#Evermight: Superhero Fantasy In Draw Steel
1157 messages · Page 2 of 2 (latest)
Okay, I think my next suite of abilities will be with Hawkeye/ Green Arrow in mind
As well as similar non-powered gadget characters, Batman too still
I think for that elemental blast I’m gonna split it into two signatures, one that’s the 1 burst but it’s a melee weapon strike, and one that’s the elemental damage type cube/line
hm fair
that makes sense
Would a low damage 3 x 5 line be better than just choosing between a cube or a line?
3x5 is 15 entire squares and more flexible than a cube
Yeah, I think might split them too, cause I’m imaging the cube as a cone of like breath, or a flamethrower or similar like wave, but the line is more like a cyclops blast or iron man chest beam
Ye ye
That's a very valid distinguishment
Line could also be a single big projectile, cube is flurry of smaller ones
Yeah I might make the beam a ranged attack instead
Beam is probably line
OH OH also allow it to be horizontal, like a sweep
so a line perpendicular to your character instead of shooting out of em
like
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yeah smth like that
I just forget the format of how lines are done
Are there any abilities that act like that already lol
We could make it a wall? So you connect a bunch of squares to be the area
it would be funny if the game already had "wide lines" in enemies
Thaaat fits a lot better actually, generally heroes have pretty flexible aiming of a beam-sweep
I think for the wall abilities they have to specifically say in the effect that a wall appears there so we just, don’t do that
Or it’s like concealment cause dust kicks up
Use it as a smokescreen
You know actually if it’s a wall we can keep it as one ability
There is one wall effect that says “the wall can be placed in occupied squares”
So I think it could work
neat
oooh ye
maximally flexible targeting!
except diagonals
lines still have walls beat with diagonals lol
Very true, but a worth sacrifice
I think I’ll probably format the effect:
The wall can be placed in occupied spaces. Choose one of the following options:
Energy Beam. The wall is intangible and disappears immediately after you use this ability. Each enemy in the wall when it appears takes damage equal to 2 + your highest characteristic.
Ice Wall. The wall lasts until the end of the round. Each enemy in the wall when it appears is restrained until the wall disappears if they have M<AVERAGE. Otherwise they are shunted out of the wall and take 2 cold damage.
Smokescreen. The wall is intangible but blocks line of effect. Enemies in the wall when it appears snd who start their turn in the wall take 2 fire damage.
Though similarly I might split these up into 1 point signatures
Or I guess I make them 2 point abilities by making the wall count kinda high and change all the damage to 2 + highest, just to help avoid the character sheet bloat of being able to choose a bunch of stuff
Oh my god I found out how to fix uncanny dodge
Just hit me while doomscrolling
just got home from work, will update the ancestry with all the notes we mentioned
having it key off of other signatures is... maybe not great if you're picking a class with poor elemental access and want to supplement with elemental capabilities
well what class would you play an elemental hero but not have elemental access to?
that you couldnt use a kit to get a damage type you wanted, i should add
maybe conduit i guess, they only get fire and lightning and only with a prayer effect, hm...
fury
plenty of fury stuff is somewhat elemental but not deeply so
....... do the kits cover the gamut of damage types? I thought there were like 2 or 3 covered by the magic weapon kits
yeah i just checked, basically only fire and lightning
And even WITH that you're now pidgeon holing builds
"can't use a polearm bcus then my elemental blasts just deal untyped damage bleck"
hm, i feel like adding "When you choose this signature ability, choose one of the following damage types; acid, cold, corruption, fire, holy, lightning, poison, psychic, or sonic damage." is wordy
Very odd that Energy Path scales but Energy Blast does not
dragon knights moment
yeah but the dragon knights can choose every time
Sure, but not for Wyrmplate
And it's still pretty wordy
on the wordiness and precedent front there's extant examples already
are there other signature abilities that have you make a choice for its damage or effects?
also I meant prismatic scales whoops, wyrmplate is the baseline
practical magic ain't a signature but yk
Dragon Breath of course picks a type
Hurl Element
In general yes they do mostly let you pick per-use
That... doesn't mean we can't homebrew in on-selection locking it in. And it's clearly not too wordy either
Yeah, just a weird gripe im having with it, ultimately its fine. I think I'll have the text for making the choice come at the top of the ability to avoid any confusion
Fundamentally this is a weird ability - DS doesn't really have "elemental specialist" as an innate thing to a character or a class (elementalist still gets damage type versatility on their yayeet!)
Yeah that's a good idea
thoughts?
i changed the path back to just a line cause the wall effect text was kind of clunky, and i wanted to switch to a power roll chart (to answer your question about scaling, from what i can tell no signature ability that is an Area scales with a characteristic)
Huh, weird. TIL. Feels odd bcus that's pretty rare in general
the kits that can target two creatures dont, and from what i check the conduit and censor signatures dont
Cool beans!
Right true, hrm. Idk that just feels Wrong with how much enemy HP scales, but many minion HP doesn't actually scale as harshly
That's more the base game tho lol
hm uh, actually, no area ability scales. Just checked all of the censor, conduit and elementalist ones
5x1 means the perpendicular kind right? Or can it be both kinds like this?
