#Random discussion
1 messages · Page 2 of 1
Yeah, I could go either way. Its hard to know now without testing if 1 or 2 features is grossly overpowered. My idea was, in this case - a title to give a character a bonus to ranged damage and distance with weapons.
Another idea I just had though is - what if you just get the signature ability of the kit, with no change to its bonuses (basically, you apply the benefits of the kit to that ability only)?
I like that idea! I think as long as you come up with something that's somewhat stronger than one of the mixed melee/ranged kits like cloak&dagger or raider, but notably weaker than tactician, you're in a good spot.
Looking for some feedback, but is this too much for a 4th level feature:
I don't like any ability that is just "you don't need to care about [game system] any more. I'd rather have something like "you get +1 to crafting rolls for each language you know", as an example. Be more about uilding up, and encouraging interacting with systems.
1 renown isn't very much, so that part is probably fine even within the broader ability. "person with a crafting skill" is a little wierdly worded, is there a reason you said that instead of "a crafter", or other diegetic phrasing?
The third bit I might make take a little longer than just "a touch", at least for the knowing the specifics of it. Being able to figure out exactly what an item does could potentially mess up some adventures "what does this mysterious amulet do? Hang on I'll just touch it" but I do think it fits in line with an artificer, and itsn't otherwise broken.
Overall, I don't think it's too much power, but it's definitely cramming a lot of stuff in together. I might split it up into separate abilities just to make clear you get multiple things.
Yeah I agree you’d get more mileage spiting these features up over a few levels.
There’s definitely already a feature in the game that lets you be fluent in all languages for project rolls. So I think that part is fine.
Hey I just tried to make the Autophage from the Chain of Acheron game into a DS solo, would anyone be interested in giving some feedback? I tried to post in the homebrew channel but then I messed up the post and now im locked out for 6 hours XDDD. If anyone is interested shoot me a DM and I will share the word doc.
I guess Ill just throw it in here thats probably easier XD
I mean, that first one I stole from the conduits blessing of comprehension, so its already in the game. The thrd bit I more or less copied from void elementalist. So, are you saying that you disagree with those features in the core rules?
Its hard to know the formatting until the final version is out - there are a few features in other classes that seem to have 2 or three different bonuses all crammed into one paragraph; but its not always consistant 😕
Also, regarding the renown refering to skill, I also saw precedent for it here:
Yup, and I kind of hate blessing of comprehension lol. Just because it’s base game doesn’t mean I like it.
The third ability I’m fine with, just pointing out potential issues it could cause
I think my main question is, why does the artificer get a renown? What’s the fantasy you are trying to capture
Because depending on that answer, might change how I think the ability should be worded
Because a small crime lord who cares little for creation might still have Forgery as a skill, but a rich noble who is a connoisseur of magical creations probably wouldn’t have any crafting skills
I think it has something to do with being a recognized exceptional crafstmen, but not sure how else to describe it atm.
As a matter of fact, I have!
I used it to sort of used the monk of long death as a model, and think I came up with something interesting. Let me see if I can pull up what I had here
Ok, so this was definitly a WIP, but if people are interested, I can go and finish this out: https://docs.google.com/document/d/1g1VmULwdxIo6Tkmj2bPjrXOI5I4yUDZgnUwjp6if4Lw/edit?usp=sharing
Draw Steel Classes and Options Null Anikinetic Tradition Anikinetic: For some, death is merely another reflection of energy. Your training has allowed you to tap into powers of death, in order to halt its advance, or hurry its arrival. You gain the heal skill. Outline Level 1 Tradition Mast...
oh sorry, talent not null
Aah! ok. Not I then
Hello. Has anyone figured out how to apply Draw Steel's exploration montages to something more like an overland gameboard?
I don't mean anything on the scale of a supplement, but a way to have the difficulty of the montage be coming from the map and the world itself.
I think the way to do it would probably be something like assigning a "difficulty" modifier to each hex/point/path, then based on the total difficulty of the trip determin if it's no/easy/medium/hard montage
So you'd say something like "The road from City A to City B is 1 point, the road from City B to Town C is 1 point, the forest of gloom is 2 points, and the mountains of doom are 3 points. So this is a 7 point montage". Then you check your table and see that anything 6+ is considered a hard montage, so you run that.
Huh, that could work. It can even work with stuff like airships, or sea vessels.
But what about larger maps with more hexes? Wouldn't that essentially be montage test after montage test? And how much time should it take?
I could probably borrow the idea of a domain turn by allowing it for one a day, 7 per week, but I would probably need to stick with smaller regions instead. Not until airships, ships, and stuff like teleportation devices come in.
In which case, would be multiple hexes for one point, like 2, 3 or more.
It would also have to be in environments that are immediately dangerous and filled with threats.
Like having a stronghold/headquarters in a crime ridden city, a fantasy Amazon jungle, or the demonic, Abyssal Wasteland.
Has anyone tried homebrewing the operator? If not, have the devs talked about what they plan for operators to play like?
all we have are old 2d6-era ideas for it
im sure you could do ur own spin on the vague idea
Do you know where I can find these ideas?
#ds_general message
Perfect, thank you! 🙏
If someone did do a homebrew fork off the Null with weapons, what would we call it? 🤔
(similar to how Illrigger is presumed to be a small deviation from Censor with it’s own class).
I was thinking something “Prime” / “Aleph” / “Omega”
I don’t necessarily want to homebrew myself. 😅 I just want to influnce the discourse with a cool name, since it seems inevitable that someone will do it eventually.
@ancient pewter were you able to find the progress clocks in regards to Draw Steel and villain goals?
i think they are in the patron channel, im not a patron anymore so i cant find em
You thinking of a name? Maybe Siphon?
but i stole the whole thing from a lancer homebrew called arms race
eraLANCER: Arms Race (draft 3) By adopting LANCER: Arms Race, your main NPC factions can gain access to faction traits, a growing roster of units, and upgrades to help them keep up with the player characters. For players, they will know what to expect. They can bring situational gears, knowing ...
ignore the stuff about plans, the main thing is about setting out minor/major goal clocks and ticking them up when the heroes respite
completing party goals (like collecting a mcguffin) or defeating enemy lieutenants can tick these down
Alright. It looks worth checking out.
Thanks man.
is it possible for you to find what i spoke about if ur a patron? or like see if its there?
if u find it lmk
A patron to MCDM? Sure. What's the title again?
Or do you mean like a patron exclusive channel on this server?
the latter
Ooooh Siphon is good
has anyone figured out some cool iconography for stuff? like the ⚡ for surges
i was thinking about some way to denote +[stat] (a number of times)
if that makes sense
So like ✊ 🦶 🧠 👁️ 🌹 for MARIP?
Cowboy Bebop?
How is that rose standing straight up like that
I haven't found it, but reading through Lancer: Arms Race, this definitely sounds like what I am looking for.
Adversaries might need to be spread throughout echelons, but it's def what I can use.
dope, if u need some advice lmk im running an arms race campaign rn
Thanks.
And thanks to whoever created the monster math homebrew. It really helps for Unit Upgrades.
Looking at the Arms Race one, I think it's exactly what I need, but could use some advice on how to balance and include some things.
For example, for some holdings, could there be a roll or adversary downtime cost of having it be harder to reach?
Say, requiring a sea ship, or airship to get to?
Or maybe certain difficulty montage tests via exploration to reach?
yeah that tracks to me
especially if its the throne
Cool. And what about the teleportation device?
what do u mean?
Trying to figure out how to incorporate this unless it's the idea of going back from the ship/airship back to base.
So trying to make multiple would be more trouble than is worth unless they dedicate themselves to it?
For some comparison, a fully complete treasure or Echelon 3 trinket is 450 points. So it costs more than a full hero worth of leveled treasures.
Jesus, that's a lot..
Depending on how much downtime they have available or the number of retainers they have working on it in the background, it could be doable. But it's by no means cheap.
I can see them making two at most for the purposes of one at the base, and one at the ship to get more supplies, and retainers if they start to suffer heavy losses.
It's a big investment to connect to other teleport platforms. Not really a build a network by yourself sort of thing.
If you want to give the party one, I'd give them some resources that add a chunk of project points
or have them loot it somewhere
I can see it being a reward for taking out a throne hold for a faction.
oooh, yeah for sure
this rules so hard
Heck, if they're going to cut off the head of the snake, might as well get something cool for it.
Especially if it is going against a faction with upgrades, units and traits from the Arms Race.
It's really starting to come together.
if i ran an arms race campaign in draw steel i wouldnt do upgrades
draw steel is a lot less modular and paced than lancer
In that case, what can replace them?
I do see a Monster Math homebrew that could be helpful. Would small stat bonuses work as a replacement?
i would just cut it out and have arms race just act as the pacing mechanism for villain schemes
I might just give it a shot to see what happens. I think it might be at least worth playtesting a bit with solo play.
I need more practice with the rules anyway.
Would treasures work?
Never looked at Lancer Arms Race, so no idea
but that's the main non-level power in draw steel
treasures could be a reward for taking down enemy holdings
either complete or just the crafting ingredient
or an adjustment to the stability check
yee
Also titles, but I think they should be for special/cool situations, rather than the default reward
There are already perks I think that can cover a lot too
The more I think about it, it kind of reminds me of Phoenix Point. The game Gollop made as a throwback to the version of XCOM he made. The original one.
That's kind of the feeling I am looking for, actually. Something that allows for a lot of choice on both side, and strategic along with tactical tension.
arms race rules, im loving it
especially if ur players are like local leaders
That's the hope.
Thinking of styling them as survivors of the Chains of Acheron after Ajax destroyed it after Black bottom.
thats dope
@brisk blade (continuing from #ds_patrons message) Just as a short note, I didn't read what James Introcaso wrote as "spending" victories, but as a condition for when you get another use of it. Just like "I gotta wait until I've had a respite", it's "I gotta wait until I've earned X victories", in neither case you spend the respite/victories resetting them. For an example, check the Mask of Oversight (Patreon packet p. 273), or the Getting Too Old For This complication (p. 198)
dont have access
could i have some further context?
Sure thing:
Later Putte responded with:
Secondly, hmm, i like the concept of spending victories for an item, but i also feel like a victory is a very expensive resource to spend.
Thinking about it, the item is supposed to channel pure willpower, so it might be fair to just have it use whatever class resource/malice that the wielder has access to. I think it'll work out well for what i want if for, thanks for the tip
So the topic might already be finished, but I thought it apt to mention that there was another read (i.e. not spending victories but waiting until you've gained victories)
ah gotcha
plus expending recoveries just makes one player attrition harder than everyone else
Is there an existing ability that lets you push 2 enemies against each other?
I mean, any regular ability with a Push can be used to push someone into another and they'd both take damage. But I presume you mean that both of them are force moved, in which case you'll probably need an ability that Slides more than one target since they'd be moving in different directions. The troubadour's Hypnotics Overtones comes to mind, for example.
Yeah, i know
But there was a difference between what James suggested and what i wanted out of the item that i'm creating
What james suggests seems like a "you need to be on this much of a roll to use this item". And this is good design, i like it, but not for my item.
So James suggested a way of designing something, which let me think of an additional way to design it
Yeah, this is sort of the point of the item. It's supposed to be a very powerful item, but consume you in the process of using it, in order to make you use it sparingly.
My problem with it is to figure out how to make the players just not play around it by respiting all the time
I don't imagine you'd consider just making it a consumable item? Or that it is fueled by some consumable magic item. That way, if they want to abuse them, they better stock up first
and that means 'spending' project points that could otherwise have been invested in other powerful things, and if their use is getting ridiculous you could starve out the required resources.
Alternatively, it could apply a condition on you (weakened, bleeding, dazed) with either Save Ends or lasting until some situation you specify (to limit the ways in which the condition can be ended by friends like the Green Elementalist or a Troubadour).
No, making it a consumable item won’t work, i don’t think. This is supposed to be an item in a set of 3 spread across the continent that the villains are chasing. They are supposed to be powerful items on their own, and when you combine them you will be able to control the dragon sleeping under the spine of the world.
So the item existing is more important than the effect of it
You could make it cost your next respite activity? As you need to sleep off the bone-deep exaustion it causes.
