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Anybody willing to read the Daggerheart playtest and report back? Apparently Felix Isaacs of Wildsea has a writing credit, which makes me interested, but not quite enough to read it during a busy week. Also, awkward that the Garath Hanrahan Heart supplement Dagger In The Heart is crowdfunding right now.
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# ? Mar 12, 2024 17:42 |
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# ? May 23, 2024 14:21 |
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Asterite34 posted:Depends on a lot of things. Is this a serious science fiction sort of premise, or are you leaning into it being a Zapp Brannigan killbot? Was it designed to kill people for salvation, or was that an unintended side effect of making a robot that could experience sin? It's serious and i forgot about the futurama episode. this isn't intentional, it's a spiritual thing and this is probably as close to the first one to try doing this. it has a three digit display that projects out behind the back of its head that tracks how many people its killed but it can't see that number. They were originally meant just for war but the war is over and now they're directionless. I was gonna go with Samsara Overflow but I think Angulimala is really on point. edit: dang the session is canceled. and i was super excited about it.
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# ? Mar 12, 2024 18:21 |
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Ominous Jazz posted:It's serious and i forgot about the futurama episode. this isn't intentional, it's a spiritual thing and this is probably as close to the first one to try doing this. it has a three digit display that projects out behind the back of its head that tracks how many people its killed but it can't see that number. They were originally meant just for war but the war is over and now they're directionless. Only 3 digits? That's not much for a murderbot. Gotta pump those numbers up. Should be an unsigned short, 5 digits flipping over at 65535
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# ? Mar 12, 2024 23:03 |
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Bucnasti posted:Only 3 digits? That's not much for a murderbot. Gotta pump those numbers up. The only question is why its head counter is in base 72. Splicer fucked around with this message at 23:43 on Mar 12, 2024 |
# ? Mar 12, 2024 23:41 |
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Ominous Jazz posted:It's serious and i forgot about the futurama episode. this isn't intentional, it's a spiritual thing and this is probably as close to the first one to try doing this. it has a three digit display that projects out behind the back of its head that tracks how many people its killed but it can't see that number. They were originally meant just for war but the war is over and now they're directionless.
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# ? Mar 12, 2024 23:42 |
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CitizenKeen posted:Anybody willing to read the Daggerheart playtest and report back? Apparently Felix Isaacs of Wildsea has a writing credit, which makes me interested, but not quite enough to read it during a busy week. I have time to read it. I'm grabbing the pdf now e: I'm grabbing the pdf when it's released, apparently Tarnop fucked around with this message at 00:44 on Mar 13, 2024 |
# ? Mar 13, 2024 00:41 |
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Splicer posted:It's a signed short that's the entire problem. It's going to keep going until it's killed negative 32,768 people and glitches into ruling heaven.
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# ? Mar 13, 2024 02:00 |
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https://www.youtube.com/watch?v=ltjZnEOlUlw what
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# ? Mar 13, 2024 03:14 |
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Bucnasti posted:Only 3 digits? That's not much for a murderbot. Gotta pump those numbers up. Unless we are romancing 3 different kingdomost, people don't get into triple digit kill counts in war. But maybe it should?
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# ? Mar 13, 2024 03:58 |
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https://twitter.com/Blikimor/status/1767609196303061487?t=FWRwsUAUTIGF50UMBTeAtQ&s=19 Genuinely brilliant design
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# ? Mar 13, 2024 04:57 |
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Was this trying to evoke the style of a early 2000s movie maker video / Powerpoint presentation? I don't really know anything about SMT, so I'm not sure what the "what" was in relation to.
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# ? Mar 13, 2024 05:03 |
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SMT 3 is probably the last one of the mainline SMTs I'd set a TTRPG in. There's interesting stuff, but the world is not... the most expansive and open to dumb PC bullshit. The time between 1 and 2 that they set the MMO in might be good, even if the MMO was crap. Or during 4, ruined Tokyo in that is a way more interesting world to be a character in.