I think it's fair balance for the blast to be marginally stronger
Oh wack
Wait no
Army Unto Myself and Psychic Pulse from Null
Psychic Pulse is area and scales strongly since it's total 3x statistic
Now I'm just bamboozled lol
interesting
I think we just found a bug in the game design lol
its also a maneuver which is even weirder
but it doesnt have a chart, so its more of an outlier i suppose
oh wait! all the auras scale the same way!
a stat, or twice the stat
so maybe effects that dont use a chart but effect a small area around you can scale...
I friggin love it
3x stat and expands ya null field and can do lots of slamming
it is so nasty against crowds
sadly it is late after a full day of lectures & a lil other Shtuff so I am tired and lack the energy to Persnickitize these documents 
basically what ive covered so far are the only big changes, did all the small suggestions to the other features
im gonna look into getting some of my friends to try building one of their superhero characters with this!
I'll also do that at some point
What decision did we arrive to in terms of changing the classes?
I think for now we can see how the game plays with the base classes
if its possible by just getting you the couple extra features from this ancestry, to build a solid superhero with the base game
cause we can always rename abilities and change the flavor text right in forge steel, like this for example for my superman build
this one is my favorite
Y O I N K
would green lantern have frightened immunity or is that like, his weakness
this one made me chuckle
bimodal efficacy - harder for it to stick but when it does it devastates him
According to definitely accurate videos online (skits) it's the color yellow
Yellow represents fear, so fear is his true weakness...
Although yes, he was once weak to not only the actual color yellow like a goober, but also weak to fudging wood 🤣
oh hey looks like theres precedent for a no stability drawback to flight, taken from the rivals section in Monsters
Neat! Monster design tho, which I think follows diff assumptions, especially since the GM is explicitly guided to play enemies "smart but fair"
Had a bit of a busy streak of days GMing and working but I should have my schedule open up a bit with which I wanna invest time working on this
@ripe quartz is there any checklist of things to do atm that I could possibly slowly chip away at?
Right now we’re working with the current build of the power set ancestry, and basically just trying to get some form of play test for it
I think we’ve decided that the core classes fulfill a majority of the superhero archetypes so we just need to see what niches we need to fill and if having a catch all ancestry is really the move
Also any clue where one would put Zatanna? Given her magic is just whatever she can speak backwards basically happens it's a bit far fetched so I'm thinking on how to keep it's idea but obviously limit it
Also could you repost/pin the ancestries doc you have? Got trouble finding it.
Here’s the most recent version!
Known Bug: the Forge Steel file has an error where the Stamina boost feature boosts recoveries instead of stamina
Um, what? I must have missed this bug.
Oh, it's a bug in the ancestry, not a bug in FS? OK. As you were.
Yeah I just had the wrong benefit selected on that one
Have we considered the possibility of downtime project activity that could acquire a powerset ancestry trait akin to acquire ability/skill project?
Representing either mystical training or iron man making a new Mark armor etc.
"Itteration." "Inventor's Iteration." "Apply Inspiration"
Something like that as name?
Reviving this thread to update you guys on my current findings with the ancestry as it is, I think in its current state it’s achieving the goal of feeling like a superhero with a power suite, but I think it ultimately makes the whole thing kind of feel like a grab bag
I also think we’ve been going about this completely wrong, at least I have, in trying to play characters like Superman and Batman, because Draw Steel starts at level one.
What does level 1 Batman look like?
Robin.
I think we should aim more towards a Teen Titans, Young Justice approach where the first echelons of play are as teenage superheroes coming in to their own, and the higher echelons finally see them coming into the roles their mentor’s have
I think we should go back at the ancestry as things like “alien” “cyborg” or “mutant” because even in draw steel’s design, the ancestry traits should be physiological
And like the draw steel ancestries theres probably gonna be a lot of overlap, but that’s okay
Your powers, your actual abilities, should come from your class
I’m gonna being working on from the ground up classes, loosely based on existing ones, to capture different sets of powers and skills that most heroes have
Will check back when I’ve got more to share
That is the approach I was thinking of originally but I didnt wanna muddy the waters. With ancestries/classes that is.
mhm yeah i think the original prospect was to make it more a la carte but i think your original idea is way better
Okay I had a first idea but I pivoted to this one, let me know what you guys think of this approach
The Nova Your unmeasurable power is often too much to handle. Signature Trait: Overcharge Your power has explosive potential. At the start of each of your turns in combat, you gain 1 surge. Purchased Traits: You have 3 ancestry points to spend on the following abilities; Durable (2 Points). You...
Wanted to revive this thread because I love this idea! Feels like such a natural blend to me
I've been slowly working at getting a game going!
it seems the proof of concept version currently is working great
definitely increases the power overall of characters, but with the goal of playing superheroes that was already the case
i will reiterate that I am a comedic genious when it comes to these drawbacks
I've been trying to set myself some goals for next year, and one of the ideas is a conversion kit to turn Draw Steel into modern superhero!
Guess that means I have a thousand messages to read through 🙊
A lot of the conversation was seeing if we needed to make bespoke classes or if the draw steel classes already fit the archetypes of superheroes
I've been thinking about that today, so glad to see I'm on the same page
My instinct says that the most useful thing to the players is to be able to learn how to translate their draw steel stuff into the right genre? That way, you can plug in anything from anywhere, and the players and Directors can easily understand how to make the shift from Fantasy to Superhero!
Otherwise you're providing a set of conversions for whatever player options exist at one point in time, right?