#Random discussion
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I think I'd also draw heavily on Elden Ring boss design, for things like multiple health bars, and changing elemental abilities
Absolutely. My best encounter ever was a 3-session boss rush in a 3 story building where every floor was in play.
I will say - I sometimes debate going to specific DC's for skill tests; so that I can set target numbers
What do you guys think is more intuitive
first
Not sure they'll read well at print actually. Gotta test that. Still opinions welcome
I think the plus and minus are better. The skull doesn't give "consequence" as much as "death". The trophy is fine though.
I like the plus and minus too but Idk
I used the trophy for downtime projects so I replaced it with a "gift" icon which I think says reward lol
Also the icons are more fun at least
I just dk what other icon to use for Consequence
Mess with the bull, you get the ๐ ? 
Warning sign?
The icons are more fun, but less intuitive. Just depends on priorities.
I like the ยฑ and -.
Well, that appears to be a 50/50 at this point ๐ I do prefer the +- but I like this too
Ty ty tho I do appreciate the feedback
I prefer the +/- as well.
Did a test print and they came out a little cramped so looks like it'll have to be the ยฑ
on todays episode of 'cooking or cooked'
ignore the empower/keen focus being different to how core magic items do it thats not the important bit
the important bit is harmony, spirit of the seven and as one
I think that's cool! So many surges
sicknasty
harmony is cool
spirit of the seven feels like a lot to track
i feel like if it was "choose one" smth like that it would be better
thats chiefly what i was asking about
maybe "choose two"?
cuz thats effectively equivelent to a troubadour/conduit's HR triggers
2 HR vs 1 surge is a huuuuuge difference
or do you mean complexity-wise
yeah i see it
itd have to be choose x (3?) at the start of the encounter though and i feel like theres some that you never pick which kinda sucks
"the first time these two things happen, get x"
thats just how it is when u get a big list like this
why not choose each respite?
same issue but exacerbated
knowledge is easily the least prevelent of these
i think the rest are fine
but u might run ur table differently
@white moat I think it fits. As an artifact, I think it's OK to be more complex than average.
That said, does the item have any more story components to it?
yeah its basically the master sword but theres 6 of them
its not an artifact in the book artifact sense though
its more just a levelled treasure with key story importance that cant be destroyed and stuff
so theres some titles that give u ancestry points in some ancestries, but not all
what would be a good one for hakaan, for instance?
Came up with this table for low-risk tests.
Doomtouched โ You witnessed a hakaan face their doom
Barrow-Trained โ You completed the Learn from a Master project with a hakaan mentor
(First one for Doomsight-themed abilities, second for any other hakaan traits)
todays episode of cooking or cooked
again ignore the numerical bonuses
is tailwind too cracked
tacticians get it at 10 but thats everyone who attacks the marked target
should i swap guided and tailwind
Yeah, guided is better for dormat option
dope
since magic item 4 is for a vessel i wont post that
so instead heres a vanguard tactician for item 3
cooking or cooked
magmatic revenge might be a lil difficult to track
is this too fucked up to even consider
or actually is it nothing because it doesnt do anything round 1
this seems fine to me
So everyone you damage in an encounter receives forced movement together?
Conduit gets it at level 2
Still too cracked for a first level treasure though
I'd swap guided and tailwind, which I see Zetesofos also suggested.
Does erupt stack?
its what i suggested bozo ๐ค
I mean say a swarm of minions decides to trade in their actions for maneuvers and they all shoved me. Each of them increase "the next time" I force move a creature
I'd clarify the wording a bit
ohhhhhhh
i think that would stack
I think overall power level is a bit high
the level 1 feature is probably going to be +4 damage at first level, and it only goes up from there
Speaking of the flavor text discussion in #ds_general , here are some of my personal favorites from abilities I've made.
Sometimes flavor text is meh, sometimes, you get a good one. Some of my favorites:
Pivot Maniform is great
although combine that with "This is what we planned for" or anything else that allow turn stacking, and you could set up some nasty AoEs
These are some good ones for sure.
Also, the vibes on these are really good. Gunslinger ain't got time for outlaws...
Well, unless they are the outlaw... ๐
Trying to rebuild a few 5e abilities in DS for a possible conversion project for some old characters - though I got some fun twists in mind to explain some differences. That said - DS version of spiritual weapon - thoughts?
And here's a version of command perhaps
Also, Spike Growth - its a large area but damage depends only on movement, and just difficult terrain.
Seems pretty weak for a 5 HR.
This I'm not as sure about.
Probably on the weaker side as well.
Honestly, weak is surprising, but happy to bump these up if they seem weak to be sure
Spiritial Weapon I'm pretty confident is weak. There are some very good maneuver 5 HRs in this game (Now!, for instance).
Spike Growth is harder to rate on paper, but it seems like it might be difficult get value out of.
It's possible in the right comp it can be very good, I suppose. But again, it's one of those abilities that's hard to whiteroom.
what are a couple of ideas for 1-point ancestry traits for a werewolf? so far ive only got 2, but i feel like i ought to have 2 more before i consider this ancestry finished. heres what i have right now
Heightened Senses - Edge on tests made to notice creatures and threats
Waxing and Waning - When you spend a Recovery, you can end one EoT or save ends effect on you
and for 2-pointers, i have one that lets you turn into a wolf (similar mechanics as the Animal Form complication), immunity to Bleeding, and one that lets you turn 2 squares of a Charge into either a Shift or in any direction
Charge while climbing? Or a bonus to Jumping distance?
i remember thinking your magewright ones were all really good
pivot manifold is ๐ goated tho
most of my fav vessel ones are actually in the Whimsy tbh
the base class has some pretty solid ones but idk if theres anything im crazy in love with
think i'll go with the jump boost. thanks!
hows this sound?
I like this. I was just talking with one of my players yesterday about mourning the lack of more utility style magic like Command, Hold Person, Read Thoughts, and Grease.
Seems fine to me.
Probably a bit too strong for a 1 point. Starting with a surge is worth 1 point
Barbed tail is damage equal to highest characteristic once per round, but that can only be damage and only on melee
hmm what if i change the distance to adjacent?
Iโd make it do something on a failure
That works!
Oh, on T1 - yeah, probably a good idea
Probably a slide?
Or used a surge against a target next to you, though thatโs mostly useful for melee
It does apply to multi-targets though, so it's sliiightly more valuable
Shouldnโt be tier related, just if the potency fails
ah, ok.
oh i think i like that better. keeps it a bit flexible, but still requires the player to engage with it
Mhmm
Is it? Consider Barbed Tail, for instance.
I was directly using it as a comparison
Literally the next message lol
But Barbed Tail is slightly better than a surge
But, only on melee. So it kinda evens out
Oh lmao.
Literally had only a moment to read one message
(I should just read the entire discussion before responding and not be impulsive lol)
Surges can be used to increase potency though. Which is VERY impactful, especially against solos/leaders
Solos and leaders tend to kinda eat potency effects, though. Especially solos.
With surges, you can actually make them work though. And successfully landing a slow/restrain/daze on a solo is pretty massive. Forcing a werewolf to do a 5 damage free strike instead of hitting for 26 is a very nice feeling.
I want to say that Barbed Tail is undercosted and Useful Emotion is overcosted, it feels like the ancestry features aren't as tightly balanced as the math on signature/heroic abilities
Useful emotion would be good if it scaled with Victories, but maybe at a 2:1 ratio?
