#Matte's Acolyte!
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Good bones, looking forward to seeing more
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
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)
18?
oh i see
sure
i dont think we can really make much comment on 10th level features yet tbh
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
there becomes no risk
i could see it but i kinda like them all making it so you can use their respective triggered action for free
i like making it attach to the class
I agree that they should be in a cycle all working the same way, makes the mental overhead much easier.
ok im still iffy on the new numbers but
beginning the process of churning out abilities
for drain vitality, how long does the Shield last?
A burst 2 as a signature is also very strong
i believe i based that off conduit having a burst 2 thats all damage
ogh i went between shield to temp stamina to shield and forgot to readd the usnt
oh it is real i'm just stupid and used the wrong numbers
ok that tracks
i'll change it to 1 burst
changed it to be comparable to kinetic pulse
yup yup
slow and steady wins the race
I'd definitely agree this has good bones! Always cool to see people take a stab at homebrewing classes
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?
unsure on the numbers of this but i think it goes hard
(tags are off, i fixed on doc)
i might make the area inflict weakened tbh
i also updated everything so theres a bunch more flavour text
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)
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
so its not just eating purely into a long term resource
its also more dramatic
i might make it either 1d6 or 2d6 flat idk
yeah i'll pull the trigger on that
and then in playtesting if it turns out to be negligible i can make it 2d6 base
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
i realised i should just tie it to the subclass triggered actions
ok im stupid i resolved the issue without having to resort to that
i just made it proc off allies
I definitely like the idea of it, but battles tend to be over in just a few rounds.
I might make it instead place down like 3-5 tiles in different spots
means much higher spread, and you can also sandwich/trap enemies between different spots
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.
I like induce paranoia, on the 3 costs
that was kinda the intention
i could make it more explicit
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)
i forgor what my own feature did
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
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
I like Fiend persuade and Fey lie
thats where i ended up imo
the idea is broadly that eventually there'll be one for each major supercategory of creature
basically if i can think of a way for you to slowly transform into it
celestial im kinda iffy on because its hard to not just. imagine thats a conduit
making a pact with a unicorn and being able to inflict terror into peoples souls isnt standard
but it could be neat
I think it's unique enough from a conduit, considering you are basically becoming an angel
yeah
focus on the uncanny and terrifying aspects of it
actually these are probably easier to reflavour than i thought
biblically accurate angel vibes
i do like my angels to go terrifyingly hard
shoutout dame aylin from bg3 for making people recoil at her (albeit justified) rage
i might shunt it down to 3 and shunt one of the 3s up to 5
(and rebalance accordingly)
probably bloodletting
yeah, bleeding can be powerful
I think they both work as abilities, but it might be good to have them at different cost tiers
well thats what i was sayin
enter the beyond was a 3 before growing corruption was
so am i swapping it and growing corruption and then moving the bleeding back?
bc i just upgraded this but i feel like it could go back
I like growing corruption as a 5 cost personally
give it several origin spot
maybe a power roll for how many you get?
i think it adds complexity in a way i dont like nesc
...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
you enter an area when its conjured
so you get immediate damage either way
i should use the canon precedent for damaging areas tbh
i could just make it start as a 2 cube or something
so rather than going 1->3->5 it goes 2->4->6
(and therefore 3->5->7 with bargain)
part of me likes the cuteness of starting in a 1x1 but cute doesnt make for good gameplay
...i could also make it a maneuver
since it doesnt use a power roll and is primarily a debuff tool
ok yeah this feels immediately correct
@eager basin i resolved it
yeah that helps
that will be devastating against minions
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)
thats the idea
as funny as the 13 corruption damage is i'm going to save that for another ability and nerf the damage a tad
i also think this is very cute
i might make it not free but it is funny to do it multiple times considering it costs 5
charmed isn't currently a defined condition, were you thinking of using the charmed condition i suggested in #1300624097134379018 ?
