#Random discussion

1 messages · Page 4 of 1

indigo lodge
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I wouldn't count that as a mobility feature

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personally

ancient pewter
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yeah

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so

quick quarry
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Jumping far isn't a mobility feature??

ancient pewter
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u already get t2 jumps base

indigo lodge
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you could walk the same distance is the thing, so unless there are things stopping you, it's a worse version of "ignore difficult terrain" imo

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not the whole of Bounder, just the extra jump part

ancient pewter
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yeah

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....what if unstoppable gave you +2 speed while charging?

quick quarry
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I mean, Jump is also valuable for clearing that verticle space; so that maeans the Berserker can charge UP; very useful for verticle encounters

indigo lodge
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that's a point for it sure, but teleport and flight is just as abundant, and it seems finaljas is more concerned about total distance traveled rather than versatility

indigo lodge
ancient pewter
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trust me, jump has its uses

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and i prop use more varied terrain maps than other directors!

quick quarry
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well, I suspect simply that Berserker is just weak against range; I think that's its niche

ancient pewter
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but when the issue is "i cannot get from A to B" not "i need to get to X position" i suspect there might be a bit more in play

quick quarry
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you 'could' add more speed to it - but then what makes reaver better. I think the whole point is that berserker has the hard counter of 'kite it' with the trade off that you have a hard time force moving it when it gets close

indigo lodge
quick quarry
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At the risk of sounding rude, I would disagree. But not sure its worth debating. My point is that you could add speed to bounder (let it exceed speed); you also have a couple abilities in Fury that allow movement before attack (i.e. Tide of Death), so those are some distance closers

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And - then if needed - add in abilities that allow for range

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Also! you could take the hurling imbuement, or other treasures that allow throwing your weapon, which makes them into ranged attacks

ancient pewter
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bounder is level 5 and theres no guarentee we will get there

ancient pewter
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hmmmmmm

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"when you charge, your speed increases by +[A] until the action is resolved"?

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or something like that

worn bane
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Censor doesn't have many ranged options. But does at least have some.

ancient pewter
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so censor has:

  • 1x signature
  • 1x 3-cost
  • 2x class 5-costs
  • 3x subclass 5-costs
  • 1x class 9-cost
  • 3x subclass 9-costs
  • 2x class 11-costs
  • 3x subclass 11-costs
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and all of its 7-cost auras are "ranged" since their auras

worn bane
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More than I thought honestly.

ancient pewter
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yeah theyre in the same bout as troubadours where they have a good mix of melee and ranged options

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perfect for a mixed caster

worn bane
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So yes, Fury are particularly screwed over by things like 'Slowed'.

ancient pewter
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thats fine, null suffers from the same issue

white moat
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https://docs.google.com/document/d/1zSkVoNZGf0gmbROz9aTI4RpUynRg73vhSoCyXBetb3s/edit?usp=sharing i dont really need or want feedback but for a campaign i made the breath of the wild ancestries

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phoran = hylian

unreal pawn
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I agree that Unstoppable Force is meant to be the Berserker's mobility feature (even though anyone can charge, charge+heroic is a much more meaningful option than charge+freestrike)
but I guess the Berserker could also burn their maneuver and trigger on their turn to push an ally, but trigger Lines of Force to redirect their own push to themselves and get launched another 2*might squares in whatever direction

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(this gets around both Slowed and difficult terrain as well as being thematic/cinematic as fuck)

unreal pawn
# quick quarry well, I suspect simply that Berserker is just weak against range; I think that's...

as a Berserker my ranged options in practice have mostly been throwing enemies at each other - since getting 10+ push distance twice a turn is perfectly possible without much setup - plus Thunder Roar which is a great skill with generous range
Special Delivery could also be considered a ranged heroic strike with good damage, especially if boosted with Lines of Force, as well as the other options mentioned (Tide of Death etc.)

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the Stormwight bonuses you mentioned are comparable with the kit bonuses that the other subclasses can get, so I think it's not that big a difference

+1 reach is easy to get obviously from one of the polearm kits, but e.g. with the Panther kit you can have an engagement range of 15 squares to make a signature strike with (+1 speed and Devastating Rush at the end of an Unstoppable Force charge), comparable to any other character with 5 speed and a ranged 10 signature strike!

cunning harbor
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“Come fight me you coward!” Enemy must end turn on the ground within 5 of the fury, or become frightened (SE).

ancient pewter
ancient pewter
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how does that....look in the fiction?

cunning harbor
ancient pewter
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that rules

frail finch
unreal pawn
# ancient pewter how does that....look in the fiction?

I would've just described it as kicking off from an ally and launching yourself off them or whatever - but depending on circumstances, you could go harder and say you pick them up, swing them round, then transfer the momentum to plant them back in the ground and send yourself flying like a gravity slingshot

hoary anvil
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@native anvil Pinging here because it's homebrew, but for my ancient Greek/Mesopotamian/Bronze Age setting, I've made a couple ancestries including a demigod one. I don't have a finished design to show but basically the idea is it's similar to Revenant where you can select another ancestry, but the signature trait has you choose a Domain instead and gives you a feature based on that. Feel free to borrow the idea and if I finish it soon I'll send you a draft

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Other than that, yeah it's just all up to the player's class choices and flavor

ancient pewter
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i was talking with a friend about the usage of iconography (their opinion was that its more useful for player aids and reference cards than in a rule book itself) which got me thinking to use iconography on monster cards. so i took a format made by f1zz3r and tried to do my own icon-flooded spin on it as a weird exercise

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ideally i would want to make my own icons instead of using emojis so this was just a mock up. i also removed some keywords from the list because personally i find ranged/melee/area and psionic vs magic redundant

cunning harbor
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Emojis for the win! blobhero 😤

ancient pewter
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i made a list a while back

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i might wanna revisit this project

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a few things i would change:

  • no talent keywords
  • elementalist keywords are fine, but remove non-core elements until those subclasses are released
  • magic/psionic keyword is changed to supernatural
  • no area, ranged, or melee keyword
  • icons for the different types of action (main, manuever, triggered, and free variants)
  • damage type icons
  • status condition icons

i think that would be it?

deep meteor
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Or do you just mean they're redundant with the distance of an ability's effect?

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In which case where does that put melee distance kits like whirlwind?

ancient pewter
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this doesnt really counteract the benefit of the whirlwind kit

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since it basically just means "melee X" becomes "melee X+1"

deep meteor
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I wasn't sure if I was forgetting but it is actually the case that some abilities have Melee 2

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Like Null's Magnetic Strike

ancient pewter
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they still have the melee keyword

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so i dont see how that changes much

deep meteor
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Ohh you just implicitly omit unless there's ambiguity

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Yeah that makes sense to me

ancient pewter
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yeah basically

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im a bit of a freak

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this is just a proof of concept, i think the real test if i can utilize this concept for abilities

deep meteor
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Yeah I'm personally a sucker for text but I'm sure this is really useful for quickly digesting information once you're used to the symbols

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Like you could probably fit what 1.5x the number of monsters on one sheet?

ancient pewter
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yeah exactly

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that was f1zz3r's intent

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to make bite-sized stat blocks for monster for an encounter sheet

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a medium complexity ability

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again, icons are WIP

deep meteor
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My one suggestion for icons is unifying the damage types with some visual element, e.g. they all have a red circle around them, or something

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Otherwise godspeed

ancient pewter
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thanks for that suggestion

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i was actually thinking squares

deep meteor
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Also works! I thought something different from squares because the characteristics already use in the RC (and presumably you'd want to keep that visual language)

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But maybe it works fine too

ancient pewter
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characteristics and damage are linked, which was my reasoning

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but im not a UX person

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just something i found online for instance, if every damage type was contained in a box like this

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i like the boxes for damage lines because it keeps shapes uniform

deep meteor
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True! On second thought I agree with you

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That is quite a nice icon

ancient pewter
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i have played too many mid heavy euro games and been exposed to esoteric iconography

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i have some Thoughts

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😅

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the only issue is excel doesnt play well with non-emoji symbols

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actually i wanna test this format

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whats the longest ability in the game

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(with a power roll)

deep meteor
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probably something talent?

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Conduit Divine Dragon
Elementalist Magma Titan
Tactician To Me Squad!
Talent Soulbound, Stasis Field
Troubadour Renegotiated Contract

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These are all pretty chonky

ancient pewter
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lemme give em a shot

cunning harbor
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Like that ability could be written as:
Deal 8/12/15+M damage, Potency Frightened (SE). If already frightened, potency inflicts 2*P psychic damage instead.

ancient pewter
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i made divine dragon

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i added a keyword to include the characteristic of the ability too, which i think compresses info a bit more

cunning harbor
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very compact, I like

deep meteor
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Wait I don't see how current to me squad ends up in this version

cunning harbor
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I might us "-" instead of "X" to denote a null bonus at some tier

deep meteor
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What does 💪 mean

cunning harbor
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signature

ancient pewter
deep meteor
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Ohh and then I guess you're missing the effect. But wow yeah the power roll simplification is crazy good

ancient pewter
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i meant for it to mean "melee"

indigo lodge
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I wouldn't have guessed

ancient pewter
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like i said, i need better iconography

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im open for suggestions on both signature and melee

deep meteor
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Idk how you're going about these icons, but could you have something like tonegenuine etc?