Hm, yes, that would be an option, but my players haven't really started using the respite activities yet, and i'm unsure that they will
And like, it feels a little tame to say that this legendary item allows you to channel your sheer force of will in exchange for your spare time activities
true, just hard to have any sort of lasting cost in a heroic game
I think actually a thing to do might be to have a mysterious clock. WHen they use the item, fill in a section
what happens when the clock fills up? Something bad, presumably, but who knows....
Yeah, i guess that's kinda the point of the game, right?
And, i wouldn't really say that i want some sort of lasting cost on the player, just the feeling that something isn't right with using the item
So i think i'll keep the item spending recovieries as for now, and balance the item by not giving the players as many chances for rest once they get it
And who knows, maybe that allows for the party to pass the item around, so everyone gets to use it
I don't remember if this was the thought I had previously, but...
Ajax needs more triggered actions
Currently he has triggered actions to counter Tactician, Fury, Censor, and Shadow
and also sort of conduit, with the anti-heal one
so, just spitballing some ideas:
Troubadour - "You stand upon MY stage" gain malice when they use Appeal to the Muses
Talent - "How frail the mind can be" something off of taking strain damage?
Null - "You suffice? Ha!" - Let's Ajax use one of his artifact maneuvers?
Elementalist - "No distractions" - free strike on Elementalist when they start their turn concentrating
Ideally, they'd only have access to the actions of the players, so Ajax is customized based on the party that fights them
Exactly. Whatever hereos aren't in the party, Ajax doesn't need those triggered actions.
So, random homebrew idea, but curious if Drunken Master was a kit, what would be the signature theme of such an unarmed kit?
Either a taunt or give bane on attacks against you i think
So, a simple 1st Echelon Title I've thought of that will help me with a couple conversions, and thought I'd share:
Signature Style
Prerequisite: You gain at least 5 victories with a kit
You can use treasures associated with the kit used to gain this title. You also gain the signature ability of the kit used as a prerequisite for this title and you can always gain the benefits of that kit when using that signature ability.
Basically lets someone be a discount tactician with two kits?
Yep. Gives a character an option to have a little more variety in their weapons, but doesn't actually step on the toes of 2 kits; and it actually allows the tactician to gain the benefit. In fact, the way I have it word - the idea is you can use EITHER your kit OR the kits modifiers for the signature; if you were a tactician, you'd have 3 kit options to pick from for a signature (though typically, the signature works best with its own kit).
Sharing this here as well as the Manifold, but new side design project Im working on. 1st Draft of 1st level of the Gloom Elementalist! Looking for any feedback
Eclipse of The Inner Eye is too powerful I think, it eclipses (ha ha) all of the shadow colleges’ 1st level feature, since none of them lets you hide unconditionally
I mean...that's odd, because I literally copied the text from Smoke Bomb from the shadow.
Smoke Bomb requires you to shift into cover before being hidden
Ooh, ok, I see what you mean. In that case, I just need to add a single line here at the end that says "You are no longer hidden if you do not have concealment at the end of your turn"
That being said, not listed here is the triggered action that gives the specialization invisibility, and at 3rd or 4th level, they can generate their own concealment in other ways
An invisible creature would already have concealment, so you needn’t specify that they need to move into cover to hide
Still, like I said earlier, wouldn’t this be too powerful? Feels wrong to have an elementalist be better at hiding than any shadow
I don't know if they're better. They're at par perhaps, but they also don't gain as much from being hidden as a Shadow. The majority of the theme is stealth, where as the Shadow has stealth AND a lot of other things.
On the subject of prestege classes
I think there is room for a "prestige echelon" which basically replaces the abilities you get for a set of levels (say, 4-6)
Probably keeps the same subclass abilities? But maybe it swaps those around too. Or just gives you a third option to pick from at those levels!
If you get a critical hit on a maneuver or other non-action non-strike ability roll, it should give you some HR
maybe like 3?
Just something so it doesn't seem like a waste
oh nice! glad you enjoyed it.
Just taught them that from the start lol (and said it was homebrew)
For what it's worth, an extra action is worth 5 Heroic Resources (based off of Strike Now and Shadowstrike).
Yeah I think 3 is a good number, see how it feels
I guess it should only come up once every 33 odd rolls anyway right
The one issue is does that encourage people to use maneuvers that gave a power roll over others?
For a 3% chance of getting HR? I think most players would rather do something more optimal to their current situation than gamble it haha, like if you’re dying you’d want to use catch breath, not gamble on extra HR, or if you’re a censor/tactician and don’t have someone judged/marked id imagine you’d rather do that than gamble on 3%?
And if you have 2 good options and one has a power roll, then yeah maybe you’d pick that one? But I think that’d, if anything, speed up combat decision making 
True - it sort of depends on how much your players are motivated by such risks one away or another. I don't mean to poo-poo it, just a thought I suppose.
Does anyone know of any collections of homebrew titles? I've seen a fair amount of treasures but not a lot of perks or titles.
Nothing yet. I had a couple I sort of drafted up, but they're not organized. I think because titles are a someone less common sort of reward from other rpg's, people are still getting a hang of their scope and power.
That said, happy to help brainstorm if you have an idea or 2 that you need to flesh out
These are the two I was working on that prompted me to go looking - 1st echelon
I'm trying to get another 1 or 2 that could be earned during the fall of blackbottom. So maybe something about knocking a hawklord out of the air, or fighting in confined spaces
Those look great! I think Heal + Defend on yourself would be pretty cool option if you ask me. Get down, could you get away with having them reduce damage by half and go prone?
I'll have to find my list of options and share them sometime
I like combat medic too
Also yeah, I think get down could have some stuff added
Maybe something like this
Could add an “else, you half the damage and fall prone”
Has anyone else used modified Hero Token rules?
Outside of just changes from auto-success to a re-roll
Sort of: the only thing I do is for the reroll - if they don't succeed OVER the previous roll, they get the token back
I used to have this rule for Inspiration for 5E, and its worked well enough
Hmm my current issue is an overabundance of them, so that might make things trickier lol
Ah, ok - whole different problem then I suppose
Unrelated - but working on new subclass; and curious if this is over powered or in line for 5 HR - feel its about even with Coup de Grace/ Censored?
I feel it might be a bit underpowered?
I was also debating having it grant you surges too
the main idea being - if you can call your shot and take something out with it - you get a big boost.
Might be good to clarify, is it after the damage is done you check the stamina level?
Would be as simple as saying, “If the target’s stamina is now equal to or lower…”
Ah, good point. Yes, it is after you deal damage you check
The damage scale feels a little flat. Nulls get an intrinsic +2 bonus iirc, so the base damage would be 4/5/7. Should probably be 3/6/9 or 4/6/10, based on the damage spreads for single target abilities
So you think it should be more damage? By my math, a 2nd level null with the density Aug has a Recovery value of 12, so I was using that as part of the damage calculation
I based the ability on censored with its auto kill
Oh, not neccessarily. I just grabbed the spreads which were near the Tier 1 result of your damage, which yeah would be higher damage on average I'm realizing 😅
Got a little splash screen cooked up for my first DS adventure! 😄
Sick title 
I have considered setting them to either adventure by adventure or respite by respite. Rather than session by session, which in many cases means combat by combat to me.
Adventure by adventure makes them really pleasing as a reward to players for doing the heroic thing. But I still need to get a feel for how plentiful or scarce they'd feel.
Onto my next project: Making a few new stormwight kits (because I can :P) - at the very least I'm making this one for a conversion for another player's character. How does this feel for a Tiger Stormwight?
personally i feel like tiger should be lightning instead of fire but perhaps thats my weeb sensabilities showing
I was 50/50 on it either way so I'm ammenable to that
BUT - should it be the 'same' type of storm as Vulken, or is there a way to differentiate it from that, and still be lightning?
You’re keeping the hybrid and animal form the same?
Yeah - its a BIG cat. Bear and wolf didn't deviate, but I know rat and crow did; this is BIG cat energy
What does that have to do with the forms being the same? What’s the point of having different forms if they are the same? Is it because Boren and Vuken are?
Maybe I mis-understood what you meant. Could you rephrase your original question?
So, Boren and Vuken has their animal and hybrid forms mechanically identical, except for the bonus they get past 4th level. This is a left over from when the hybrid form was gated behind your growing rage table, and was explicitly more powerful version of the animal form, currently you get access to both from the start, which renders the animal from pointless once you reach 4th level. Radens and Corvens have mechanically different animal and hybrid forms (I’m not sure if this was the case in previous packets). My question is, why have you kept the animal and hyrbid forms for the Raigen (I really like the name btw) two separate forms that have almost identical mechanical benefits , instead of just combining them into one?
sonic perhaps?
Ah, ok thanks. Is what you're saying is that in a later version - the hybrid forms don't gain a bonus. From what I saw - it seemed like each kit gained a bonus in hybrid form at level 4, but I didn't want to add the temp stamina for Raigen, so I added climb like the Raden.
If I combined them, what might that look like?
I mean...Thunder cats are...on point
Also, the 4 rage benefit grants you a surge when you knock another creature prone, but the kit signature doesn’t allow you to do so, was the signature effect changed from knocking prone to giving a surge?
No, the idea is you get prone from either grabbing or charging via the aspect.
Ah sorry, I missed that
I'm ammendable to changes - but I wanted to try to encapsulate the idea that the tiger, while a grabber like the bear, is also fast and will pounce. So its more about running in, tackling, and then raking and focusing a single target
I’m saying that if you the only difference between the two forms is one get a bonus at 4th level, then there is no point in having two forms in the first place, it’s wasted design space, and wasted literal space because you just copy pasted the same benefits from one form to the other.
If you combined them, then it would just be the hybrid form, because they are identical besides the 4th level bonus
Gotcha - I mean, I think I would agree; but I was following prescedent for the layout they had. Personally, if they aren't any different features, then it would make sense to have them be the same. But I don't know if there is another reason you'd want to keep them seperate - so I'll probably wait till the final formatting is done. There might be other changes but theoretically, I would agree with you.
If you want a good reason to keep them separate, look at the Raden’s two forms, the animal form is specialized while the hybrid form is more generalists, once you are 4th level, both forms have Climb but only the animal form can Hide behind their allies and gain and edge on climbing other creatures, while the hybrid form doesn’t have the weakness of being smaller. With the two forms you can make really interesting choices for the player, giving them two modes of strategy they can choose between in a fight, I understand sticking to the lay out but the layout doesn’t extend to the individual features, you can make them whatever you want!
Is knocking prone meant to simulate the pouncing? How core to the playstyle do you want knocking prone to be vs grabbing?
I'll have to consider on the first and second bits as I don't know with certainly. Grab is probably more important.
But, headed to bed, so will get back to you tomorrow hopefully
If you go with sonic, you could flavor it as thunder as opposed to the Vuken’s lightning, I don’t know if you’d want to imply that it’s slower than Vuken though
Thinking on it, as fun as the pun would be, I want to keep lightning as I think I want to do sonic for the BAT I think 🦇
The kit is one point over budget, I'm afraid.
3 points [9 Stamina]
3 points [2 speed]
2 points [2/2/2 damage]
1 point [1 Disengage]
= 9 points
I'm pretty sure I copied vulken though. Do stormwight kits use the same math?
huh, Vuken is just 1 point above the others. Odd.
I suspect since it's a kit with very strict requirements, it is probably a bit more flexible on the budget. It's not like the tactician can use it 😉
Even the other Stormwight kits? Do you factor in their various aspect and form benefits or just the kit bonuses?
Just from kit bonuses, but every other stormwight kit matches the standard budget.
is the Vuken aspect bonus notably weaker?
No I don’t think so, I was just asking to see if you have assigned points to the non-kit bonuses
Mm, that'd a good point maybe the aspect is part of the budget
The bonuses are really spread out between the kit numbers, aspects and forms, I’m sure and the rage table is also a part of the power budget, so it’s kinda difficult to compare
Well, I know the tiger aspect was feeling a bit weak, so I feel 1 point over should be fine. If they adjust numbers in release, I can revisit
How so?