no i have my own charmed condition
ahhh
tho looking at your idea, double bane might be better
your class, your decision
yep thats generally how that works
heartstopper might be too cute
and too close to censored
it is a subclass ability though rather than a base class one
actually i might make it a 7 bc then its different enough and i can change the damage numbers
wait no 7 abilities are permabuffs
hm
perhaps saved for higher level than that even
eh i'll leave it for now and see how it shakes
oh excellent shout
just a lot of them
ehehehe
@eager basin do you think rejuvenation is too much sauce for a 5 cost
I don't think so, if anything it might be a bit underpowered
Considering a maneuver on it's own is worth a recovery
and a point of HR is worth about a recovery
so a 5 cost maneuver has the budget to give 6 recoveries
compare to some of the conduit abilities, which give AoE recoveries
hm true
i could have it give temporary stamina at the start of each turn but i dunno
is this batshit
wait, the pull should happen when you make the roll
gimme a sec
yeah this is cleaner
Maybe also make it effects save ends or potentecy effects?
oh i could see that, i went with this angle
yeah seems good!
we're getting a little funky with it
this might be too much of a uhhh
trinket text to be worth it
but idk
this one i'm going to need someone else to do the numbers on
i like the idea a lot though
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
ok
just need to do the 7 fervour features now!! i'm levels 1-2 complete!
i could leave it here theoretically since my player only needs level 1
oooh I really like it damaging people who try to search for hidden creatures. That's a very fun design space
I do think that creatures would almost always take the bane though.
even more so if it's dealing ⚡⚡⚡ damage
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
i think that thats good and fine though
do you think at ⚡⚡ its doing enough to be worth 5
I think so
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"
hm
wonder if i should move one of the two 2nd level features to 1st level
the noncombat one probably
i think i based it off the null so it might be fine
it would be a fourth thing at 1st level
eh fuck it we ball
excited for a player to get to test it in my campaign
first session: class seems great
self-congratulatory
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
okay so, i did that, heres the current replacement ability
and i made rift within 10 so its more dramatically affecting a large swathe of the battlefield, which was the original intent
yup, 10 squares range will do that
did some more number fuckery
in prep for the minor overhaul the december packet is going to bring
now letting bargain increase your potencies by 1, going to see how that works out in play or if thats too much sauce
i also shunted more abilities around
chiefly, growing corruption went down to 3 fervour, where i think it belongs, as it wants to happen early into a given combat
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
As I'm finally getting back to homebrewing, I'm spreading round the attention. Updates look really good!
Having missed earlier, I can't say, but so far I think the pact abilities look pretty solid. For the 7th level one, I see one is open, looking for any recommendations?
i’m not monetising it so you know what? sure
as long as you’re ok with me editing or reinterpreting it
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.
Maybe it does damage based on bargin type.
oh broad overview concepts like that i have already
plan is to have a couple more patron damage abilities in general
zones of darkness i’ve been considering considering, i think it ended up as growing corruption instead but i should reuse the idea yeah
its part of skeleton design for me i find it helps (thanks to my background in mtg design haha)
I mean devils love darkness, and I do love me some hungar of Hadar spells
Just to clarify btw, is the idea you get one signature auto from your pact? And then one open one?
yep
thats why theres a reduced number of choice ones akin to how melee classes have fewer because one is from kit
except i did 5 because i couldnt help myself
and also wither is deliberately a reuse from conduit
Actually that still comes out to 8 which is what casters have presently
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
Same. I'm expecting shields to be gone, so adjusting defense options accordingly already
this might be utterly deranged
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
area denial
5 cube is very big though so idk
remember 4 cube is also a respectable size. Is this a 5 or 7 HR cost?
5, i'm also aware but im cautious because i also want circle of death to be of reasonable size
i think 5 cube might be correct
given the damage is low and its mostly for the difficult terrain
You could also potentially do ⚡ damage each round a creature enters or start their turn in it too?
that was the original version that i cut
because it was too similar to other abilities
Oooh, ok. My apologies then
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.
a round of difficult terrain is still pretty solid
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
both stronger, more useful tactically, and less mental overhead to just make it create difficult terrain (like how the earth elementalist does)
i thought it was using precedent
ill give it a looksie
oh it was old precedent
aight yeah changing that
and might make it smaller actually
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!
progress is ongoing: 1-3 are completed, and have now established the framework for 4+ 💪
just need to work on actually filling it out
i might be cooking too close to the sun
Ooh boy! Im very excited for your new version!
we're up to 5th level
i'm really unsure about curse here, i think it's neat but idk
i might change it to bane on their next strike
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
thanks! i am too 😄
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.
