Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
Update

So I'm going to be taking a 3-day weekend out of town from Oct. 16th-18th; to facilitate this, I'll be working the 6 days leading up to then. As such, I won't have a lot of time to work on TNP until the following week, at the earliest.


Edit: I think for this next draft, I'm going to start with doing each class one by one, as I have done a fair bit recently. Moving archetypes around and seeing where things fit might be a fairly long process, but I think it's an important enough task to focus on.

P.d0t fucked around with this message at 18:37 on Oct 11, 2015

Adbot
ADBOT LOVES YOU

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
Knowledge Skills

The usefulness of knowledge skills has always been a bit nebulous. In The Next Project, I tried to shoehorn some tactical combat uses in for them, but by and large they are only used in Exploration mode; typically, this is to piece together clues of some sort. It's kind of odd, then, to also have an "Investigation" skill...

I'm thinking I might borrow a page out of the playtest versions of "D&D NEXT", and have Knowledge skills or "Fields of Lore" be their own unique thing. What I mean is, if they are to have no combat utility, it makes sense not to give them the same weight as skills that do have combat utility, when determining class skills.

So for example, apart from their combat skills, classes could have bonuses with:
  • Paladins: Religion and Royalty/Nobility checks
  • Mages: Arcana and History
  • Clerics: Religion and History
  • Druids: Nature and Arcana
  • Rangers: Nature and Survival
  • Barbarians: Nature and Anatomy
etc.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

P.d0t posted:

Knowledge Skills

That makes sense. It'd also go a long way towards making sure a class always has something that they can use during the exploratory/investigative part of the game.

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
Skill Jargon

I'm leaning towards this setup:
    +1d10 is called Trained skills
    +1d6 is called Proficient skills
    Expertise will be called Skill Expertise :v:

I'm thinking that each class that has Expertise with certain skills will have it listed in their skills section, rather than elsewhere in the class.
Examples might be:

Skill Expertise
"Bards have Expertise on all Knowledge checks"
or
"Rogues have Expertise on all Deception checks"
or
"While raging, Warriors have Expertise on Grapple and Intimidate checks"

...


Classes, Class Dice, and Archetypes
Further to this quote:

P.d0t posted:

I think for this next draft, I'm going to start with doing each class one by one, as I have done a fair bit recently. Moving archetypes around and seeing where things fit might be a fairly long process, but I think it's an important enough task to focus on.
Things are still being shuffled around, but I have some ideas I'd like to open up for :siren: discussion:
    Bard: I think if I put my mind to it, I could do this as a fully-featured class. Alternately, I might have a "Leader" class, with a Bard archetype (maybe Warlord for another? or Cleric, if I can ever figure that out..) I also had ideas on making it a Rogue Archetype, where their directed attacks gain a benefit akin to Sneak Attack damage.

    Scout: Either gonna disappear completely, or re-emerge as a Rogue archetype. There are some similarities with the Scoundrel, but the differences might be adequate for making another archetype.

    d10 Class: Currently, no plans to write a "new" d10 class. If i do, Leader is probably the most likely candidate. I think d10 should be used as a "stacking damage dice" class (along with d6) but I also think something that borrows from Zeal or Twin Strike could work, i.e. always/often rolling twice for Class Die usages.

    Warlock/Necromancer: this might become a d10 class; currently, Warlock as-written isn't really stacking a ton of d6 dice, so d10 might be a better fit. Necromancer already has a draft as a d10 class, so maybe the two archetypes would work as a ~spooky, dark magician~ kind of class, together. It would also work better w/r/t making the class have skill benefits that are consistent across archetypes, akin to how Ranger currently functions.

    Mage/Sorcerer: Not really sure what to add onto Mage; if Warlock and Sorcerer get separated, and Bard becomes an archetype somewhere else (or becomes a class), the lazy solution would seem to be putting Sorcerer here. At that point though, it'd probably turn out basically like what the Bard is, now. Alternately, if Bard is done as a d6 class, it might work to keep Sorcerer in that slot as an archetype.

    d4 Classes: I think where it makes sense to have d10 class mechanics be "rolling twice, a lot" the d4 classes probably work better with Expertise being their "thing." No one likes rolling d4s anyway, and the math on Advantage vs. Expertise on d4s is almost identical. Also, some kind of Swordmage archetype probably belongs either with Monk or Mage; if the d4 classes get merged, I think this archetype suddenly becomes more likely to make an appearance.

    Warlord: I think the Battle Master archetype has the same problem as its 5e cousin, in that it will always be better when played as an archer; would it make more sense to just have a straight-up Archer archetype for either Warlord or Warrior? Or go the other direction, and just limit their features to melee attacks? Battle Master overall seems sorta blah in comparison to Marshal, but what do other people think about it?