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Like a cute lil square with "sig" or "sgn"

ancient pewter
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yeah eventually my plan is to have custom icons

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and make cards in like

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in design or something

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unfortunately excel doesnt play well with custom icons

cunning harbor
ancient pewter
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funny idea for free strike actually: 🆓

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ah it doesnt show up well on excel

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but thats a cool idea

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does this look any better? worse?

deep meteor
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"Free" is kind of overloaded with free strike / maneuver / etc

ancient pewter
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yeah

deep meteor
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Maybe it shouldn't be a keyword? Or it's like a "keyword modifier"

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So you could say 🆓 🗡️ ?

ancient pewter
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strike is its own icon

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alternate idea

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in my mind it goes free strike->signature->heroic so i was thinking there could be an evolution there

deep meteor
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That also makes sense! The only issue is "signature ability" and "signature ability with the strike keyword" are two different symbols (green box vs green box dagger), whereas free strike is just one symbol (orange box)

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So there's a bit of subtlety in the icon choice there

ancient pewter
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unfortunately thats just something native to the game

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free strike is one thing because a free strike is a singular ability

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whereas a signature ability can be a variety of possible abilities

deep meteor
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Right, I guess essentially what I'm getting at are, what are you thinking of doing for all of:
strike / free strike / signature / heroic / maneuver / free maneuver / triggered action / free triggered action

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Each doesn't have a clear icon, so abstract symbol boxes is tough

ancient pewter
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strike is a Keyword so it gets an icon
free strike/signature/heroic dont HAVE to be icons, but they can be
action/manuever/triggered action/free manuever/triggered action should all be icons imo

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Action: 🔷
Maneuver: 🟠
Free Maneuver: ⭕
Triggered Action: ❎
Free Triggered Action: ❌

deep meteor
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Ohh actually the shape language makes a lot of sense

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Oh oh

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What if strike is

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Oh i thought there was a double dagger symbol

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nvm

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oh ther eis

ancient pewter
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⚔️ ?

deep meteor
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⚔️ strike
🗡️ free strike

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?

ancient pewter
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i was using ⚔️ for the weapon keyword, but im double guessing the utility of icon-based keyword lists

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what do you think?

deep meteor
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Most things won't have more than a line of keywords so no keywords is probably fine

ancient pewter
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im also cutting down on keywords

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most abilities will only have 2 keywords

deep meteor
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If you re-use the common ones (strike etc) you should always save a line

ancient pewter
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maybe 3-4 if its an elementalist abiltiy

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Supernatural: 🔮
Weapon: ⚔️
Strike: 🗡️
Charge: 👟
Earth: 💎
Green: 🌲
Void: ☄️
Fire: ❤️‍🔥

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but im seeing what u mean

deep meteor
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Yeah it just becomes a lot of icons idk

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For no lines saved on ability text (most likely, to be seen tho)

ancient pewter
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i think most non-strike abilities will have just one

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i think having strike and free strike be two iconography-connected abilities is very appealing

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just gotta figure out a new weapon keyword

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is ✊ or 👊 workable, u think?

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or is that too disconnected?

deep meteor
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Maybe an axe?

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🪓

ancient pewter
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i thought an axe as well

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was worried it might blend in too much

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Weapon: 🪓
Strike: ⚔️
Free Strike: 🗡️

deep meteor
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Up to personal taste but I quite like this

ancient pewter
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fair enough!

proper shell
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whats yalls thoughts on a trait like this for the kobold and goblin ancestries im working on? i also cant really thinkof a very creative name for it

deep meteor
proper shell
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ah i see it in the May packet. didnt know they added that. so i will probably just port that polder trait over to the kobold/goblin

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also i take it 4 ancestry points is the new norm for 1S ancestries? is that effective -1 stability really that potent?

deep meteor
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I actually don't have a strong feel for how bad -1 stability is, but the designers certainly think it's pretty bad

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Memonek also gets 4 (1M but "lightweight" so effectively 1S), and 1S revenant gets 3 instead of 2

indigo lodge
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It’s also a bane on escape grab

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Fwiw

proper shell
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my only experience with a "1S" ancerstry was on Peanut Head, but she was also a lvl 10 Berserker Fury, so like my effective size was 8 or 9 and i had around 6 stability

deep meteor
indigo lodge
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Is it? I feel that maneuver doesn’t get used super often, grabs are easy to break with force moves or teleports

proper shell
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-# (psst! hey kid! the mods wont know if we discuss minor details about the RC here)

white moat
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would anything break if i made both parts of this "you or an ally"

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i have a melee tactician who i think would really appreciate it

theres two tacticians in the party so the other one could take it for them but that feels kinda 🤮

ancient pewter
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i think that should be fine

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while we're on the topic of ability adjustments, i wanna revisit the comment about berserker fury mobility that i was talking about a while ago

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maybe instead of charging increasing your speed by a certain amount (+2? +[A]?) you can instead exceed ur speed if ur jumping?

ancient pewter
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we can get smaller

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we have the technology

white moat
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hieroglyphics

ancient pewter
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i did another one and its a lot of fun having abilities sometimes interrupted by icons

cunning harbor
unreal pawn
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the rules justify not giving the Fury a class maneuver, but you could consider filling that gap with a dedicated Leap maneuver or something for big stompy vertical jumps

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e.g. a version of Avalance Impact (6th-level berserker ability) without the damage, or even with no power roll and just a 1-push, might be what you're looking for

ancient pewter
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@cunning harbor as well

cunning harbor
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Both those effects are mechanically fine.

ancient pewter
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🤔

ancient pewter
white moat
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finaljas doesnt know about the "push an ally and use your triggered action to push yourself extra squares" tech

cunning harbor
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Literally doubles your speed, effectively.

ancient pewter
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hmmmm thats fair

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maybe its a mindset thing

cunning harbor
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Of course it doesn’t help at all against flying creatures… but neither does this.

ancient pewter
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does feel like u kinda need hellcharger helm

ancient pewter
cunning harbor
ancient pewter
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it is?

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i thought it just set a base

worn bane
ancient pewter
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reaver gets a speed bonus

cunning harbor
ancient pewter
unreal pawn
ancient pewter
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hmmm i suppose

indigo lodge
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Stormwights get kit bonuses plus the ones from their storm+ animal forms

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So a bit more than just the kit bonuses the other subclass gets

grim flume
indigo lodge
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I didn’t say that, but you’re right that they don’t get an additional kit

grim flume
proper shell
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thoughts about this for a werewolf ancestry trait?

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or maybe split them into two separate 1 Point traits?

deep meteor
# proper shell thoughts about this for a werewolf ancestry trait?

I'm assuming you get 3pts? I think it's pretty strong since you can shift out of opportunity attack range, still move the full charge distance, and then still have a move action. Or avoid an opportunity attack during the charge, and so on. Not OP imo, but definitely solid.

proper shell
deep meteor
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The speed boost could be stated plainly as "you can shift 2 at any point during the charge, and still move the full charge distance". If it's something you're keen on. I don't think it makes or breaks, 2pts with or without the speed bost, the main benefit is the shift

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Could also write it as a disengage move action during the charge, if you want it to interact with other disengage effects

proper shell
proper shell
deep meteor
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Cool makes sense! Then I'd also add some line about "The charge must continue in the same direction after the shift"

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But otherwise sounds fire

cunning harbor
deep meteor
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And deal a (most likely) ranged free strike wherever they end up. I agree mileage varies depending on the class, but I think it works for several

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(i say double their speed including the charge + separate advance move action)

cunning harbor
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The damage a hero will take from an enemy free strike will often be less than the difference between a free strike and a signature

deep meteor
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Oops you're right

glass light
ancient pewter
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lol thanks, i shouldve tagged you

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my eventual plan is like

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making a double sided card and fitting all ur abilities and traits on it

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with iconography

glass light
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I would use different iconography, but same

ancient pewter
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im curious what iconography you would use

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the emoji stuff is kinda placeholder

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since excel doesnt do custom icons

glass light
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When I'm not at a conference I might drop a mock up in here

vale panther
white moat
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statting out a superboss (multistage!) with abilities taken from various sources. one of the forms has ajax inspired triggered actions that fuck with specific pcs. im especially proud of this one for conduits

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it would be fun at some point to expand ajax's triggered actions suite so theres one for every class

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(and then you just track the ones your pcs have)

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unfortunately i have no shadows so i dont get to use who's hesitating :ouagh:

knotty swan
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I'm wanting to put together a more regular cooking activity, I was thinking of reskinning a health pot but I was wanting a more reliable outcome than the 45 project points and resulting in something less powerful intended for out of combat, and also makes more servings than the Perfect a Recipe Hearty Meal. Mainly I'm wanting first-impressions on if what I have is overpowered. Here's what I'm thinking so far:

Fortifying Meal
A hearty, well-balanced dish infused with subtle restorative herbs and spices.
Crafting: Once per respite, you may prepare a Fortifying Meal as a respite activity. You create 5 to 7 servings—enough for one serving for each hero in your party.

Effect:
When you consume a serving, you gain temporary Stamina equal to 2 × your highest characteristic. This temporary Stamina lasts until it is lost or until the hero completes a respite, whichever comes first. You must complete a respite before you can benefit from another Fortifying Meal.

In addition, the next time you begin combat on the same day after consuming the meal, you gain 1 surge at the start of the first round.```
dreamy cypress
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I haven't had a Hakkan at my table yet, but does anyone else feels like Forceful is almost obligatory? At least for any characters planning to use forced movement regularly.

I am considering modifying it somehow, like making it melee only or just bumping it up to 2 points, but again I haven't seen it in play yet. Is it really that good or am I overestimating it?

ancient pewter
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i feel like it depends how minmax-y your table is

dreamy cypress
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True, but it seems like a lot of value to come from an ancestry trait. It doesn't take an optimizer mindset to read the trait and connect the dots that it would be really good to take if you were planning to play something like a Fury, Talent, or Null (or even an Elementalist).

