#Random discussion

5137 messages ยท Page 6 of 6 (latest)

quick quarry
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Better yet - Illrigger subclass - I think someone made one of those for 5e

quick quarry
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One more for tonight:

proper shell
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this isnt meant as shade at anyone (i dont even remember who said this originally), but i remember when i made my first couple of homebrew ancestries before the build-a-bear system was implemented across the board, i put that system into my ancestries and then someone told me "i think its better to let the devil's situation be unique. you should focus on a few core traits for these ancestries"

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oh boy were they in for a treat!

ancient pewter
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so i have experience with "uplevelling" some monsters, but not with downlevelling some (especially a 4th echelon one)

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basically i wanna downlevel Count Rhodar von Glauer to level....5? 6?

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is this something thats doable?

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like not on a numerical level, but on a boss mechanics-level too

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stuff like grave ward is pretty chonky

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or thin the blood

quick quarry
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I think so. I think the main steps are: a) find an equivelant solo and roughly match their charactersitics; b) adjust potencies and damage values to match said solo and c) maybe remove a couple abilities (dealer's choice). That's really about all you should NEED to do

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Ah, should have finished reading, oe sec

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So, I might remove ONE of those abilities outright, and then really you're just down tuning the numbers across the board.

ancient pewter
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which ability?

quick quarry
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If I had to guess...probably thin the blood; thin the blood - unless your party has a lot of condition removal

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But grave ward feels more vampire-ey, so keep that just drop it down to dmg. immunity 3

ancient pewter
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thats fair

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maybe Sanguineous Flourish to half damage dealt?

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in stamina recovery

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what are your thoughts on stuff like red tide and controlled bloodthirst?

quick quarry
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well, if you reduce the damage on flourish, the regen will match; trolls have the same feature almost and their level 4

ancient pewter
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gotcha

quick quarry
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Yeah, looking at him - I don't really see any abilities that are outright too strong based on function; just numbers that could be brought down

ancient pewter
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i was a bit worried about the edges stuff

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but also sanguine mist

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EoE bleeding is ROUGH

quick quarry
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Well, if that one is strong, you could make the worst option Bleeding Save ends; and they have a -2 to end THAT bleeding (so it kind of keeps a bit of the other feature, but not as much)

ancient pewter
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๐Ÿค”

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all good ideas

ancient pewter
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working on my idea for an omnivok solo:
`Recursive Memory Banks
Magic, Range
Manuever
Ranged 20
One creature

Effect: The Omnivok looks through the target's memories, selecting a Heroic Ability that they have used before. That player then forgets that ability, and cannot use it for the rest of combat. If the Omnivok takes 50+ Damage in a single strike, the memory returns to the target and they gain 2 Heroic Resources.`

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name of the boss is The Omnivok, End of Eternity, still workshopping some ability names

proper shell
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much less stuff to fiddle with to jump from 7 to 5 than from 10 to 5

ancient pewter
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yeah ur right

quick quarry
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Yeah, that's a good plan.

cunning harbor
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I have a wealth domain conduit I made back when we only had three levels

copper ocean
quick quarry
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so, watching Critical Role's age of Umbra - and curious if anyone else has thought of incorporating their (i.e. Daggerhearts) death moves into Draw Steel

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Its a really compelling mechanic - and I think you could sneak it in at the end of dropping to negative winded value

proper shell
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how do "death moves" work? are they things you do when youre about to die? are they things you do to make other people die?

quick quarry
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Death Moves happen when you are at 0 health (i.e. approaching death). You get 3 options: 1) Blaze of glory (use any ability, ignore resource cost, get an auto critical success. Then...you die. 2) Survive - You remain alive, but the GM detirmines your fate, and you get something like a scar or penalty. 3) Risk it all - you make a straight 50/50 roll - if you succeed, you heal up, and gain some resources, if you fail - you die, and get nothing.

The result is really interesting drama where players struggle to decide if they want to guaruntee an option to help friends, and then die; get back up WITH bonuses (big risk), or tap out of the fight, and know they can come back.