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# ? Mar 13, 2024 08:23 |
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gradenko_2000 posted:https://twitter.com/Blikimor/status/1767609196303061487?t=FWRwsUAUTIGF50UMBTeAtQ&s=19 oh that's a nice piece of design
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# ? Mar 13, 2024 12:03 |
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CitizenKeen posted:Anybody willing to read the Daggerheart playtest and report back? Apparently Felix Isaacs of Wildsea has a writing credit, which makes me interested, but not quite enough to read it during a busy week. The game has a section at the start where it goes over its influences in a fair amount of detail. As far as overviews go, it's pretty good: Daggerheart playtest posted:Touchstones It reads like a modern RPG. Safety tools and player principles are covered before we get to the core mechanic. Classes are pretty standard D&D. No paladin, instead we have the Seraph. There's also both a Guardian and a Warrior, splitting the two functions generally associated with fighters. Each class gets a choice of two subclasses. Reskinning is mentioned prominently and up front for classes, spells, weapons, armour. Make it whatever you like as long as you keep the mechanics the same and the description broadly matches the mechanics. 6 core stats, referred to as Traits. No con equivalent, instead dex is split into agility for your flippy stuff and finesse for your lock-picking and pick-pocketing. At least it goes straight to assigning modifiers rather than deriving from an ability score. Backgrounds are lifted pretty straight from 13th Age and are renamed Experiences. You have to spend a resource called Hope to use them to add to your rolls. More on hope later. The unique mechanical core of a class comes from domain cards. The domains are Arcana, Blade, Bone, Codex, Grace, Midnight, Sage, Splendor, and Valor. A class is a combination of two domains (Warrior is blade+bone). Each domain has a deck of cards separated by level. The game encourages you to work with the players with whom you have overlapping domains so you pick unique cards, so there's niche protection built into character creation. Character sheets look like apocalypse world playbooks reformatted to a more familiar d&D look. Lots of lists to choose options from, advancement sections with check boxes. Domain cards are your abilities and spells. They're level restricted and they have what's called a Recall cost. Your loadout is restricted to a maximum of 5 cards. You can switch them freely in downtime or you can pay Stress equal to their recall cost to switch them in the moment. Some abilities are always available, some are expended and refresh on short or long rests. Multiclassing is in but it works like * World games (pick a move from another class instead of your normal level up benefit) and it's not available until level 5+ Levelling is pure milestone-based with a suggested pace of once per three sessions. Max level is 10 The play structure is mostly straight from apocalypse world: no player turns, GM moves in response to certain conditions. For complex combat encounters there is an optional Action Tracker you can use to give things more structure. More on this later The core mechanic is 2d12 vs a DC set by the GM. One D12 is your hope die, the other is your fear die. Whichever one is higher determines whether the player gains Hope or the GM gains Fear. These are currencies that can be spent. Hope can be used to aid your allies (they gain a d6 to add to their roll, works like boons and banes where multiple sources roll multiple d6 and take the best), use an Experience to add its modifier to a roll, or activate a feature of your character that costs Hope. Rolling with Fear as highest adds a complication in the moment and also gives the GM a fear which can be spent to beef up an enemy or trigger bad environmental effects. Matching d12s is a crit, you get extra effect and clear one stress. Action rolls are 2D12 + relevant trait bonus + Experience bonus (optional) + situational modifiers vs. a DC set by the GM (GM's discretion if it's open or hidden). GM has final say over which trait applies Damage is... interesting. You have HP and you have three numerical Damage Thresholds determined by your class. These are Minor, Major and Severe. These thresholds translate incoming damage into HP damage. Let's say my thresholds are 5, 10, 15 respectively. If I take 6 damage that's a minor hit, I mark off 1HP. If I take 12 damage that's a Major, I mark off 2HP. Severe is 3HP. Anything below your minor threshold results in one stress instead of HP damage. Attack rolls work like action rolls but the weapon or spell you're using will tell you what Trait to use and the target number is determined by the target's Evasion Score. For PCs, this score is a function of your class and your gear Advantage and Disadvantage are here, but they don't work like 5E. They're identical to boons and banes in Shadow of the Demon Lord: each instance of advantage adds a d6 to your action roll, you keep the highest. Disadvantage and Advantage cancel each other out one for one Combat is theatre of the mind, with maps optional. No grid here, just a straight lift of 13th Age abstract position. AOE abilities are tagged as targeting a group, which is defined as creatures in the same area that are Close to each other. Moving out of an area with enemies in it takes an Agility roll with the effects of failure left to the GM. Earlier I mentioned the Action Tracker for more structured combat. The GM introduces this at their discretion. When a player makes an action roll in combat, they place a token on the tracker. When the GM makes a move, they spend one token from the tracker per enemy action. So it's