Off the top of my head I can't think of any other ancestry traits that can boost the performance of your class so much, but again I'm wondering if I'm overvaluing it in that way

ancient pewter
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hakaan fury/null is one of those combos that based on what i can tell, is intended by the designers

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similar to wode elf shadow

hoary anvil
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@languid parrot Wdym Magic Resistance in this context?

languid parrot
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Uh, the thing where are your stats are stronger vs potencies. I think it's an armor mod.

hoary anvil
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Gotcha. Might and Agility potencies are vastly more common than R/I/P (there are more Might potencies among monsters than all three mental stats combined). In one of my homebrew ancestries I have a potency bump to all 3 mental stats for 2 points. Feels about right to me (and others)

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Oh I see what you mean, I have not memorized all the imbuement names lol

languid parrot
hoary anvil
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I don't think I'd give that imbuement as an ancestry trait, it's essentially worth 4 AP across all stats

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You could make it tightly conditional somehow but it's just very strong to have as an ancestry trait which are generally weaker than any other buffs

grim flume
cunning harbor
cunning harbor
grim flume
dreamy cypress
cunning harbor
white moat
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cooking or cooked? DTO thats a weird fusion of a monster and a DTO

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(i gave it stats bc i deliberately want players to be able to hit it with conditions, but i dont want it to be able to move or take oppies etc)

deep meteor
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You're cooking your players are cooked

white moat
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@potent pier for zelda campaign statting

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(for guardians im cribbing a lot of valok stuff, especially their defensive trait that gets disabled by conditions)

potent pier
cunning harbor
white moat
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im not attached to it

twilit thunder
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Any interest in a Google Docs "template" for homebrew? It is very loosely based on the layouts in the latest documents. Something I'll use to have a little consistency using free tools and fonts. I've included a port of a Sasquatch ancestry from my 5e setting as a sample.
Edit: I've started a new thread here that I'll update as needed: #1389036975104856166 message

hoary anvil
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And do you mind if I post this in the dedicated DS homebrew server/invite you to do so yourself? Folks would love it

twilit thunder
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The Squared-A is CHAR(127344) in Google Sheets, the others are a little higher than that. They were a pain to find, which is why I included one for each stat to help.
Isn't this the ds_homebrew server? Or do you mean put a new thread?

meager arrow
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I believe tintenseher is referring to a wholly separate server.

hoary anvil
hoary anvil
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@ancient pewter I've also thought about homebrewing psionic subclasses for nonpsionic classes and vice versa. Perhaps this shadow graduated from the College of the Unfettered Mind or something, just as a fun additional flavor option

ancient pewter
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thats an option i havent considered!

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soul knife college

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i feel like that would be a hit at my table

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what would be a good name for a soul knife ripoff

hoary anvil
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College of the Spoon That Isn't There

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Time Knife 😂

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College of the Refracted Blade

proper shell
hoary anvil
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College of the Psychic Night

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College of Jagged Intellect

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College of Occam's Razor lol

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I do like Razor of some kind actually, that has a fun double meaning

hoary anvil
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@proper shell Coming here because it's technically a house rule but basically I'd just let the rider apply anything like that to their mount. If it's happening off-turn then it's probably something targeting a creature in which case they could just target the mount anyway. So it doesn't make sense to limit it when it comes from the actual rider

ancient pewter
hoary anvil
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Refracted Blade is my favorite of those

proper shell
hoary anvil
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Yep would just always let it redirect, unless there's like no space for the mount to move or something

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The real funny part is "You can climb onto your mount freely" but the only given way to dismount is to get knocked off (or if your mount dies) lol

quick quarry
quick quarry
ancient pewter
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@lilac igloo

cunning harbor
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@lilac igloo Hey! I saw you were interesting in making a homebrew class. I don't have my guide for that typed up yet, but I can give advice and answer any quesiton you might have

cunning harbor
ancient pewter
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yeah it isnt completely uniform

lilac igloo
lilac igloo
ancient pewter
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honestly as long as u follow the ability and trait acquisition general flow u should be fine

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mix it up as needed

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class design in draw steel is pretty asymmetric

lilac igloo
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That’s what I love about DS 😃
Pretty excited to make a class of my own (something that never happened to me in D&D)

worn bane
lilac igloo
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I just got an invite from KingGurke

proper shell
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would it break anything to add the Weapon keyword to Sticky Bomb? it just feels kinda puny imo, so a range buff might help it a bit

worn bane
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You have to hide before using it so it isn't disabled then have to wait till your next turn for it to explode.

cunning harbor
# lilac igloo I think the table Jas provided should be enough for now, thanks. <:blobcheer:756...

Some stuff not covered by the table:

  • Each class has two HR triggers. These are either 1 once per round, or 2 once per combat. The HR triggers should encourage the playstyle of the class you want.
  • There should be a maneuver and a triggered action, but they can be given by either the class or subclass, and can be a choice between multiple.
  • Each class has a unique way to spend HR. Buff tables, mark spends, or something like the shadows “hesitation is weakness” counts.
lilac igloo
cunning harbor
#

A hero gets one triggered action. That can be one from your class (Null), a choice from your class (Conduit), or from your subclass (basically everyone else)

ancient pewter
#

james talked about tag team moves today!

worn bane
#

Oh hey, awesome.

#

What did he say?

ancient pewter
#

i think it was like

#

moves that cost X [heroic resource] and X [another heroic resource]

grim haven
#

Ooooo

ancient pewter
#

which either hero can do the action cost for it

#

he doesnt know if it'll work tho

grim haven
#

Those moves would have to be strong

worn bane
#

I wonder if they're gonna be included in class kits, or available to everyone, or title-bound, or what.

ancient pewter
#

in my version it was title bound

glass light
#

To be clear, James talked about it in the speculative sense, not in any concrete plans. A "what if" question.

lilac igloo
#

Oh cool, Twitch didn't notify me this time. I figured this was another no-stream week.

true orbit
#

Tag team actions feel very cool to me and I'd love to see them in some capacity

#

On the director side they can be malice features too, spend two turns of two creatures and they collaborate to do something scary

vale panther
#

I've been thinking about tag team options since he commented on it this morning and I've come to a conclusion;

There are multiple valid, functional, interesting ways to make the idea work, and most players will like one method more than another.

Ergo I think it's a good place for brewing, because one way of doing it doesn't invalidate other methods. And if one person makes a system for it and writes up a dozen or so such abilities, a director who prefers another method of teamwork abilities may still find inspiration in the abilities presented.

I have not yet decided which method I want to develop, but I'm kicking around ideas

hoary anvil
#

Doing 45 moves for every tag team possibility (or 36 if you don't want doubles but that seems unfair) seems like too big in scope both to design and use to me. Maybe you'd want to group em somehow

#

"you" being the general you, just thinking out loud

#

Ord forbid if you want multiple tiers of like 5/7/9/11 cost

vale panther
#

My instinct is to start out with the structure, answering questions like how action economy mostly works, and getting a blank example. Then, work out probably two combos for each class. If it works and you can get them balanced to the author's satisfaction, then other people who like the system can expand it with later examples.

ancient pewter
#

i think its fine if u dont wanna design every combo

vale panther
#

The method I'm playing with now is to skip bespoke combos (a method I know James preferred because of earlier comments) and imagine 'setup' and 'execution' as keywords on abilities by class. So I use my Setup ability to enable/enhance your Execution ability. It's a bit noodlier, but much more flexible than a list of 2-person abilities.

ancient pewter
#

another thing u can do is group classes together

#

its something i considered in the past

hoary anvil
worn bane
#

I think you can do something like add 5 cost to literally any ability, lets teammate take any action as a triggered action.

#

Then put some kind of limit on it. Maybe it's once per combat, maybe it costs a few hero tokens to execute.

#

Might put it into writing.

vale panther
#

If you limit the teammate's action to Signature Actions only, that's very close to Hammer and Anvil. But, what if you limited the teammate's action to only using Heroic Abilities?
Then the teammate's ability costs them both their TA for the round and the regular cost of their ability. That would provide a natural limit on overuse because you aren't gaining any extra HR. And it would preserve some of the niche usefulness of existing abilities which don't have those same limits.

worn bane
#

You are still gaining an extra action that round, which usually costs about 5 HR (e.g. Shadowstrike).

worn bane
white moat
#

i think any tag team system that doesnt use bespoke actions is missing the point to me

vale panther
white moat
#

i think the idea of spending hero tokens on the tag team abilities is sick though

#

maybe somewhere around X HR (at least 1 per person, then rest can be either participant), and 1 hero token to use a tag team

ancient pewter
#

the bespoke is the point for me!

#

like

#

this is my fantasy

white moat
#

part of me is also like. are tag team abilities not already kinda built into the system somewhat

ancient pewter
#

theyre adhoc

white moat
#

but maybe thats too designerbrained

ancient pewter
#

imo

white moat
#

and i should be thinking 'this is cool how can we make it cool'

worn bane
ancient pewter
#

its not a Tag Team Ability, imo

#

its the bit where captain america and thor do the hammer slam thing

#

thats a different vibe

white moat
#

yeah true

hoary anvil
#

Was just gonna mention Midnight Suns

#

That's the setup/execute style Delport described

ancient pewter
#

or the double techs from chrono trigger

vale panther
#

I do think some things in the game like H&A, This is What We Planned For, Hesitation is Weakness and others are good for narrating as this kind of thing, but it doesn't hurt to homebrew some more specific ideas. Like, if you have an ability that applies penalties to an opponent until the end of their turn and then you do initiative tricks, that works. But it's not the Shield & Beam Weapon to wipe out a ton of minions trick. That's a bespoke ability. And a good example of S/E - the beam weapon is an ability you can use on its own, but teaming up with Cap lets it hit more targets.

worn bane
#

And Hammer & Anvil on tier 3 applies to 2 allies, not 1. And gives an edge.