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Feels like it would all work well, save for wondering how Minor Miracle from conduit would impact it ๐Ÿค”

proper shell
# quick quarry Death Moves happen when you are at 0 health (i.e. approaching death). You get 3 ...

ah. they tried something similar to a blaze of glory in previous internal playtests. they decided against it because it took away from the drama of being at low stamina in the first place (or something to that effect). i feel like it would step on the toes of Doomsight (and the Doomed title) quite a bit. you would also run into odd interactions with things like Revenants and the Curse of Immortality complication (unless you added specific clauses to each of those things)

https://youtu.be/lIJBi4NLP_o?si=2ze51wSrta0XTaFJ

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worn bane
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I think Death Moves fits a more narrative game like Daggerheart, where combat isn't super tactical, but might not work as well in a game like Draw Steel.

chilly frigate
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I mean, as with the video above, the winded part of your Stamina and its associated mechanics *are *essentially those Death Moves as they work in DS. Aside from the other points raised about the doom features of Hakaan and the title, I personally think blaze of glory death nukes have no part in a game where you can be revived, for all the reasons James says in the video and also my personal gripes with how death is seen/treated in most similar TTRPGs on most tables.

I know I'm probably on the extreme here. Just as an example, if Hakaan's Doomsight stays on release as it is right now on Forge Steel, my first house rule would probably be "A Hakaan's soul shatters upon their true death, as seen by their Doomsight vision. There is no known way to revive a Hakaan who has died this way". (no known way just to give me an out should the player be extremely attached to the PC and I know they take the narrative very seriously). It just feels wrong that something so core to their fiction is something you can just undo by normal means

proper shell
chilly frigate
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nice!

proper shell
chilly frigate
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Imagine being banned 24 hours before it would be okay to have this conversation

proper shell
meager arrow
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Honestly, it's whatever in here, as long as you aren't like, rubbing your access to the RC in someone else's face, you're good.

proper shell
meager arrow
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Also it's not playtest material in the way earlier packets were, it's pretty locked-in, and in here it's not gonna confuse newbies like posting in #ds_rules-questions would (which gets an awful lot of backers who are just downloading the December packet and have questions about that)

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Not that I'm encouraging breaking the temporary rules, but..... like..... you have a handful of days left ๐Ÿคท๐Ÿปโ€โ™€๏ธ

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Also there's no NDA or anything, also! The reason we've been bumping people to the patron channel is just to not confuse backers about stuff and/or make them feel left out

proper shell
meager arrow
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Something like that, yeah ๐Ÿ˜‚

copper ocean
cunning harbor
proper shell
quick quarry
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I don't have a 27 joke...so...

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But I do have this:

white moat
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the 8 or higher condition seems slightly annoying to remember for as cool as the concept is

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big fan of the concept

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i love inflicting damage weakness

hoary anvil
white moat
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asymmetric complexity needs

chilly frigate
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When a player dares to inflict a third status, you just gotta take away their snacks until they learn to behave themselves tonejoking

quick quarry
white moat
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idrc

quick quarry
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I'll also say that I don't think its hard to remember as much because there is a clear diagetic way to know if they need to roll higher - they have metal. BUT also - I would say that's some work directors should off-load to players; its the players responsibility to track who needs the higher save.

copper ocean
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Not for every table, but I'm working on painting my condition rings different colors to denote eot, se, eoe. I could also paint the letters gold or something to mark a higher DC. There are ways to offload mental load.

hidden void
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Thought about doing something like that for when I pick some up! I think I'd paint the lettering to denote duration... Interested to see how yours turn out if you post a pic ๐Ÿ˜„

copper ocean
hidden void
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Awesome! One of my players has a 3d printer. Looking to get one of those multi... Spools? For printing in different colours. Hoping that will make things easy for us.

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I had picked up some token base clips for organizing monster groups on Etsy, but it'd be nice to be able to print em.

copper ocean
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I'm just starting out my journey. I want to get some clips and paper minis for small stuff and 3d print my bigger monsters like up above.

hidden void
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These are insanely useful. The Star is a great indicator of a squad captain.

vale panther
hoary anvil
# vale panther Why "Iron Monger?"

The mace is part of the merchant's racket. It rusts your iron gear so that you have to go buy new ones. Thus the weapon mongs iron for you (half-joking, idk the real answer but this is plausible right)

quick quarry
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Iron mongers are also another term for arms dealers

vale panther
quick quarry
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Ah ,right. So my idea for the lore is arms dealers wielded it to destroy other weapons in order to gain a monopoly in an area.

chilly frigate
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*early tony stark intensifies*

hoary anvil
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I was right!

quick quarry
vale panther
vivid kindle
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@fervent canyon how its designed is basically you roll the die for whenever youre traveling. So the higher die you roll indicates the more dangerous that area is.