Charge is useful, but hard to use every turn, so it can be less useful over time in a combat
I don't think the aspects need to be used every turn to be strong, the Boren's aspect hardly comes up at all but when it does it's plenty impactful, charging as an activation is problematic but you do have an alternative in grabbing
Does anyone know roughly how many triggered actions the classes get over the course of the game? I've found that in early play, having only one option makes them feel a little too niche to be reliably used. (That might be down to my character builds though.)
Just the one guaranteed. A few get them as heroic abilities, but after 1st level, there is no common number
Hmm. Fertile ground for homebrewing in other words. I must ponder this 
Shadows get a different triggered action they can use while stealthed, but yeah most classes just have their one.
null can get the most at echelon 3 with multiple options for 9 or 11 cost abilities. likewise, censor has many options (especially if ur an oracle)
btw, can you remind me where the table for the kit math is?
cringe or neat idea
Type: Triggered
Distance: Ranged 10
Target: 1 enemy
Trigger: The target starts their turn within 5 of an ally.
Effect: The target is Taunted (EoT) by an ally of your choice within 5 of them.
Spend 1 Essence: ?
mm i should include more context
porting mid-level dnd characters to draw steel and since there's no illusionist class yet my enchantment wizard player is left kinda high and dry so im conceptualising potentially homebrewing a Shadow element for the elementalist to help fill that niche for them
i can steal talent stuff for a lot of the HR abilities if i want but trying to come up with ideas for a triggered and a 2nd level feature is 😓
There's an illusion-themed Shadow subclass, does that help?
Oh, sorry, misread the question. Hmm.
Oh! I'm literally working on that. Hold on...
This is still WIP, but @white moat I think it's just what your looking for
That said, your triggered action might be better. It gives me ideas though
I would definitely include a clause that the ability must target a willing ally/that the ally must be willing to have the enemy taunted. Unless you're confident that your players don't need that safety belt.
Otherwise these sound like wonderfully fun shenanigans 😛
i think im good to assume good faith on behalf of players but maybe ill add it anyway
waow
Totally fair! https://docs.google.com/document/d/1GKafjy_Uo_3gS71ismdkS-3mFIGAhHSePVpgKiR6Xh0/edit?usp=sharing Fixed now 😅
Draw Steel Classes and Options Basics Per Core Rules Outline 1st level Features Elemental Specialization Steel is the element of strength. Steel abilities use fire and earth traits to enhance or degrade the effectiveness of objects. Gloom is the element of doubt. Gloom abilities use wat...
you are an angel sent from the heavens to aid me in my time of need
i was even thinking about making it a multielement subclass
fwiw i think neither here or nor there lasting until end of round is much cooler and more compelling
also if they're invisible they can't really be observed so im not sure about the wording on that part
i love sliding except the reduction is intuition what a fun idea
Feel free to play around with it; I can't say for certain if its too powerful or not - so I'd love feedback
Also, might be redundant, but figured just good to cover my bases for now.
Yeah I stole that from some other power, I think harlequin shadow, its quick and gets the point across pretty well
The ally definition already requires willing, for what it;s worth
So, almost put this in the strength belt chat, but realized its more broad. There really isn't a good tier of magic weapon between leveled item and artifact. I feel I have ideas for some particularly strong items, but I don't necessarily want them to be artifact "only for a limited time' sort of items. It feels like artifacts are as much cursed objects as they are powerful.
Yeah, artifacts are sorta game warping in their conception.
Yeah. I feel like I need a treasure category where you can have ONE of these things, but you don't have to anticpate that it's going to utterly break your game
Does this replace some amount of leveled treasures, to have one of these things?
I don't know. I debated having an item that counts as two leveled treasures, and it about 1.5 times as powerful
Why only 1.5 times and not 2 times?
Not sure, just a hunch
What about abstracting out “3 leveled treasures” to 3 slots each of a 1st, 5th and 9th level items?
So you could have an item worth (2) 5th level slots or one worth (3-2-1) 1st/5th/9th.
I’d say the item needs to take up at least 2 slots, or else it’s probably more equivalent to a trinket.
Possibly, but then that would require explaining that abstraction - not to mention then it plays even less well with other treasures. But, I'd agree that a powerful item either needs to take up more slots OR have some other cost.
For example - the item I'm trying to make, named the Divine Horn of Anael (custom god) is a horn of storms; you can summon rain that heals, wind that pushes and blocks arrows, and lightning that strikes enemies. Pretty powerful; but it is a big reward for a character. The thing I 'don't' want to go with it is 'the character dies after using it for awhile, or 'they summon a great storm that destroys the city', or stuff like that. Its suppose to be a powerful tool that would arguably increase the power of the whole party, but I dunno - artifacts as they are laid out almost feel like they are TOO double edged to use EXCEPT as a plot device.
mechanically, this horn if I port it over to DS would probably have the ability to 'allow allies to spend recoveries easier (how easy, not sure), grant bane on ranged weapon attacks and maybe can push; and then deal X lightning damage to targets. All costing an action; so its not in addition to their turn, but in place of it, but...yeah 🤔 not sure how to do
I think having it take actions means it can be a leveled treasure
I suppose, but at present, 1st level gives you a dmg bonus and typically ONE combat feature (sometimes a ribbon); then again at 5th and 9ths; so leveled treasures give a total of 3 features at 9th level. Which means, if you want an item that has more than 2 at say; 5th level, it'll have to be worth at least 2 treasures and or on some other scale.
I feel like either:
A) you need to just brew in a new category like “major magic item” and just let that power ride on top of the 3 leveled treasures
B) or spend the time upfront explaining and abstraction of the level treasure budget so that some it can be spent on this item.
are there any mechanical benefits to being small besides being able to climb other creatures?
Cover is technically defined as having half your body blocked by something, so that should be easier for a small creature to get. But I suspect that's somewhat table dependent
In general it's a negative trait, since it makes it easier to be knocked around.
idea: operator is reverse talent
.>.....
What does that mean
oh like
instead of having a negative u can dip into
u have an effective HR cap
go above ur cap and u overheat
procing special effects on ur abilities (a la strained)
I’ve been trying to do something similar where you get ramping drawbacks and benefits the higher your HR goes, and your abilities can spend all the HR for extra effects
Reminds me of Lancer, from what little I know of it. That's a great idea!
thats exactly the idea i got when i was on a walk!
Has anybody made a list of all DS abilities (names) and their keywords? I want to look up and compare some and before scraping it manually I figured I should ask
I don't think so?
I could very well be wrong, I just lurk and admire every spreadsheet that pops up in DS channels
not keywords but here you go
That's a wonderful starting point, thank you!
Funnily enough, this foray has led me to discover that the manuscript never actually defines what a signature ability or a heroic ability actually is; what these terms actually mean is only learned through context. (Presumably an editing thing! Or it just manages to work without being defined.)
Edit: That's not quite true, each class lists their abilities as either "signature" or "heroic" and then just some abilities that are neither. But when it comes to stuff like Ancestries etc it's less defined.
deranged or cool 1st level feature
might be too deranged
might work better to just let them turn invisible as a maneuver
player really vibes with a lot of it but specifically wanted some more brain-fuckery fundamental features rather than the illusiony stuff so i iterated on the idea i had before for that
hm. this might be better as the 2nd level specialisation feature rather than the 1st, since the 1st is normally more uh
ribbony
might be too deranged, especially since the only limit on hiding is now the observation clause.
which is up to director discression
yeah this feels cleaner
nice
I might be able to actually wrap that into the other feature. I wanted to allow the gloom elementalist to pop their shadow off them to help cover allies, or make itself an illusion that can be like a body double, but that might bump it to level 3.
I don't remember, but I presume charmed means they can't attack you is all?
If so, I might do like a slide, and potentency charm? It would be really powerful against a solo otherwise
no
double bane on attacking you
and you count as an ally for aoes
i would consider it adjacent to the conduit ability to inflict a bane on a trigger since it doesnt preclude them from just swinging on someone else, but it costs 1 less HR for the double bane effect
which makes sense to me as a trade off
im specifically focusing on more enchantment wizardy stuff than illusion wizardy stuff because thats the vibe of the original character im porting
I can’t seem to find the definition for charmed outside of specific monster abilities, was this from a previous packet?
no i made it up
its a fabrication
sorry i forgot its not base bc a bunch of people have made their own versions of it
It's basically inverted Taunt
i might be cooking too close to the sun with this one
Oh dear. That's uh... that's a big aoe
yes, that would touch the sun. So I think that counts as too close lol.
Well, it depends on the effect I suppose. For example, an LoE Taunt seems really busted until it's the enemies' turn again
its an 11 HR ability so :v
Yeah that gives some leeway.
LoE taunt is less busted then it might seem IMO. Just effectively becomes a double bane. And one they could neutralize by breaking LoE.
That was ... kind of the point? That Line of Effect Burst isn't overpowered per se, without knowing the effect it applies to
Ah, yeah I misunderstood what you were saying.
(heres the full ability since i might as well, it's for an archfey patron)
initially it was a 10 burst, then it was a 20 burst, then i decided 'if i just want this to hit everyone in the map who can see you i should just go whole hog'
draw steel is not a game for designers who are cowards
contemplating an alternate version of the thrill seeker complication for a player, thoughts?
Benefit: When you start a fight against creature(s) with villain actions, you gain a number of hero tokens equal to your echelon.
Drawback: You can't use hero tokens until you have three or more victories.
Speaking of cooking, new subclass I'm working on - looking for a temperature check on this one?
Looks very fun, but the effect could be a bit more concise.
Did you intend for this to able to damage the same enemy twice or does it stop you before you can target them a second time?
The idea is that it can careen enemies around, and you get to damage ONE enemy twice (then it ends)
Wouldn’t it be pretty hard to trigger this multiple times? Since the enemies would know not to end their turn near each other after the first trigger
That's what the slide is for - you hit a guy, slide them into a second enemy, then reroll against THAT enemy, and repeat till you're out of enemies
A better name might be 'Slapstick' now that I think of it
You make a rube-goldberg machine of your foes, they all fall into each other
But the repeat happens when the enemy ends their turn though, so can’t they can move away from each other and then end their turn? The slide happens before their turn starts as I’m understanding the effect as written
Love this ability good job
Hm. How broken would it be if Malice can also work like hero tokens? Pay 2 to heal up, pay 1 to up your test roll, maybe even pay for some surge boost. But as a kicker, the heroes can pay a hero token to nullify the effect in counter.
i would question why you'd need to add it
Believe the new malice rules have it at 3 malice to up a potency if that helps balance your idea?
Mostly conservation of ninjutsu, I think. Still only a thought experiment, but I've had a couple encounters where towards the end I am down to fewer creatures and more Malice than they can reasonably spend before being hammered into the ground. This could give me more opportunities to 'vent' a little malice. On the other hand, it might just prolong the tail ends of fights beyond their welcome.
Yeah, new rules will allow malice to add damage to monsters, as a universal feature
At the cost of a whopping 7 malice according to the encounter sheet they shared
Wait, was it really 7??
i thought it was 5 but you could juice it
You’re so right, it’s 5+. Misread it at 2am lol
Ok, got page 1 done for a new subclass: Preview -
This is a ranged weapon/ comedy subclass - with a focus on being a very supportive troubador to help your allies laugh along the way 😉
Are there any other Troubadour routines that aren't aura 5?
Is Call Out supposed to be a maneuver?
I'll admit, I'm not really seeing the flavor of a retort halving damage? In my mind a retort is happening after whatever instigated things. Just "Heckle" might work? Or maybe go for a more diologue based line.
Blocking is aura 2. Call out is supposed to be maneuver, so that's a typo. As for heckle name, could be good to simplify.
The idea is just that you give a mocking comment at just the right time to throw their aim off
It's weird, some abilities I have a good name, but mechanic is off, others I have a good mechanic, but struggle with a good name.
You could go the in-character route of some DS abilities and call it "That's all you got?" or "Come now, at least try!"
That said, I would personally prefer a different, more evocative triggered action. Halving damage at range 10 just seems like a more flexible version of the Vanguard's Parry. (I have ideas but don't know if you'd like suggestions.)