#

But generally it's fair that using 2 HT on top would make it stronger imo.

#

2 HT is 4 surges, or a recovery-value heal.

true orbit
#

I think being noodly about how many hero tokens or HR tag team actions cost to initiate is over designing

Simply allow two players that want to collaborate spend their turns back to back to pull off one big bespoke maneuver, and have malice features that allow grouped monsters to have some of their own

quick quarry
#

Late to this convo, but loved the discussion about tag team moves. Personally, very much thought of them as bespoke moves, less just 2 people doing their own thing simultaneously (hence the higher overhead).

glass light
#

Spending turns back-to-back kinda eats the Shadow's lunch

quick quarry
true orbit
#

Not confined to one class

quick quarry
#

Even with the understanding that a feature available to all dilutes the uniqueness of that ability?

true orbit
#

Yes

#

I don't think that ability should exist

#

So

ancient pewter
#

i do think the bespoke-ness is part of the appeal of the concept

#

for me

true orbit
#

I have been doing this in my 5e games for months

#

And it works out really well

ancient pewter
#

if i wanted to do ad hoc combos thats something that already exists in the game

true orbit
#

Because

#

When the PCs do it I track it as "turn debt"

ancient pewter
glass light
#

It's much cooler to see the combo of a Fury and Shadow be different from a Fury and Elementalist

true orbit
#

And then the baddies do it too right back

#

Makes for great back and forth, push pull

true orbit
#

In this case

#

It's very general design piece

ancient pewter
#

why would it not? they are mechanically dissimilar games

true orbit
#

Both games have turns

#

So anyway

#

Hesitation is weakness falls flat for me in a sense that in a game where any PC can go when they want to, only stopped by the back and forth nature of the combat turns

It seems kind of silly to hamstring an idea (tag team) because one class has this one ability

#

Also for the record i like bespoke tag team abilities too, and I think they can and should exist in tandem with PCs and monsters having a baseline ability to take turns one after the other

#

Also I'm more confident in saying all this cause it's homebrew

#

Every table is inevitably going to change how something works in the game

#

if you don't have a shadow in your party try turn debt! You might find it more fun who knows

glass light
#

I think people need to try Daggerheart and Draw Steel for their different approaches to initiative

true orbit
#

I like the idea that Daggerheart has no initiative basically

#

My un person group might have it work better for them

worn bane
#

If we're talking bespoke for each class combination, that is going to be a lot of effort.

worn bane
true orbit
#

It would yes

true orbit
#

The game daggerheart that is

worn bane
#

It's more a narrative game than DS.

true orbit
#

It is

#

This is off topic tho

ancient pewter
#

ajax doesnt have a mechanic for every class

hoary anvil
#

Ajax doesn't have a bespoke mechanic but every class can still be targeted by one of his triggers. If you can build a party of characters that have no class combos between them, or only like one, that's a failure IMO

true orbit
#

I think that it would be a fun exercise to make a tool kit for directors to build their own bespoke tag team actions collaborating with their players

hoary anvil
#

But it might be reasonable to do only like 4 or 5 per class instead of 9

worn bane
#

"Oh man, you picked X? We don't have a tag team..."

true orbit
#

Abilities are already modular

ancient pewter
#

my sicko take is for these tag team abilities to be customized to ur specific party

true orbit
#

And that makes each bespoke action idiosyncratic and special to each table

ancient pewter
#

and specifically flavored to the PCs

#

yeah

true orbit
#

Yeah exactly

ancient pewter
hoary anvil
#

Right but that's not like a generically designable homebrew system

true orbit
#

Players need to take initiative sometimes you want the shiny cool toys you need to sit down and make them

worn bane
#

A toolkit sounds interesting so long as it's properly balanced. Generally the "create your own ability" thing can be tricky to balance right.

#

But I like the idea.

true orbit
#

I don't think it would be that hard tbh

ancient pewter
#

ngl my favorite kind of homebrew content has been stuff thats like

#

"heres a deisgn doc, and some content using it that i made for my group as an example"

true orbit
#

Like if we have the idea that two PCs working in tandem are greater than the sum of their parts you can focus the math that way

quick quarry
ancient pewter
#

oh like k&w!

#

yeah i loved those

#

ngl the math for damage/potency is pretty simple in draw steel

#

u just gotta tune in the effects

#

which is the hard part in 4e-likes

white moat
#

a player has pitched the wording for stuff like the censor instakill to be worded as "a creature that doesn't have villain actions"
with the intent that it also applies to a creature that has villain actions but has used them all already (i.e. we're heading into round 4)
honestly i kinda fuck with it

#

worst case i could just give bosses more villain actions if they need to last longer

cunning harbor
#

Not a fan personally. The execute abilities are already way too strong, and this just makes them stronger. And it means any boss/solo will die on round 3, unless you either A) add more villain actions or B) tactically don't use your last one.

hoary anvil
#

They did get nerfed FWIW

worn bane
#

How so?

hoary anvil
# worn bane How so?

Like Censored now only works if it's what winds the creature rather than if it's already below half

white moat
white moat
#

but also like. part of me is okay with that

#

eh nah. it turns all bosses into 'survive until turn 4' which isnt what i want

#

that can be a sometimes thing

ancient pewter
#

test it out and see how it runs!

white moat
#

nah i wasnt huge on it anyway
instead im going to test out making them work like heartstopper from vessel and having them just deal a bunch more damage if conditions are met on bosses

cunning harbor
#

IMO executes need to either just be damage, or be higher cost. Otherwise they are far too strong at high echelon play

deep meteor
#

It seems to me they should be limited 1-2x per encounter, after which point they just do flat damage. Esp the lower cost ones

ancient pewter
#

i get the feeling mcdm wanted to avoid combat abilities with 1/combat triggers

deep meteor
#

Absolutely, though there still are a couple

quick quarry
cunning harbor
glass light
#

I wonder if this is the avenue from which we explore Solo and Leader monsters getting "staggered" a la Elden Ring.

quick quarry
#

Ok, ok - I like where this could go. What if 'executes' (is that the term were using for these abilities?) inflict a condition on a creature, and creatures of higher echelon have to take 2 or 3 of those conditions before they die - but they are seperate from stamina?

#

So, example: You use Censored on a E1 Bugbear at winded, maybe it has a execute threshold of 1; so it dies.

#

BUT a creature with a threshold of 2 or 3 (maybe equal to echelon) instead have to get hit with 2 of those abillities

glass light
#

You can withstand as many Executions as your Echelon

#

Or something like that

quick quarry
#

Yeah, something like that

glass light
#

It's... kinda reintroducing Legendary Saves, huh

ancient pewter
#

oh no

#

lmfao

glass light
#

Hahaha

ancient pewter
#

so

#

not to get all boss baby

#

but in icon there are execute abilities that deal % damage

#

against legends (basically solos) they deal a flat % (25%) instead of a straight up execute

#

perhaps it could be something like that?

#

i think one of the fury abilities already functions like this

glass light
#

I like 1/2 of the Winded threshold

vale panther
#

Ooooh! What if we applied the Combo idea to the Instakill problem, using abilities that bestow a condition on the target and another ability that has an additional effect on targets with that condition, but you don't give a character the ability to bestow and capitalize on the same condition? (And to be clear, I think I mean bespoke conditions)

#

You could even make the 'setup' a rider that comes from something else, like a title or treasure. "When you use spend at least 5 Heroic Resource to use a Strike ability, that ability puts the "Ionized" condition on targets. Ionized targets take 1 additional damage from lightning attacks." And then give the elementalist a power that deals double damage to ionized targets and removes the ionized condition?

deep meteor
#

It'll take several players with execute moves otherwise they're useless

glass light
#

Yeah, damage conversion is a better option, I think

quick quarry
deep meteor
#

Some shield condition like... Winded? 👀

quick quarry
#

Not what I'm thinking. I think the simple option is, as has been mentioned - make executes do a flat percentage of damage

deep meteor
#

Is the idea that the percentage goes down with echelon?

quick quarry
#

BUT - I'm just considering alternative win conditions that could be a a bit more to design, but could give players interesting tactical decisions

glass light
#

Hmm, is there a good incentive to amplify or gate the effect behind the Solo being Winded?

quick quarry
#

Oh! Actually - what about a simlier system - what if executes have just a random change to defeat a foe? So its not guarunteed - but its a die roll; on a failure, nothing?

