fervour

lethal elk
#

I would go the potency - that way when you DO get the potency boost, you get more for your money; since creatures dying is encounter dependant

hasty vine
#

true

#

also with that change part of me wants to move seek vulnerability way lower in the levels

#

that said, the earliest it can appear is probably 5 since you get curse at 4

lethal elk
#

Any reason you can't combine it WITH curse?

hasty vine
#

like id love to replace hexbinder with it but getting curse and then adding on to curse feels wei- yeah

#

i wonder if folding it into curse and moving hexbinder up to 6 would be the play

lethal elk
#

Honestly, I think you can get away with just giving the 'see charateristics' feature with the bane. By itself, its got only minimal utility; as players eventually learn a monster's stats after a couple potency gate attacks anyways - so really the feature gives you just a round or 2 advantage

hasty vine
hasty vine
#

eh at that point just reveal them all

hasty vine
#

its meant to be a small side utility thing like

#

practical magic

#

so maybe i just disentangle it from curse in its entirety

lethal elk
#

What if it just has the director tells the hero what chararistics are below your strong potency? it doesn't say by how much, just "Its weak to this"

hasty vine
#

thats where i was leaning

lethal elk
#

So, if monster has M3 A2 R1, and youre strong potency is 3, director says "its supseptable to Agility and Reason"

hasty vine
#

either something like that with it being binary or a one shot instance of learning a creatures stats

lethal elk
#

So, curse, I want to know its "REASON". then turn 2, maneuver "now tell me its MIGHT"

hasty vine
lethal elk
hasty vine
#

im not super interested in attaching it to costing fervour but sticking it somewhere else on the action economy could be real

#

like maybe its just a thing that happens when the encounter starts

lethal elk
#

You'll never know without some trial and error. If you have the time, doing a parallel copy to mock up, and then A/B testing can be useful - if you're willing to do that of course

hasty vine
#

that's literally what im doing right now

#

3 steps ahead lol

lethal elk
#

🤣

#

sounds about right. "Version 1. Version 1.1", "Version 1.12"

hasty vine
#

the first tab is this discord channel its just cropped

hasty vine
#

i was concerned about

#

having both a scaling table and a judgement alike being too much

#

they fill the same sort of role wrt being a HR sink

lethal elk
#

Oooh, yeah I see what you mean now. Yeah each has a different feel. 🤔

hasty vine
#

i suspect itll be mechanically more like judgement (about fucking with the enemy) but will occupy more of a tactician adjacent niche (i.e. there arent abilities that impact "a cursed target" like censor and judged)

lethal elk
#

yeah, no way to guess without something more concrete to see

hasty vine
#

i really like the scaling table and between the two id have to keep it but im doing a mock up just to see

#

but like

#

they go in the same space on a character sheet

#

which is what's concerning me

#

double that said, theres no rule saying that the curse has to be a fundamental warping part of the class

#

it can just be a Thing

hasty vine
#

ftr the curse ate the bargains ability to increase your potencies since you can do that via curse now

#

that said, i still think this might eat too much into the space of the aspects

#

and i really do like the aspects

#

like i can probably just split the features out so as you level up they become passives, and make it so instead of scaling linearly your triggered actions have an extra fervour cost to boost them

lethal elk
#

Yeah, looking at the curse in that format - it 'works' but it feels a little too close to the Judgement

hasty vine
#

but i really really like the ludonarrative of becoming more like your patron as you gain more and more fervour

#

rather than simply levelling up

#

yeah

#

i think the solution is to remove the 7th level ability, and then add an ability somewhere which is just "You can tell which stats a creature has that are P<strong" or something

#

and i think it goes to 6th?

#

mark is a ribbon and witness me is very useful but also circumstantial

#

hm

#

p'haps a tad deranged. however it compels me

eager basin
eager basin
# hasty vine yeah

hmm, would it be worth it to potentially have one of the effects checking P > weak instead?

#

I also think the updated curse is pretty weak, since the maneuver does nothing on it's own.

hasty vine
hasty vine
#

the bane from judgement is per instance of 1 person, which is fine since it doesnt affect the entire roll

#

wording it so that “They get a bane on their next power roll against one of the targets of your choice” is a bit scuffed

hasty vine
eager basin
# hasty vine strike = 1 person not power roll = potentially many people

Strikes and areas abilities generally are balanced, given the same cost (be that in heroic resources, or power of the montser). Damage makes sense to restrict to strikes, since it scales hugely on area abilities. But edge/bane is just on the dice roll, and the dice roll is the same for both strikes and area abilities.

hasty vine
#

good point! easily fixed

hasty vine
#

i think im going to tie it all into a free maneuver regardless since starting the combat and immediately asking for 5 sets of stats sucks

#

yeah actually i dont think i like them learning all of the characteristics

#

the latter half feels less like an acolyte thing and more like, a ranger or something

#

i like this

hasty vine
#

...im fucking stupid dawg

#

i forgot that P had meaning for some reason

#

it's just meant to be < weak

#

there we go

#

i used X for visual clarity since having nothing there didnt make it look like a potency

hasty vine
#

on an unrelated note i had a burst of inspiration

#

obv some stuff ain't done but how deranged are each of these so far, ruin and terror esp

eager basin
#

Fey step is very weak.

lethal elk
#

Yeah, you can probably get away with also adding the shadow Ability to hide after the teleport

hasty vine
hasty vine
#

actually that said going invisible is cooler

eager basin
#

just a "yeah, imma step out for this turn be back after"

hasty vine
#

do i make it until start of your next turn or start of the next round

#

wait.