It's funny, I too have thought that the Troubadour could do great with a Robin Hood-y ranged subclass. It just screams for such mannerisms. I like your idea of adding jokester/heckler to the archetype, that matches the fantasy and makes it less of just a bowman
Split the Shaft looks fun! Though Save Ends on a Damage Weakness spontaneously feels quite strong for a signature. I'd also imagine an ability with such a name to "power up" with repeated shots (you know, hitting your previous shaft) akin to the Talent's Entropic Bolt
Robin hood was Exactly what I was going for. The comedic relief that keeps their distance and is parts encouraging and disparaging
Yeah, I also debated that, just wasn't sure if this archetype should be high on damage. The weakness was just a condition to connect to the effect, but I hope weakness 1 isn't too much
Are you open for suggestions/ideas, or do you prefer it to be primarily feedback?
Happy for suggestions! Early days still.
Alright, my ideas for each then:
Heckling Retort
The attacker is Taunted (EoT) by you (or the target, your choice?)
Split the Shaft
How about:
≤ 11: 3 + A damage
12-16: 5 + A damage
17+: 8 + A damage
Effect: Until the start of your next turn (or EoT?), the target has Damage Weakness equal to the number of times you havepreviouslydamaged it with this ability.
The taunt might make sense, but troubadour already has instigator signature ability. If ut applied a double bane on the triggering power roll maybe, but since it's at range I'm not sure they WANT that much attention.
As for split the shift, is the idea that it's only 1 dmg boost unless you can attack more than once per round?
No, the damage weakness would increase each time you've used the ability on them, it just doesn't stick around for the rounds when you choose to use other abilities instead. So round 1 = damage weakness 1, round 2= heroic ability (no damage weakness), round 3 = damage weakness 2 would be legal
Bear in mind, damage weakness won't only trigger on your abilities but on everyone's abilities so it's something that can get very big results quick. This should also factor into the default damage.
Yeah, maybe. But, would it be on theme to make everyone weak?
The simpler alternate idea I had is split the shift deals more dmg to a target that got hit already in the round
That could work too! Heck, or maybe Split the Shaft is their triggered action, and they make a free strike (or just damage) against an enemy that's being attacked?
"My grandmother's Dog had better aim!"
Split the Shaft might also work better as a heroic, something to consider
damage weakness is strong.
The taunt might make sense, but troubadour already has instigator signature ability.
Yes, but the troubadour only gets to pick one signature ability (plus kit) and you have given them two extra to choose from.
True. Maybe for heckler, it could be half damage and spend 1 drama for the taunt? Double bane for no HR feels a little powerful, especially at range.
Yeah, but I have more comedic ideas foe the heroics, so I'll sooner ditch the weakness than make it heroic.
Maybe it just makes it so YOU deal more damage each time you hit the same target, Ala entropic bolt? Just not slowed?
That would work!
Well...willy didn't beat me to ALL the funny troubadour ideas but...gonna have to rethink a couple
I made a Clown subclass with aestus lol
I guess we're all fools today 😛
Something I've been thinking about for a while is with the proper support from mcdm the distribution of teirs in the power roll could be tweaked to fit a certain style of directing
Like it's a dial of difficulty that could be adjusted table to table
I don't know if I understand you correctly, but do you mean, like, adjusting the ranges for the tiers of success, for example to 13 and less, 14-18 & 19+, to better capture the vibe of a dark fantasy campaign? I don't know; I think that would require a much more comprehensive, system-wide overhaul.
A great number of abilities, features etc. are also inherently designed to achieve a certain kind of heroic fantasy so if you wanted to do something like change the subgenre you'd probably have to rework all of that stuff, too. You get a completely different game at that point. Which would be cool! But much more work.
I don't think it would require any overhaul at all other than changing numbers on every ability, that's all I mean by support making it so that's easy and not you don't have to keep referencing a different chart.
I Fundamentally disagree with your second paragraph you don't have to change any of the abilities for anything just those ranges. I genuinely believe it would only feel a little different that's why I've been thinking about it
Well, you might be right. If you try it out in play I'd love to hear how it went!
I wonder what happens to encounter balance if you only change the numbers for the tiers of success. Maybe it'll work just fine as long as you change the numbers for the monster's abilities, too? That likely requires some testing.
What new ranges would you like to implement, btw?
I don't know, I just keep noticing that in my game so far, which is not a big sample size to be sure, that I'm seeing a lot of tier 1 results and that same but not entirely the same icky sticky feeling of the null results is creeping in the wings
Now granted it does not escape me that this is intentional to make players strategize and look for edges anywhere they can
Dmg still happens on a tier 1 result though?
So Maybe my players just need to get good
Of course but like Colville said in a video somewhere, you can still have a bad turn in draw steel
I've counted enough times where one of my players has a deflated tone when getting a tier 1 result that I'm wondering if something can be tweaked Maybe
I didn't phrase that right, I've heard the deflated tone from all of my players more than once when they get a tier 1 result
In my limited experience, I find the difference between tier 1 and 2 usually comes down to 1 point a lot of the time, so maybe a bump from 11 to 12 might go a long way.
Only thing I'd caution is not to confuse deflated tones with "feels bad moments" that need correcting. It's okay to emotions other than excitement while playing.
I've seen it happen a few times with my players where they get a tier 1 result and go "damn..." but bounce right back after.
The solution might just be getting a tier 3 result the next round or getting used to the game and how to work together for edges and what not
I need a little bit more experience with it but I think that edges could stand to be more than +2 honestly, it seems like it's rare when they actually influence bumping up a tier
But I do understand that they are trying to cultivate those moments of Big Time elation when they actually do but it sort of just feels like the same problem I had in d20 fantasy where those moments of elation are very few and far between and sometimes they happen where that doesn't matter
Or my table is just cursed I don't know
I think this is definitely a point where DS still retains the swinginess of any other game where you roll once for your one big action maybe 5 times during an evening and where, thus, the chance for rolling bad all evening is still fairly high.
At it's core, DS has the same ~35% chance for the lowest result D&D has; you just still do some damage.
I think the design conundrum a game like this is facing in this regard is that you (probably?) still need some chance for 'failure' - in the sense of 'having a bad turn' - to make sure you actually still have something to win with your die roll, too. Would a game with only tier 2 & tier 3 results be more fun than one that also has tier 1? I don't know. You'd probably need to play like that for at least 3+ sessions to find out because in my experience, walking around in 'god mode' only starts to feel boring after you've done it a while.
However, I think there already is precedent for this in DS, already? Because in echelon 4 (maybe even 3?) you basically don't ever roll tier 1 anymore because your bonus is so high & you probably even roll 3d10 & take the highest two. So maybe there are some people around here who playtested level 10 for several sessions already and can speak to this?
If you consider the basic roll of 2d10+2 from Might/Intellect/Whatever, the additional +2 from an edge means a ~33% lower chance to hit tier 1 and a ~33% higher chance to hit tier 3, which seems pretty impactful to me but I can see how you might feel better with a +3 or something similar.
I would definitely add that DS really rewards great tactical play with that sweet, sweet double edge. That's, like, a 65% chance to hit tier 3 (and a 0% chance for tier 1). Nonetheless, I can see how not every table might be equally interested in going that deep into tactics to make that happen on a semi-regular basis and how, at that table, making a single edge more impactful could be an interesting idea.
Maybe my players and myself can have a conversation about how their current kits can work together to create those double edges
Ill pitch that too them
Deff would rather push the intent of the game before altering it
Yeah, that sounds like a good idea 🙂 If you find it still feels a little unsatisfying after a good while you can probably make a more informed/well thought out homebrew design to change it, too
As a Shadow main, I can say that only getting tier 2 and 3 results (due to double edge in my case) felt really great! But a lot of that was knowing that it was the result of my own strategy and decisions giving me that guarentee, rather then it just being how things are.
It might be helpful to have a little list of what gives an edge so your players can try learn to look for/set up for them. Like if you’re coming from dnd, you might not think to move into a flanking position for example
Off the top of my head the basic ones are:
Flanking
High ground
Hidden
Monster being surprised
Monster being restrained
Monster being proned
Then depending on the players, off the top of my head:
tactician’s mark
One of the conduit’s triggered actions, word of something.
Talent I think has a triggered action?
Troubadour too
quick question, but need a math check; with the 2d10 system - if you made some feature that increased the critical hit range from 19 or 20 to 18 to 20; that's almost doubling the crit chance, correct?
I think it’s exactly double
19-20 is a 3% chance, 18-20 is a 6%
20 is 1%
19 is 2%
18 is 3%
And so on
So to to the probability of a range you add them, so 1+2+3 is 6
Ok. I'm working on magic items, and I had an idea for a leveled treasure that gave you a double bane on strikes, but increased your crit range to 18 or 20. Not sure if that seems too strong, or too weak.
So basically, you can never get a T3 result but you're more likely to be able to do it again
You can still get T3 on a crit though right?
With a double bane? Maybe?
I can’t believe they put this under Making a Roll and not under Critical Hit
Yeah, almost tripped me up too. General rule for PRs applies to tests and ability rolls
It's also under "Automatic Tier Results" oop this section seems to be in other playtest materials that aren't the patron or backer packets, don't mind me
So then, lower chance of T3 result but it comes with an additional action
With a -1 to the power roll, you have a 6% chance of getting a T3 (inclusive of the 3% crit chance.)
So if anything I’d say double bane for 18-20 crit is a little weak. You’re signing up for a lot of pain in exchange for getting an extra action ~once every 16 strikes
I think basically with crit-fishing homebrew one has to explore non-comparable tradeoffs. The power roll math is just kind of too tight layer on more modifiers with ease.
Hmm, ok - so you're saying that if you increase the crit rate, reducing power roll is probably not worth it. My thought then might be to have it be just a regular bane AND something else?
That sounds like a good start. I’m not sure exactly what would be a worthy tradeoff. Possibly slight damage weakness or some kind of vulnerability to conditions.
This is an awful idea but maybe enemies also crit you on an 18?
Director and critic-fisher player forming an extremely toxic codependency
Could be. That said - maybe just requiring HR spend on the strike? Spend 1 HR on a strike, increase the Crit range by 1? So you give up a little higher level abilities for the chance at a crit?
Mm idk, 1 HR is not worth 3% extra crit chance to me
What if you went whole hog and did 17-20 crit, but double bane
That’s a 10% chance of a tier 3 and an extra action
For comparison:
Normally, a tier 3 is a 21% chance at 1st echelon (excluding edges), 28% chance at 2nd, 36% at 3rd, and 45% at 4th
OR, could you change the crit rules with the weapon to if the modified roll is 20+. That way it scales with echelon.
At 1st echelon, have to roll an 18 on the dice, down to 15 on the dice at 4th echelon
Noting that ordinarily it’s 15 on the dice for a tier 3 at 1st echelon down to 12 on the dice at 4th echelon
(Ignoring edges of course, but perhaps you always have a double bane no matter the number of edges?)
This means your chances of tier 3 is lower, but your chance of crits are higher, scaling with echelon. I think perhaps it should scale with echelon otherwise it’s worse for you at higher echelons since if your chance of crits stays the same but your chance of tier 3s increases, you’d more likely want to give away the item since you’re slowly losing more and more to the ability, and not gaining anything in return extra for it
Making it the modified roll sounds really good actually. Because 17 or higher would be a tier 3 result - what would happen then is more or less hollowing out the middle - you get more T1 results, but slightly more T3 results with crits.
I think if it was a level 9 ability, you could just give the 18 crit straight up
Was watching Matt on stream and mentioned a few ability names for the Rook class that I was proud of...
https://www.twitch.tv/matthew_colville/clip/AwkwardLovelyKleeEleGiggle-_It1GEoeV4DtIohe
My name game still leaves much to be desired
Draw Steel opens up a lot of cool name options, but I've also always been a fan of funky naming conventions like puritan phrase-names.
@viscid sapphire Continuing from #ds_patrons seeing how far we can push Ajax with 5 level 10 PCs
Are we using malice abilities too or just heroes?
So I’m thinking:
4 fire elementalists
1 talent not fury because of this:
I think just hero’s
Talent can increase the forced movement by 15 I think!
And I guess they use greater kinetic grip?
Use this as a maneuver
Gravitic Nova pushes 15
Snapdragons also can stack I think, since it’s the next damage dealing ability not before the start of your next turn or whatever
mmm + 1 from Growth Potion?