#

And then - you could reduce the pertentage against higher echelon foes?

deep meteor
#

Or it's an opposed characteristic roll? So higher echelon get a higher chance of success implicitly

quick quarry
#

It could be a rare circumstance of that sort of mechanic?

deep meteor
#

Yeah it's strange they define opposed rolls but only use them in... Searching for hidden creatures?

quick quarry
proper shell
#

not sure what channel to put this in, but its for a homebrew ancestry im making so i guess it goes here?

so theyre cyborg angels and one of their traits grants you holy, poison, or corruption immunity equal to your level. im trying to nail down the flavor text. what i have right now is

"Your cyber-divinity grants you resistances to..."

but like i wanna swap "divinity" for a word derivative of "angel"

so if divine (adjective) -> divinity (noun, turned into a qualifying title), what is the qualifying titular version of "angel"? like an "angel-hood" or "angel-ness" of sorts? or how could i cram "cyber" into "angelic" to turn it into a title?

ancient pewter
#

cyber-angelhood?

proper shell
#

cant explain why

ancient pewter
#

sounds like u should stick with cyber-divinity then

proper shell
#

maybe. but i like sounding verbose lol

#

especially with this aspect of my setting

hoary anvil
#

"angelicness" is a word but it sucks

Cybersanctity
Cybercelestiality
Cyberprovidence
Cyberradiance
Cybersainthood
Cyberseraphicity

#

Cyberpurity

#

Cyberspiritualism

ancient pewter
#

if it was me

#

and i like being verbose

#

i would say cybernetic-angelicis

proper shell
#

aha! found exactly what i was looking for! "angelism". so imma have it be "cyber-angelism"

hoary anvil
#

I think that term has some negative connotations but for your own homebrew that works lol

charred gale
proper shell
quick quarry
#

Something I need on the monster end, is a whole band of psionic monsters. Anyone have good ideas of monsters that are good Inspiration to make a whole group of?

hoary anvil
ancient pewter
#

band aka the old name for horde, im assuming?

quick quarry
#

More like whole monster group, like undead or demons

hoary anvil
#

Ah okay. So not voiceless talkers because you want to fill out all the echelons

hoary anvil
#

Okay this is a pull but are you perchance familiar with the video game Wildermyth

quick quarry
#

Afraid not

hoary anvil
#

I bet you could make 4 echelons of "psionic insects"

#

Add other animals if you want, one echelon is bugs, one is reptiles, one is mammals, one is birds

#

They have like hive intelligence

quick quarry
#

Excellent. Close to what I'm looking for

hoary anvil
#

You could expand time raiders into 4 echelons. Or just generally take some Cthulhu Mythos inspiration for a faction of eldritch aberrations

quick quarry
#

Ooh, right. For got good Ole cthulu bois

ancient pewter
#

yeah psionic bugs is awesome

#

voidborn from league of legends, etc...

proper shell
#

not technically "bugs" by most taxonomical definitions, but the slug people from FTL are a cool psionic "bug"like species too

ancient pewter
#

🙂‍↕️

hoary anvil
#

5e's best monster the elder oblex

proper shell
hoary anvil
#

Like mechanically

#

Idk the lore except they're small lizards

proper shell
#

but LORE. oh boy!

hoary anvil
#

Lol

#

I'll read the wiki page

#

Literally never thought about them in years of running 5e

proper shell
#

theyre my favorite of the reptilian species. their language is about 50% stenches and smells!

#

and in my setting, theyre from a defective batch of dragon knights (called wyrmsplice in my world)

hoary anvil
#

The stench thing is cool

#

Linguistically I mean lol

#

I like that that's also how they navigate

quick quarry
#

Oh, you know what I just realized we need: We need Draw Steel Slaads! They were psychic toads!

grim flume
vale panther
# quick quarry Oh, you know what I just realized we need: We need Draw Steel Slaads! They were ...

Matt has replied to "Will MCDM do Slaad" on streams with "We could have our own interdimensional toad beasts, sure! Not sure when though" - I personally think it would be neat to see them as Homebrew though, just because I'd want to see what parts of the Slaad inspire different developers. Are they "Toad Beasts from SPAAACE" or "Living chaos storms which possessed and warped mortal forms and look like toad-people" or do you lean into the disease/parasite aspects of change and pattern?

proper shell
#

what might a vial/bottle of holy water do? i was thinking maybe go oldschool Castlevania and have it be a 1 cube AoE with damage over time, or make it just a single target one instance of damage with maybe a condition thrown on it

my players are lvl 4

hoary anvil
#

That was my first thought

proper shell
#

maybe, but literally no one in my group has a single ability that deals holy damage

hoary anvil
#

Very funny to make it do that then 😂

proper shell
#

only way they could get holy damage at this point would be if they all swapped to the Warrior Priest kit lol

vale panther
proper shell
#

they worship the Sun God who created the whole solar system as well as the minor deities (who have since been branded as heretical)

vale panther
#

In that case, temporarily conveying blessings. Like anointing a weapon to do holy damage, or marking an area as difficult terrain for undead & demons

hoary anvil
#

Assuming this is for targeting the undead hordes in your setting cos I don't think holy water tends to do much against regular people, I think like a R/I < X frightened would be thematically appropriate

proper shell
#

ooh difficult terrains a neat idea

proper shell
#

i was thinking about a frightened too

hoary anvil
#

If you use it on a hero they get holy damage and undead take a bane to attack them

vale panther
#

ooh, weirdly specific idea but, what if looking through the vial allowed you to see things like detect the undead nature of someone? or even shine a directional light (like a bullseye lantern) through the vial to reveal undead/demons/etc for their nature?

proper shell
vale panther
#

We detect their presence but we can't pinpoint it. And if there's an undead who appears to be human (like a vampire) they have probably planned around that detection in some way (If vampires hide among the populace in your setting)

hoary anvil
#

You know the location

#

Which I did not think about spoiling secret vampires until now

proper shell
vale panther
hoary anvil
#

Been there

vale panther
#

I thought it was a non-directional sense, like 'i know there's something nearby.' largely because Matt says it's when the hairs on your neck/arms stand up. Which, creepy vibes not directional IMO. But that's apparently not what DS went with

#

That said, the ability only covers within 5 squares

hoary anvil
#

I do think it's weird

#

Especially ignoring line of effect AND precise location

#

Saved my players some investigation last session tho lol

proper shell
#

hows this?

Vial of Holy Water

2nd-Echelon Consumable

Keywords: Magic, Potion
Item Prerequisites: Water from the River Salve
Project Roll Characteristic: Intuition or Presence
Project Goal: 90 (yields 1d3 vials)

Effect: As a maneuver, you can throw the vial at a creature within 10 squares of you. That creature is A < Average Coated in holy water (save ends). An Abyssal, Demon, Infernal, or Undead creature Coated in holy water takes 1d6 holy damage at the start of each of their turns until the condition ends. A coated creature or a creature adjacent to them can use a Main Action to pat out the divine flames and end the condition.

Alternatively, you can throw the vial at a square, covering the area in holy water until the end of the encounter. The area is considered difficult terrain for Abyssal, Demon, Infernal, or Undead creatures and such creatures who enter the area for the first time in a round or start their turn there take 1d6 holy damage.

glass light
#

Hmm, how do you feel about the holy water damage triggering like Bleeding?

proper shell
ancient pewter
#

so i tried out my version of the warfare/cinematic assistance rules

#

it was a 1/round free manuever to do a malice ability from the associated faction

#

def think my group wouldve forgotten it if not for the reminders from our resident optimizer

#

i do wonder if theres a way to make it more automatic

#

without eating into action econ as fall of blackbottom does

cunning harbor
#

Was reminded of a random thought when the discussion of 0/0/4 kits popped up in general. I really think that the dagger style kits should have been 0/0/4

#

IMO it both fits the fantasy of a dagger better, while also having mechanical synergy with the Shadow class and it's focus on edges.

quick quarry
#

Is there another dagger kit besides cloak and dagger?

twilit thunder
charred gale
worn bane
cunning harbor
unreal pawn
cunning harbor
#

Maybe make heavy weapons 2/2/4 for 3 points if you want to differentiate them more

#

Or just drop weapon associations entirely and just make the cloak and dagger kit 0/0/4

unreal pawn
cunning harbor
#

I definitely agree that the cloak and dagger kit should have a different signature that leans into edges

unreal pawn
#

but that's probably not a good design for other reasons because you don't want to flatten the damage outcome of different roll result tiers

charred gale
#

Sniper kit gives you additional M or A damage if you don't move, which seems like a really similar fantasy.

So maybe Misericorde gives you M or A damage if you have an edge.

#

Oooh, or maybe if the target is affected by a condition

worn bane
charred gale
#

Do you mean on top of the normally adding a characteristic to rolled damage?

Like this:

EQUIPMENT 
You wear light armor and wield one or two light weapons. 
KIT BONUSES 
Stamina Bonus: +3 per echelon 
Speed Bonus: +3 
Melee Damage Bonus: +0/+0/+4 
Disengage Bonus: +1 
SIGNATURE ABILITY 
Mercy Kill 
Slip the blade into the perfect spot, then plunge!
Strike, Weapon. Action. Distance: Melee 1. Target: One creatur
Power Roll + Might or Agility: 
• 11 or lower: 3 + M or A damage 
• 12–16: 6 + M or A damage 
• 17+: 13 + M or A damage 
Effect: If the target is affected by a condition, this strike 
deals extra damage equal to twice your Might or Agility score 
(your choice).  ```
#

Not sure off the top of my head if the kit bonuses are budgeted properly, so don't take that part seriously

unreal pawn
# charred gale Do you mean on top of the normally adding a characteristic to rolled damage? Li...

something like that, though I think the condition rider would be hard to trigger in practice, probably you can't set it up yourself with a maneuver so it's very dependent on your party comp
... and I have a vague feeling that it's an anti-synergy (your ally inflicts a condition on an enemy, you use that condition to kill them so the condition's actual effect never matters), but maybe that's nonsnse

charred gale
cunning harbor
#

IMO the cloak and dagger kit could have had a niche as the only melee+ranged kit with 2/2/2 damage.

charred gale
#

Good idea. Definitely a kit that wants to be speedy

deep meteor
#

Might address some of the issues @unreal pawn brought up regarding synergies, it's cool to have in just a kit too though

worn bane
deep meteor
deep meteor
# worn bane Great! 🙂

I already have the first five levels more or less done, just a matter of polishing it up and writing up first pass of my ideas for higher levels, so any playtest level should work too blobhero

true orbit
#

Out of curiosity has anyone put together Elementalist subclasses for the "Elements" MCDM didn't include in the original class

ancient pewter
true orbit
#

Valid!

cunning harbor
ancient pewter
#

one of my players is setting out to learn ALL THE LANGUAGES

#

which is awesome and dope

#

but idk if theres a title for that

true orbit
#

Hyperpolyglot

ancient pewter
#

if there isnt, i would like to make one

#

any ideas?

true orbit
#

Hyperpolyglot?

ancient pewter
#

oh is that a title?