Should just be Weakened right? As worded currently it would stack with weakened, despite being the exact same effect. I think would be a bit strong, and also a bit confusing.
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
thats what it is rn
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?
this is charmed for reference
(3 is meant to say save ends)
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?
common conditions for signature abilities are slowed, grabbed, and weakened; prone typically on T3 (though the stormwight has prone on all of the vulken's signatures). Teleport is neat, but I would say you'd want to add wording to make it horizontal only - otherwise it can be used to deal faling damage.
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
i'll consider but i was more asking about the versions i posted
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.
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.
(the idea you posted is actually extremely similar to a 5 fervour ability i had for the subclass lol)
each subclass has a signature ability associated with it, and each has something you can spend bonus essence on
hm this might be a tad close to tentacle from the beyond
eh
Ah, ok. Then in that case, Option 3 works the best
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.
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
I think charmed is analogous to taunted yes? Then first works, just change the effect to EoT instead. I’m a little more confused about the optional teleport though. Could you elaborate on why you thought that was needed?
wdym why i thought that was needed
the question is confusing to me, like asking why i added a feature
because a class needs features to do things
and it's neat
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
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
it's the same way i believe elementalists can spend bonus essence on triggered actions
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!
that's bc none of the existing classes' signatures are based on subclasses, whereas the acolyte does have that
That's what I asked earlier, but in this case, it DOES seem central to the class. Makes sense. @hasty vine shall I presume the general signatures not tied to the patron do NOT have a fervor spend?
that is accurate
I’d argue the elementalist all abilities are based on subclasses, due to the theming.
though also actually i think the troubadour does have signature abilities that they can spend drama to juice
They are, but the elementalist is sort of encouraged to dable in all elements, even if they have a specialization. The acolyte, in contrast, I think is very rooted in the theme of their patron. So it feels on theme that the patrons signature ability has some extra oomph
I thought I remembered one! So there is precedent too
yep, i was correct, they do have that
only for some but
i don't remember a lot of the troubadour stuff bc i'm not too hot on the class theming
whole book has only been out a week give or take - no shame in not having it all memorized yet 😅
who's ashamed 😎
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
I wonder if its because its in the opening post. Can you pin messages within? I see the pin icon so I was curious.
if you're on desktop there's also this
facepalm whelp didn't know that was there so that solves my problem then
🙏
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?
boons are meant to be equivalent to wards, and then the bargain maneuver covers the statistical boosts granted by enchantments/prayers
unless im flipping those words
in which case that
yep, boons are meant to cover wards (broadly, it also includes the ability to use weapons which is normally an enchantment but)
Aah, yea - I see that now. Ok. So you get a much more flexible 'prayer' at the stamina cost
that's the idea, yep
rather than getting one boost you can get as many as you want, but it'll cost you
I caved on my end and let my conduits and elementalist just take a kit IF they sacrifice a ward. I think it balances out ok
see i just said if they pick the weapon ward they can pick a signature ability from kits
since thats really what most of the kit fantasy is from
at least to me
At first blush, that seems really elegant, but my desinger senses tell me that the kit bonuses are often better than the base prayer ones. So even if a conduit, say, didn't take a signature ability, its still MUCH better to take shining armor AND then have a conduit ward.
Or, are you saying, they dont' get the kit bonuses, and can use the ward to get a signature ability only?
they get the +3 bonus stam, the +1 damage bonus with weapon abilities, and a signature from a kit (except its numbers are reduced a la field arsenal if you don't have the right bonuses)
but anyway
more on the actual class lol
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 😛
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
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.
in early levels, you can bargain multiple times
you just pick a different bonus each time
at 4th level, you get the curse maneuver to accommodate for that exact thing
because at 3rd you get HEAR ME! which means you need to bargain less to get the same amount of juice
i also deliberately included a 3 fervour maneuver ability, and at 2nd one of your options is (probably) a maneuver ability
Kits are more valuable than ward. If they sacrifice both ward and blessing/enchantment then I think that's about right?