True, though that would count towards the 30 consumables maximum haha
I think 30 saved up snap dragons is pretty funny (and they give +2 each)
wouldn't that go against the same effects don't stack rule
Oh yeah that’s fair
Though a think growth wouldn’t help because gravitic nova isn’t a melee weapon ability so size doesn’t matter?
darn you're right, I thought it was a blanket bonus to forcemovement
OH Forceful Haakan
would that work with Lines of Force? since you become the source of the force movement
ooooh I feel like we gottaa be missing something
wanna break that 100
is there a title maybe
@viscid sapphire 4TH ECHELON TITLES GET YOUR CHARACTERISTIC TO 6
that's push 93
sooo close
Ohh my lord
can talents use implements
I believe RAI yes
Isn’t it? It’s psychic
does that mean the same thing? different keywords right? I don't know how they are defined
Any respite activities??
good call, something in cooking or fishing I bet
Or! A retainer
@viscid sapphire I'VE GOT IT, switch out the 4e title for Theoretical Warrior, and have all the furies learn Steel!!! -8 from less Might, but PLUS TWENTY PUSH FROM FOUR INSTANCES OF STEEL ON EACH BERSERKER
ONE HUNDRED AND EIGHT SQUARES OF FORCE MOVEMENT
Let’s fucking go hahahaha
I didn't think retainers were allowed LOL, can we go even higher?
Max retainers? 1?
To not be silly
Or can each hero have one’s
(Assuming there’s an ability that helps)
Why can’t the furies have theoretical warrior and tireless? No need to -8 from might?
I thought you only get one title per echelon
Let’s let them have it 
Ajax be like
Also if anyone says “okay but that’s an area ability how far can you go with just melee” you can swap to greater kinetic grip for only 3 less push
@indigo lodge holddddd up. This could go hard
You keep it absorbed until you use it
Hmm, the supernatural + one target restriction isn’t great, it’ll let the furies use Steel without the title, but I’m not sure if it opens up much, since the Talent’s Kinetic Amplifier and Dynamic Power adds so much we can’t switch out the push initiator, am I missing something?
Maybe an enemy ability has a >15 push?
Can’t find one :/
I guess the talent isn’t using their triggered action at all, is there one they could absorb and use perhaps?
Presumably a fire elementalist one?
Or wait might be a monster ability
Good catch, Lines of Force and Explosive Assistance is a Magic ability, though they scale with Might/Reason so it’s a +2 (or 4 if they can spend the extra HR?)
This is a long shot but can furies strain themselves using Inertia Soak?
Fun question, but what might be some ideas for other consumables that you could have that are unique to certain classes (similar to black ash darts for shadows)
I'd love to make some poisons that a CA shadow could make, but I wonder if other classes might have some cool consumables (maybe certain enhancements for elementalists or talents), or special manacles for Nulls?
I think a Talent can have a maximum of 4 might with a title
So it’s an extra 4 from them, +1 I guess from forceful?
So,
Talent with the Armed and Dangerous title uses:
Gravitic Nova push 15
+5 from Steel
+12 from 2 surges (kinetic amplifier)
+6 from Dynamic power
+2 from a snapdragon on previous turn
+1 from being a Hakaan
+5 from imbument thundering III
+5 from Absorption armor with Lines Of Force absorbed into it and a might of 4+1 from Hakaan forceful
+13 x4 from Fury Hakaans Line Of Force with Forceful and 6 might from Titles
+5 x4 from Fury Hakaans having Steel on themselves learnt via Theoretical Warrior
So push 123
Is this the Draw Steel Fury Railgun?
Haha yeah “What is the maximum force movement you can get on a turn with 5 hero’s?”
Oough but the Talent could also get Armed and Dangerous, learn Black Ash Eruption, and use a Thundering III imbued weapon for + 5 push instead of Forceful III +3
Oooooo
Hahahaha…. I’ve think I’ve just cracked the code
@viscid sapphire how'd you get the Talent to +4 Might? Another e4 title?
They have 2 now, same as the Fury yeah
are we capping it at 2 titles?
I think that’s probably fair, or at least 2 per echelon
@viscid sapphire I've done it, mind checking my math?
4 Haakan Talents with the Forceful and Doomsight trait.
All chose have -5 Stability from Inertia Soak’s strain effect using the 10th-level Psion feature
All has Might 5 = 3 + 1 from Supernatural Power (Ancient or Lost cooking recipe) + 1 from Tireless title
All has the Theoretical Warrior title, giving +1 to Presence (6), and learned the Black Ash Eruption
All can increase any force movement by 18, 12 from Kinetic Amplifier (2 surge)+ from Dynamic Power (1 Clarity)
1 Berserker Fury with the Theoretical Warrior title learning the Steel ability, and 6 Might from Tireless title
All Talents wearing armor with Absorption imbuement (wearable with Armed and Dangerous title), absorbed Lines of Force from their Fury Berserker
All using Steel on themselves to add + 5 to all force movement
One Talent who will initiate the push, who is Doomed, used a Snapdragon, wearing Bracers of Strife, and wielding a Thundering III imbued weapon (wieldable with the Armed and Dangerous title):
Push 15 Black Ash Eruption + 1 Forceful + 5 Thunddering III + 1 Bracers of Strife+ + 2 Snapdragon + 12 Kinetic Amplifier + 6 Dynamic Power + 5 Steel + 5 from negative Stability = 52 square push
Each Talent uses Lines of Force to instead push another Talent, the last one pushes the Fury, adding (+ 1 Forceful + 12 Kinetic Amplifier + 6 Dynamic Power +5 Steel + 5 Lines of Force + 5 from negative Stability) * 4 = 136 square push
The Fury receives the push, uses their own Lines of Force adding + 1 Forceful + 5 Steel + 12 Lines of Force = 18 square push
Total 52 + 136 + 18 = 206 square push
Huge if true! I’ll peer review your paper when I’m home work work 
goodness gracious
It’s not over 👀
(Just +1 extra square tho)
WAIT I forgot to add the negative stability to the Lines of Force! Thats an extra 20 squares!!!
Let’s go! I was trying to find a way to get it to 200
300 next? 
If the talent is large does it also get a +1 on the black ash eruption?
Also you did make a mistake in your math I think 😦
It’s 50 not 45 push!!
😄
Yeag, but if one of them is large they can’t be targeted with Lines of Force
Ohh okay
You could make the last lines of force be from a growth-potioned-up Hakaan
Giving them +1 hehe
Lines of Force doesn’t have the weapon keyword though so no size bonus, but I don’t think anyone in the Lines of Force chain can be bigger since the new target must be same size or smaller
Ohh so true
I think my only question is, can a talent with lines of force in their armor use it with the spend 1 rage ability?
Yeag the only place we can add a size bonus is right at the start with Black Ash Eruption, but we’d miss out on a Lines proc
Hmm yeag maybe not
However, I think you also made a mistake in adding the might up, surely it’s 5 for the might, not 4. So instead of 4x2 it’s 5x1?
Absorption doesn’t have the “can pay for it with the heroic
resource of your class for the same cost.” like Theoretical Warrior
Yup yup gonna fix it
I think the final total is 204 after accounting for the might change?
Because what if the enemy is smaller right? If the black ash eruption is on the enemy first, then the lines of force proc from them onto each of the talents etc and then back to the enemy at the end? Or does that mess with the stability stuff
If the lines of force is on another enemy then it’s gotta be redirected to an enemy of the same size or smaller, which I think might work? Just have 5 1M enemies lined up?
Oh no we’d miss out on the negative stability
Mhm, if we can somehow use Malice Features as heroes, it’d be the next big break
Theoretically, what if we allowed the gyrotorque…
Oh hah, speaking of items, i forgot about the Snapdragon, +2
And maybe even the Scroll of Shadow Friendship…
I think the scroll wouldn’t work :/ it only attacks the person you cast it on right? which I’m not sure helps us much
It only fights the the target, but if you use it on the party, it’ll have Lines of Force
I think it’s a stretch because in my mind the director controls it and that feels like then it’s not the hero’s doing it? Or do you think the caster controls the shadow
Though if you wanted to theoretically see, I’d buy it 
I think the shadow would use its Lines on the person it’s tied too since it’s trying to harm them, but yeag, no guarantees
I’m going to bed now, but it’s been fun, I’ll look into gyrotorque tomorrow
next on 'matte reflavouring and editing an existing complication for his players'
Got inspired, and after my shadow player asked - starting a new line of items 🗡️ 🐍
Was going some prep, remixing the fall of blackbottom for the start of our first adventure. I had a bandit combat encounter, but wanted more non-combat encounters. Then it dawned on me: hostage negotiation!
yoink
Wait. Don't. Stop.... 😉 (but more of these to come in the future fyi)
Full doc now available!
final complication for my 5e campaign port!
Nice, but still LoE? So just a bane on range outside of 5 squares?
@vale panther I don't have anything yet, but want to make a few lvl 1 - 3 devils. Imp and lemurs adjacent Type baddies.
But, I don't have any name ideas, but maybe something like spite devils, or oil devils? Open to suggestions
Remind me here, do you play in your own world or in Orden/Timescape?
My own technically, but I'm borrowing all sorts of stuff 😉
In Orden, Devils aren't the souls of the Damned like they are in other games, their just people from another manifold - so in that case I'd use Hell-people for all low-level encounters that need hell functionaries, but I'd also put some thought into hell-fauna. Orcs have mohlers, kobolds have drangolins, what do devils have? Hell-hounds at the least, right?
If you're in your custom world based on the typical fantasy assumptions, I'd get a few basic stat blocks of various roles (by stripping existing monsters of identifying features), and have a look at the 'build-an-animal' system. Then put some thought into the narataive/descriptive side of what I want out of it.
Might even try to reverse-etymology the concepts - If the truth is that Hell is all just people but the perception on Man1 is D&D, what sort of person/behavior might have gotten labled 'imp' or 'lemur'? Or, are those terms used for job titles and got confused in translation?
So, for my setting, I'd say they are souls of the dead, but not necessarily the damned. Contrary to popular belief, he'll isn't eternal punishment, it's just a war zone (and severe libertarian capitalism). It's got good parts, bad parts, and immortal soldiers
So what you're looking for is raw recruits?
Yeah, I think so. Hellhounds are great support units though
What are hellish bodies made of? Do they look like the person did in life? Do they remember their life? or are they just powered by the remnant of something before and built essentially new from the material of the hell-world?
I love the lore devil, so something like a scroll imp might be on point
I think it varies. People make deals to give their soul to hell for something in life. Most times, they have their memories wiped and the soul Substance is all hell wants. A fee choose instead to become exhalted agents of hell, like I'll riggers. They keep their soul, memories, and maybe even firm, just swear immortal loyalty to an archdevil
So the people in hell are not new people from hell like in the Timescape, but the few, the proud, the contractually obligated?
Well, they were when I first wrote it. But, maybe there are natives as well. I call my tiefljngs bael, and have them scattered over many worlds. They have infernal blood, but aren't immediately loyal to hell
Could be many of them were spawned in hell, and call it home because they aren't wanted elsewhere
I’ve been thinking about how one would implement this, how would this work with the fact that you gain HR equal to your Victories? Do you just start an encounter overheated after a while?
You could just raise the ceiling? Over heated = x plus your Victories
I don’t think you should have a resource that you need to calculate before an encounter, that would work though
Wait, don’t the beastheart also have a resource cap? Does anyone know how that works in playtest?
Sorry for barging in on this discussion from almost a week ago but you *could *also just change the ranges for the tiers of success within the power roll.
I.e., change the ranges to 10 or lower for tier 1, 11-17 (or 11-18?) for tier 2 & stuff like that.
I don't know if that is too noodly to keep track of
But it would enable you to modify the chance of success without messing with the economy of edges & banes
Which is great for keeping tactical play relevant
I mean...you 'could' but I feel like that would be very risky to do. It does feel like keeping the tier numbers the same is a core component of the DS experience. I'd sooner probably just add +1 or -1s to the roll
That would be an option, too, I suppose. I would just try to keep floating modifiers out of the game but if you just put that +1/-1 modifier straight into your ability descriptions as a player that would work, too
Either way, you could increase the crit chance by smaller degrees that way. for a levelled item, that chance could even go up with levels
But yeah, changing the ranges for the tiers of success might not be the best solution for this particular design problem.