Thatโs probably too strong. But I could see getting a second one at 4+ victories
That's probably fair.
all this talk about troubadour has gotten me thinking about making something similar to #1394497958086578176 since it feels like theres a gap in some ability choices, the flavor of the auteur (one i like, for the record), and the general fantasy of the class
i wanted to poll people's experiences, responses, and general fantasy/vibes for the class
todays episode of cooking or cooked
a leader that turns into a solo halfway through
(gloom is just bleeding)
Leader becoming a solo is a thing i've been so interested in deploying
Like, so many bbeg do the classic video game "attack pattern change" at bloodied, but to trigger that off something else, like minions being destroyed is always fun too
I've wanted to do it as like, a king who is corrupt but is keeping up the charade for his tricked followers, and then when it's just him left, he can drop the act.
"This world is an illusion, Exile."
Proper boss battles is something I'm so looking forward to
I'm in favor.
would be interested in hearing ur take about general vibes/fantasy for the class
thats what im sorta trying to zero in on rn
just trying to identify whats working and what isnt, for people
on a macro level
ie how bringing persist to the forefront of the elementalist was a focus of the elementalist unbound
Mhm. So in the case of Troubadour, I don't think there's as much need for a change in fundamental design of the class.
For Elementalist Unbound, bringing Persist to the forefront of the class wasn't necessarily the only way to go, in my opinion, but it works well because it gives the Elementalist more things to spend HR on, and fits what @white moat feels is the core of the class fantasy. (Matt might disagree)
In my opinion, Troubadour just needs a balance pass on the heroic abilities, rather than any refocusing of design elements.
Now in terms of what the core mechanical fantasy is, as far as I can tell, it's a kind of support class.
It specializes in buffing allies, a bit of healing, and CC'ing enemies.
Those are the biggest offenders for sure. I'd go as far as to say as the biggest imbalance between choices at those bands in the game.
i have some opinions on both drama triggers and appeal to the muses, as ive gone over in other channels
but im more curious about hearing others' takes
Drama triggers I could take or leave personally. They do feel thematic though.
Appeal to the Muses I think is fine, at least balance-wise. I think the issues people have been having with stem from not having picked good 3 and 5 HR abilities, making them feel like they don't need the extra HR, so why give the director malice?
i can definately see that
If you have both Dramatic Reversal, and Harmonize, you can never have enough HR and will always use Appeal to the Muses.
If you don't have Harmonize - you probably still do.
If you don't have either, eh...
i think ill have to think about like
Depends on how good your 2nd level 5-HR picks are.
the triggered actions too
Why so?
Harmonize is probably the best.
But it does come at the cost of not having a no-cost trigger.
Now, you can min/max that by getting a trigger from some other source (like Devil's ancestry trigger, I believe).
The Auteur trigger is... not great.
thats what i mean
auteur trigger and duelist trigger (especially the latter, cuz thats what i have experienced with)
dont feel impactful
Yes, I agree.
There's also the maneuvers.
Power Chord is the best by far.
(Ahem forceful imbuement ahem)
Star Power is frankly awful.
idk if its awful but it does feel like filler
The fact it costs 1 HR now makes it awful in my eyes.
Before it didn't cost anything. It was OK. Still not Power Chord level, but not many class maneuvers are.
lol okay
well i think the point is made
im curious what you think about the Auteur Discourse
What discourse? I might have missed it.
(onelastthing - Dramatic Monologue also isn't great and could use some help, could just make the spend effect be the base effect)
just about the meta nature of the auteur
Imo it's cool but also won't fit every table.
I think it's the type of subclass you need to discuss with your director first.
that was something that was on my radar too
but i feel like its more a flavor thing?
idk, maybe that one feature that i forget the name of
could be adjusted, idk if its conflicting hugely
i think they feel dramatic for sure, and they have systemic alignment with conduit, so i think theyre fine
something leaves me wanting tho
since conduits get the prayer effect
i get the feeling the trade off is supposed to be the passing around HR?
its lacking a bit of pizazz imo
Which one?
i get its supposed to be a bardic inspiration imo
Kinda, yeah.
the uhhh, one where u change a group of minions
You also get additional triggers at level... 4, I think?
yeah
i just fucking remembered
the one where u need 3 abilities in the same turn is awefuly confusing
I'm not sure if you can reflavor it to not be meta, if that's what you mean.
i get the intent but it has felt like u have to bend over backwards for it
YES
I feel like maybe just the wording needs to improve somehow.
The thing is, it's harder to do the less players you have
Which is kinda feelsbad
it also basically requires u to pick certain abilities or have a specific class (cough cough tactician)
Yeah.
I could see just replacing it with something else tbh
Or making it 2 abilities in 1 turn and reducing the drama gain
Does it?
It can just instead be 1, 2, 3, 10.
typically draw steel likes for options in the same class to be broadly symmetrical
since it basically means 2/combat u get 2 HR
just making it less reliant on certain tactician options would be useful
but also something dramatic....
hmmm
But then, the crit thing gives 3 drama.
But I understand your point.
thats fine, its a 3% chance to happen ๐
replace it with this one?
The first time a hero deals damage with 3 surges, you gain 2 drama.
or this one?
The first time the Director deals damage to a hero using a Villain
action or an ability that costs Malice, you gain 2 drama.
both are pretty dramatic options
3 surges is also pretty party dependent.
And gives the advantage to Virtuoso which can give out surges
malice is easy to proc, keys into appeal to the muses, and is dramatic, i feel?
Yeah.
plus its kinda a no-brainer to pick at lvl 4
so it makes that decision a bit harder
Oh, isn't this meant as a replacement to the '3 abilities' thing?
Ahh
You want to swap
okay so
- swap 3 ability drama trigger for spending malice drama trigger
- changes to triggered actions, manuevers, 3-cost and 5-cost abilities
if you or anyone else would be willing to share some potential rebalance changes to the 3 and 5 costs i would appreciate it, but its late so i dont have the brainpower to write it up rn
Mind if I get started with the triggers and maneuvers first?
go for it
ill check it out tomorrow
ill still be here chatting, but i prob just cant write up some homebrew rn
Maneuvers
- Dramatic Monologue should have the 'spend' effect at base, meaning they can always pick 2 targets. Spend effect changes to "pick an additional effect with different targets", with cost of 2.
- Star Power shouldn't cost any HR. This one is tricky because it's better early on, and worse the higher level you are.
Still, if we don't want to completely change the ability, this is fair.
Triggers
- Riposte - This trigger is relatively OK. The main issue with it is it's range limitation. Could just make it Ranged 5 or 10 and call it a day.
- Turnabout Is Fair Play - Changes to...
Effect: An edge on the triggering roll becomes a bane, or a
double edge is negated. A bane becomes an edge, or
a double bane is negated.
Spend 1 Drama: An edge on the triggering roll becomes a
double bane, or a bane becomes
a double edge.
i would be interested in seeing what ur take on a totally new ability would be
That might be necessary because I can't think of a way to make Fake Your Death not bad.
Maybe something like "Break a Leg". An ability that could either buff a teammate, or debuff a foe (slowed and something else).
For the buff, something like automatic T3 plus something else. Make it a maneuver.
i like ranged 5 for riposte btw
That was removed
Itโs now โmissed cueโ and makes an enemy show up a round late
So the spend for dramatic monologue adds two more targets, effectively?