Yes, that's what I settled on. But, as mentioned - for another channel
i might reflavour this 6th level ability
(wording subject to change once i get back up to 6th level and am looking at the earth elementalist precedent in more depth)
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
i dont think a class specific perk bonus tracks to me - sounds like the job for a title
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
ye
same thought at same time I see
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
it seems roughly on par for one round but it lasting until end of encounter is too much yeah, i’ve not hit 6th level yet in terms of proper working though so dont read too hard into it
The elementalist source of earth has a statblock for a summons, so maybe instead of being a Retainer it's just a unique creature?
i mentioned that earlier and thats likely the solution
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
i think that's just generally true for the devils lol
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
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.
no, that'd be a bit much to fit in flavor text
maybe for it's own ability though, more out of combat focused
this might be my most batshit formatting yet. but
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'?
just granting a retainer is fine but summoning one as part of an ability is very good for an ability
gotcha, and I suspect you'd like to leave the option open for a hero to have a normal retainer AND a summons, whatever it may be?
exactly
@lethal elk @eager basin vibe check on the conceit? tbc their signature action is the signature action the subclass gets
i was wondering if that was neat or too cute and i should just give them cool unique things
actually this damage whould be way down
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"
it's not the same stats as yours though
its just conceptually similar
but it uses their numbers
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?
is that a problem?
a lot of other abilities don't scale with level outside of a single damage point occasionally
and how draw steel is designed 2d10+3 will always be pretty solid
this isn't a retainer i'm designing, it's a class ability
and those tend to be static
originally i thought they should grow with you but i think that's too much juice for an ability
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
point taken
hm
yeah i think it's fine for now but i might revisit it later
i think my statblocks are pretty cute at least
including the names
i really like 'em
i might reduce the stamina based on the source of earth again
Yeah, they look pretty good. Its hard to match official style without their publishing software, but it'll do nicely
i meant mechanically but i'm also somewhat chuffed on the formatting yeah lol
this might be too much sauce at 4th but. it compels me
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
ok thats enough brainpower for the day
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)
so ~22 things
I like it, seems totally reasonable to me. Caustic Alchemy Shadow gets an extra surge on any surge attack at second level.
Mmm, that's a fair point, I suppose that's on parity then, maybe even a bit less.
Maybe could give it the ability to boost potency with only one surge?
That’s a bit more power, but only in the situation where you want to land the effect.
thats sick but id save it for higher levels
in fact i might stick it at 7th or 8th rn
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?
eh, i like the progression i have for the fervour granting abilities
eternal fragment -> altered form -> eternal bargain -> sublime ascendance hits the beat i want of like
becoming more and more akin to your patron
totally fine if not, sometimes I have inspiration, so I hope its ok if I just throw it into the ether
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
i updated the to do list, 18 left to go
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
if you can cite a page number i might change it
huh I guess I'm misremembering then. My apologies!
i keep going back and forth on if bargain should let you juice all your potencies by 1
i think the answer is no
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
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
yeah
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
eh
hm.
this doesnt get around the issue of the bargain -> catch breath costing two maneuvers being very expensive though
I'd avoid that just because guarenteed edges tends to wash out situational bonuses.
yeah thats why i decided against it
it also kinda encompasses boosting potencies and damage and forced movement all in one when i like them being distinct options
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
i don't think that's the solution but i could give them an alternate way of getting recovery expenditure
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
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
hm
i think this is leaning towards just spending a recovery straight up though
which would be cleaner
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
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
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
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
I'd rather increase both the benefit and damage
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
yeah im on that wavelength too
I think you could probably do +2 damage
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
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.
oh right that was another thing
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
fair enough
actually, have you thought about non-buff bargains?