just a system to keep the action economy roughly even during big fights. The GM can also buy tokens with fear (2 fear per token), and can convert tokens into fear at the same rate when appropriate (enemies retreat, for example) Downtime is the game's resting system. Short Rests are an hour (boooooo). Long rests are "a few hours". There are a bunch of activities you can choose from during downtime, you pick two from a list. The long rest list has extra options. Short rest stress and HP healing roll a D4 to see how much you heal. Long Rest healing is a full heal. Big D&D style weapon and armour tables. Nothing really exciting, mostly just equivalent weapons that roll with different traits (equivalent to finesse) and beefier weapons that come with trade-offs (big hammer hits hard but gives you -1 to agility) A very PBTA example of play. 7 pages, with a "what would you have done differently" section for the GM at the end. The GM section is also straight from PBTA, with one disappointing difference. Instead of saying "these are the rules for you, GM, don't gently caress about", it goes for the D&D approach and opens the chapter by telling you to ignore anything that makes your tummy feel bad. The GM does roll dice in this game, as implied by the fact that PCs have an evasion score, but only for monster attacks and abilities. GM rolls use a d20 instead of 2d12. The rationale for this is that players want their abilities to work with some consistency whereas GM effects should be more variable for drama There's a big list of example DCs broken up by trait Some kind of loose encounter building guidelines that the document calls out as being very work in progress and invites feedback. It's very reminiscent of 4E. Enemy archetypes (support, bruiser etc), minions, solos. Even-level encounters are basically one-for-one enemies of the same level as the players so, again, very much like 4E. There are some notes on levelling enemies up and down but they're pretty loose mathematically There's a big section that reads like the 4E DMGs about building adventures and campaigns for different types of players. Good stuff. The rest of the book details some areas of the world with a big list of monsters for each, then gives you a hotlinked list of the same monsters organised by level. The monster descriptions are compact but useful with stuff like tactics and motives as well as their stats and abilities. Again much like 4E, you get a section of one monster type with 4 or 5 interesting variants making it easy to assemble a bandit encounter that isn't just 5 identical guys. That feels like I've covered the important core stuff, feel free to ask me any questions. I'm going to have a read through the various domain cards later to see how class balance looks Tarnop fucked around with this message at 14:25 on Mar 13, 2024 |
# ? Mar 13, 2024 12:57 |
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Hmm. Level 10 Warrior Ability: when you successfully attack an enemy, spend 5 hope (the most you can bank) to deal direct HP damage equal to the amount of HP damage you've taken Level 10 Wizard Spell: Time Stop with the caveat that time starts again when you make an action roll targeting a creature. At least you have to roll for it I guess? Oh and the same card also gives you the ability to spend 5 hope to become immune to all magic damage until the next short rest Tarnop fucked around with this message at 13:38 on Mar 13, 2024 |
# ? Mar 13, 2024 13:24 |
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Should it have been based off the setting of SMT 3? (No) World's greatest debate, closed on page 108.
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# ? Mar 13, 2024 14:38 |
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Ripping pages out of a travel guidebook and hastily glueing them to cardstock. “First draft of the setting guide is ready!”
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# ? Mar 13, 2024 14:44 |
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Tarnop posted:Hmm. Might as well play d&d then, I guess.
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# ? Mar 13, 2024 15:45 |
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The list of influences is weird because it doesn't give me an impression more specific than "generic fantasy RPG." I guess the mention of Sabriel suggests there might be an interesting necromancer class? I'm curious enough to check out the playtest, but not especially optimistic.
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# ? Mar 13, 2024 16:02 |
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Tarnop posted:Level 10 Warrior Ability: when you successfully attack an enemy, spend 5 hope (the most you can bank) to deal direct HP damage equal to the amount of HP damage you've taken
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# ? Mar 13, 2024 16:15 |
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DalaranJ posted:Should it have been based off the setting of SMT 3? (No) I would've been on board if they pitched it as the demifiend not existing and this being an alternative take on the events. Instead it feels like someone converted the Prima Strategy guide into a campaign.
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# ? Mar 13, 2024 16:18 |
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I still want the weird mishmash setting I imagined when first hearing about elements of SMT3, Digital Devil Saga, and Devil Survivor all in one confusing, meandering IRC conversation. Demon-transformed protagonists trying to secure magical power and resources in an apocalyptic world while trying to hold on to their humanity around the communities of mere mortal survivors they had taken under their wing, which was complicated by a terrible cannibalistic hunger.