Idea for Turnabout is fair play:
Replace an edge with a bane, or a bane with an edge. Spend 1 drama: replace a double bane with a double edge, or a double edge with a double bane.
(Might need to be 2 for the spend)
Just remove all of the fiddly options: you always flip it
With a different effects, but yes.
Sounds fine to me as a spend 1.
And yeah def simpler like that.
- have it hide you, 2) make it so that when you exit hiding, a creature is potency surprised
Surprised is a nice condition, but not too strong
Crazy idea for appeal to the muses: reverse the table.
Best results on a 1 roll, worst on a 3
So itโs a way of guaranteeing 3 drama generation
Would still be pretty bad imo.
It's just very situational.
Up the damage then
I'd also like to remind folks that you can use appeal to muses to hand HR to your allies. At lvl 2.
Just catching up on all of this ๐
That's true.
So, noticed they did add one drama to star power, and I agree is a bit weaker. Why did they do that I wonder?
No clue. I thought it was pretty mediocre even before it had a drama cost.
The 'why' has to be that someone in the team thought it was too strong. But why they thought that is anyone's guess.
Agreed. I feel like the movement bonus should be free, and you can move the auto to to the spend option. So base 4 speed, spend 1 for t2. That way, it scales better with level
I'd also have speed enhance Disengage Distance too
If you want to get really crazy, increase the crit range on the spend up
+4 speed for a maneuver compares pretty badly to something like Black Ash Teleport.
True, but it's better than it was. But it's not always apples to apples, as your mostly working within a cclass. Ba teleport is by far one of the best maneuvers period, so most will fall short, but it's balanced by other BA options
I'm OK with star power being weaker if duelist has stronger options elsewhere
Well, it's compared to Power Chord. So it needs to be very good as far as I'm concerned.
Either that or we also nerf Power Chord while we're at it lol.
(Making it burst 1 would be more sane)
Honestly, Power Chord should be spend 1, if you ask me
Or, as you say, start burst 1, spend for burst 2 maybe?
Turn about is Fair Play seems pretty good to me though; why is that one considered bad?
So turning double edge to edge and double bane to bane isn't worth a trigger imo.
Then there's turning a bane to edge, or edge to bane. That is arguably worth a trigger.
But I'm not sure about that, even.
I mean, its roughly on par with inflicting an edge/bane (per the conduit) - and is more flexibile than conduits as it can do both?
That trigger is kinda meh as well.
I don't think a trigger is worth an edge.
Basically consider that triggers are costed at about 3 HR.
Is 3 HR worth an edge?
The important thing too is negated leave open the option for additional banes/edges to fill the space. Normally, if you inflict a bane on an edge, youve neutralized it AND taken 2/4 from the stack, which means target could only still get an edge. But if you NEGATE it, then the stack is still 0/4 - which is a lot more tactically open for other teamwork options
IMO anyways - its all down to personal preference, so I won't say of course don't change it, but that one seems pretty good to me. It also works because Auteur can use maneuver to add edges/banes so it can use the two in tandem
That seems like a very niche use-case to me.
I recall my players having a couple boss fights where they would LOVE to negate a double edge - often that can be the difference between 5 damage and a crippling condition or not.
Sure, it's but is it worth a trigger and 3 HR to negate a double edge?
I'd say no.
Well, in one case, it would have prevented lycanthropy, so....shrugs
Hits different in a long form campaign where the party had to go out of the way to find a cure, and now my player has some ....side effects ๐
Lol. But Hindsight is 20/20.
The Werewolf might have also just rolled a T1 and that would have mostly been a waste of a trigger and 3 HR.
Or he'd have rolled a T3 anyway and didn't need the double edge, then it'd have been a complete waste.
Well, the conduit has the ability to inflict double bane - I think part of the balancing is that in a party with a troubadour and conduit - its good that both their triggereds can be useful, to bring an ally from double bane to double edge or a monster from double edge to double bane; that's pretty powerful especially against solos
And this is us discussing the best case scenario for this ability btw - on solos.
Looks like we'll just have to agree to disagree here.
True, but I do think some classes are built to excel against certain classes. I'd say Auter, Censor, Tactician, Null and Shadow are all very good anti-solo classes.
Where as classes like Talent, Elementalist, Fury, and Virtuoso are horde- facing classes (subclasses).
Null isn't an anti-solo class. It's an anti-everything class lol.
Fair.
I don't really agree with this evaluation but that might be getting off-topic.
Anywho - some changes in troubadour I like, some not so much. We can leave it there - as always; these are for people's table. Not my job to tell people they're having fun wrong and all that
I suspect in a year of games, the community will have whole NEW opinions about what is and isn't broken too
I'm hoping those will just be my current opinions ๐
I like Star power increasing crit range
Maybe 3 speed, +1 crit range, then spend 1 for min tier 2?
just catching up on this convo
I presume it would just be by 1 (18-20)?
Yeah
Though might need to slightly reword it and the weapon embedment so they donโt stack
Crit range gets better every point you have
+3% chance, +4% chance, +5% chanceโฆ.
100%. I presume just have it say, you score a critical hit on a natural 18.
interesting! so ur always gaining 3 HR, hypothetically!
i do see the arguement where appeal isnt as prevelent cuz the spenders arent super enticing, what do u think of that?
okay taking a fine eye over these 3 costs
- harsh critic: i like this one, no changes
- hypnotic overtones: good, 2 burst for a dazed. potent
- quick rewrite: this one is meh. elementalist has a similar effect as a signature that deals more damage. bumping this to 4/6/7 perhaps? im not an expert on damage balance.
- upstage: i dont many of the taunt effects on troubadour are good enought to be portrayed here. giving this one a damage scaling ala tide of death (2/3/5) and removing the taunt is a good trade off, i feel?
I like the taunt on upstage personally
Itโs a very fun ability
if youve had good experinces with it then ill take ur word for it
Part of the trouble is just taunt being weak if you ignore it
thats fair!
Iโm not saying itโs strong
But itโs fun
Generally agree with the assessment
Maybe just buff the taunt effect in some way
While taunted by this abillity... something.
effect: while taunted by this ability, you cannot achieve more than a tier 2 on ability rolls?
idk
that feels a bit too much for a 3 cost ability
effectwise
Wait, I actually disagree with this assesment lol, I swapped Harsh Critic and Quick Rewrite in my mind
I actually think Quick Rewrite is very solid
It's Harsh Critic I feel is meh
harsh critic has seen very good play in my group, what do u dislike about it?
Interesting. I'll be honest, I've never seen it in play, it just seems a little too situational.
For one thing, it requires knowing the mosters abilities to best make use of, which most tables don't allow.
Upstage having damage would make it better than 100 throats, as its a maneuver
And for another, you might just not have any monster in the combat that it's worth using on, even if you did know the effects.
monster action choices are limited enough it can force u to do pittiful damage if its a low damage-high control effect, for instance
or a forced movement ability
its a good clutch option in solo fights
It's just a big if. You might not have any monsters like that in the combat. And again, you might not even know the effects since it's closed information.