Like a bargain to gain 3 surges, or cleans status effects
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
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
anyway im back on the new ability grind
i really like this one (9 fervour 6th level infernal)
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
I'd look at the high level conduit ability that lets you visit your god. Can't post it here since it's patreon packet
oh shit i forgot that 💀 my ass was working off the null and fury
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
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
i'd need to come up with ways for the triggered action to scale from just halving the damage
reducing the potency is one but i'd need another
that said, i think theres a conceptual difference between reducing incoming damage and getting temp hp each round
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.
reverting it back to the previous version where it always reduced potency base would fix that because it would make the potency thing the core of the feature
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
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
it's my class i get to name the abilities
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
i was inspired
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
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
i might add a lil smth to the Synlirii Brain Drain
i think i finally figured out that 6th level noncombat
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 😩
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
im gonna move eternal damnation (with a diff name) to be generic acolyte and make it aura 10
and not fire
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
@eager basin @lethal elk class v1 is finished 😄
I see we're both on a similar time schedule 😛
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
"You are not safe". I love it. Might want to specify after a respite though, since technically speaking you can't respite in an unsafe location.
shouldn't a nerve attack target reason, not might?
the might represents your ability to shrug off experiencing a lot of pain at once
in a constitution-esque way
for Eternal Damnation "Damn both the high and the low alike"
for Rise and Serve, I might make it reduce maximum recoveries, which replenishes on respite (possibly only a few per respite). That way it hurts to spam it, and has lingering downsides.
what do you mean by hurting to spam it
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
Like currently, if a hero is under 2/3 health, it's better to kill and then ressurect them for the free recoveries
and you can use it once outside of combat
and yes, reading through screenshots
only if you have 11 victories and at that point i think go nuts
no they changed out of combat ability use works
i think killing your own teammate is such a horrendous tactical move that its fine tbh
oh right fuck
its just 1/victory now
yup
and I like that the class is good at ressurection
makes sense
but I think it should have a cost beyond the immediate.
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
not permenantly
yeah
my brain is bad wording rn bc im cold
its never correct to kill your own ally
the correct move is to wait for them to lose that 2/3rds health and then die and then resurrect them
which i think is fine
its the same total stamina
it's very common to be under 2/3 health at the end of a fight. Especially at higher levels.
yeah
the main gimmick I'm trying to avoid is the recovery generation
since it gives 2 free recoveries
i broadly agree but talent has it at 11 clarity
so clearly at least the designers think its ok at super high resource amount
and I think that will also be an issue lol
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
maybe 1 ardor for using bargain as a free maneuver?
possibly also ignoring the damage, not sure
oh interesting. That's just once at the start of combat though. Hmm.
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
yeah it's WITNESS ME! at 6th
this is, btw, why you get an alternate maneuver at 4th level
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
infernal patron says it gives Infernal Glibness, but then the benefit is listed as Forked Tongue
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.
yep
I think spending one Ardor to ignore all damage from a bargain is probably fine?
hm
...might be worth 2
ardor is a respite resource
2 to be safe
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
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
the way im conceptualising it is that like, for example, the null's Order can be spent at the start with 1 = expanding null aura by 1
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
I mean, I think just 1d6 for the extra bargain is way too cheap personally
thats something that'll shake out in testing pretty easily
or rather, it's very strong, but it's potentially balanced if thats where the power of the class is.
its kinda what you get instead of stuff like the elementalist getting a perma aura and stuff so
yeah
im still
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
I wouldn't be surprised if some of those changed too.
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
sie a table nce they ahvyeha
lmao
@hasty vine Do you want comments in here, on document, or somewhere else?
options 1 and 2 both work
2 is probably preferable
Just got to this point. Agreed - well said with so little
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.
much appreciated!
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
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
Yeah, its an interesting diliema because creatures dying is a lot more certain, but also heavily dependant on the encounter: a fight with a bunch of minions; LOTS of fervor - fighting against a solo....nothing.
it counts any creature
in a fight against a solo it's more likely that any given one of your allies drops to 0 which also counts
its more than im trying to figure which gets the +1 boost to be gen 1 to gen 2 fervour
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
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
Any reason you can't combine it WITH curse?
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
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
if i fold it into curse part of me is tempted thematically to just make it reveal their lowest characteristics but i also feel like thats turning a ribbon into a nothing
what about highest and lowest?
eh at that point just reveal them all
also i dont want to forcibly encourage using curse early
its meant to be a small side utility thing like
practical magic
so maybe i just disentangle it from curse in its entirety
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"
thats where i was leaning
So, if monster has M3 A2 R1, and youre strong potency is 3, director says "its supseptable to Agility and Reason"
either something like that with it being binary or a one shot instance of learning a creatures stats
Yeah. I think you can get away of giving that feature with the bane. Perhaps also you could make it where the hero learns ONE stat of their choice, and can repeat while cursed as a maneuver to learn another stat?