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# ? Mar 13, 2024 16:32 |
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Silver2195 posted:The list of influences is weird because it doesn't give me an impression more specific than "generic fantasy RPG." I guess the mention of Sabriel suggests there might be an interesting necromancer class? I guess the absences are interesting from a certain point of view: the only pre-D&D sources are LotR and Earthsea, and the only non-Anglophone source is The Witcher. As tempting as it is to dunk on them for this, I do appreciate that they don't do the common TTRPG thing of genuflecting to sources the writers obviously haven't actually read (the "Appendix N" pulp fantasy writers when your actual inspiration is old-school D&D, the "Appendix N" pulp fantasy writers plus a few token non-white writers when your actual inspiration is D&D 3e, ancient epics when your actual inspiration is anime).
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# ? Mar 13, 2024 16:39 |
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YggdrasilTM posted:That is potentially a one-shot kill, right? Sure, but only against something that has less HP than you and only after you've taken a lot of damage, so pretty late in the fight. I guess it's a pretty decent power when you're down and need to make a comeback. Not much use if you're doing ok anyway. Time stop, on the other hand, seems like the kind of thing that lets you dominate and make sure you're not going to end up in a bad position in the first place. I also wonder how the power interacts with healing. Can you take 3 damage, heal it all back, take 3 more damage, and then use the power to deal 6 damage? If that's the case and if fighter self-healing is available, that improves the power quite a lot. Tank, self-heal, tank, self-heal, tank, then absolutely unload on the boss. Hell yeah. But that's only going to work in a system that has a great love for fighters. The thing I wonder is how these work outside of combat. Can you use combat powers outside combat at all? Assuming you can, time stop obviously has almost infinitely more versatility than that fighter power. The fighter power does... I think nothing outside of combat? (because you haven't taken damage, because you're not in combat). Time stop outside of combat is insanely versatile and useful. Do they have the guts to tell players "nope, this is a combat power only. You just can't do it out of combat."? I'll be pleasantly surprised if they do. As a thought exercise, assuming the combat balance was ok, if I wanted to give that fighter power some non-combat juice, I'd make "damage" very broad. So if you've been emotionally hurt, you can verbally lash out and make someone else feel just as terrible as you do. If you've lost everything, you can make them lose everything, too. Just drag your enemies down to your level. Then play an absolute sad sack character who keeps getting poo poo on by the world, and pass all of that on to your rivals and opponents.
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# ? Mar 13, 2024 17:07 |
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Silver2195 posted:The list of influences is weird because it doesn't give me an impression more specific than "generic fantasy RPG." I guess the mention of Sabriel suggests there might be an interesting necromancer class? I found it kind of interesting how many of those influences already have their own TRPG adaptations (or the other way around, for Vox Machina). disposablewords posted:I still want the weird mishmash setting I imagined when first hearing about elements of SMT3, Digital Devil Saga, and Devil Survivor all in one confusing, meandering IRC conversation. Demon-transformed protagonists trying to secure magical power and resources in an apocalyptic world while trying to hold on to their humanity around the communities of mere mortal survivors they had taken under their wing, which was complicated by a terrible cannibalistic hunger. drat, now I do too!
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# ? Mar 13, 2024 17:23 |
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OK, thoughts what I've read of the playtest so far:
So far, nothing obviously awful (so long as the GM is sensible regarding allowable Experiences), but nothing special. The thing that stands out most is probably Hope/Fear. It has the potential to bog down the game with bookkeeping, but I don't want to prejudge that; it's something to evaluate in actual playtesting, I guess.
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# ? Mar 13, 2024 18:48 |
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Each Power in the Codex domain is literally a book of spells. Low level powers give you 2-3 small effects each, but they all give you 2 stress when you use them? Arcana is general sorcerer like effects: scry, blast, barrier, flight. They are also cheaper.
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# ? Mar 13, 2024 19:09 |
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Tarnop posted:Hmm.
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# ? Mar 13, 2024 19:15 |
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Splicer posted:...taken ever??? That you have currently marked.