Personally, if you ask me - I think these issues are solved not by changing the abilities but by granting more. I let my players take 2 3 HR abilities at 1st level, and I feel that solves a LOT of issues; as a lot of abiliteis are good, but can be niche
im taking all this info cuz i wanna write something like elementalist unbound, saying "oh just take more abilities at chara gen" isnt something im interested in
That's another way to solve it. Not sure if it makes sense flavor-wise for the Troubadour in particular to have extra picks though.
Why would that not make sense for the Troubadour though?
But I mean, I am whiterooming here based on my general experience. If you've seen good use out of it, that's great. I do recall you play with open information though, don't you? @ancient pewter
only for stats and malice
Arguably, I suppose.
but i do describe and read every ability whenever i activate it
do other groups not do this?
Anyway, Upstage - the effect would be better on a Fury, but as a Troubadour I don't feel it really gels with your class.
There's also just the matter of Taunt not being that great since you can ignore it pretty safely.
i feel like the intent is for duelists, dip in, do a big taunt, then dip out so its hard for enemies to fulfill the taunt
Not every time - after a while, our group tends to know what abilities do what; descriptions usually come based on outcome. If your shadow uses Coup de Grace again, its not as cool unless it kills the target
no i just mean like
I pretty much do
I think most GMs just say what happens rather than describing what happens at every tier, and which part of the effect is tier-bound, and which isn't tier-bound (which is critical for Harsh Critic).
What do you mean by ignore it? Upstage is nice cause its a manuever shift your speed; alone that's handy - but you taunt things and then get away - which means their double bane unless they get up and get to you, which is hard if your a duelist. Its a super kite ability the way I read it
Why is hard for them to get up to you if you're a duelist? Genuinely.
im assuming star power
the issue is most things have equal or slightly below speed, so the argument is moot
well, minions are boned for 1, since they use their manuever; but also you still have your movement on top of upstate (not even counting star power, which is also a manuever). If you have a kit with speed bonus, you should be able to outrun just about everything.
if i were to adjust this ability i would have it just impose a bane on the next ability roll they make? perhaps a bit weaker but its a mass debuff
I think it really depends on in person vs vtt, and even then what vtt. We use foundry so it's easy to just post it to chat, but nobody goes through and reads it aloud each time. In person, we don't read it out everytime. Might just summarize it or whatever. It's like playing magic, you eventually pick up on the rough idea of what a thing does.
Artful florish gives you 3 square shift too - so duelist should be VERY mobile
i read out every ability every time it happens, even on a vtt. i did the same irl. maybe this behavior isnt common.
From what I've gathered, you run a very open information, mechanics focused game so that might be why.
I wouldn't say it's common.
I see the duelist as more of an off-tank role wise - they can't ALWAYS be the focus, but as a melee, they can jump in and give allies a reprieve for a turn; upstate does that very thing its 'hey, look at me' then lead the enemies on a merry chase while the conduit gets some people back up
do people really not read out an ability when they activate it? that feels incredious
sorry sorry
getting off track
I'm having a hard time imagining it working out like that but perhaps I need to just test it and see for myself.
i think theres been a lot of good info about the 3 costs
I would say that the 3 costs don't need change - but troubador (and all classess for that matter) could simply use MORE ability choices. I'm waiting for the DS Power book that gives double the options myself. ๐
my thoughts on the 5 costs:
- dramatic reversal: people have said this is very good and i agree
- fake your death: an interesting effect, but the duration isnt very long and its too stringent, i feel. maybe im wrong.
- flip the script: very situational, on demand teleports is a cool one tho. not sure if its worth the HR tho.
- method acting: not sure about this one, feels a bit weak. dunno why tho. maybe its the effect? the stamina sacrifice effect?
Anyway, it's the 5 HR that are more problematic.
Fake Your Death doesn't do much.
I'm guessing it's meant to be a panic button. Make it let you use a recovery and actually make you hidden and it'd be fine.
it breaks on manuevers tho
wdym
so i suppose u catch breath then ur okay to be targetted again?
oh i misread ur comment
i actually like the invis, i was just thinking it lasting until EoNT
Invis is almost worthless lol. It just means you are concealed.
mobility buff so u can use it in conjunction with a signature or a 3 cost at high victory couns
invis means u can hide
OK so you use your action to hide?
Also it doesn't because you're still observed I believe
observed is kinda whatever cuz its very director dependent, what i believe the intent is is for you to strike someone, go invis, and run away
So, normally I would agree - but I would definitly feel the intent of the ability is that you can't be targeted by enemies while the illusion persists. I think if the director IS targeting you despite being invisible - that's going against the spirit of the ability
cuz u would have 8 speed and ignore difficult terrain
OK, but so long as enemies have LoS to you, you are still observed.
OK, so make that explicit then.
anyways, i think as is but making the duration longer is fine for me
Anyway I just don't it being worth doing this then converting your action to a maneuver to hide.
That's fair. I think just adding 'while invisible, you are hidden.
You are using your maneuver, action, and 5 HR to... Move and hide?
That'd be ok... But I think adding a "use a recovery" would make it actually good.
Like, Shadow has a "teleport and hide while observed" maneuver that doesn't cost any HR. Are we saying it should cost 5 HR to mimic that effect?
If you're not a shadow, I think that's fine. Again, you can't always balance against other classes - otherwise you risk taking away their niche
yeah
i think hidden + invis and increased mobility with a EoNT effect make it suitably strong
My shadow player would be rather pissed if another class can just take an ability that copies one of their core features
I think it'd still be a never-pick tbh. It's still competing with Dramatic Reversal. But I won't continue hammering on.
I think spend a recovery is good on that one too though
Yes it's pretty bad lol. It's mostly because weakened is overvalued imo.
something I see with Method acting is if you do it right, you can potentially avoid the downside. If you use your action last, then you don't take bleed damage, and potentially save
The damage is the main bonus - potential 20 damage puts it on par with coup de grace or some fury abilities
My suggestion would be make the effect "you bleed, they bleed" instead of 5 damage (which scales poorly).
realizing, I'm devils advocate alot for this convo ๐ ๐ฟ
You could also make it double your Presence but it'd feel pretty bad on E1.
but if its on par with coup de grace thats fine
ok, breaking my own rule here, but for comparison:
i think the difference here is bleeding vs +5 dmg
the question is if those two things are an equivlent trade off
i see ur point about the intent
Its the trade off of guaruntee 5 damage up front (potentially killing opponent outright) vs letting them act before bleeding out
IF you play with monster health visible, being able to spend 5 and take down a bad guy could be very valuable - not to mention if you use it at the end of the fight, or are dying - bleeding is redundant.
my experience is lots of folks dont
at least, that was my experience in playtesting
So here's what I'd do with Method Acting.
Make the effect on the tiers bleeding instead of weakened. Then make the effect you bleed to do double your Presence in damage.
Maybe even triple?
(Again, it's competing with freakin' Dramatic Reversal guys)
perhaps the issue is dramatic reversal then
seems more like dramatic reversal needs to be nerfed
i personally think bleed for bleed is fine and more thematic
literally method acting!
here's the issue:
I mean probably
Yes, Blot out the Sun is literally worse than Dramatic Reversal
okay so dramatic reversal
why not just remove the additional effects?
the difference is the amount u shift
Honestly I'd just limit the # of targets
This is the closest comparison (this is also very very good)
So we can't nerf Dramatic Reversal too much
its a main so not exactly the same as now, but i think the added movement is a good example?
thoughts on removing additional effects?