So, curse, I want to know its "REASON". then turn 2, maneuver "now tell me its MIGHT"
this is leaning me towards making bargain a side thing and making curse a judgement/mark-alike but thats a full rework and i'm still unsure if itd be better
🤔 honestly, reworking bargin to work like judgement/mark isn't a terrible idea. I could see something like it costs fervor OR stamina? That's a seperate convo.
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
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
the first tab is this discord channel its just cropped
yeah
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
Oooh, yeah I see what you mean now. Yeah each has a different feel. 🤔
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)
yeah, no way to guess without something more concrete to see
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
it'd be something like this
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
Yeah, looking at the curse in that format - it 'works' but it feels a little too close to the Judgement
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
yeah
hm
p'haps a tad deranged. however it compels me
why is it specifically strike, and not ability?
edit: already outdated lol
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.
thats not the updated curse it was an abandoned alt idea
strike = 1 person
not power roll = potentially many people
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
that does make sense
my thought process was stopping you targetting a star you cant succeed with but it should be about targetting weaknesses u right
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.
good point! easily fixed
part of me does wonder if p < weak is going to make the fervour to learn stats p obsolete
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
bam
i like this
...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
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
Fey step is very weak.
Yeah, you can probably get away with also adding the shadow Ability to hide after the teleport
sick i can boost the distances
i considered but i think id rather bump the distance
actually that said going invisible is cooler
ooooh being invisible for their turn is great
just a "yeah, imma step out for this turn be back after"
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
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.
yeah
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.
End of next turn would allow the acolyte to hide during their turn alternatively
yeah thats intended
but maybe
Do you mean "end of your next turn"? Because that means you just use it as soon as the next monster goes, to have stealth for a round.
I did, but in that case, I would say that you would JUST be invisible (bane), not hidden, and then you can try to hide on YOUR turn. That puts it on par with something like the talent ward
ok, then you use it right away to have a bane for the entire round. I still find it not the best design. The talent ward is a ward, which is designed to be automatic and relatively low bandwidth. This is for a triggered action, which is your main off-turn interaction.
Mmm, yeah - I see what you mean - that's a fair point.
That said, if it autohid you, you'd still want to use it ASAP so you can't be targeted until your turn.
When the invisibility faded, if you weren't in cover/concealment, you'd no longer be hidden. But you are right it might need to specifically un-hide after the invisibility ends
that's something that might need playtesting to figure out how strong it would be to use existing cover/concealment
the way i see it is comparable to the conduit "inflict a bane on an attack" triggered action, except it only works on you and you have to pre-call it so you also get to teleport a bit
the thing that makes the conduit strong is both A) you can use it on ANY attack, especially on allies and B) you can choose to use it after seeing the result, meaning you only use it when it has an impact.
I think you can do more than just a teleport
we'll see
man
i'm really proud of the acolyte
i feel like it's basically in a finalised state if not super duper close to it
thinking about this again
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
part of me wants to make it a one time start of combat thing but i suspect that is a little cringe
alternatively it becomes an on-demand thing, where you pay life to juice an ability in specific
idk
eh meh
theres interesting space here to me but
the alternative answer might to be to juice the effects further to make it more worth but
that's kinda icky
idk it might be that this should be how it works by default
actually tbh i think bumping the numbers might be the actual solution
make it more meaningful if you literally just bargain for one ability, and make it upside if you use the juice more
yeah
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"
i think i might go with this for now, though the area increase of +2 might end up getting bonked back down
i want them all to feel impactful early if you spend a maneuver on them
Yeah, I think area +2 is the strongest there for sure
Worth seeing how it plays in practice though imo
update: just had a player play an infernal acolyte this session and use the area +2, and i think it's solid and great!
not upping the flat output but rather the potential output limits it but still lets it do cool stuff
such as make a 7 cube of hellfire for the rest of the encounter :p
the more time passes and the more i run for my acolyte(s) the more unreasonably happy i am with how its shaped out
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
Love to hear it!
decided to continue working on the Whimsy (though i'll probably update it more as/when the fairy summoner drops)
i just want to show that i'm cooking out my fucking mind though (this is 9 fervour)
im not sold on the name but i love the Whimsy doing shit like interrupting malice
i think i'm good to call the base class complete
i might futz with specific abilities, especially when the fully rebalanced pdf drops
bargain's numbers at +2 rolled damage and +3 forced movement is working great
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
That’s interesting. In my experience I’ve found one point of forced movement to be worth around 1.5ish damage. More than one, less than two.