    Druid: I'm coming around to Generic Octopus' take on the class being "archetype-less." I do like the idea of a Shaman- or Sentinel-like archetype, though. I like the idea of keeping this as a d8 class, so there is some symmetry with the Ranger, although that might be flipped to d10, if i want the Warlock/Necromancer in the d8 slot even moreso than Druid.

    Ranger: If Druid is going to be done that way, and Scout is departing, that basically leaves ranger with Hunter and Beastmaster archetypes. I think the Beastmaster from the Summoner draft is probably a good place to at least playtest from, once it's been shoehorned in. As mentioned before, I like the idea of the Beastmaster's version of Twin Strike being one attack from the Ranger and the other from the pet; I also think the Aspects of Nature could help round out the Hunter and give it that "meaty" quality I want classes to have.

Thoughts?

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
:siren: Beta 3 drafts of some classes are up

Rogue (d6) [Scoundrel/Assassin/Scout archetypes]
Ranger (d8) [Hunter/Beastmaster archetypes]
Mystic (d10) [Necromancer/Warlock archetypes]

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
Not a complete class yet -- by any means -- but I'm going to post the beginnings of the "Trickster" (working title) here, just to see how the concept is received.

:ohdear:

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
:siren: Beta 3 drafts of some more classes are up

Paladin (d10) [Priest/Blackguard archetypes]
Warlord (d12) [Defender/Commander archetypes]
Warrior (d12) [Barbarian/Fighter archetypes]

Mostly just touch-ups for the Paladin, but a lot got added/moved around for the d12 classes. :toot:

Lichtenstein
May 31, 2012

It'll make sense, eventually.

P.d0t posted:

[*]Barbarians: Nature and Anatomy

This is both sensible enough and funny as hell.

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...

Lichtenstein posted:

This is both sensible enough and funny as hell.

Yeah, the fluff of Diablo2 Barbarians (yes, Diablo2; I haven't kept up with videogames) is very naturey, even moreso than 4e. Like, they live in inhospitable hellholes and have to eat anything that isn't poison to survive -- and even then they just get used to poison because of the power of swole. poo poo like that. Also, something something Arnold Schwarzenegger as Conan, it all makes sense now.

drrockso20
May 6, 2013

Has Not Actually Done Cocaine
Thanks to the anatomy bit I'm now picturing Barbarians pulling off Flex Mentallo style Muscle Magic through flexing their mighty muscles

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Of course they know anatomy, it's where they hock their potions and swords and platemail from.

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
The big thing with trying to separate out some of the Knowledge skills was stuff like this:

P.d0t posted:

So you know how every fightymans class in 4e gets Athletics, Endurance, Heal and Intimidate as class skills (but good luck being good at all of them, because they each use a different ability score)? In TNP, those skills all fall under (FORT), just different skillsets, so if your class gets a bonus to that ability, you're good at all those skills.

So right now, Medicine/First Aid/Anatomy falls under FORT/Knowledge; it might not actually make sense for a Barbarian to know how to perform brain surgery, but he's probably seen enough battles, that he can tell if a skeleton is human or orc or whatever.

Figuring out how the whole skill/knowledge thing is gonna shake out is still a work in progress. Like, if you get a couple Knowledge skills that your class gives you some bonus to (and that bonus still hasn't been hashed out, mind you) then how are the other Knowledge skills adjudicated? Are they still in the same spots on the skill lists that they have always been? If they are, you can easily tell what sort of bonuses you would have, but then it would kind of defeat the point of singling out Knowledge skills in the first place.

Basically, I think the Ability/Skillset setup for skills is kind of dissolving at this point, and classes will probably end up with Class Skill lists in the typical D&D fashion; if anything they'll be broken down into "Pillars" for ease of use, but the status quo is probably gonna be gone.

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
Completing Classes

So, drawing from this post, it looks like the 2 slates of classes will look like this:

Core:
    Mage (d4)
    Rogue (d6)
    Ranger (d8)
    Paladin (d10)
    Warrior (d12)

"Expansion"
    Monk (d4)
    "Trickster" (d6)
    Druid (d8)
    Mystic (d10)
    Warlord (d12)


The classes that need to be finished up are:

:siren: Are there any suggestions/requests for Iconic Abilities or Archetypes that people would like to see out of these classes?
Some ideas:
  • Valor/Cunning/Lore Bard
  • Chaos Mage/Sorcerer
  • Shaman/Sentinel/Warden
  • Swordmage/Psion

Generic Octopus
Mar 27, 2010

P.d0t posted:

Not a complete class yet -- by any means -- but I'm going to post the beginnings of the "Trickster" (working title) here, just to see how the concept is received.

It's a better way of handling a "chaos mage" character, for sure. Rolling for things once at the start of the encounter keeps it from being the groan-inducing class that the table has to wait on every time their turn comes up. I do think you'd want to either give it its own subset of powers, or summarize/reprint the stuff it's borrowing so the player wouldn't have to track it down (I get it's just a mock-up for an idea now, just making a note for if you go back to it).