Yes, therefore it needs to be stronger
I don't think that's make much of a difference honestly
Hmm. It's definitely a big nerf.
i def think it does
Makes the ability comp dependent.
removing edge and potential heal is big
i think thats fine, for draw steel
if u dont have the comp for it, pick another 5 cost
Fair, so long as we sufficiently buff the other picks.
finally @quick quarry @worn bane , thoughts on flip the script?
Very situational.
Like in some situations it will be amazing
But most turns it doesn't have much use
perhaps its worth putting a reminder in the ability teleport negates restrained
Its about on par with Divine Comedy. better actually since you choose the exact location rather than swapping. In the right circumstance, its clutch
and grabbed
So what if we just gave it an additional optional effect, and you could pick between the effects
RE: Dramatic Reversal - might be better to make it like NOW! and just limit it to 3 targets? you can target yourself?
3 creatures, including urself?
correct
i forget the exact wording for stuff like that
But then it'd feel worse since it's an action and Now! is a maneuver.
So I feel like 4 creatures is the better way to go.
But, you still get the shift, the edge, and recovery on a T3
You do. But I still feel like Now! would be better value.
if the idea is to nerf it, i feel like putting more restrictions on the free strikes is needed
hence my idea to make it only melee and remove the additional benefits at higher tiers
if all thats changed is the number of targets, i still feel like its pretty good
I think both approaches are fine. Just depends if you want to make it more situational or keep it generically useful.
an HR spender u mean?
I will say in general, burst abilities that grant allies free strikes are a bit wierd, because it really does scale odd with party size; though I suppose encounters would also
yeah i agree there
It is odd, yeah
I mean like Dramatic Monologue where you choose between effects
i think giving it a limit on targets (3 or 4 is something you'll find out in testing)
So it'd be either everyone teleport, or something else
i think thats cool
what if it was teleport enemies or teleport heroes
tho i suppose the target is already specified
You could just change it
"Target: Special"
teleporting enemies gets very dicey, I'd say leave that to higher level abilities
Yeah, it is risky. Unless you specify the spaces have to be safe. Then it might be fine actually?
fair nuff
BUT - burst 3, what if it was targets can choose one of the following: Shift 3 squares, free strike, OR spend a recovery?
You would almost always pick free strike tbh.
i think it has to be movement based, considering the flavor of the ability
what about this
I think if you force safe spaces it's probably ok
i was just about to reply to that, i think thats fine
i was also thinking less amount of targets
so like maybe 1 or 2 enemies, or self + 3 allies
as an aside - blot out the sun is just NOT worth 11 focus...maybe if targets made 2 free strikes...
Yeah nowhere near
Honestly there are many heroic abilities that aren't worth the cost
Just gotta wait for 1.5
anyways
i like all of this
i think my troubadour has flip the script and harsh critic, so ill test these out
as well as the drama trigger change
what were ppl's thoughts about what tamwin brought up, about inverting appeal to the muses?
I still don't get the complaint about apeal to muses. It grants bonus HR to you or an ally. Seems fine to me
no yeah it was just on my mind
i like what was brought up about it being moreso about the abilities
than appeal to the muses?
I like what I said as well
LMFAOOOOO
Yeah. Because you can give HR to any ally - it means you are weighing it against ALL your parties abilities, not just the troubadours.
It's just free money
my troubadour player brought this up to me too
"idk my party's abilities, and i def dont know YOUR abilities, so i cant make that call"
"best not to just take the chance"
That's probably the issue then - players should be learning what their allies can do. That's what the game is balanced around if you ask me.
idk, prob not a discussion for here but i think this is very difficult
On that note - its something that becomes easier in longer campaigns. If you do shorter games where players change classes all the time, it'll make it harder for sure
Honestly yeah.
But again even if you only use it for yourself it's good.
Btw we can also talk about 2nd level HR abilities
my talent struggles enough deciding who to target with flashback
Honestly, you won't even have to learn everything, just asking 'hey, who needs HR right now', and trust that your allies got something good cooked up. That's the juice
En Garde! is really bad imo, just because the monster always chooses to not free strike you. Why would they? They have pitiful free strike damage and yours is much higher.
"But what if they could Flashback twice in a fight?"
i think the intent is to then riposte the free strike
But where' the fun in that?! That said - maybe make it forced behind a presence potency. P <average - the target free strikes you and you do it back?
Classic Chandelier Stunt is fine.
Tough Crowd and Encore are fine as well.
Guest Star and Twist at the End I don't quite know, gotta see it in practice and I never did.
Oooh yeah, you could get 2 out of that, coudn't you
i think the hidden implication is ur supposed to take it cuz u wanna shoot ur monks
Hmm?
Yeah, that's what I think as well.
basically the idea is monks can catch arrows in dnd
but why would i ever shoot a monk if they can catch an arrow?!
so the idea is u wanna do something counterproductive to let a PC do the cool thing
OK so the ability is balanced around the director playing badly on purpose? Lol
A bit of DMing advice from DND. The idea is that a DM, you need to have your monsters attack heroes they are going to negate, or be disadvantaged against. Your heroes got abilities that make them cool, but only if they use them
Not badly - Roleplaying! The monsters want to win, but the monsters don't know what abilities the heroes have (typically)
idk this is getting into director/gm theory
The monster knows if they free strike, the hero free strikes, and the hero free strikes are stronger than its. Right?
i think theres a solid argument for both sides
i find myself a proponent of not shooting ur monks
but draw steel encourages it
the monster book calls it out
How do the monsters know the heroes free strikes are stronger?
This is getting too metagamey. I think on principle balance shouldn't hinge on GM fiat.
That's just bad design imo.
I disagree, with respect, but fair - discussion for another day.
again, prob a discussion for another channel
theres many schools of thought on this
Oh, so scanning through - realized this does sort of make Star power redundant then, doesn't it?
yeah, kinda
Sure, my position is the balance of an ability shouldn't hinge on which school of thought the GM belongs to ๐
But I'll stop here, yeah.
you can substitute my comment for "schools of design" if you like.
loved to chat more, but gotta jump. But before I go - I'll leave you all with this one - Solve THIS power:
honestly this should be a revive, imo
"each target who is dying can spend a recovery"
or like
"regains stamina equal to their recovery value until they have at least 1 stamina"?
Makes more sense yeah.
so for star power, i liked what tamwin said (+2 speed, +1 crit range, 1 HR for auto tier 2), which would then stack with foil
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making star power's optional effect what u pop when ur fighting a non-foil target
which one?
The latter. The first is too like Revitalizing Limerick.
i was looking at extensive rewrites btw - do other similar effects tie the stability ignoring to potency?
okay yeah i like the latter too
I don't think so?
so removing that makes sense to me, i feel?
Well... It is a maneuver.
The amount of collision damage you can do with it even without the potency effect is a lot.
I think it's fine as is.
It's also a freakin' burst 4 mind you, HUGE area.
I'd focus more on buffing Star Solo, very sus ability imo.
Infernal Gavotte isn't great either.
We Meet At Last seems sus as well to me.
Extensive Rewrites is by far the best out of those 4 imo.
what do u not like about infernal gavotte?