This might just be me having a little too much fun killing sacred cows but I think there is actually a lot of potential in messing with those ranges, though. I don't think that it's really that much of an issue to get used to a new range, as a player; that takes, like, a session or two and then you'd have it internalized just as well as the current DS tier range.
Changing the ranges seems especially interesting when it comes to asymmetrically changing stuff; e.g., have an item or 'permanent' magical effect decrease - or increase! the chance for a tier 1, specifically. Or just a tier 3. Maybe the item requires you to pay a cost or some fey creature granted you a double-edged boon of some kind. Because that is significantly different from a +1/-1 bonus and stuff like that.
The only real issue I can currently see with this is that it would become more difficult for other players to intuitively 'get' the result of your roll, which can be relevant if you have stuff like a triggered action in play that gives allies an edge. Still, as long as you give only one and not all of the players an item/boon like that this should remain fairly easy to remember.
Maybe this whole idea is crazy but I'll just leave it here in this thread for others to do with whatever they want... 😛 😄
I think changing tier ranges is too fundamentally disruptive... for irl play. For something on the Codex, or another VTT that auto-calculates tier results, then I think you could get away with it.
anyone has any ideas for the name of an alligator stormwight kit?
the best i've got is crocken...
Make it an Aussie croc and call it Salty 
Yes! One sec...I was working on these
I went with Sauren
oh wow you have a lot of these
Sauren is definitely better than crocken, mind if I steal it?
oh interesting, 9 stamina and a disengage bonus? what are you planning for the sauren?
@indigo lodge Yes, go ahead. I was thinking they're very good at grappling and PULLing to be specific. So maybe their aspect feature is a free maneuver to move a creature grabbed to another square adjacent? That and something probably called Deathroll 😉
Oh yeag there’s no way there isn’t a deathroll involved
Maybe let them disengage as a free triggered when they successfully grab? Just a thought
Oh, yeah! Go in, grab - disengage back, and bring target with
"Suchos" is from the greek for crocodile
Oh cool! That might work, idk about the mouthfeel of Suchen though
Another game used "Suchid" for reptile-form of a shapeshifter, could steal that?
That does sound better, but I’d like to stick to the established storwight naming scheme if possible
What’s the game btw?
Wow, they all end in 'en,' don't they? I hadn't noticed that yet. hmmm.
Wereworlf: The Apocalypse. The 'Mokole' are reptile/dragon shifters and Suchid is their kamodo/crocodile/etc shape.
You know I’m coming around to Suchen
This, they all end in En. Suchen isn't a bad one though, I like that
I did Saur as in dinosaur, but such is nice. I decided on the "id" suffix for insects as I felt they were different enough catagorically to warrent it 😉
Yeag I liked that, the reasoning was clear soon as you looked at it
The -id suffix i mean
Oh Suchus is the greek name for Sobek, that’s cool
It's tricky, because the current names are derived from Old English, and they didn't have a word for crocodiles.
I have decided to convert the Steinhardt's Jaeger class to DS out of spite. Never been more disappointed by a physical product in my life 😭
My players love defense encounters so this is something I'll have to figure out for DS
Random thought, but I had an idea for a way to create a high level healing ability that doesn't use surges. I imagine it would be a 9 or even 11 HR ability (or maybe a feature), but thought about the idea of something that allows you or an ally to exchange HR on their turn for stamina (no surge). That way, you can ONLY use it in combat to heal, and giving up HR for stamina on a 1:1 or maybe 1:2 ratio seems decent at high level.
That is an interesting idea. I will caution that the design intent behind recoveries was to avoid there being a victory threshold beyond which stamina is not an issue. The hypothetical ability you describe has the chance to upset that balance.
I'm aware. The key is how-to limit such a feature in or out of combat. I figure if I limit it to HR per turn, it can't be used oo combat.
There's a complication that says something like "at the beginning of your turn you can choose to not gain any HR this round. Instead..."
You could use a similar feature on a treasure, trinket, or title - you gain no HR this round. Instead, you get some sort of healing bonus (maybe gain THP any time you would have gained HR?)
This still runs into the issue of "guys can you not end combat yet, I want to wait until my turn so i can heal more"
Hmmm, technically true. 🤔 Definitly bad faith, but technically true.
If you’re writing montages for an adventure, do you think it’s good form to include like 10 challenges for the director, so that in theory they could just run straight off the page.
Or is like 4 plenty to get them started and trust the rest to improve?
If I were just writing for myself I’d definitely go the latter route. Not sure in the context of a module I plan to release.
I think have them prepared for newer players, and definitely for a module. Outlining examples early on can help people figure out the creative space they can work in later.
trying out a thing @lavish spindle
prototype: striker
weapons platform: artillery
prismatic warfare: controller
so thats 6 HR cap at e1, 9 at e2, 12 at e3, and 15 at e4
im open to other calculations for energy cap tho
like maybe 2+[REAx2]?
very cool how you incorporated victories into this
if i would to add more flavor onto it victories is u like
venting ur systems
cannot miss out on it
as a mecha fan
Do you have the HR allocation to different parts like the old Operator preview? If not, you could change the HR name to Steam for the flavor, it’s what I have for my Operator
given that theyre powered by prismacore, not steam, i prefer energy as mine
i could do power allocation but it doesnt fit the fantasy for the operator for me
last stop on my porting a high level 5e campaign was figuring out the retainers, so i hodge-podged some stuff together for 'em 😎
https://docs.google.com/spreadsheets/d/1fWO5RV4rk8a3_I_3NQHdKPjBTgFiB7OMTG6cFNbmuWA/edit?usp=sharing
rn they're all level 2 (except galaeria because spoilers she doesnt make it to high level) bc im going to be running them through a danger room series of level ups but i did all the stuff up to level 7 since that's where it'll take off
First thing I saw, that’s a great polder name
thanks its an mcdm one
i ran Siege of Castle Rend into Regents of Bedegar into Red Hand of Doom :p
willoughby is from RoB
she doesnt die, the party just didnt like her
quote "she can't even take a bit of relentless and cruel bullying" (this is a joke summary)
prob not
i know many directors like to integrate stuff like that, but i tend to subscribe to the philosophy that the combat space does not exist outside of combat
How so?
😅 sorry haha what do you mean by how so
Haha all good, as in like, the combat space isn’t the outside space? What happens in the transition? What makes them different spaces for you? How does that manifest, do you think, compared to what a typical director might experience?
I’m not sure what you mean by it’s different spaces, it sounds different to how I run so I’m curious how you do it
Also side note, my players are fighting the bandit chief tomorrow, and I’m thinking the bloodstones could be 2x level corruption damage to activate. Thoughts? Perhaps it should be more? (I don’t care that the maths doesn’t work on the bandit chief herself)
What happens in the transition?
i swap to another map (usually a world map or some kinda atmospheric wallpaper) and the game goes into theater of the mind
What makes them different spaces for you?
combat maps are a place where movement and positioning matters in a very visual way to me. to put it simply, in non-combat spaces positioning matters to a much lesser extent, and is moreso an indicator of the cinematic stakes of the scene. whether you are standing on top of a box or on a rooftop is only important insofar as it pertains to the focus of the scene. this is not the case in combat, imo, where those are used to determine rules-based effects, such as line of effect or cover.
How does that manifest, do you think, compared to what a typical director might experience?
i feel as if many directors conceptualize the relationship of combat and non combat spaces as digetically similar. said otherwise, my impression is that the combat space is somewhat abstracted space where the illusion of the secondary world is intended to break as little as possible. this is why items persist beyond the end of combat, and why players can utilize the environment in creative ways. because those are things that would logically happen if the illusion of the secondary world is to be believed. i am a very anti-immersion director though, and like breaking the illusion of the secondary world (or as i like to call it, diegesis-based logic) whenever i can, so i prefer to exemplify this by having the combat space become impossible to interact with once combat ends.
basically its like how combat and non combat is conceptualized in a JRPG. u cant walk around the battle map after combat ends in a JRPG, its a seperate hammer space
do u have any corruption immunities in the party?
Yeah, revenant talent
That makes a lot of sense to me!
And I’m thinking that by level 4, why would you never not use it. So 2x level means it should stay ahead of their corruption immunity (assuming they’re the one who takes it)
Otherwise I could make it just a consumable instead
Or tie a classic dnd trope to it and roll a d10 every use. On a 1 it shatters
why not twice highest characteristic? or at the very least equal to characteristic?
Because at 2nd level you’d have corruption immunity equal to the damage so you’d just use it without any consequence at all
But if it’s a consumable then it’s not as bad
u could do a d6 corruption maybe?
If it’s a consumable that’s okay, but then once they get to level 6 it’s the same issue
yeah thats fair
I think I’ll make it a consumable
And do base 4 corruption damage
Then if they save it till level 4 (currently level 2) that’s good for them
Actually I like 1d6
Ahhh I can’t decide!
do we know why the Corven's kabatic wind is fire damage? aren't kabatic winds cold?
hot air rises I suspect
Yeag but kabatic means descent 😭
oh...well...then I don't know
BUT, speaking of birds - starting to work on my monsters; and looking for input on the first:
2 things. First, High Ground is not something you start your turn with. Second, High Ground only applies when "standing on ground". At least, as per patreon packet 4.
maybe I should adjust to say if that if it starts its turn ABOVE the eventual target?
Why does it have to be start of turn?
Feel like it’d probably be simpler to just be if it has high ground when it uses the ability.
I suppose it doesn't. Yeah, if I just make it "When it makes an attack with High Ground, it deals an extra 2 damage. Which makes sense because even though they can fly, I don't want to innately give them a damage bonus JUST for being higher - I want them to be incentivised to fly up and perch.
I think it's just a combination of A) that was the just flavor choses for Corven, similar to Lighting for wolves.
B) Fire is also just the concept of "destruction" sans any combustion. Katabatic winds are certainly destructive. Could easily have been called Tornado Wing or something
I might have found the answer:
Since the katabatic winds are descending, they tend to have a low relative humidity, which desiccates the region. - Wikipedia
oooh
I like it
Maybe if they start their turn flying they get the damage boost. Then, heroes are incentivized to take out the ones that end their turns flying. Tactics!
Copied from a different thread:
Folks, I have a very weird question, related to homebrewing a bit: has anyone tried to mix and match abilities between classes, and did it break anything at your table?
Context: a few days ago I've came in asking for a Tactitian build that would be more DPS-oriented and not as Support-y. I was given a hint that I could just take the Shining Armor or Mountain kit for a Shadow and be done with it, and... it has turned out almost perfect!
"Almost", as in "I'd like to keep the Vanguard's Parry triggered action". Why? Well, I personally enjoy the idea of a Sword-n-Board fighter, who can go nuts a bit. Weird as that would sound, a Shining Armor Shadow, with a Vanguard's parry, is what I want. Mix in "You were watching the wrong one" and I got a somewhat team-oriented guy, who can protect an ally in a clutch. All for the cost of them being less sturdy than a regular Tactitian, which looks fair enough.
Short answer, no. I'd say testers have been focused on game as is, so there isn't enough players to say how balanced or fun such a hack might do.
You can certainly try, and report back but uncharted territory.
Fair enough. Won't promise anything as to not disappoint, but I'm certainly looking into... things like these. The idea isn't to "fix" something, but rather just to provide additional options at the table.
The "Learn From a Master" research project could be adapted to train up a Parry Triggered Action on a Shadow without too much disruption. It wouldn't come pre-packaged, but going through the time spent training can impart a greater sense of ownership of the character to the player.
I think in general, adding Triggered Action options can't get too out of hand, because you still only get one per round
Certain triggered actions might become too powerful when given to different classes, but Parry isn’t really one of them
I'm trying to think which triggered action would be too powerful on another class....
Clever Trick, Feedback Loop, Lines of Force, and all the ones that teleport are all very powerful
Also, imagine a perma-stealth Shadow with My Life For Yours
I mean, i’ve realized that the sword fighter i’m the most interested in playing is the Shining Armor Shadow as well. But that’s still not really multiclassing, it’s a more unconventional kit that the shadow has access to.