P.d0t posted:

Skill Jargon

Something I know people would get tripped up on is forgetting the difference between "Trained" and "Proficient" and which bonus is associated with which. I don't really have a solution for that but, yea. Maybe note on each sheet something like "Trained (+1d10): Skill X, Skill Y"? Probably looks kinda...I dunno, ugly to have that reminder everywhere. Idk, it's not really a mechanical/systemic problem.

P.d0t posted:

Rogue (d6) [Scoundrel/Assassin/Scout archetypes]
Ranger (d8) [Hunter/Beastmaster archetypes]
Mystic (d10) [Necromancer/Warlock archetypes]

Rogue: Still looks as solid as before, but is it intentional that the Scout doesn't have a special bonus/effect with Sneak Attack?
Ranger: Looks really good.
Mystic: E-blast looks really strong; I like it but it might be easy to nuke something with that trade-off as is. Like hypothetically, if you rolled two 10s, could that be 10 attacks with +10 damage? Even if each enemy is meant to take the extra damage once, that's a lot of attacks.

P.d0t posted:

Paladin (d10) [Priest/Blackguard archetypes]
Warlord (d12) [Defender/Commander archetypes]
Warrior (d12) [Barbarian/Fighter archetypes]

Warlord: Cool beans. Definitely feels more like a leader/party oriented fighter guy in contrast to the Warrior.
Warrior: Archery and GWF look like huge accuracy increases. Idk if that's a problem or not. Aside from that the archetypes look good.

Generic Octopus
Mar 27, 2010
Did some touch-ups on the Shapeshifter/Druid, it's not a whole lot different but I figured it'd be easier to mess with if updated.

General breakdown:

With the Trained/Proficient skills split, I figured it'd be fine to have the forms grant different Proficient skills while the druid itself is Trained in knowledge-y stuff. Rogue remains king of skill versatility and Ranger is still better at its skills, so I don't imagine the problem of switching forms to access certain skills would be as severe. Didn't include a Skill Expertise because it can fly, although that could be codified in a Skill Expertise note.

Bear got changed the most; when you switch to it, you draw some enemies to you (like 4e's Come And Get It), which frees up your Move to use bear's passive benefit. Changed the heal to be guaranteed rather than dependent on a hit; with the change to Defense being a pure d20 roll vs DC 10, your other forms are probably getting hit often enough that a reliable heal for yourself would be helpful, plus it makes you one less person the healer/leader has to worry about. Bear itself isn't likely to get hit if it's using its Move to Defend though, so either the Heal or the Move -> Defend might have to go, but I get the feeling there's enough design space for team monster that they might be mitigated or maybe even necessary in tough fights? Anyway, Guardian's Wrath is there to hold aggro and also potentially set up allies who want to force surrender on someone. I imagine a team of Bear druids/warriors roaring & screaming at things til they give up.

Cat didn't change much, Advantage on damage rolls seemed like more incentive to stay in the form.

Eagle is the same.

Just to reiterate for anyone else reading, the goal was to make a class that is role-versatile while not eclipsing specialists or being eclipsed by them. It's supposed to reward frequent shifting of forms with strong temporary benefits, the idea being that switching into a form briefly puts you on par with a specialist (i.e. a druid who just switched to Cat should deal damage comparable to a Rogue/Warrior). But, if on the next turn you still need to be in that role, the form should have the ability to stick around and still contribute, just at a level less effective than a specialist (so a druid who's been a Cat for two rounds should still be dealing good damage, but less damage than a Rogue/Warrior).

I outlined Bear above, so I'll just say it's supposed to be tanky with some control.

Cat is meant to have good single-target damage at the cost of survivability; it's only 'safe' if it succeeds at hiding, and to stay safe it'd have to not attack. Therefore if/when it gets in danger it has to pivot to either Eagle to disengage or Bear to heal & protect itself.

Eagle acts as a support for party damage, and provides the druid with maneuverability and a pivot for Bear/Cat (Bear->Cat is less than ideal since Bear is probably engaged, meaning Cat can't hide). Mechanically it's probably the least interesting to remain in. Mostly I like how it interacts with the other forms. Plus it can fly, and flying is cool enough by itself to me.

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...

Generic Octopus posted:

Something I know people would get tripped up on is forgetting the difference between "Trained" and "Proficient" and which bonus is associated with which. I don't really have a solution for that but, yea. Maybe note on each sheet something like "Trained (+1d10): Skill X, Skill Y"? Probably looks kinda...I dunno, ugly to have that reminder everywhere. Idk, it's not really a mechanical/systemic problem.
Any thought as to how to organize skills? I have a certain fondness for the skillset/basic ability lists, but I think doing the long, 3.5-style Class Skill lists is probably the way to go.
I think I'd want to break those long list down into pillars, so players (especially newbies) have an idea of when and how to use stuff. On the other hand, the list I started on the Beta 3 doc is kinda... unwieldy..

