#Random discussion
5137 messages ยท Page 6 of 6 (latest)
One more for tonight:
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"
oh boy were they in for a treat!
so i have experience with "uplevelling" some monsters, but not with downlevelling some (especially a 4th echelon one)
basically i wanna downlevel Count Rhodar von Glauer to level....5? 6?
is this something thats doable?
like not on a numerical level, but on a boss mechanics-level too
stuff like grave ward is pretty chonky
or thin the blood
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
Ah, should have finished reading, oe sec
So, I might remove ONE of those abilities outright, and then really you're just down tuning the numbers across the board.
which ability?
If I had to guess...probably thin the blood; thin the blood - unless your party has a lot of condition removal
But grave ward feels more vampire-ey, so keep that just drop it down to dmg. immunity 3
thats fair
maybe Sanguineous Flourish to half damage dealt?
in stamina recovery
what are your thoughts on stuff like red tide and controlled bloodthirst?
well, if you reduce the damage on flourish, the regen will match; trolls have the same feature almost and their level 4
gotcha
controlled bloodthirst feels like keep; its very on brand. Red tide, you could reduce to edge for blood soaked, but its a villian action; it should be scary (and double edges scale at any level).
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
i was a bit worried about the edges stuff
but also sanguine mist
EoE bleeding is ROUGH
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)
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.`
name of the boss is The Omnivok, End of Eternity, still workshopping some ability names
i would take the regular vampire lord stat block and give them one or two of Rhodar's abilities that you think make him him then bump that all down to 5 or 6
much less stuff to fiddle with to jump from 7 to 5 than from 10 to 5
yeah ur right
Yeah, that's a good plan.
I have a wealth domain conduit I made back when we only had three levels
I loved the goldmonger subclasses in Arcadia. Particularly the Oath of Aquisition Paladin. I don't think oaths translate so well to Censor though.
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
Its a really compelling mechanic - and I think you could sneak it in at the end of dropping to negative winded value
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?
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.
Feels like it would all work well, save for wondering how Minor Miracle from conduit would impact it ๐ค
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)
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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.
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
Doomsight in the RC says "You then die immediately at the end of the encounter, and can't be returned to life by any means."
but theres also the Reborn title which specifies that if you died as a result of Doomsight, you can come back to life via the title, but you lose the Doomsight trait (so you cant just be immortal forever and the distribution of titles is already director fiat as it is).
nice!
the mods will never catch me disussing minor things about the RC that are probably actually still in the December packet anyway in this thread! muahahahaha!
ehehehehehe wohohohoho hehehehehehle evil laughing cat
Imagine being banned 24 hours before it would be okay to have this conversation
Bold statement ๐
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.
Ganon's defeat cutscene from "Zelda: The Wand of Gamelon", recorded off of CD-i Emulator
Ganon: Hargh! The chains! No! You haven't seen the last of me!
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)
Not that I'm encouraging breaking the temporary rules, but..... like..... you have a handful of days left ๐คท๐ปโโ๏ธ
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
about 27 hours or so if there are no further changes ๐ค
Something like that, yeah ๐
Gotta finish homebrewing the statblock but these guys are hitting the map in a few weeks.
https://docs.google.com/document/d/1PGMMhJhczwAT0jfGvptqi2FeGkQk5JKJ_ngBZ70IyUU/edit?usp=drivesdk
27 something something?
brb punching Time 27 hours ahead real quick
the 8 or higher condition seems slightly annoying to remember for as cool as the concept is
big fan of the concept
i love inflicting damage weakness
Shadow elf malice does that, so this just flips it on the Director, don't think it's too bad
players have to remember one creature with conditions
the director has to remember many creatures with conditions
asymmetric complexity needs
When a player dares to inflict a third status, you just gotta take away their snacks until they learn to behave themselves 
Well, the upside is Treasures are director-opt in - so the director gets to decide if they want that complexity ๐
i think this is a bad argument but aight
idrc
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.
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.
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 ๐
Mine are 3d printed at home so start gray. It's cheaper to buy fewer colors instead of a different color for every status. I'll just have to store them separately like in a hot wheels case.
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.
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.
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.
These are insanely useful. The Star is a great indicator of a squad captain.
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)
I imagined it as a weapon that eats iron, dissolving it. Play on words a bit too.
Iron mongers are also another term for arms dealers
That's the definition I'm familiar with, which is why I didn't see the connection.
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.
*early tony stark intensifies*
I was right!
You got me ๐
Artificial Monopoly ๐ ?
@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
Thanks alot for the follow up
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 ๐"
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.```
cooking for my omnivok boss
Love the requiem.
not to toot my own horn but i liked how i phrased the trait
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.```
I had a similar idea but it was concentric rings that each trigger, turn after turn.
Ever since you mentioned liking to brew your monsters with an mmo feel, it's inspired some ideas.
"the Omnivok looks through all of the Hero's abilities"
"the Omnivok looks through that creature's character sheet"
love shit like this
one thing i would ask tho
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.```
is this enough damage to trigger?
lvl 8 (or 9, havent decided) solo btw
Spending 2 malice per HR is a bit too much IMO
I haven't looked much at higher levels, but surely 30 can be achieved regularly.
it was originally 50+
the other options in my head were 1:1 or 1:2, malice to HR
I think 1:1 is fine
Like it still takes an action to use right?
yeah
and the signature of a level 8-9 solo is pretty beefy on it's own
TBH just might not be worth it
compare it against 5 Malice for a second action
or make it a free action
so if you pay 3 Malice for a 3 HR ability, it doesn't take a main action
๐ #ds_homebrew
dope, ur the goat reuben
ur all goats! ๐
your days of tyranny are over, fluffy moth!
(I'm going to try to go back to sleep now)
I guess we're going to have to retire the thread huh?