#

or one u made up

true orbit
#

Well its a word to describe what they wanna be

#

There's like what

#

Over 10 languages in orden?

ancient pewter
#

i was thinking mechanically, what sorta benefit that title could confer

charred gale
#

What echelon are you thinking?

true orbit
#

Definitely something regarding culture and negotiations

#

They could be a damn good mediator

ancient pewter
#

we're lvl 3 and hes learned like 8?

true orbit
#

With learning a language comes learning about the culture of that language

charred gale
true orbit
#

So maybe an edge on culture lore tests

charred gale
true orbit
#

Or hell a double edge

true orbit
ancient pewter
#

i want it to be something chonky

#

since the prereq is something like

#

"learn every language"

charred gale
#

oh my fault, you actually start with increased Patience if you share a language. So one of the benefits could totatally be an edge to Appeal to a Motivation.

#

I'm thinking maybe like

  • +1 Renown
  • An edge on tests to appeal to motivations
  • Learn a new interpersonal skill

Feels a little weak, but those are generally the types of benefits I'm seeing in E2 titles

#

Alterntively the Master Librarian title gives some nice project point related benefits, but I'm not sure how to translate that to the language idea

ancient pewter
#

halve the learn language goal for all your party members?

unreal pawn
true orbit
#

There it is

#

:choicepacha:

unreal pawn
# ancient pewter i want it to be something chonky

for literally every language I would also want it to be more than just a bonus to renown and interpersonal tests, yeah - something about knowing the true names of all things and being able to physically affect the world by speaking the language of reality, something more like that

true orbit
#

Access to a project where you could literally shape history, diverting it's course in a week

#

If we can learn a whole language in 24hrs well then

ancient pewter
true orbit
#

+2 to renown
Perma double edge to interpersonal tests (maybe just read person)

#

You said chonky tho so it sounds like you might want a niche conditional

#

When [X circumstance] you can [Y]

unreal pawn
ancient pewter
#

what other titles have similar effects?

proper shell
#

dont wanna derail the current conversation, but has anyone tried converting each of the kits into generic NPC/monster stat blocks? i imagine they wont all translate perfectly to NPC use, and a couple of them are already covered (human raider for instance), but i think this would be a neat project to have factionless NPCs ready to plop into a fight at a moment's notice

charred gale
vale panther
#

E1's Ancient Loremaster has an option "Rare Books: You add rare, ancient books to your collection. Whenever you undertake a research project, roll 1d6 for each dead language you know and add the total to the project roll."

I like the implication that each language you know allows you to leverage more tools (books) on research projects. The Omniglot could have a similar function. Maybe you get a +3 (instead of +2) on certain skills because of the insight your command of geolinguistics (ordolinguistics?) gives you into culture and psychology?

charred gale
#

Although honestly, I'm thinking this might be better suited for E3 if you want it to feel like they've cracked into serious power. That's where the title benefits start going wild.

ancient pewter
#

sure this can be an e3 title

#

or a chain of titles maybe?

#

u learn every living language vs u learn every dead language

charred gale
#

Yeah a title chain might work better/ more satisfying

ancient pewter
#

so e2 is:

  • renown
  • edge in negotiations
  • +3 on certain skills
vale panther
# proper shell dont wanna derail the current conversation, but has anyone tried converting each...

What would you be looking for in such a conversion? I would think it pretty simple, just grabbing an existing stat block of the right monster band, make sure its stats (like stability) are at minimum equal to the kit's bonuses, and swap the signature ability for its existing one. Is there something more detailed that should be done in advance?

This is a great idea btw, it not only expands quickly the number of enemies in people-groups, but also gives a descriptive tool. It's suddenly easy to make supporting monsters with an iconic fantasy trope because that's what kits were designed for.

proper shell
vale panther
# proper shell if no one else has done this yet, i was gonna experiment with it in my free time...

I wonder if the players would notice the incremental gains of most stat buffs, and some stats (like 'does this enemy get 1 sq or 2 with disengage') might make running large numbers more confusing. If it suits you then, of course, you do your project your way tonegenuine. I guess I'm just not sure what the benefit of the extra steps would be.

Wait... yes i do. If you're working with a vtt you want your monsters complete in advance rather than just kitbashing them together in real-time. I'm not used to that yet. Okay, fair.

proper shell
#

yeah my players are gonna be meeting some anti-vampire rebels either tonight or next session (definitely meeting at least one of them tonight), and i was thinking the kits would be a good fit for them since i dont wanna use full on Retainers. but i also dont have enough time to convert these NPCs into different stat blocks with such short notice before game time (we play in an hour lol)

vale panther
#

Oh, gotcha! So when I was thinking "I don't see why not just do that in realtime" - you are! My b.
Yeah, my short form would be to pick the human with the monster role closest to the idea and swap out the signature powers, give them stability equal to the kit's bonus, and not worry about the rest. Their other stats are balanced to role & level as you need them, where those numbers came from isn't going to affect your game. Good luck and, again, great idea!

proper shell
#

and since i have 53 minutes left, i dont have time to prototype this project either, so for now im just modifying existing monster stat blocks

cunning harbor
#

I think a bonus to discover lore projects could work too for an option

vale panther
# ancient pewter since the prereq is something like

That's an interesting point. Maybe learning the First Language is an E1 or E2 title that you 'level up' by adding more languages?
E1 - The First Language
E2 - The Living Languages
E3 - The Dead Languages
E4 - The Timescape Languages

ancient pewter
#

well hes already learned the first language, so living languages seems to be the next step

quick quarry
true orbit
#

Haha that's cute

#

I like how that suggests that an "Element" is a "theme to base a mage's abilities on"

#

(as opposed to the platonic 4 Elements)

ancient pewter
#

first try

formal wraith
#

Oo really like the flavor of Truename

grim haven
# ancient pewter first try

Is Mine is the Language of All meant to give you two new skills or improve skills you already have? It's unclear

ancient pewter
#

its supposed to be an improvement to skills u already have

#

ill clarify

vale panther
# ancient pewter first try

I think Learned Linguist needs something extra. Many titles can potentially be obtained multiple times to pick up multiple benefits. This one conceptually cannot, so I think a little extra punch would help. I Speak Their Tongue has the potential to run out of usefulness when no one in the party wants to learn any more languages. The +1 Renown can be very beneficial, but doesn't add much uniqueness.

ancient pewter
#

thats fine, there a good number of titles that give +1 renown or wealth

vale panther
#

Does Truename only affect native speakers, or does it affect scholars as well?

ancient pewter
#

native speakers

#

idk, in my game ive never seen a player gain the same title multiple times

#

so its not a huge issue if u cant vs u can

vale panther
#

Fair, and the confusion of RAW vs RAI isn't important if you're the only Director using it, too.

ancient pewter
#

yeah exactly

#

i do see ur point about i speak their tongue

#

something similar but still repeatedly useful would be my goal

#

any suggestions?

vale panther
#

I really like all the benefits of Omniglot. The only thing I would change is that I'd call "Understanding of All" 'Master Researcher' at my table. Otherwise, looks great

ancient pewter
#

thats valid!

#

ill play around with the names

#

i sorta just slapped some stuff on the page

#

the only one im really attached to is speaker of the dead cuz its an enders game reference (yes i know OSC is a bigoted fuck but those books were my childhood)

vale panther
#

Hmm. Actually, that gives me an idea. "Universal Comprehension: Your studies into the many ways and kinds of language have given you insight into the way peoples and creatures think. You can communicate simple ideas like emotions, needs, and basic intentions even to creatures which don't normally have a language as long as they are thinking creatures."

ancient pewter
#

this is for omniglot?

#

i would have to look at the e3 titles but i think most of them give purely mechanical benefits

vale panther
#

fair. It's just in theme and occured to me based on context. use it as you like if you do

ancient pewter
#

thats a cool idea tho

proper shell
#

hows this for an effect of a barrel full of toxic/radioactive sludge exploding?

i specify "Wave" because we're kicking off next session with a tower defense encounter! (at least) 2 back to back encounters, but the players will be able to keep their HR progress from one to another

#

the barrel also does 6/9/12 poison damage when it explodes (flat power roll. no bonuses or edges/banes applicable)

i added the consecutive squares bit because the players will be fighting undead and itd be super shitty to have the movment damage never come up because the undead all have at least 4 poison immunity

cunning harbor
ancient pewter
#

would it feel on par for e2?

cunning harbor
worn bane
#

https://bendking.github.io/DrawSteelScion/
I made this page for my class.

Trying to gauge interest to see if this kind of format for a homebrew class (or any homebrew content) would be preferable to people, instead of using a Google doc or re-downloading a PDF each time a version comes out.
The idea is to replace the PDF/doc, and just have an online page for a piece of homebrew content.

#

(This is a barebones proof of concept)

deep meteor
#

In terms of using this for my own homebrew, I'd probably only use it if it's real easy to get setup. Like if e.g. rendering an ability is calling one function/macro with a few parameters (again, idk what you're using to render this though)

worn bane
worn bane
deep meteor
#

Are you thinking of hosting folks' homebrew, or moreso providing a library for self-hosting?

worn bane
#

Kinda depends on interest. If I have a lot folks experssing interest in hosting their classes on such a solution I'd be more motivated to do it.