Generic Octopus posted:

Rogue: Still looks as solid as before, but is it intentional that the Scout doesn't have a special bonus/effect with Sneak Attack?
Ranger: Looks really good.
Mystic: E-blast looks really strong; I like it but it might be easy to nuke something with that trade-off as is. Like hypothetically, if you rolled two 10s, could that be 10 attacks with +10 damage? Even if each enemy is meant to take the extra damage once, that's a lot of attacks.
Yeah, the scout is basically a port from the old Ranger archetype; the idea was basically to be able to scout ahead and then disengage, so I figured the "close burst" attack would serve that function, as well as be an alternate ability to just adding something onto sneak attack.

Eldritch Blast: I kinda wanted to move Necro/Warlock away from "roll Class Die; use that number for class feature" to using Trade-offs for that instead. You raise a good point, though; I'll have to think on it.

Generic Octopus posted:

Warlord: Cool beans. Definitely feels more like a leader/party oriented fighter guy in contrast to the Warrior.
Warrior: Archery and GWF look like huge accuracy increases. Idk if that's a problem or not. Aside from that the archetypes look good.
Archery: The idea was to sort of roll together the typical "you ignore cover/prone" feat-chain bonuses for archery. Adding the class die to attack rolls is to make up for Warriors only having Advantage to melee attacks, but also increases crit chance..
GWF: Admittedly, this one's a bit cobbled together. What I wanna do with it is basically, something that ups your minimum damage, and increases crit chance; I'm sure there's a better way to do it, I'll have to ponder some more.

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...

P.d0t posted:

Bard concept

P.d0t posted:

Knowledge Skills
Further to these posts, I'm thinking that it might be worthwhile to do Knowledge and Performance skills similarly to how 5e handles Backgrounds (i.e. just pick 2 with no regard for class; you gain proficiency with both)
As far as The Next Project goes, Performance has always been basically a "ribbon" ability, and I think Knowledge is heading the same direction.

For Bards, I'm thinking a good option might be, "You are Trained in all Knowledge skills and Proficient in all Performance skills, or vice-versa."



Generic Octopus posted:

Did some touch-ups on the Shapeshifter/Druid
Can you change the permissions on here so that viewers can make suggestions? I'd really like to just "mark up" the doc and bounce ideas that way.

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
:siren: Beta 3 draft of another class is up

Trickster (d6) [Bard/Skald/Sorcerer archetypes]

Bard = Lore
Skald = Valor

A new link, much more fleshed-out combat utility; skill selection is still TBD.
I think Sorcerer is a little sparse (maybe something akin to Sorcery points is in order?) and I also need to finish the new Mage, so I may cannibalize ideas from here for that.


Also, if anyone has ideas for better names for the class/archetypes/abilties, I'm happy to take suggestions :)

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
:siren: Beta 3 draft of another class is up

Monk (d4) [Martial Artist/Ki Master archetypes]

The class has never been tested, so this is mostly some cosmetic changes, formalization of the suggestions/ideas that came up with the first draft, bringing the defensive abilities in line with the changes to Defense, and changing some "Advantage with class die" stuff to Expertise, as was expressed here, regarding d4 classes.

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
:siren: Started doing some preliminary work/updating on the DM advice/Monster-building section of the game. Any ideas or feedback are appreciated. :)



Organization

With that in mind, I'm thinking once I have the class updates complete, I'll want to split the game into 3 main documents:
  • SRD: the core rules and mechanics
  • Player Options: effectively, just the Classes/Class Abilities
  • DM advice: monster math, incorporating "The 3 Pillars," how not to be an rear end in a top hat, etc.

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
New Skill Breakdown

Since Initiative is effectively going to be "the transition from Exploration or Social encounters into Combat," there probably won't be distinct Initiative skills, going forward.
When this transition happens, the last check you make will determine what you are doing at the start of combat, as well as your initiative order.

Based on a chart resembling this one, I came up with some lists of class skills, broken down by "pillar."

Basically, the idea was to divvy up the skills by class, in a flavourful way, but still making sure there was some utility being spread around. How this will translate into bonuses on skills is still in the process of being ironed out. Also, the "Ribbon" skills will probably just be streamlined to just "pick 2 basic abilities for Knowledge skills, and 1 Performance skill." The Combat skills are also a short list, so it might be worthwhile to free up selection there, too..


:confused: Is this making things too granular and clunky? Was the old way easier/better?

Lichtenstein
May 31, 2012

It'll make sense, eventually.
Skills: apprentice/journeyman/master. Boom, solved.

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
Skill Math

Sometimes I like to design by tummyfeels, and then do math after, but sometimes just doing the math first paints the roadmap for how to figure this stuff out.