#

is this anything @eager basin

#

(3/5/7 teleports)

#

you get to blank one enemy initiative turn

eager basin
# hasty vine is this anything <@138069070816870401>

I'd say end of the turn instead of start of the next turn, just because I think the effect is easier to understand. "start to end" primes the brain to understand around the one thing, while "start to start" gives the implication of a longer cycle.

hasty vine
#

yeah

eager basin
#

might have to make it "invisible and hidden", since the current invisible effects are just concealment RAW.

#

...would also have a niche use of still allowing you to hide behind cover or mundane concealment if there something that can see through invisibility.

lethal elk
#

End of next turn would allow the acolyte to hide during their turn alternatively

eager basin
lethal elk
eager basin
lethal elk
#

That said, if it autohid you, you'd still want to use it ASAP so you can't be targeted until your turn.

eager basin
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that's something that might need playtesting to figure out how strong it would be to use existing cover/concealment

hasty vine
eager basin
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I think you can do more than just a teleport

hasty vine
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we'll see

hasty vine
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man

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i'm really proud of the acolyte

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i feel like it's basically in a finalised state if not super duper close to it

hasty vine
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hm
still contemplating the bargain design

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i think its fine for now but

hasty vine
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if curse went down to 1st level as the standard maneuver and bargain became a free triggered, that might work out 🤔
curse as in the current version not the mark/judgement

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part of me wants to make it a one time start of combat thing but i suspect that is a little cringe

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alternatively it becomes an on-demand thing, where you pay life to juice an ability in specific

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idk

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eh meh

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theres interesting space here to me but

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the alternative answer might to be to juice the effects further to make it more worth but

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that's kinda icky

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idk it might be that this should be how it works by default

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actually tbh i think bumping the numbers might be the actual solution

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make it more meaningful if you literally just bargain for one ability, and make it upside if you use the juice more

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i think i overestimated how many rounds a draw steel combat goes so i think what i should aim for is "this should be meaningful even if it's only benefitting the single turn you use it"

hasty vine
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i think i might go with this for now, though the area increase of +2 might end up getting bonked back down

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i want them all to feel impactful early if you spend a maneuver on them

eager basin
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Yeah, I think area +2 is the strongest there for sure

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Worth seeing how it plays in practice though imo

hasty vine
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update: just had a player play an infernal acolyte this session and use the area +2, and i think it's solid and great!

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not upping the flat output but rather the potential output limits it but still lets it do cool stuff

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such as make a 7 cube of hellfire for the rest of the encounter :p

hasty vine
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the more time passes and the more i run for my acolyte(s) the more unreasonably happy i am with how its shaped out

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i think the numbers on the bargain feel correct now
+2 area is a LOT but it feels really dramatic and actually worth the bargain cost now
plus i've got them constantly being like "oo i want to bargain. but i shouldn't i don't have the stamina... but what if i did..." and thats exactly the vibe

hasty vine
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decided to continue working on the Whimsy (though i'll probably update it more as/when the fairy summoner drops)

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i just want to show that i'm cooking out my fucking mind though (this is 9 fervour)

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im not sold on the name but i love the Whimsy doing shit like interrupting malice

hasty vine
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i think i'm good to call the base class complete

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i might futz with specific abilities, especially when the fully rebalanced pdf drops

hasty vine
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the damage boost definitely favours AoEs but i've found that since the class' strikes tend to focus on debuffing they get greater impact from the potency increase anyway which evens everything out pretty cleanly

eager basin
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Although I guess not every ability has forced movement, don’t applies less often?

hasty vine
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so it gets a multiplier

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plus forced movement damage is for sure great but its also situational since an enemy isnt always somewhere you can smack 'em into a wall

hasty vine
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hm. as a 5 fervour ability this was unusably bad but now i think it might be too much sauce

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i also dont nesc want to replicate the actual devilish charm but maybe i should

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(though obv not forcing a presence test)

hasty vine
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update changelog: rejigged a bunch of the signature actions

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specific changelog:

  • BIG: Bargain's forced movement increase now applies to your knockback maneuver.
    • This should add greater utility to the forced movement increase as an actual consideration, as right now there isn't a lot of inherent forced movement in the class.
    • This is a fun buff to Aberrant Acolytes too, who get to knockback with their Presence already.
  • From Pain, Power range increased from 5 to 10.
  • Flash from Beyond reduced from 3 cube to 2 cube. Push 1 added to all three tiers and damage reduced by 1 to compensate.
    • This should hopefully align it with its new goal of being a flexible signature action for if you intend to be bargain-heavy as it benefits on many axes.
  • Bone Burst loses its forced movement in exchange for a damage buff and the ability to knock targets prone on a tier 3 result.
  • Drain Vitality increased temp stamina gain from 2x presence to 3x presence when killing a target.
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statement of future intent: i think i'm going to rework growing corruption (3 fervour) and/or encroaching darkness (9 fervour), potentially even combining them conceptually. i think Hungering Rift and Enter the Beyond are excellent area denial abilities but the passivity of these two is really not doing it for me. Entirely possible I even shunt down the Wall of Bones from 11 fervour to 9 to replace it.

hasty vine
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i do also continue to wonder if i should just remove the forced movement increase, however

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actually i might pull the ripcord on that

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eh. we'll see

hasty vine
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yeah i think im going to do the wall of bones shunt

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i want to make one of the undying 11 fervour abilities deal damage/conditions anyway

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i might move back pain unending to undying 11 and figure out a new general 11 fervour ability

hasty vine
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how fucked is this for dealing damage as a 3 fervour maneuver

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i also moved wall of bones down to a 9 fervour ability everyone can use (since i stole the darkness ability for growing corruption because it was ass)

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i think im going to move pain unending back to undying

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this is the new 11 fervour general acolyte ability for now

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i came up with a cool rider

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should probably be twice

wise falcon
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Haven't really read this, just gotta note that the font is making it really hard to read for me.

eager basin
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I think if it was just the concealment and weaken, it would be fair, maybe a little on the weaker side. Adding in both the exapansion and damage is a lot.

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I think the cut the damage and it's in a good spot

hasty vine
hasty vine
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i'm extremely happy with where the class is at

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i think the next thing i want to do is to hammer playtesting on the game feel of your patron aspect defensive features coming and going with your fervour expenditure, since the canon examples (null and fury) both lean offensively and i seem to remember there being a reason for that wrt the fury

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that said i asked my acolyte player about it and he felt happy with it so

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i do think its very hard to manifest the fantasy of 'you slowly become more like your patron' without leaning defensive

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so the change would probably be the mechanism of scaling, i.e. rather than checking current fervour, checking max fervour had in a combat, or checking how much fervour you've expended in a given combat etc

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thats only if it shapes out to actually be an issue though

hasty vine
hasty vine
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reminds me of the 5e sorcerer playtest

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also for a bunch of them the higher level features involve gaining flight and losing flight mid-flying fucking sucks

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idk. does it sound cooler to track how much you've spent and to gain more benefits based on that, or to track the maximum amount you've stockpiled at a time and base it on that
one wants you to push/pull between getting more defense benefits vs doing more offensive stuff, whereas the other is pushing you to do a thing you already want to do (spend a lot of fervour)

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hm. the more i think about it the more i'm leaning towards checking maximums

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who was it i talked with about this for their class

wise falcon
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Out of curiousity, how much playtesting did you go through with this class?

eager basin
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I’d be interested in participating in some playtests of this

wise falcon
hasty vine
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i havent done high level testing but tbh im not as worried about that as getting fundamentals clean

wise falcon
hasty vine
wise falcon
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There's already 4 of us.
You, me, @verbal prawn and @eager basin

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No need to fetch anyone else

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Just gotta make sure the other folks can. @verbal prawn usually directs

hasty vine
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i'd want to run for 5

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oh if exocist is directing

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ok

wise falcon
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I can run 2 PCs, Exo can do monsters plus 1 PC

hasty vine
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🤔

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i can do tomorrow

wise falcon
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Shall we try to see if we can schedule for tomorrow?

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Ill invite you to our server

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Just accept my friend request

hasty vine
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we love redoing all the bolding on the entire doc in the name of accessibility 🫡

hasty vine
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im a big accessibility head dont apologise

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i just complain about all things

hasty vine
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sooo much useful stuff out that playtest

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excited for next week

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i still feel great on the bargain numbers

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got some help tweaking some specific ability numbers

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also trying it so you don't lose your patron aspect once you unlock a tier now (i.e. once you have 4 fervour at a time, you have the 2 and 4 benefits for the rest of the encounter)

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i think with the defensive benefits and the fact they're less universally applicable than the fury or nulls that it's cool

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i want to play around with the thresholds for that (like maybe bumping them all by 1-2 flat) but we'll see

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i do genuinely think we're nearing the completion of the class
basically i want to test out the aspect scaling numbers with the fact that they stick around even once you dip back under but once i dial those in... that's kinda it
until we get to way higher levels
i feel really really good about the class right now

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i cant wait for the inevitable creation of the mcdm acolyte that makes me cry

hasty vine
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i should crowdfund 3k off this once i finish

wise falcon
hasty vine
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¯_(ツ)_/¯

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i will simply have to be so popular before then that they just pay me to include the design in a book 🙂

wise falcon
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Sounds like a plan

hasty vine
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big fan

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i honestly might keep the numbers as just scaling evens as well

wise falcon
hasty vine
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iconic acolyte concept locked in

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based on the infernal acolyte i've ran for

eager basin
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noice