#

Then I would probably also do stuff like automatic Forge Seel file generation, and other cool features.

deep meteor
#

Definitely a ton of work though, regardless how you choose to release this, nice work!

worn bane
#

One way I'm thinking of doing it is doing some kind of UI for laying out the class, then letting users input the layout of their class through that UI, and saving that data which should on something like Firebase on the free tier.

#

Making it actually WYSIWYG like a document editor would be hard. So just some kind of barebones UI for inputting data.

languid parrot
#

Doing a bit of homebrew to port some 5e characters to draw steel. One of the characters rolled very low HP and that low survivability was somewhat a part of their character's identity.
I figured making a complication for this, "Frail", would be a cool way to bring that flavour over.
What I'm not clear on, is the best way to implement this in DS. There seems to be some precedent for reducing recoveries, but I didn't see anything about reducing max stamina. Is it a bad idea, should I stick to messing with recoveries?

ancient pewter
#

i think one of the damage weakness complications simulates this well

white moat
#

reducing max stamina seems like a fine idea

#

just dont like. go overboard with it

ancient pewter
#

doing a thing in my campaign where the hakaan player will achieve their doomsight but i thought it would be cool to bring them back, giving them the reborn title

#

however, this title is e4 and comes with some hefty benefits

#

should i keep it RAW? change the benefits somehow?

frail finch
quick quarry
frail finch
# ancient pewter should i keep it RAW? change the benefits somehow?

I would probably limit it, I think particularly increasing the INT/PRE (unless they're not focused on either of those stats, in which case it's probably OK and mostly flavour)
Do you know which option they'd pick? A leveled treasure seems fairly safe since it levels with the heroes
To be fair, 2 skills also feels fairly minor

ancient pewter
#

and they'll be a conduit, so taking out the INU or PRE is a good idea

#

what if it was PRE only, instead of INU or PRE

frail finch
#

That's exactly what I was going to suggest

#

It feels impactful but won't change the fundamental power roll balance

ancient pewter
#

would a levelled treasure feel too strong?

#

fwiw they dont craft any levelled treasures

#

so it would basically be like "youre caught up now"

#

dunno about kill me once, shame on you tho

#

how strong is that

frail finch
#

That I find hard to judge the strength
I guess it comes down to how much of that creature type you're going to have them face
But that's actually more powerful at e2/3 than at e4 (because more time left)
To me, having not run much DS, a levelled treasure feels fine

ancient pewter
#

it would be dwarves, which have the dwarf and humanoid keywords

#

so if he chooses dwarf thats not too bad, but if its humanoid it could cause some trouble

ancient pewter
#
  • +1 PRE
  • dwarves have bane against you
#

that seems about right?

#

getting a levelled treasure is typically fine since u only have 3 "safe" slots and u cant stack bonuses

frail finch
#

Yeah that sounds pretty reasonable to me

#

Super minor question: I've had a few ideas for a mech suit kind of class, but don't want to call it the Operator (because I know MCDM have spoken about that and I don't want it to feel like I'm trying to pre-empt their version, just inspired by similar fantasy)
Anyone got a different name for that kind of class?

ancient pewter
#

lancer

#

okay on a more serious note

#

what kinda mech are we talkin

#

whats the fantasy for this class

hoary anvil
#

Pilot

#

Engineer

ancient pewter
#

engineer makes me think of an artificer class

#

i like pilot tho

frail finch
#

Like Iron Man scale
So still fighting like a normal hero, but enhanced by power armour

#

Pilot feels in the right direction
I'd probably leave the fantasy open: it could be purely mechanical; it could be enchanted armour; it could be tattoos

#

Hmm, maybe the Draw Steel ethos is to be more specific, and I should narrow the narrative focus on one of those

ancient pewter
#

pilot sounds good, i would also go with adept or something like that

#

but yeah, draw steel's class design ethos is specific

#

in my head its always like

#

3 different, connected things

hoary anvil
#

Ehhh I wouldn't expect Iron Man-style with Pilot

#

Tbh I would rather swap that with Operator lol

#

Hmmm

#

You could call it a Harness and have them be the Harnessor

frail finch
#

My idea so far is all about managing your heroic resource
With the basic mechanic being every time you gain a resource, it goes in a specific place (Star-Trek themed spots being Weapons, Shields, uh.. Thrusters? corresponding to damage, damage resistance, speed), each of which gives you passive buffs, but if you overload one area it's prone to explosion
But maybe if the mechanical chassis is sound I could just make it a class around magical tattoos and leave the Operator theme for MCDM

ancient pewter
#

i think a tattoo-based class rules

hoary anvil
#

I think you will find more success with the tattoo option both for flavor and for not overlapping on the mech thing

frail finch
#

I've also just started reading Mistborn and the idea of specifically burning/flaring specific powers throughout a fight is in my head

ancient pewter
#

be when combat starts:

hoary anvil
#

called the Kiln

frail finch
#

Oh cool!

frail finch
#

Another way to think of this is the counterpart to the Null
Rather than being anti-magic, I suffice
It's magical, I'll make myself better

worn bane
#

Regarding the idea, I think it's better to try to go for a class that you know MCDM aren't going to be doing.

frail finch
#

OK now I need a name for this!

frail finch
worn bane
#

Maybe you could do something Cyberpunk-y

#

Or something Cyborg-y

frail finch
#

But I'm also thinking strong theming of China from Skulduggery Pleasant (might be a niche reference)

dreamy cypress
#

Anyone have any favorite reflavors of things in Draw Steel?

Early on in the adventure I'm running, the party were fighting some shadow cultists and one of the survivors became an ally. I threw together a retainer statblock for him and since the party didn't have a ton of support abilities, I gave him basically the Word of Guidance conduit triggered action, but since he was from a shadow cult, I renamed it "Close Your Eyes" and the mentor player got a kick out of that. I love the idea of this character helping the party by telling them to let go of sight, and trust the dark. It's a little sinister and a little weird and I really enjoy it

quick quarry
#

So, working on updating some ancestries for my personal setting, and got to my "Dwarves", in Rynn known as the Draum. Just wanted to share this to see if anything looks wildly off balance:

grim flume
ancient pewter
#

whats the general outline for a solo stat block?

#

two actions, a manuever, triggered action?

#

then a 1/round free manuever and/or free triggered, both of which cost malice?

#

ive been thinking about making a raid boss

quick quarry
cunning harbor
#

1 ancestery point gives you 1 element resistance. I do think that 5 weakness is probably about equal to resistance equal to level for balancing, but you are getting two pretty premium resistances (fire and poison), and a very niche one for the weakness.

#

So, leader shadow

#

What’s the thematic touchstone?

#

And what’s the mechanical niche to make it distinct from the insurgent tactician?

copper ocean
#

@cunning harbor I'd say a leader shadow is likely very close to the batman fantasy.

#

Probably good at trapping

#

Rather than directing mid battle is focused on preparing appropriately and cutting Achilles tendons to set up bigger hits for others.

cunning harbor
#

I guess it’s a thin line between the two

ancient pewter
#

ngl i would love to see a spec thats all that one bit from censor

#

where they inflict weakness then allies can change their dmg type to the damage type weakness

cunning harbor
copper ocean
#

I suppose. I guess I was thinking more in terms of face than combat leader.

ancient pewter
#

different oils/poisons?

cunning harbor
#

Which isn’t just poisons, but is very poison coded

ancient pewter
#

fair

ancient pewter
#

@flat obsidian would u possibly consider changing strain at all? its something thats passed through my mind a few times

ancient pewter
flat obsidian
#

I don't think I would change it, but there are certain abilities where the penalty feels a bit too bad

#

I have offered to my player to make them more mild but he says they feel good, and he's just choosing not to use them

#

as far as he is concerned the tradeoff feels good, so I'm happy to leave it as is

ancient pewter
#

some of the strain effects feel like

#

very dnd coded?

#

like the one that ages you

#

or makes you forget memorizes

flat obsidian
#

absolutely love the age one, that is one that he's mentioned that he was going to use on his next turn like... 3 times? but then the fight ends up changing in a way it would no longer be effective

#

I really like it though

ancient pewter
#

talent is very funky

#

cuz some of its signatures remind me of stuff i would see in 5e

#

like the optical ray one?

flat obsidian
#

yea I'm kinda a fan of it broadly, it feels like... 5e-esque in the good way I feel

ancient pewter
#

i think it def appeals to certain players, i think its interesting how its one of the classes where thats more prevelent

#

in many cases it feels like the talent is the "wizard" of draw steel in this regard

#

(which i said way back in patron packet 1)

#

anyways!

#

ive buffed the distance augmentation in my game

#

it def appeals to that fantasy a bit more?

flat obsidian
#

yea I can see the wizard analogy, I'm not sure if I totally agree, but I do see it. distance augmentation being buffed feels good I think

ancient pewter
#

hmmmm

#

i wonder if the issue is not having a clarity sink for their manuever?

cunning harbor
ancient pewter
#

oh that rules

#

"college of malignant nightmares"?

hidden void
#

That would be dope!

cunning harbor
#

“College of sundered dreams” is what’s popping into my head, but I don’t think it’s as good.

ancient pewter
#

anyways that would be my idea

#

making specs is pretty easy

hidden void
#

College of Dream Dancing?