Now, an ability that i think would be broken is the Talents ’Minor Telechinesis’ on a Might Fury
Being able to pull opponents to you and then knock them away, or knock them away and then mentally knock them away again sounds really good
Each combo might be good, but due to the once per round nature, I don't think any such combo can become truly broken
Minor Telekinesis is a maneuver though, so outside of the extra range Furies will have more bonuses just using the Knockback maneuver
Actually, I think you can get that one RAW with a title, can't you? (Marshal gives My Life for Yours)
Yeah, I wonder if a fury with that minor telekinesis its pull then push as both action and maneuver...is it more, equal, or less damage than their signature. I suspect maybe in some minor cases its par with a signature - but that's about it.
Oh neat! So then I guess it would be as good as a 1st echelon title
Well... yes! I'm not trying to reinvent the wheel or anything. The more I look into it, the more I think feel that Shadow is... just a person that hits hard. If we take Caustic Alchemy Collegue for once, their triggered action is just a dodge roll, and their second thing is that... they hit hard.
So, as weird as it may sound, Shadow allows for a portrayal of any proper combatant, looking to dispatch their enemies. All it would take to reskin it is... just come up with some cool names. Funny as it is, I feel like that even giving Shadow access to the Vanguard doctrine would... break nothing.
probably not. You'd have to look at higher levels if you're worrying about certain themes - but Shadow and Fury really do cover a lot of classic archetypes - 4th level fury being able to add elemental damage with a surge covers a lot of themes too
@viscid sapphire why did we not account for the Forceful imbuement when calculating the max push again?
Ohhhh yes I think there was a reason
But I can’t remember
Let me try remind myself
Oh I think it was because it had to be supernatural and Lines of Force isn’t supernatural?
Supernatural is magic and psionic isn’t it?
Lines of Force is magic
Yea yea
So is that another 15?
Wait what?? Damn that’d be great
Yeah 3x5 so I think that brings it to 221?
Actually it’s 3x4 because the Fury is wielding a thundering III weapon which is better
218 push then…?
it was one of the Talents that was holding the Thundering weapon, but a character can wield both since they are benefiting different abilities
I think Thundering's wording makes it a separate push actually, so we might have to switch to Forceful and use Gravitic Nova or Melt Their Faces for the initial push
so +15 and -5 but +3
219?
has anyone experimented with something more granular with victory rewards?
New WR
Granular how do you think?
like currently a hard encounter can be anywhere between 1 and 3 extra hero slots as i understand it
and easy can be between -1 and +0 extra hero slots
i wonder if theres not some way to break down victory rewards even further
cuz a high-hard fight could be worth as much as a low-hard fight
Ahh I see
As long as the rate of XP gain remains linear it shouldn't matter how fine grained it is. In theory. Game texture might be different.
Something like this:
| ES | Victories |
+---------------+-----------+
| -1 Hero slots | 1 |
+---------------+-----------+
| +0 Hero slots | 1.25 |
+---------------+-----------+
| +1 Hero slots | 1.5 |
+---------------+-----------+
| +2 Hero Slots | 1.75 |
+---------------+-----------+
| +3 Hero Slots | 2 |
+---------------+-----------+```
If an objective modifies the encounter difficulty, adjust by 2 rows.
the issue is how to do fractions of a victory
they got calculators
I was actually thinking that there should be a resource that's equal to a 1/3 of a victory, so when you get 3, you get a victory; they'd be a great reward for an Easy encounter
oh like a heart container in zelda
3 wins to a victory, 8 victories to a pound
under this u get 1 victory for -1, 1 victory and 1 triumph for +0, 1 victory and 2 triumphs for +1, 1 victory and 3 triumphs for +2, 2 victories for +3 or +4
like that?
"triumph" is my WIP word for mini victories
get 4 and u get a victory
Ooh, triumph is a good word
I’ll also note that the dragon knight has a parry adjacent triggered action they can grab.
IMO heavy armor kits are the best option for shadows, especially black ash. I’m a fan of Mountain myself, since shadows are good at stacking edges which benefits the 0/0/4 damage spread.
I know, but that's a bit different. That's ancestry stuff. I will have to tinker with that for my game, surely, as my world feature stuff not found in the book, but I'm ready for things to break here, yet rather have classes be working properly.
still a bit unsold about +4 being worth the same as +3, but idk how to break it down further. maybe -1 is worth 3 triumphs and +0 is worth 1 victory? just shifting it up a bit?
-1: 3 triumphs
+0: 1 victory
+1: 1 victory, 1 triumph
+2: 1 victory, 2 triumphs
+3: 1 victory, 3 triumphs
+4: 2 victories
or maybe...?
-1: 1 victory
+0: 1 victory, 1 triumph
+1: 1 victory, 2 triumphs
+2: 1 victory, 3 triumphs
+3: 2 victories
+4: 2 victories, 1 (or 2?) triumph(s)
i just had a new random, crazy, stupid idea
i think people remember me ranting about immunities/weaknesses a while back
what if there was a sorta, elemental typing thing? each faction of reasonable size is associated with one of the elemental types, which gives them [level] immunity to it but [level] weakness to an opposing element
cold-fire
holy-corruption
psychic-sonic
acid-lightning
poison-any
I've done something like that in a 5e hack for my "Heaven vs Hell" game. I found that making the damage types rarer to access was necessary to prevent swamping out other tactical elements. Given, that's in a different system with very uneven damage type distribution, but it made for cool storytelling amidst the tactical fights.
That sounds reasonable to me, though weakness/immunity I think should cap at 5 so maybe it scales off of something else
level/2 then?
Mid Echelon 2, Weakness/Immunity 5 isn't that bad, honestly
my idea is
this wouldnt work for every monster
just the decently sized factions
so undead, war dogs, demons
angulotls, bugbears, devils, dwarfs, high/wode/shadow elves, giants, gnolls, goblins, hobgoblins, humans, kobolds, lizardfolk, orcs, timeraiders, voiceless talkers
could remove some of those
I'd do it on an adventure-by-adventure basis, to keep things clear: not all giants have these weaknesses/strengths, but the ones you're interacting with now do
Hm, that essentially makes the game into Pokemon. And where i don’t dislike the idea, i also don’t see the need for it either
The game is tactical as it is, i think. I prefer to have weaknesses be only where they really would exist (such as mummies being weak to fore because they’re litterally dried up as part of the preservation)
as ive mentioned before, my issue is immunities are very one sided and not very interactive
I’d say they are though. If a creature has fire immunity 5, it forces you to make different decisions around it, making you interact with it differently. It makes you think on your feet, and forces the party to deal with this differently than if it didn’t have fire immunity. It’s interractive in the same way that a wall is interractive, removing the best option and making you think differently
the vast majority of monsters have corruption or poison immunity tho
How many have 0 immunitys?
Or weaknesses for that matter
Because i agree, it does make corruption and poison worse types to pick
heres the original post: https://discord.com/channels/332362513368875008/1352717341443489872
holy and sonic have none
acid and cold only have a few
holy is by and large the best damage type in the game since most enemies that have weaknesses have it to holy
and no enemies have immunity to holy
i also just fundamentally dont agree that disengagement from a mechanic is particularly interesting
Yeah, i would agree that some types being resisted by more monsters just makes those types worse, and that that is a flaw in the game design. But maybe that's just the first batch of monsters, and it will even out as we go on
Allthough, i agree that it's valid to raise that point to the design team. One type should not be this much better than another at game launch, it streamlines the game in the end
ive talked about it before, so im not super interested in raising it again
it is what it is and im not super tolerant of "there will be a more balanced spread post-release" as a reasoning
anyways thats not why i posted this
i just wanna provide more texture to this mechanism
Well, the point is to create as many different lines for the players to victory as possible. You want the players to have to think on their feet as much as possible. Turning a power off or at least down is a goal of forcing a party to play differently than normal, just as turning a power up is. And there is no reason to not use all tools at your disposal
if there are these many damage immunities in the game, then why do so many abilities not interface with this mechanic? and im not talking about "just deal a different damage type". i mean, why do so few things not interact with this mechanic directly
Yeah, that sounds reasonable. I am fine with some types being better than others though. I think it makes for a realistic environment.
Hmm, how about items that would cast enchantments on a battlefield, causing everything in the room to gain weakness towards a specific type
i suppose this is where i differ from mcdm, i gather, cuz idc about realism
thats another way to do it too, yeah
theres a few abilities that grant typed weakness
they ultimately boil down to "deal more damage" which is meh for me personally but its enough texture where i think most players will be satsified by it
Well, damage types are what i call a "hook". It's a possible way to interact with a creature from a game design pov. So adding the concept of type immunity and type weakness is a good way to produce further things. Maybe a future talent could give out some weakness to a creature for some time, making it easier to beat down
Maybe in the future, they could have different environments cause weaknesses or resistances, even if they haven't figured this out yet
Go full Larian studios on 'em
I mean, i think that having a reward as extra damage is enough. I think it would be more interesting to figure out how we could grant weaknesses.
A thing i thought of is, imagine that you're out in a snowstorm. A snowstorm could grant every creature in there Cold Weakness 1 and Fire Immunity 1, and have it be worse the worse the snow storm becomes
And a desert would grant the opposite
thats an interesting idea
i like the idea of preparing to fight certain enemies by changing up ur abilities tho
How do you mean?
like u know goblins have poison immunity
but like
lightning weakness
or smth
like in my model above
mhmm
so u swap ur abilities to match that
i realize it is for some, but it isnt for me
same response with "the game is tactical enough" honestly
The reasoning for "weakness only granting extra dmg" is that if you make the ability more powerful, it becomes more devastating every time you use it in an encounter.
A creature having weakness X means that i can realize what it does and give it out relatively freely. If i also make cold weakness make an creature loose movement for example, it will swing the encounter harder, making it rougher to hand out cold weakness.
(If that is something you imagined)
I'd rather have a different mechanic for different sub-effects, and let weakness be what it is
well yes, thats a solid arguement for not letting abilities inflict weakness
One problem i see with that is that it would make players stop and think every time they enter a new environment. If the party goes into the mountains, it would make players feel like they had to stop and redesign their characters mid-session in order to better fit the creatures that you could find in the mountains.
It would make the game into a preparation fest rather than going out into the wilds and experiencing the drama that the director had prepared for you. And it would mean that a certain chunk of the game would transform into "character rebuilding", and i don't think that would be good to have in the core base game
thats the intent of this sorta design
Which is understandable. It is also, however, against one of the fundamental pillars of the game (cinematic) (and arguably heroic as well), since sitting and plotting and preparing before leaving camp usually is put down to a montage in movies, if it's even part of it
i think the amount of limited choice on abilities really downplays what u might be imagining tho
since its not like u have dozens of abilities to choose from. realistically you have two to four sets of 2 or 4
So i think that this sort of design would have to be homebrew, or at best some expansion
fair enough 
So, we're trying to add an essentially "prep-round" for DS, am i getting you right?
by way of having each decently large faction have an associated elemental weakness and immunity
you can also do it like how f1zz3r said it
use this as a structuring mechanism for adventures
as a thing you do when ending a respite, or maybe something you can choose to do on a given pause in an adventure
iirc u can only change abilities/kits/enchantments when you respite
so that might give another reason to rest
Hmm, i think we might wanna include project points in here as well
i mean, thats RAW isnt it?
Since goblins can hit and run without triggering opportunity attacks, we might wanna add specific tools that would be used against creatures trying to disengage from you
So we homebrew items that would be good against certain creatures
Yes, but i mean that we can use it to our advantage
We can include it into this "prep round" thing
i wasnt actually thinking u would need to change the structure of the game
this is just another reason to change out ur abilities if u want
but i dont think its neccessary
I mean, we're homebrewing, none of this is neccessary
But then again, that's not what you're trying to accomplish?
Has anyone else been using "equal to your echelon" as a scaling value in abilities? I find it useful for some things.
You can also use your Level or a characteristic score as a scaling value (such as for damage and the like) but Level scales from 1-10 and characteristic scores scale from 2-5 (in most cases where this language would come up, and not counting anything that boosts scores).