It's not a lot of damage and imo weakened is a pretty lacklustre status.
so a 5 cost burst 3 from conduit iirc is 4/6/10
this is 5/7/10
that seems on budget for me
Oh actually, this is a weapon melee ability
So you get kit damage
Nevermind it's fine
So generally just because something is on budget doesn't mean it's good to me, because I disagree with some of the budgeting
I think weakend is overbudgeted for instance
well thats a whole other discussion, isnt it?
It is, but it's also relevant when trying to make an "unbound" version of a class.
IMO we need a different word per class
Troubadour Unsung
Tactician Unsheathed
Fury Unleashed
Maybe troubadour Untold?
i like untold
Yes
the big question is for Conduit and Censor, do we want it to convey that they've been separated (untethered) from their saint/diety or they are super close?
Because it pushes the boundaries of the prefix but I think I love Conduit Unified.
the latter for me, imo
Censor is difficult to find one for.
Uncensored LMAO
My mind goes to words like Unyielding, but I feel it needs to be usable in a past tense as well.
Censor Unyielded is pretty cool
Hmmm. Is there an Un- word that means the same thing as pitiless?
I really wanted to use Unmoved, but felt it sounded like we were talking about stability.
Conduit untethered is pretty great
Unmoved isn't bad at all. Even the stability interpretation works, sorta.
Unfeeling. Unyielding. Unmoved. Unoathed.
Unoathed?
Unsworn
I think we're looking for a feeling of ultra Censor or Conduit, not apostate.
I had that exact word just typed up.
it has to be this, please
It kinda does.
Conduit untethered is peak
I had Untethered for Null. It gives me enlightened monk vibes.
Null Unbowed? Unbent?
Null Unarmed 
guys please. i named the elementalist one that based on an off-hand comment from surfingbird ๐ญ
But it's so fun.
all of them should at least refer to the class becoming greater than it was previously in some capacity
conduit untethered is peak
censor uncensored is very funny
fury unleashed is goated too
unsung is the wrong direction though you dont want to be unsung
troubadour REtold
i think them all having uniquely cool names is better yeah. troubadour retold goes hard as fuck
that said if thats the case i should rename the elementalist unbound
Elementalist Unaligned
I think the Censor and Conduit (the Conduit especially) will be hotly debated as some people see separating from the diety as greater and some people will see closeness to the diety as greater. I personally lean towards closer to their diety. An untethered Conduit isn't a Conduit.
so i made the following adjustments to my troubadour player's stuff
Some actual homebrew coming in.
Troubador: Director's Cut.
- appeal to the muses goes in reverse order (1+2 HR, 1 malice/2+1 HR, 1 malice, 3+1 drama)
- drama triggers are now: crit, 1/combat winded, and 1/combat spend malice or villain action
- flip the script has two modes where it targets self + 3 allies to teleport 5 OR targets 2 enemies to teleport 5 (with the caviat that this teleport cant harm them)
- star power no longer costs HR, gives +2 spd and +1 crit threshold. has a 1 HR spend to give auto-tier 2
- riposte is now melee 1 or range 5
- added 2/3/4 damage on upstage
this way star power doesnt overlap with foil AND gives synergy with riposte
Elementalist: Nuclear.
thoughts on this?
Censor: SCI (stands for Sensitive Compartmented Information, more restricted than Top Secret)
Sadly, I have no Troubadour player in my group so don't have an opinion on what needs fixing, but as much fun as naming hypothetical classes is, I appreciate bringing back the attention to actual useful stuff.
nuclear elementalist is kinda ๐ฅ but i dont think its the vibe here
ok gang i have a magic item from 5e i need help instantiating into draw steel
its a toughie because its a very uhh
its designed to help be a playstyle focus
and i want to cut that down to be more like a DS magic item
...give me a sec if the r20 will load
I agree. Just having some fun with it.
Though, Director's Cut might actually work for Auteurs.
like i could give it d3s of ether dice but frankly i dont want to double up on heroic resources when i feel like it could just use a HR
the items for an elementalist with the weapon enchantment
my only thought was stealing stuff from the talent for it
honestly i should just steal #1381375764691161188 stuff lol
ok
i think i figured something out
on todays episode of cooking or cooked
Ether Channel: You gain the following heroic ability.
Channel Ether (3 Ether)
Keywords: Magic, Melee, Strike, Weapon
Type: Action
Distance: Melee 1
Target: 1 creature or object
Effect: Choose a heroic ability you have that either can target Self or is a Strike.
- If you chose an ability that targets Self, make a melee free strike against the target. You can use the heroic ability as a free maneuver targetting yourself.
- If you chose a Strike, you can use the heroic ability as a free maneuver, except it loses the Ranged keyword, gains Melee and Weapon, and targets the target of this ability instead.
hm
i might make it always free strike
yesss
(ether is the pc's renamed Essence for lore reasons)
if it was normal elementalist i'd just make this a 1 essence cost but since its unbound i can add this instead >:)
got it
OH I FORGOT A CRITICAL PART
it uses the same power roll
yeah i was overcomplicating it
ok done. i refuse to touch it further
is that all at level 1?
I don't see why limit number of targets on Flip the Script on either mode.
I'd say make star power +Spees
it does?
so it doesnt scale with party size
I don't think that really matters with a repositioning ability
Likewise with the enemy teleportation, no need to limit targets imo
no
this is level 5+
i lied and edited it more
level 1 is keen I (+1/+1/+1) and no arcane flow
anyway i'm thinking. percolating. about how hard the phrase "you have hazard immunity X" goes
for a ranger type beat
we're walking across lava in this bitch
surely ether is uncountable so it should be "costs 1 less ether"
(that's the extent of my design feedback)
unfortunately in this instance ether is explicitly countable and divisible into heroic resource units soo
exploding you with my mind
elementalist unalloyed....
elementalist unionized
(pronounced in either of the two ways)
Summoner Unionized
Is this the Monado?
the monado? no. a xenoblade? absolutely ๐
I have only played 1 and 2 and finished neither, so I am not well versed in the lore.
each game has a cool sword
the monado is the one from 1
2 has the aegis and 3 has lucky 7 aka the sword of the end
Is this...a monado? ๐ซด ๐ฆ
its actually the Autonomous Systems Tracking Routine and Artificial Evaluation Assistant
todays episode of cooking or cooked: specifically goron roll as an ancestry trait
i would take one or the other, but not both
Love it.
is this to me
yeah
Do you have to move 3+ squares to get the edge or just on any charge?
charge
yes
I like the idea of you having to charge a certain amount to get the edge like the spikes in Majora's Mask.
agreed. You an add grounded in AFTEr, but I'd do treated as 1L for signature.
Made these two kits alongside my Scion class. Might be of interest to someone.
love these
excellent vibes
i really wish mcdm would make their iconography public
I did find the source for their 'Target' icon online. Gotta pay for it though.
Oh, and thanks!
I found a few that were free and similar that I could share later when I'm home.
the iconography for the monster book is so fucking good i wanna integrate it into player abilities
https://www.istockphoto.com/vector/target-acquisition-solid-icon-gm1367724211-437898816
I'm pretty sure this is one for one what they used for target.
Used em to make ability pages for my players. They weren't into the card idea sadly.
Btw @ancient pewter if you like the vibes on this you might like the vibe of the entire Scion class because it's kind of just that.
yeah ive been checkin it out
I had remade the ability layout for in Affinity to use for my in person's sessions. Not the most up to date versions. Made a few changes since.