For example:
DC10
1d20+1d6 succeeds 72.5% of the time
1d20+1d10 succeeds 82% of the time
1d20+1d6+1d10 succeeds 93.08% of the time

DC15
1d20+1d6 succeeds 47.5% of the time
1d20+1d10 succeeds 57.5% of the time
1d20+1d6+1d10 succeeds 74.67%% of the time


If we want a slight boost to the odds, we can slap Expertise on the rolls, which gives these results:
DC10
1d20+1d6 succeeds 81.67% of the time
1d20+1d10 succeeds 89.5% of the time
1d20+1d6+1d10 succeeds 98.33% of the time

DC15
1d20+1d6 succeeds 56.67% of the time
1d20+1d10 succeeds 67% of the time
1d20+1d6+1d10 succeeds 86.58%% of the time



So it looks like the DC10 model is probably where we want things to be, but stacking both 1d6 and 1d10 will probably not end up happening at all.
What we'll see are tiers something like this, using DC10:
  • Straight 1d20 (55%)
  • Expertise 1d20 (60%)
  • Straight 1d20+1d6 (72.5%)
  • Expertise 1d20+1d6 (81.67%)
  • Straight 1d20+1d10 (82%)
  • Expertise 1d20+1d10 (89.5%)

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
Status Update

So after sitting on my rear end in front of the computer most of the day on Friday working on this stuff, I decided to spend Sunday going outdoors and visiting family and such.

Hopefully stuff will be completely caught up in the next week or two. Specifically:
  • Completing Classes: Only Mage and Druid remain. I do want to put my own spin on Generic Octopus' DruidShapeshifter, and add a Shaman archetype to it; on the Mage side, I think the idea of Wizard schools, mentioned here has given me something to run with, although I'll see if I can come up with anything interesting and Swordmage-y
  • Implementing Skill Math: with the numbers ironed out, it should be easier to apply the 1d6/1d0/Expertise scheme to the classes that have already been re-drafted for Beta 3
  • Implementing Skill Pillars: while the Class Bonuses to skills may not end up being delineated by this metric, it'll serve as a guideline for balancing class utility, as well as informing the application of the new math


Future Plans
  • Medium term plans, once the above items are completed:

    - as was mentioned up-thread, defined results for successes on each specific skill is something that I want to work on defining, as much as is possible.

    - There may also need to be more defined limitations on skill use; basically, D&D is very vague on how often you can try and use a skill, but very specific on using spells to overcome obstacles. Since TNP doesn't have "utility spells" like that, there might need to be some sort of limitations or consumable resource that governs skill usage, particularly out of combat. I think there is some validity in the Skill Challenge approach of "go around the table, and everyone has to try something different" but it came off a little flimsy in the last playtest

    - Cleaning up core mechanics, such as Engaged vs. Adjacent, Minor Actions being added in, and just generally doing a rewrite/reformat of the existing rules text. This should also include any changes to Action Economy w/r/t skill use

    - Monster Math and Encounter Building, in particular, costing out the benefits of some monster templates and coming up with some interesting abilities for monsters. But also, I want to streamline the mathematical assumptions w/r/t HP and Healing, such that (like 4e) the amount of HP the party begins each fight with is more constant, so you can always budget your encounters the same, instead of having to plug different values into the formula each time.


  • Longer term plans:
    - More Playtests! :woop:


Knowledge Skills

I'm thinking the rule of thumb will be "Each character chooses 2 Basic Abilities from FORT, INT, WIS, and CHA; you are Trained in the Knowledge skills from one, and Proficient in the Knowledge skills from the other."
I will probably include suggested/"quick start" knowledge skills by class or class die.

P.d0t fucked around with this message at 11:12 on Oct 26, 2015

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
Skills by Class & Pillar

Just wanted to pop in a post a quick re-format of this info; this can/will basically be used as the Class headers for the finalized Beta 3 versions of each class, with some minor tweaking around the edges.

The associated skill categorization breakdowns are still available here.

P.d0t fucked around with this message at 22:27 on Oct 27, 2015

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
Long Form CensusSkills List

As has been mentioned before, the qualification of skills into a Basic Ability and Skillset is probably going away; this allows me to mix-and-match individual skills with each class.

Now, that said, as a tool for weighing/balancing the skill utility of classes (which may not last into actual "play materials") I've split the skills into pillars. As mentioned, knowledge skills and performance skills will be left off of these lists, since they tend to be more flavourful than mechanical.


Here's an early list of skills that will/should be included; controversial stuff marked with a :siren:

Athletics
    Climb/Jump
    Combat, this can be used to gain High Ground
    Exploration, it would function similarly

    Balance
    Exploration, but could conceivably be used in a trap/skill challenge to complicate combat

    Run/Swim
    Exploration, covering distances quickly

    Break Objects
    Exploration, bend bars/lift gates kind of thing

    Grapple
    Combat, restraining enemies

    Tumble
    Combat, disengaging


Influence-ish
    Intimidate
    Combat, making enemies surrender
    Social, bullying people

    Bluff/Disguise
    Social, lying to people/impersonating someone else

    Animal Handling
    :siren: Exploration/Social?? depends if you think influencing animals is closer to "interacting with the environment" or "interacting with people" :confused: Suggestions?