Meanwhile echelon scales from 1-4, so it starts and ends lower than characteristic scores, but still provides scaling to make the effect get stronger over time. A static value like 2 would probably work ok in a lot of these cases, but I'm still wrapping my head around how the math changes at higher levels
thats a cool idea
i feel like its effectively the same as [highest stat] tho?
just -1
The -1 can matter a lot, especially for things like number of targets, forced movement distances, damage immunity etc.
Or any cases where the value would stack, or apply multiple times in a combat
Mostly I'm just wondering if there's a specific reason the devs don't use it, other than it maybe being a little bit harder to remember than stats and level?
prob that
this is a cool usage, especially for stacking bonuses
Oh yeah, I just remembered. RAW being underwater does this. You gain fire immunity 5, lighting weakness 5. Could probably use that as a model to base further enviormental effects.
Yeah, and you can scale it really easilly, to reflect differently fierce environments. Like, you can give fire immunity 1 and lightning/cold weakness 1 if you're in a damp cave, or up it to 2 if it's raining outside, and so on
I would probably model each effect as a DTO for maximum portability between encounters
That is a neat idea, especially for future Elementalist abilities
don't the anguilotls have the Wet condition that does something like this?
I think they do, yes. And anguilotls also interract with the wet condition as well
idea struck me for an operator feature
Overload: On your turn, take 1d6 damage as a free triggered action that cannot be reduced in any way then take an additonal manuever or move action. Each time you use this feature until you take a respite, this damage and number of dice rolled is doubled.
I like it
inspired by youknowwhat
Would have to be a later level feature though right
would need some testing but prob lvl 5 or 8?
would suck if this was ur level 2 ability and u got unlucky then killed ur hero
Mhm, I can see it as one of the subclass features
u could even do a simple version of vanguard parry
Brace
Keywords: Melee, Weapon
Type: Triggered
Distance: Melee 1
Target: Self or one ally
Trigger: A creature deals damage to the target.
Effect: The damage is halved.```
thinking about a potential series of "enchanter" titles that provide additional imbuement choices
is this anything?
why not just make the imbuement choices global? are they stronger?
well its like
inhabiting the fantasy of an enchanter
these are unique imbuements only you have the skill to make
they could be stronger but idk if i wanna balance that
ah
I'm not sure if I'd pickthat title if the options aren't stronger, unless maybe if it lets you imbue imbuements that aren't normally imbueable on that item type?
i mean titles are given away by the director
even if they arent inherently stronger, more build options is always ideal right?
maybe these imbuements dont require prereq items
Yeag maybe, but why a title? Can’t you just make it so that only player have access to the prereq of the extra options?
Actually, shouldn’t it be a Career?
career is an interesting idea
lol I have a very similar feature for my bodyguard, just for triggered actions instead.
cursed thought
thinking about re-adding in the mark chart
from a previous version
How is this title different from 'discovering rare recipes' that most people don't have? Could adapt the "Faction Member" title to an enchanters guild maybe? What kind of choices are you thinking? Adapting existing recipes, new recipes, etc?
functionally there is no difference but titles are more visible to players
i was thinking new imbuements
I'm not sure why that would be, but maybe it's a situation of you knowing your players' habits? I would imagine it's enough to put a book with a unique imbuement and comments from the writer which imply there are more volumes into a treasure/reward, and let the player decide if it's a hook worth following up on.
If you wanna do it as titles though, are you thinking one-off titles where each one grants one reward, or something like the ones in the book where getting a title gives you a choice of rewards?
I'm not sure why that would be
treasures and titles are mechanically more visible since they are signposted as things to chase. presentationally you could always just say "if you discover x thing, you can make y imbuement" but titles have the expectation that they will be visible from the getgo, which makes it more attractive to me as a mechanical incentive.
are you thinking one-off titles where each one grants one reward
it would be a one time reward, an idea is forming in my head of roles a la officers from K&W. you could be the organization's "head enchanter" or something like that.
idk why theres pushback on this particular aspect?
re titles
If my responses are coming off as pushback, I apologize. I'm trying to learn more about your goal and needs here so I can contribute usefully.
i think its just that moffles pointed out something similar re it being a title
I wouldn't worry about it. I'll have to wrap my brain around using a title instead of the methods I'm normally inclined, but I can do that.
Looking back at your original question though, you asked "is this anything?" - what kind of feedback are you looking for?
is this an interesting idea, basically
If the only benefit of the title is access to projects for item imbuements that other people don't get, I don't think we can evaluate that without seeing the imbuements. But given the sort of one-and-done nature of magic item recipes (how many Armor of Glorious Purposes does one party need), it's kind of limited in the long term, like the Owed a Favor title - although, probably better than Owed a favor.
Really, I think there's a hangup over the question "are titles in competition for slots?" Titles have been presented in some cases as 'these are as common as the director wants,' but then there's an advice section that says 'approximately once per echelon' (which IMHO is the opposite of the vibe I got from them originally). So whether Enchanter titles as you've described them here will work will basically come down to whether your players want them and how you build/present them - but you know that. If you want any help tuning them, I'm always happy to be a sounding board.
thats fair advice
i think its sorta up to me to write up some imbuements then
i was somewhat imagining this as part of potentially one of two larger themes
an "enchanter" chain of titles that grant increasingly powerful or widereaching imbuements (akin to the fleet captain or general titles) or an "organization officer" chain of titles
this is me just saying shit
ill end up making the imbuements
for what purpose?
cuz i thought it was neat
I really liked the table version of Marked, but I understand that simplifying the mechanic for a core class makes it more approachable.
How are you thinking of applying the old style? Just swapping it in during your games, or stealing the idea to implement in another way?
i think just some finetuning and adjustments of the effects would be fine
this is more of a mind exercise, not something super actionable
Imagine an adventure that involves going to deep into a wode, and the Heroes emerge in the past or an alternate Orden. And each hero has a feature changed to a throwback state because of the shift. Until returned to normal Orden
wait, that actually rules
That's sick af actually XD
Old world means old rules
Just cause you're the same person doesn't mean the world works the same
one of them still rolls 2d6
I'm finally getting ready to port my home PF2E game to DS. One of my players is a Minotaur, which is size 2. Would really suck to take that away from him IMO, and minotaur monsters are also size 2 in DS. Anything I should watch out for here?
Afaik he's getting ported to a berserker fury so it's not like he'd even be stepping on a green elementalist's toes. Really seems to just work in DS, but I'm curious if there's anything I'm missing
size 2 is very powerful in this game. i would reccomend just having them play a hakaan instead
I think reskinning a hakkan as a minotaur would work really well.
It's powerful in PF2E and most D20 fantasy, I'm just curious to what degree. Grappling and stability interactions aren't any better than Immovable Object. Is it just due to longer reach for attacks of opportunity?
ur effective size is doubled, yes
which means all your ranges are increased
Thoughts on mitigating his effect on the battlefield by cutting base speed to like 3? Forces Charge action a lot which could be flavorful for minotaur, even though it'll still be pretty strong on berserker.
I mean, are you coming in at level 1? You could just dock him some treasure
I mean the Boren Stormwight is size 2 and they aren't that much more powerful than any other heroes
Right designers aren't counting on a berserker fury with size 2 but all in all it doesn't seem that OP. Outclasses all other ancestries as a frontline class – absolutely, but maybe that's okay
its locked behind two layers of exclusivity (specialization and a specific kit within that specialization)
That's a good point. Always want to be careful you don't unintentionally homebrew out someone's niche.
On the flipside though, I don't mind doing that if nobody at the table actually occupying that niche. I'd do that all the time to 5e rogues.
The biggest benefit of being size 2 is Aura and Burst scaling. The Fury doesn't have that many options in that category. Contrasting that with a Troubadour, where a boost to Auras and Bursts would be quite impactful, I think the class the player wants to port over matters. If they weren't a Fury, I think I'd be more hesitant. Modifying the Hakaan Ancestry to be size 2 (for the price of 1 Ancestry point perhaps) shouldn't be too disruptive.
i'm brainblasting how to convert intrigue to draw steel
a lot of it seems actually pretty simple given the domain stats are already constrained to relatively small numbers
also keeping in mind the fact it doesnt lead into warfare proper
generating hero tokens and malice for the big climactic boss battle sounds like it goes hard as an idea
i'm also thinking about rather than power dice and that whole thing simplifying it to just, your domain gives you a new thing you can do with hero tokens. and you can just do it all the time
a big sticking point is defense levels and how that interacts with the fact that DCs are static
you can kinda convert it via easy/medium/hard tests but then it also needs to represent the default position of the domain
so i'm contemplating if it should be a comparative thing (i.e. if your bonus is higher than their defense score, its an easy test, if its lower its a hard test) but that feels like it might be double dipping since higher bonuses lead to higher rolls anyway
i like defense levels existing, there should be a measure of how hard you are to fuck with, and i like there being different axes of how hard to fuck with you are, it's just difficult to convert it in a way that works with the box system
though dropping the box system also could work depending
hm. i wonder if negotiations could be a good basis instead
though its rough if we want more defensive stats
plus i dont want them to be too close because negotiations should feed into your intrigue in the same way adventuring for other people feeds into it
actually that makes it easy to just drop the concept of a default 'appeal to a domain' action
thats just a negotiation
As @glass light mentioned, having it cost an extra ancestry point makes sense.
However, if I can shamelessly plug my own stuff, I might recommend the Tauren stormwight kit here: https://discord.com/channels/332362513368875008/1362517333188546810
Also, I wonder if you could make a trait that says size 2, but Auras are reduced by 1 square (min 1)?
wait i think i just giga brained it
Not really? The base scaling increases the number of adjacent spaces as well, so an Aura 1 can't reduce from the already inflated 12 around a Size 2 creature to the regular 8 around a Size 1. I think that just delays abilities feeling good for little balance correction.
Yeah, its not perfect but just wondering if size 2 is a 1 or 2 point ancestry cost, and if 2, would adding that limit bring it down to a 1 point cost.
I think it makes sense as a 1 cost on top of already being size 1L
it is very funny to me that matt talks about converting the system to be more like how red hand of doom does victory points because when running red hand of doom i converted the victory points system so it benefitted warfare LMAO
instead of individual victory points i had each thing give a warfare benefit instead
i think i just backdoor engineered myself into simply not creating the entire subsystem but instead using other parts of the buffalo
which is the best feeling
Since berserker fury already has a feature that lets their effective size be bigger, I think being size 2 is more or less balanced for a 2 point pick
So that would leave two points worth of chooseable traits
i had a fucking brainwave dawg
watch this
👀
Thanks everyone for the minotaur discussion! I was thinking of asking my player to use a reflavored stormwight to avoid any issues, so the Tauren is actually perfect thanks Zetesofos! Otherwise, slightly nerfed Hakkan is good enough too
I have no idea what intrigue or domain or defense levels or box system means in this context but it's always nice to watch a mad genius work in real time
Needed a DTO statblock to go with my terrain pieces
Ok so I’m watching the Quinns Quest review of Slugblaster (thanks Matt for the channel rec) and I think the Beats system is really interesting. If you aren’t familiar, I suggest going and watching the video, because it’s good and Quinns does a better job of explaining the system and what makes it cool (and not restrictive to your RP) than I would.
I’m wondering if something like it could exist in Draw Steel? Some kind of “Chronicle” system that runs alongside the advancement your character gets from levels, titles, and items. The player picks “arcs” for their character from options like confronting a prophesied fate or seeking redemption, and after the trials and tribulations of that personal story they come out stronger. Again I recommend the Quinns Quest video, this idea might sound less weird after watching it
ill watch the vid to get more context, but is it similar to the system in heart/spire?
Maybe? I know Heart had a system also called Beats that sounded cool, I'll go back and refresh my memory
theres major, minor, and zenith beats iirc?
Ok looking back at Heart, not quite. The Beats in Heart are like specific goals that advance your class abilities when you meet them, kind of an alternative to XP. The Beats in Slugblaster (specifically the Arc beats) are more like mini-storylines made up of vague scenes that drive character progression, but have mechanical weight from the metacurrencies that they consume and give out. That's closer to what I'm thinking about