What's Affinity?
its a layout software, effectively
this is very good
have u looked into potentially integrating the monster icons?
Not really.
gotcha
I can see why some people would like it, myself included, but I find my players prefer less abstraction in the information being presented. Especially since they're still learning the game coming from 5e mostly
Is the monsters RC more icon-ized than the heroes book?
yes
Huh. I wonder why have that difference.
it seems like in general directors want (and benefit) from symbols in a way that players do not, at least that is what I observe with my players and myself
my players struggle enough with the idea of keywords, I don't want to add more non-english information they need to parse hahaha
This is really nice! Would you be willing to share the file?
idk why, maybe a space thing
but also monsters have more exceptions than heroes
Something I've had on the backburner, but debating - how well would having non-class specific Heroic Kit abilities work do you think. Idea is for each kit, you could have optional 3/5/7/9/11 HR abilities that characters could pick in lieu of their class ability?
At some point, yeah! I've been building myself a bit of a template. Using Affinity Designer. At some point I need to get their publishing software haha
this is cool
I also remade the character sheet by hand with a few of my own tweaks my group found useful.
Haven't bothered to make it form fillable yet. Haven't found the need.
Main thing is it would be a LOT of abilities - X number of kits times 5 O.o
If anyone is curious. We track inventory, downtime, etc in a Google sheet. So I moved things around to be more desirable for our group. There's a few things that are missing (wealth, renown) but didn't find a great spot for it and it doesn't come up enough that it's an issue arm. Still revising things as we play with them.
(there are probably some minor errors in here, I don't think this is the most up to date one I have done)
Could probably tuck wealth and renown in on the central column if I decrease the height on the complications section.
do you record abilities somewhere else? or do they all go in class features?
They're just on a different sheet!
They happen to be two seperate files on my PC for how I work on them
oh gotcha! makes sense, the design is really good
That was meant to be an exclamation not a question mark. Apologies for the unintended snark XD
Hmm, probably so
Iโd probably make it be in addition
Iโm generally not a huge fan of most โcharge+โ ancestry abilities because they tend to be really good for berserker fury / vanguard tactician, and pretty meh for everyone else
Balance is fine for everyone but those classes
then everyone else just picks different abilities
also the player is playing a vanguard tactician
One of the core tenants of draw steel design is โno trap optionsโ
Now, one of the sneaky ways to get around the charge favoritism, is by buffing any free strikes made as part of a charge
Is that a core tenant? Or just a suggestion?
It's a pretty core tenet yes, that's why build options are more limited but more impactful
its also why choices are limited
its also why youre allowed to swap out options if they dont vibe with you
there are a number of ancestry features that overlap with class features
if it doesnt work out sub it out
i was more asking if it was secretly cracked
if its not then im chilling
coming back to some of my implement treasures. how does this one look?
Pretty good! I recall it coming up before at some point?
yeah, im just returning to some stuff and giving it fresh eyes
the bonuses seems better on a rogue type character but it's on a staff?
its an implement
so i suppose it would be better for a shadow, but shadows are martials
shadows can still use implements, and they can still benefit from this one even if they already have a weapon treasure
not really something im worried about anyways, since no one in my game is playing a shadow
what kind of character do you imagine using this if not a shadow?
a conduit who has the invis ward, for one
troubadors, due to their emephasis on shifting
but then, only one of the benefits between 1st and 5th would be useful to them?
i think hiding while observed is a pretty powerful benefit
it removes the biggest restriction on hiding, imo
oh talent also has an invis ward
but the invis ward only lasts until the end of your next turn, if you're using that invisibility to hide then you'd be revealed right away
im always open to suggestions, if you think another effect would fit better
in either case, ive done some adjustments to an old implement treasure that was giving me some trouble
i was actually considering about changing the wording so it only effects enemies of equal meat value or greater (aka non-horde or minion monsters)
dunno how to word that
my feedback is basically the effects seem underwhelming, but it looks like we disagree on that
hows this for a bugbear trait? its basically 1:1 identical to the NPC bugbear triggered action. im more so wondering if anyone has any better ideas for the flavor text lol
We've just got to stop meeting like this
not RAW but you can probably just say "Platoon or stronger" and it would get the idea across
what i wrote down was a non-Minion or Horde monster
that could be read as including hordes, "not a minion nor horde" might be clearer?
oh thats much better. way less horny-coded lol
that works, thanks!
Thoughts on (homebrew) kits that use +0/0/4 for light weapons? Feels better for assassin archetypes where you're often getting one or more edges on rolls from concealment or your party has a lot of supports.
I've seen people suggest it for exactly that reason
I made misericord kit for that purpose.
#1321169055041716274 message
Do it!
Does anyone have a google docs template for laying out a custom class?
Thanks!
Has anyone made a list/sheet of what kinds of features classes and subclasses for each level? like if a feature is an ability vs combat bonus vs respite bonus vs negotiation bonus
Itโll be a good starting point at least, thanks!
Wait, why is Both separate from Class?
those are unrelated to ur class (aka stat increase and perks)
Ah i see, non-uniques basically
basically unless the class is REALLY WACKY every class will have those at those levels
first draft of something like this for the censor, would this be something useful for someone making a homebrew class/subclass?
this looks excellent
Looks super useful
What's the difference between the different coloured cells?
yes, for sure
Nice, Iโll do the rest of the classes then
Greens are features that every class gets to choose from the same pool of options,
blues are features that are the same type but has options unique to the class,
Reds are features that can be different types between classes
Probably hard to tell from just looking, so Iโll include an explanation for the final version, but does the logic seem consistent/makes sense for what I have categorized for the censor?
Makes sense, but not sure it's 100% consistent
Eg. From your explanation I would've expected the Censor signature to be blue
It'll be interesting to see how the other classes pan out with this, I wonder what similarities and differences there are.
Actually, this is the sort of thing I could maybe automate and add into Forge Steel as a tool for homebrewers? Would that be useful?
I think that would be kickass. I did find the current method of preloading a giant stack of all abilities and then giant stacks of stuff per-level hard to navigate
I got there without too much trouble in the end, but a structure would be awesome
We need to come up with more triggered actions for Ajax
needs to have one to counter every class
"You call that an army?" - Ajax summons demons in response to a summoner
progress update, the stormwight is so quirky
Part of why I look forward to DS is because it genuinely sounds like a cool game. Part of it is because this is another chance to try to create a Card Magician class >:)
ooh cool, wanna share what you have?