    Persuasion
    Social, getting people on your side/making them see things your way


Deception
    Forgery
    :siren: Social, you're making false documents with the intent of swaying people in their interaction with you

    Stealth
    Combat, to become hidden
    :siren: Social, you're trying to mitigate risk of being detected; if there are no people to interact with in that manner, it's moot. (hence, NOT exploration)

    Thievery/Sleight of Hand
    :siren: Social, current text mentions taking or planting objects without being detected; you are either interacting with a person or trying to avoid their attention (getting the actual macguffin I guess could qualify as Exploration, but with no danger of getting caught, it's less of A Thing..)

    Disable Device
    Exploration, a trap or an alarm may trigger a Social (or Combat) encounter but disabling one in/of itself is not a Social encounter


Detection
    Search
    Exploration, standard "interacting with objects" type-stuff
    :siren: Social, you could frisk someone I guess..?

    Investigation
    Exploration, solving riddles and puzzles and piecing together clues

    :siren: Perception
    Combat, to counter Stealth
    Social, to counter Thievery/Sleight of Hand
    Exploration, to.. notice all kinds of poo poo! :v:

    Insight
    Social, to evaluate basically any Influence from NPCs


...

As usual, are there any thoughts/comments/ideas/questions about this stuff?
Anything missing? Anything that could/should be renamed or otherwise revised?

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
P.d0t, lemme know if/when you feel like you've hit a stable version of this, I'd like to do a oneshot of it sometime so you can get some in-play feedback.

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...

gradenko_2000 posted:

P.d0t, lemme know if/when you feel like you've hit a stable version of this, I'd like to do a oneshot of it sometime so you can get some in-play feedback.

Well, let's look at some of the to-do lists:

P.d0t posted:

  • Minor/Bonus/Swift Actions: Instead of writing "once on each of your turns, using no action to do so[...]" on a bunch of abilities
  • Class-based Skill Usage: I added in Rangers being able to make AGIL checks as a move action, and want to implement Athletics similarly. We might see some classes that can Grapple or Stabilize as Minor Actions, for example; these kinds of "action economy" benefits might become a function of Class Skills and/or Proficient Skills.
  • Clarifying Skill Lists: Making it clearer which skills are combat, social, and exploration, and which bonuses apply where. Also, which Actions these skills [can] use.
  • Completing Classes: Finishing a 2nd slate, moving on to whatever the next batch of "Player Options" will look like, etc.
  • Reverse-Engineering: Taking a look at the new class drafts and attached mechanics, then seeing where (if anywhere) they can be worked into earlier classes
  • Implementing Feedback: changes to various mechanics, as suggested in the thread, or as flagged in the playtest (such as Skill DCs, Warrior mechanics, etc.)
So most of the above is still "work-in-progress"

There's also this more-recent list:

P.d0t posted:

Hopefully stuff will be completely caught up in the next week or two. Specifically:
  • Completing Classes: Only Mage and Druid remain. I do want to put my own spin on Generic Octopus' DruidShapeshifter, and add a Shaman archetype to it; on the Mage side, I think the idea of Wizard schools, mentioned here has given me something to run with, although I'll see if I can come up with anything interesting and Swordmage-y
  • Implementing Skill Math: with the numbers ironed out, it should be easier to apply the 1d6/1d0/Expertise scheme to the classes that have already been re-drafted for Beta 3
  • Implementing Skill Pillars: while the Class Bonuses to skills may not end up being delineated by this metric, it'll serve as a guideline for balancing class utility, as well as informing the application of the new math


Future Plans
  • Medium term plans, once the above items are completed:

    - as was mentioned up-thread, defined results for successes on each specific skill is something that I want to work on defining, as much as is possible.

    - There may also need to be more defined limitations on skill use; basically, D&D is very vague on how often you can try and use a skill, but very specific on using spells to overcome obstacles. Since TNP doesn't have "utility spells" like that, there might need to be some sort of limitations or consumable resource that governs skill usage, particularly out of combat. I think there is some validity in the Skill Challenge approach of "go around the table, and everyone has to try something different" but it came off a little flimsy in the last playtest

    - Cleaning up core mechanics, such as Engaged vs. Adjacent, Minor Actions being added in, and just generally doing a rewrite/reformat of the existing rules text. This should also include any changes to Action Economy w/r/t skill use

    - Monster Math and Encounter Building, in particular, costing out the benefits of some monster templates and coming up with some interesting abilities for monsters. But also, I want to streamline the mathematical assumptions w/r/t HP and Healing, such that (like 4e) the amount of HP the party begins each fight with is more constant, so you can always budget your encounters the same, instead of having to plug different values into the formula each time.