Although I guess not every ability has forced movement, don’t applies less often?
forced movement tends to be single target whereas +2 rolled damage boosts aoes
so it gets a multiplier
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
hm. as a 5 fervour ability this was unusably bad but now i think it might be too much sauce
i also dont nesc want to replicate the actual devilish charm but maybe i should
(though obv not forcing a presence test)
update changelog: rejigged a bunch of the signature actions
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.
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.
i do also continue to wonder if i should just remove the forced movement increase, however
actually i might pull the ripcord on that
eh. we'll see
yeah i think im going to do the wall of bones shunt
i want to make one of the undying 11 fervour abilities deal damage/conditions anyway
i might move back pain unending to undying 11 and figure out a new general 11 fervour ability
how fucked is this for dealing damage as a 3 fervour maneuver
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)
i think im going to move pain unending back to undying
this is the new 11 fervour general acolyte ability for now
i came up with a cool rider
should probably be twice
Haven't really read this, just gotta note that the font is making it really hard to read for me.
pretty fucked lol
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.
I think the cut the damage and it's in a good spot
ok good thats exactly what i wanted to do but was worried to do
i'm extremely happy with where the class is at
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
that said i asked my acolyte player about it and he felt happy with it so
i do think its very hard to manifest the fantasy of 'you slowly become more like your patron' without leaning defensive
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
thats only if it shapes out to actually be an issue though
feel very happy with these changes, just want to see how bargain boosting knockback feels and if that should be reverted
honestly the back and forth nature of it kinda doesnt hit that beat to me anyway
i dont know if i could get away with asking people to track how much fervour you've expended though. maybe
reminds me of the 5e sorcerer playtest
also for a bunch of them the higher level features involve gaining flight and losing flight mid-flying fucking sucks
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)
hm. the more i think about it the more i'm leaning towards checking maximums
who was it i talked with about this for their class
Out of curiousity, how much playtesting did you go through with this class?
I’d be interested in participating in some playtests of this
We could def run some together with @verbal prawn. Maybe alongside the Gunslinger 🙂
i run a campaign for an undying acolyte (whom i originally made the class for) and i did an extended series of playtests for an infernal acolyte
i havent done high level testing but tbh im not as worried about that as getting fundamentals clean
Very fair
Cool. If you want to set up a playtest for the Aberrant, let us know. I think we could even do tomorrow.
tomorrow might be a bit of a quick turn-around but i could do something next week if i can grab enough people
There's already 4 of us.
You, me, @verbal prawn and @eager basin
No need to fetch anyone else
Just gotta make sure the other folks can. @verbal prawn usually directs
I can run 2 PCs, Exo can do monsters plus 1 PC
Shall we try to see if we can schedule for tomorrow?
Ill invite you to our server
Just accept my friend request
we love redoing all the bolding on the entire doc in the name of accessibility 🫡
Lol sorry mate
sooo much useful stuff out that playtest
excited for next week
i still feel great on the bargain numbers
got some help tweaking some specific ability numbers
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)
i think with the defensive benefits and the fact they're less universally applicable than the fury or nulls that it's cool
i want to play around with the thresholds for that (like maybe bumping them all by 1-2 flat) but we'll see
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
i cant wait for the inevitable creation of the mcdm acolyte that makes me cry
i should crowdfund 3k off this once i finish
Lol that is kind of inevitable isn't it?
¯_(ツ)_/¯
i will simply have to be so popular before then that they just pay me to include the design in a book 🙂
Sounds like a plan
loved how this seems to play after one session
big fan
i honestly might keep the numbers as just scaling evens as well
The way this works with similar abilities is that the effect remains until the end of the turn where you use your HR.
i know
noice