My mind goes to brain dancing from Cyberpunk lol

I like the concept!

ancient pewter
#

thats such a cool idea

hidden void
#

Love it mostly because I'm bias. My rogue in 5e was an arcane trickster who was a part of a Dream thief/spy faction.

cunning harbor
#

Hmm, I guess it doesn’t have to be solely nightmare, could also be some dream

#

Opens up more flavor space

ancient pewter
#

2nd/5th/8th level feature, 2x 5/9/11-cost abilities

thats all u need really

hidden void
#

I think playing around with it being both could be sweet. Maybe the more dream focused ones help allies, but nightmares do bad stuff to enemies.

ancient pewter
#

true

cunning harbor
#

Part of me wants to do a “choose one” between dream and nightmare for the features

#

Or give two half power features, one for each

ancient pewter
#

oh like troubadour?

#

iirc virtuoso gets the choice of 1 of 2 routines at certain levels

cunning harbor
#

Yeah exactly

ancient pewter
#

that kinda rules

#

u can even add dream or nightmare keywords

cunning harbor
#

Not sure there is quite room for that on a subclass

#

Since you only have a few abilities

#

Hard to make the distinction matter

hidden void
#

Maybe something akin to what an illrigger is to a censor. Could be a variant with some tweaks to the base shadow.

Probably getting way out of scope for what it is though haha

cunning harbor
#

Ahh, scope creep my beloved

frail finch
#

Speaking of power roll homebrew
Anyone tempted by a system with non-static DCs?
When it was originally announced that's what I expected the system to be
And I think it adds a huge amount of variety: maybe this ability has massive tier 3 damage but only hits that on a 19 or 20
I get the big negative is everyone doesn't immediately know the result, so there's more thinking on every roll, but I'm wondering if there are scenarios when it would be worth it

glass light
#

Changing the thresholds for the power roll tiers would nuke the usability of Edges and Banes pretty definitively. Iirc, there are some power rolls that have special effects on a crit, right? That kind of adds a 4th tier

unreal pawn
#

I think just adding a 4th tier to some choice abilities would be sufficient to get the right feel from this - imo that's preferable to tying things to crits, since crits occur uniformly regardless of edges/banes/characteristics, while a theoretical tier 4 result at 22+ or whatever rewards setting up a lot of bonuses (while also making higher-echelon power rolls more relevant since they saturate at the higher tiers)

copper ocean
#

Honestly a t4 ability would be perfect for some items I've been thinking about.

frail finch
#

I also agree with the interest in a tier 4, though for different reasons
As by echelon 4 you're getting such a big bonus to power rolls that you're often more likely than not to get a tier 3, and an extra tier would reinject some spice into rolls
But what I was talking about would be more for designing a new game or an alternate way DS could've been designed, that's a more general change in feel

glass light
#

If every power roll has different DCs, the relative value of edges and double edges gets borked.

If you're just adding a 4th tier, MCDM mentioned thinking about that for treasure items, and I think that makes sense

#

For a wholly new game I think it could work, you'd just need to test the shit out of the bonuses and banes to get the feel right

white moat
frail finch
charred gale
#

I think that'd be pretty unwieldly at the table.

I totally agree that if you prebake custom tier intervals you can set whatever expected values you want. It doesn't super matter to the user.

But if those intervals are sliding around during a session for a single ability, it's going to be quite challenging to balance and for users to intuit their odds.

It'd be one thing if we were just talking about a single target number to meet. 3 variable tiers seems like a lot.

glass light
#

One could look to the Modiphius 2d20 systems for variable threshold mechanics. It's a d20 roll-under core system, where you set (at least for Star Trek Adventures) your thresholds of success based on your own added stats, and your crit range expands based on the niche skill you use

frail finch
glass light
#

How is that different than adjusting the tier results based on your static modifiers then?

frail finch
#

I just think there's cool design space for "this ability is hard to land right but does loads of damage if you do" vs. "top tier here is easy to get but only moderately strong"
Particularly if you get buffs (eg. Kits) that vary based on tier
Then you can pick reliable tier 3s with a heavy weapon
Or a reliable medium weapon if you know your abilities are volatile
I'm not sure how much of this design space isn't already covered by kits and +2/+2/+2 Vs +0/+4/+4
Just something I'd been thinking about since release

charred gale
#

Then I have no objections to the rough concept! Although I don't know exactly how that would express what you want it to express EOD. But that's beyond my paygrade

frail finch
#

Yeah the juice very well may not be worth the squeeze

glass light
#

The concept of variably tiered results is highly transferable, and I could see it put to good use in a scifi shooter style game to depict different guns with misfire chances/grouping

charred gale
#

I actually just participated in a playtest of a game like that. It was cool. It was d12 pools not tiers, but a similar concept.

frail finch
#

Yeah I think it transfers well also to something where the difficulty of what you're trying to do varies more
Like, a high level DS character gets the best outcome on their attack X% of the time regardless of what it is
This lets a specific ability be "more difficult" in a tangible way
Probably this shines most when it's not just damage
So an ability might have a low chance of dazing someone, while another ability has a decent chance of slowing them

#

Maybe for something slightly less heroic, like you said sci-fi shooter kind of vibes

charred gale
#

FWIW, high level DS characters basically just need to be challenged with Hard tests more and more frequently as their average bonus climbs.

ancient pewter
#

abandoned project but i was in the process of designing a magical girl tactics game with 2d6 effect rolls that all differed between abilities

#

maleghast/icon 2.0 does a trunkated version of this with its effect roll

#

which is just a single d6

frail finch
#

Yeah well this kind of dovetails into what I don't love about skill tests, which is the lack of granularity
Again, at high level a hero has a 30 something % chance of succeeding on a hard test
So there is nothing between "30%" and "impossible", which feels odd
D20 fantasy (as Matt noted in at least one video/stream about the just noticeable difference), gives granularity down to 5%, which is pretty much the limit of what people will notice
So for any task, I can basically come up with a DC that is appropriate

glass light
#

The power roll absolutely can be hacked back into a survival horror style game, where tier 1 results "miss" and do something negative for a non-heroic vibe

charred gale
#

Apologies if I'm misunderstanding

hoary anvil
frail finch
ancient pewter
# hoary anvil ... would you be willing to send me any notes you have for this
frail finch
#

I'll probably run a homebrew rule of basically the DC can be anything
Which is kinda sad because I like the thought that went into rewards and drawbacks on top of success failure
But I also suck with coming up with them on the fly, so...

#

My DMing style is basically

  1. Call for a check
  2. They announce their result
  3. Decide whether that feels like it should succeed or not
    Anyway
hoary anvil
ancient pewter
#

i put....more genre research into that one than i would like to admit

hoary anvil
#

That's a good thing!

copper ocean
#

I think Magical Girl Tactics: Unique Work Unit has a better ring.

ancient pewter
#

ya know

#

operators operating operatingly kinda vibes

copper ocean
#

I was just trying to give a uwu acronym as magical girls are often cat girls. I don't actually think it's better. I like the operator vibe.

ancient pewter
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oh i cannot read tone, my bad 🤦‍♂️

copper ocean
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You're fine. I just didn't want you thinking it was real criticism.

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I didn't dive deeply, but the surface seems really cool.

ancient pewter
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i dont wanna derail too much but i think adjusted probabilities per ability has a place

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ngl a solo that does that would be hella sick

glass light
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Fighting a "Champion of Chance" that can invert your power roll tiers and force you to take the one you rolled could be fun

copper ocean
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Bad guys should break the rules. I don't know that beings like Xxaxx should have statblocks, but something sufficiently chaosy altering tier levels would be really cool.

hoary anvil
ancient pewter
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or like

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a high level chronopath

hoary anvil
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Vecna

ancient pewter
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even just a thing to apply a -2 (doesnt count as a bane) could be fun!

glass light
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Once you're fighting gods of the Timescape, you're solidly into a Level 10 game, and I think you could feasibly staple Balatro-level side mechanics onto boss fights

ancient pewter
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i need to get off my ass and write a raid boss stat block

copper ocean
frail finch
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"Randomly reroll all your abilities"

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TBF that's way less punishing in DS when there are few bad abilities
Than in 5e where there are a lot of terrible spells

glass light
hoary anvil
# glass light Once you're fighting gods of the Timescape, you're solidly into a Level 10 game,...

I love doing this stuff. Even at lower levels. In a D&D horror campaign I ran, for the final fight, the players had to use bonus actions to "donate" failed death saves to contribute life force to the ritual, or the 4 minibosses would eventually outpace and kill them (the final miniboss was literally immune to everything). They almost made it out all alive, but in the final round, the warlock was knocked unconscious and off a cliff with two death saves already donated — so she hit the rocks and died. It was cinematic as HELL and probably the coolest fight I've ever run, game system notwithstanding

ancient pewter
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finding a good rhythm for mechanics

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in 3 rounds

glass light
hoary anvil
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That sounds siiiiick

glass light
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Hell, being able to build up Victories in combat would be a game changer

ancient pewter
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i had an idea like this back in lancer

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combat/phase 1 is teach raid mechs

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phase 2 is adds

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phase 3 is a combination of the last 2

glass light
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"We've cut the carapace off of the Scarab-Hydra, but now it's all over the place!" +1 Victory, everyone gets a free triggered action to use a Recovery, new combat phase begins

ancient pewter
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i think the big thing is keeping engagement up over 3x 2-hr long fights

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when i made my own raid fights i like them as these spectacle encounters

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2.5 hr fights u only do once

glass light
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I think the smoothest Fall of Blackbottom encounter I ran (which is its own spectacle fight) each floor got 1.5 rounds? That was while teaching people at a con to play, and it took about 4 hours. With a practiced group, I think a similar pace could work for 2 round phases.

My attitude is, if the fight is important and engaging enough, you can break it up into multiple sessions with a strong hook into each coming phase

ancient pewter
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fair nuff!

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would be interested to see how such a stat block would look