The core mechanical stuff is mostly figured out, it's just a matter of adding "class perks" (i.e. X class can do Y skill as a Minor Action, for example)
The main change is that rather than having a bunch of little clusters of engaged parties, once you're adjacent/engaged with a thing, you're clustered with everything else they're adjacent/engaged with. This is outlined somewhere in the Beta 3 text I posted earlier, along with the basic rules for Minor actions. Also, needs testing :v: as do any of the new classes/class mechanics.

If you're ok with handling the monster math/DM adjudication side of things on your own, and not having Mage or Druid available, you can pretty much run as-is, maybe just let everyone pick their own skills, 'til I have the Class lists ironed out? Basically, skills you wanna be good at should either be "+1d10" or "+1d6 and Expertise."
Otherwise, let me know which stuff you need finished up first, and I'll prioritize that work. I'm a little busy until about the middle of next week, but I can chip away at things.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
The classes I can just use whatever's already done, but since you asked I'd rather if the skills were more ironed out first.

And, by gosh, please please please don't let this put any pressure on you.

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...

gradenko_2000 posted:

The classes I can just use whatever's already done, but since you asked I'd rather if the skills were more ironed out first.

And, by gosh, please please please don't let this put any pressure on you.

Cool. I had some time to work on skills for a few of the classes, this morning.
Here are some notes/highlights:
    - d6 classes will have lots of Proficiencies and Expertise; other classes will end up with a mix of Trained and Proficient skills, some will also have Expertise (along the lines of what has already shown up before)
    - Knowledge + Performance skills are going to be referred to as "Background Skills" but they still also break down into Knowledge and Performance
    - Text will be using the Skillsets and Basic Abilities for skill groupings
    - Basic Ability profs/training will be applied to Background skills and "Adventuring" skills, separately; ex. Prof with INT Background skills will not give Prof in Investigation


Is the "defined results for successes on each specific skill" a priority for you to have, or are you alright leaving that Up To The DM™?

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
:siren: New skill implementation is up!


I haven't finished Mage or Druid, so just ignore that stuff for now :effort:
Feel free to critique, I'll make changes if anything is screwy.

The thing with Trained being +1d10 and Proficient being +1d6, and not trying to stack both together... well, there was some shoehorning I had to do :sweatdrop:

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
On a related topic, the Shapeshifting Druid presents some challenges, regarding its skill list.
As currently constituted, you get some skills depending on what form you're in, and very few when out of your form. This hits at the problem of the Druid always being able to be good at whatever's necessary -- out of combat -- that I want to avoid.

I might have to put in a couple clauses, restricting the shapeshifting a bit, along the lines of:
  • You cannot benefit from Forms of the Wild during Social encounters
  • You can only benefit from one Form during Exploration


It's clunky, so suggestions would be welcome.

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...

P.d0t posted:

Rogue (d6) [Scoundrel/Assassin/Scout archetypes]
Ranger (d8) [Hunter/Beastmaster archetypes]
Mystic (d10) [Necromancer/Warlock archetypes]

P.d0t posted:

Paladin (d10) [Priest/Blackguard archetypes]
Warlord (d12) [Defender/Commander archetypes]
Warrior (d12) [Barbarian/Fighter archetypes]

P.d0t posted:

Trickster (d6) [Bard/Skald/Sorcerer archetypes]

P.d0t posted:

Monk (d4) [Martial Artist/Ki Master archetypes]

All the Beta 3 class drafts linked above have been updated, to reflect the new skill distributions; I also added in a page break between the background/skill section and the combat stuff, for ease of use.
So far all the classes fit onto 2 pages this way, so it's a lot more usable/readable, particularly if you print them off.

Going to add the Beta 3 stuff to the OP. :buddy:


Edit:

Generic Octopus posted:

Mystic: E-blast looks really strong; I like it but it might be easy to nuke something with that trade-off as is. Like hypothetically, if you rolled two 10s, could that be 10 attacks with +10 damage? Even if each enemy is meant to take the extra damage once, that's a lot of attacks.

Warrior: Archery and GWF look like huge accuracy increases. Idk if that's a problem or not. Aside from that the archetypes look good.

Archery and Eldritch Blast have been revised to give some more reasonable results. I'll take a look at GWF momentarily. Put in a 'suggestion' for GWF change.

P.d0t fucked around with this message at 22:30 on Nov 1, 2015

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
:siren: Development on the Beta 3 draft of the Mage has begun, in earnest.



Details are currently under lock-and-key :troll:

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
:siren: Beta 3 draft of another class is up

Mage (d4) [Wizard/Swordmage :getin: archetypes]

This class was long overdue for an overhaul, and I think this iteration finally does some of the neat things I always wanted the class to have, but previously had implemented very poorly in the name of lazinessplayer agency :v:

I don't have a lot of experience with the archetypes involved, so comment/suggest on the doc (or post here) to your heart's content; I really wanna convey the feel people expect, so the help is much apprecatied.
:)



e: Trickster has been updated, accordingly

P.d0t fucked around with this message at 10:09 on Nov 3, 2015

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
The Mechanics of Starting a Fight

I quickly drew up this document, giving a rough outline of how I envision initiative working, going forward.