I currently don't have anything tbh, aside from that their class resource being "Draws". No idea how they build them. I think the utility from their abilities would come from how exactly they draw. A low cost ability may just be pulling one card to either stash or play immediately, a higher cost could be draw x cards and choose y to play immediately. So in the realm of entirely theoretical homebrew, they would probably still have possibilities for a null result. That's probably still better than to have their resource be their deck, because then it's attrition, entirely counter how this game plays. That was the solution for 5e for example, where I essentially co-opted spell slots to let you cast random spells based on the pull
ah you're drawing actual cards, @lofty pasture is working (?) on a Gambler class that also does this, I don't think he's shared it here though, might be helpful to bounce your ideas off one another
classes are pretty asymmetric in draw steel
personally I would try to simulate card hands through dice roll if I were doing something like that
Yeah, the goal would be to give a way to convert poker cards into spells for general consumption. Tbh I mostly want the structure to be sound so that, on my table, I could work with a given player and have them collect yugioh cards to fill their deck and make a truly unique experience. What else are you gonna do if you still believe in the heart of the cards over a decade after playing for the last time and have a conservative 2000 cards sitting around? :P
ooh, changing your deck for your class advancement is very cool
That's why I think this could actually work with relatively few compromises in this system. I only tried it in 5e, and it would've either been too strong or too unreliable if I personalized it so radically beyond just a risky way to cast your spells. Never did much with that design beyond like two character tests, because it never felt right
Yeees. One of the things I want to do should I get this off the ground is giving players a choice on level up between "opening a booster" or buying cards. So the former would be add a few cards, one is something the player is working towards and the x others (maybe only 1 or 2) be literally random, whereas buying would mostly be getting duplicates with some weird stuff thrown in if the player wants to engage with that. That way the class should ideally support both players who want wildly different, low-reliabilty but unique situations as their main thing and players who just want to focus on what works with a side of spice
crackin packs in a trpg, u love to see it
I think the any rng should be limited to between respite/vitories at most, since permanent upgrades would feel reaaaally bad if you draw a bad pack
I'll be interested to see how the summoner works later on, because I saw the "Crash Landed" complication and kinda want to include a summoner version of this at some point for my partner who's INTENSELY Genshin Brained, so she can "pull" her units instead of spell effects
you don't get the privilege of resetting in like balatro for example
definitely. I'll mostly focus on in-combat things anyways. Not having played the system and living vicariously through Forge Steel, I definitely don't want this to just be the solution to everything with enough pulls
this is awesome
i approve
I've always wanted to play a proper summoner in anything, be it ttrpg or video games or whatever, but I think the true soul a well made summoner fits on the most is my partner, with the Genshin obsession and also her favourite magic from Fairy Tail is the Stella Keys, which is also people summoning ^^
It can effect multiple (like the fury/censor), but there needs to be one for each class yeah. I just mean the core 9
thinking of making the final boss for my campaign The Omnivok
Ooh, I like
wanted to ask folks what some ideas for abilities or mechanics of a solo likr that would be
Well, itโs probably just size 1M right?
Itโs whole thing is being a fully person creation
Definitely steal stuff from the Valok stat blocks
โฆooh, maybe it โlearnsโ from the players?
So whenever a character spend their resource, it get it
And then can spend the resources in themed effects
since this is homebrew for my campaign, i can design it around my party
Yup
i was thinking
based on the learning theme
ofc the valok trait
but it also gets a trait that it cycles through based on the hero who went first?
Thatโd be another way of handling it
Ideally structure it so that they are incentivized to have it be different people each round?
it can have one of two triggered actions, one for the tactician and one for the....idk
talent?
I donโt think you need to do the Ajax triggered action thing
yeah
i was also think it could gain additional immunities based on it, too
sorta the bit from xmen
Maybe it gets immunity from the last attack against it?
So the party needs to alternate damage types
Fair
Not knowing anything about the creature or high level DS, that gave me an idea for a silly one-shot end boss called The Sarcastic Dick.
The ability could be called "Oh Wow, I can do that too", where someone calls out their ability (e. g. Hesitation Is Weakness) and TSD sarcastically says "Oh wow, hesitation is weakness? I can do that too!" and does whatever the ability lets you do immediately before it can be used by the player. So it doesn't disrupt their plan for their turn (or they can adjust, but either way they have to go then) and it's really grating, so the players just want to kill TSD even more xD
Directors: George Sidney, Busby Berkeley, Actors: Betty Hutton, Howard Keel, Composer: Irving Berlin
ooooh, blast from the past
Also, stuff like Ajaxs triggered abilities to counter the party too
tamwin brought this up LOL
also!
tested out my house rules to troubadour today
mainly testing out @cunning harbor 's idea of reversing the appeal to the muses table
granted my troubadour player rolled 3s every turn AND got 2 crit procs
but it def felt a lot better, they said
main question is - did it seem a lot more powerful?
they used their 7 cost once, which was on par with the rest of the party (everyone was either 2x 5 cost or 1x 7 cost + 1x 3 cost)
todays episode of cooking or cooked (dasks player dont look at this one)
i think the jump from awakened to exalted is kinda mid but i ran out of steam with two cool ideas ๐
its for an oracle censor
i could do something like ||creatures cant hide from you|| or something
Ok, so it says leveled, but how does the item work? (also, DS feels like it needs a category of item between leveled treasure and artifact - or Artifact needs to include items that aren't always world changers)
FoBB does have just "treasures" that are not leveled nor trinkets, like Hunt's Axe
its a levelled treasure
it just works like a levelled treasure
i called the tiers fancy names but its just 1/5/9
Oh really?! I haven't checked it out since it was updated - I should do so
Ok, so the hammer works with a clarity user, but talent doesn't get kits - is the intention that they can use it regardless of kits? @white moat
oh
no the weapon is called Clarity
i can see the confusion
lmao
i could rename it
Aaah yeah. Oh, its GSB - are you converting, or just using the art?
latter
Ok, so I think I'm going to start plinking on some of my magic item ideas. But rather than try to get them all done in a rush - I'll just do a couple. SO - Which one should I start with?
synchronicity
GHOST BLADE!
Wrack
Obviously the Holy Bolter. It has holy in it. Wrack and Titan Talons seem interesting too.
Oh. I also need to know what Knightsong does.
this is awesome
Ok, I can do those 2 more:
That is awesome. ๐
ah not an 40k bolter, booooo
๐
The Wrack is dangerous.
I sort of imagine it as a sinewing flesh net made from a Synleri's body...so....yeah ๐
Ok, and last one for now...maybe:
Not quite - more Van Hellsing than 40k
These are cool!
Ok, so apparently I'm on a roll - here is Titan Talons:
Ok, this one is probably my favorite - but not sure how balanced it is:
Seems rather weak to me personally.
So, the idea is its REALLY useful for setting up flanking - because you can use Aid - ally moves into position, then you have an edge, and they have a double edge
Doesn't seem to make doing that much easier than without it though. The ally can just move into position on their turn, and if you want to flank the range on the aid is irrelevant. Or am I missing something?
They ally shifts on YOUR turn - so you use maneuver, ally shifts, THEN you use your main action to attack (now with flanking)
that being said, I imagined this weapon as a spear, so maybe I should add some option that indicates you can flank when you're not adjacent, but still opposite?
That makes sense to me.
this should make it clearer:
ive mentioned a couple of times that im gonna have an ancestry compendium ready for release by the time the hardcovers start shipping, but life is getting in the way. so theres a good chance i wont get to hit that deadline
mechanics are like 90% done. doing some last minute adjustments based off of feedback and then its on to the lore write ups (ive been excited to do this part!), but i can only fit time for that sparingly. after that itll be on to formatting (no art for this one. if im gonna have any art in my future products itll be my own creations)
@proper shell @humble wyvern Just a random thought since I think converting wealth to that exact mechanic might be hard: heroes can spend wealth as HR? ๐
Or convert it like 1 wealth = 2 or 3 HR, like some epic resources?
thats probably the simplest way to port that mechanic over
but theres probably a more dynamic idea in there somewhere
I like the elegance though
You could make special wealth-only heroics too
And the party could pool together to use em
we need a Capitalist class that uses Wealth as their HR
Or, perhaps at least a Wealth Conduit?