An example the book uses is generally a city/village has a low threat of danger so you'd roll a d6 only have conflict on a 6. However traveling in hazardous terrain with uncharted territory may bump that dice to a d12 or a d20

If you roll a 1 on the travel dice you make a discovery which can be anything, loot/a dungeon/etc

Might have to do some tweaks for draw steel maybe

fervent canyon
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Thanks alot for the follow up

chilly frigate
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I need to add some rickety metal beings to my list of ancestries. Think tin-man from Wizard of Oz. Just so I can play one whose catch phrase is "it's gonna be fine. Rust me ๐Ÿ‘"

ancient pewter
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Replication and Deconstruction (3 Malice): The Omnivok selectively deletes the memory of a Hero's fundamentals. They look through that creature's character sheet and select a 3 or 5-cost Heroic Ability. If they have R<4, the Hero erases this ability (save ends). While this ability is erased, The Omnivok may use this ability, spending 2 Malice for every 1 Heroic Resource and dealing extra damage equal to their level when using it.
Solo Action (5 Malice): The Omnivok takes an additional main action on their turn. They can use this feature even if they are dazed.
Reconstruct Reality (5 Malice): The Omnivok creates an accurate recreation of a past age. An enemy uses a Heroic Ability as a free triggered action against an enemy of the Omnivok's choice. This damage cannot reduce an enemy below 0 Stamina.
Reqiuem of the End (10 Malice): The Omnivok begins reciting an algorthym that is the prologue to destruction and reconstruction. At the start of each turn, a 3 cube area appears anywhere on the battlefield that contains no creatures in it. At the end of the round, all of these areas deal 5 holy damage to any creature within it. The Omnivok regains Stamina equal to half the total damage dealt.```
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cooking for my omnivok boss

copper ocean
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Love the requiem.

ancient pewter
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not to toot my own horn but i liked how i phrased the trait

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At the start of each round, the Omnivok adapts their Immunities to a Hero on the battlefield. The Omnivok chooses a damage type that Hero deals, looking through all of their abilities for the most common one. The Omnivok then gains immunity 5 to that damage type. The Omnivok cannot gain the same damage immunity through this feature more than once.```
copper ocean
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I had a similar idea but it was concentric rings that each trigger, turn after turn.

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Ever since you mentioned liking to brew your monsters with an mmo feel, it's inspired some ideas.

ancient pewter
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"the Omnivok looks through all of the Hero's abilities"
"the Omnivok looks through that creature's character sheet"
love shit like this

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one thing i would ask tho

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Magic, Ranged
Manuever
Ranged 20
One creature
Effect: The Omnivok looks through the target's memories, selecting a Heroic Ability that they have used before. That player then forgets that ability, and cannot use it for the rest of combat. If the Omnivok takes 30+ Damage in a single strike, the memory returns to the target and they gain 2 Heroic Resources.```
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is this enough damage to trigger?

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lvl 8 (or 9, havent decided) solo btw

cunning harbor
copper ocean
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I haven't looked much at higher levels, but surely 30 can be achieved regularly.

ancient pewter
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it was originally 50+

ancient pewter
cunning harbor
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Like it still takes an action to use right?

ancient pewter
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yeah

cunning harbor
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and the signature of a level 8-9 solo is pretty beefy on it's own

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TBH just might not be worth it

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compare it against 5 Malice for a second action

ancient pewter
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i could cut the malice cost

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just say they can use it

cunning harbor
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or make it a free action

ancient pewter
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free action + malice cost?

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or just no cost

cunning harbor
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so if you pay 3 Malice for a 3 HR ability, it doesn't take a main action

ancient pewter
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ill think about it

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i was just posting this to show it off

cunning harbor
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it's a very cool idea!

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definitely looking forward to seeing how it ends up

vagrant mantle
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๐Ÿ‘€ #ds_homebrew

ancient pewter
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dope, ur the goat reuben

vagrant mantle
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Durok did the hard work!

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I just stole the thunder of pointing at it

ancient pewter
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ur all goats! ๐Ÿ˜†

proper shell
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(I'm going to try to go back to sleep now)

quick quarry
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I guess we're going to have to retire the thread huh?