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# ? Mar 13, 2024 19:19 |
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That’s saved for the tonberry class
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# ? Mar 13, 2024 19:20 |
Which class is a Super Saiyan
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# ? Mar 13, 2024 19:21 |
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Jimbozig posted:The thing I wonder is how these work outside of combat. Can you use combat powers outside combat at all? Assuming you can, time stop obviously has almost infinitely more versatility than that fighter power. The fighter power does... I think nothing outside of combat? (because you haven't taken damage, because you're not in combat). Time stop outside of combat is insanely versatile and useful. Do they have the guts to tell players "nope, this is a combat power only. You just can't do it out of combat."? I'll be pleasantly surprised if they do There are a bunch of non-combat spells, it's all the stuff you'd expect like telepathy, arcane lock, illusion, disguise self, teleport, make a magical house in a pocket dimension. So casters get a bunch of narrative powers that let you sidestep combat completely (although you do, at least, have to roll for most of them), warriors get "hit a guy real hard". The book also suggests that the GM should be amenable to creative interpretations of spells. I plan on running the playtest, if possible, and leaving feedback but this kind of thing tends to be core design philosophy stuff. YggdrasilTM posted:That is potentially a one-shot kill, right? It is. The warrior starts with 6HP and you can spend your levelling bonuses to get 5 more. There's also a card that you can take to give you another (instead of an ability) for a max of 12. The monster with the highest HP is a Kraken with 15 e: I was off by one for warrior max HP Tarnop fucked around with this message at 19:56 on Mar 13, 2024 |
# ? Mar 13, 2024 19:47 |
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If you roll doubles do you get
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# ? Mar 13, 2024 19:53 |
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DalaranJ posted:If you roll doubles do you get Doubles is a crit, you get extra effect on top of what you were trying to do, gain a hope and clear one stress. If you crit on something that does damage, you roll damage as normal then add damage equal to the max roll on all your damage dice (so 2d6+4 becomes 2d6+16)
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# ? Mar 13, 2024 19:58 |
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Silver2195 posted:The list of influences is weird because it doesn't give me an impression more specific than "generic fantasy RPG." I guess the mention of Sabriel suggests there might be an interesting necromancer class? There isn't a necromancer class, sadly
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# ? Mar 13, 2024 20:03 |
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Tarnop posted:There are a bunch of non-combat spells, it's all the stuff you'd expect like telepathy, arcane lock, illusion, disguise self, teleport, make a magical house in a pocket dimension. So casters get a bunch of narrative powers that let you sidestep combat completely (although you do, at least, have to roll for most of them), warriors get "hit a guy real hard". The book also suggests that the GM should be amenable to creative interpretations of spells. Ok, that's some caster supremacy BS, but what does it say about using combat powers outside of combat? Because if you are allowed to, then warriors will get like 8 more "hit a guy real hard" abilities while casters will get a variety of cool effects.
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# ? Mar 13, 2024 20:22 |
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OK, first up: the Bard.
Silver2195 fucked around with this message at 20:38 on Mar 13, 2024 |
# ? Mar 13, 2024 20:34 |
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Jimbozig posted:Ok, that's some caster supremacy BS, but what does it say about using combat powers outside of combat? Because if you are allowed to, then warriors will get like 8 more "hit a guy real hard" abilities while casters will get a variety of cool effects. Eh, a warrior power at level 1is basically a sight-range teleport
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# ? Mar 13, 2024 20:35 |
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Silver2195 posted:Next up: the Guardian. Wait a minute, this is a reskinned and more defensively-oriented version of the Barbarian! Honestly, no. Guardian is a tank/warlord hybrid
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# ? Mar 13, 2024 20:38 |
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# ? May 23, 2024 14:21 |
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Jimbozig posted:Ok, that's some caster supremacy BS, but what does it say about using combat powers outside of combat? Because if you are allowed to, then warriors will get like 8 more "hit a guy real hard" abilities while casters will get a variety of cool effects. Most of the combat powers (looking at the warrior here) have the trigger "when you make an attack roll" or "when you make a damage roll" An attack roll is defined as follows: "When you make an action roll with the intent to do harm to an enemy, you’re making an attack roll" A damage roll is defined as follows: "When you succeed on an attack roll against an enemy, you’ll then make a damage roll to determine how much damage—and thus what tier of Hit Points—your attack inflicts on that target." So unless you are trying to hurt an enemy, most of the warrior's abilities do nothing. I checked and the warrior has three non-combat abilities in the domain cards available to them. Once per long rest you and an ally gain 3 hope, upgrade your helping dice from a d6 to a d8, and take an long rest option during a short rest Silver2195 posted:[*]Step 7: Choose Your Experiences: Ugh, 13th Age-style freeform skills. Most of the examples given are fine, but I Won't Let You Down is the sort of vague thing players will try to apply to everything. I tend towards being fine about broadly applicable backgrounds, as long as the player is saying something interesting about the world when applying them. However, Daggerheart adopts the BitD philosophy of making all the weasely poo poo players love to do cost a resource (stress or, for Experiences, hope) so that should rein it in a bit for GMs that dislike them. I expect hope and fear to be reasonably easy to track with just poker chips or coins or whatever. The thing that sounds the most fiddly to me is constantly converting from Damage to HP, especially since it also applies to enemies.
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# ? Mar 13, 2024 20:44 |