It's still very loosey-goosey and relies a bit on improv and adjudication, but I think it conveys the intent of how I want to see Exploration or Social encounters transitioning into Combat.

I definitely think some of it could be streamlined and/or more finely codified, so any suggestions for more specific benefits to the individual skills involved are welcome.
Or, if there's stuff that could just be lopped off.

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
Druidcraft

:siren: Research has begun into the Shaman archetype

The 4th Edition PHB2 spells out 2 pretty straight-forward builds (Bear and Panther) that I think line up pretty well with the existing Druid design.
I've started to do some initial design work, but the challenge is in making both the pet and the PC useful; it's easy to fall into the trap of making it all about the pet. This is also apparently the complaint about the Essentials Sentinel class, so I am going to cautiously try and mine ideas from there.


Any requests for Iconic Abilities?

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...

P.d0t posted:

The Mechanics of Starting a Fight

I quickly drew up this document, giving a rough outline of how I envision initiative working, going forward.

Using these new initiative rules as a starting point, I came up with some new ideas for using skills in combat.

Not all have been fleshed out (edit: cleaned up a bit. Also added some notes to the Initiative doc.)


More edit:
Housekeeping Note
The Beta 3 draft of the rules has been updated a bit; the sections mentioned above, as well as Class info have been added in the form of links within the document, and old text on those items has been removed. This method makes it easier for me to continue doing little edits here and there, until things get finalized -- then I can worry about merging it all together.

Also, "Stabilize" has been taken out. It was essentially a Knowledge check used in Combat, and that doesn't jive with the direction the designs have gone in. That said, I've basically added in a version of it, as a Class Feature for Paladins, since I think it fits there without being weird. :)

Also also, put in suggestions for renaming some of the Mage abilities. :3:

Also also also, updated the rules for grappling, a bit. Grapple grapple grapple. :can:

P.d0t fucked around with this message at 01:34 on Nov 7, 2015

Quadratic_Wizard
Jun 7, 2011
Collected a few thoughts on the game. I've only had a rough look at the rules, so this analysis could be full of misconceptions.


Class Die and HP

This is a weird mechanic. It’s also not very intuitive and it’s a difficult balance point. Warriors have three times the hp and three times the class die, so their class die needs to be only a third as useful as the Mage’s, twice as good as the Rogue’s. Changing the dials of a core mechanic and hp so drastically between the classes makes turning the other dials to balance it out that much harder.

Look at 5e. Level 1 wizard and fighter with 14 con have 8 and 12 hp respectively. A 50% difference. Mage and Warrior? 300%. That creates a vast imbalance that has to be corrected, and needing to correct it in such broad strokes means it’s real easy to gently caress up.

Dice Mechanics

“Doubles are a super good thing” should be a universal thing, and should be called out to mention all the instances it applies. The tradeoff mechanic is interesting and has fun math to it, though it seems a bit cumbersome in actual play.

“I want to power attack. I’ve got advantage, so I’ll roll 2d20, drop low, then roll 2d12, take the low as an attack penalty, then apply the high as my damage bonus. Two weapon fighter, so gonna do it again.” I’d at least have a sidebar to convert the dice to static values you can choose before the roll. A d12 converts to a -4/+8 bonus, for instance.

Expertise is a weird mechanic. It essentially works out to a +1 bonus or less regardless of the situation. Average damage of d4+1? 3.5. Average damage of d4w/expertise? 3.25

Skills

Dividing it up into a grid like that is nice, except that there’s no benefit to getting access to a skill twice. The Rogue for instance can become proficient with all CHA and Deception skills, but if he is, gains no advantage to Bluff or Disguise for doing so. Skills are very broad strokes. . The Rogue has just two kinds of skillchecks, no bonus and amazing. Everyone else has up to four. Four levels of granularity is pretty small and it pushes against any advancement, a point I’ll elaborate on later.

Combat

Initiative is overly complex for what it is. As a rule of thumb I don’t like basic rules that need to be referenced constantly, especially for not so savvy players.

Reliable is an odd bug. A hit deals an average of 6.5 damage. A miss does an average of 5.5 damage. It’s certainly reliable, but making every attack essentially a big hit lessens the impact of each swing. If you can’t miss, then hitting loses a lot of its satisfaction. I could be interpreting this rule wrong though.

Engaging, Disengaging, and Provoking

I like these rules. The only issue I have is with monsters only doing 1 damage to punish, but that’s more of a case of the encounter creation rules being (presumably) largely unwritten at this point.

Healing is swingy as gently caress. With again how drastic the differences in hit points are, this can be an issue.

Skills in Combat

Basically a bunch of extra powers that every PC needs to learn, delivered in very gamist language. Run to Engage all enemies in an encounter. Climb to gain the high ground, regardless of the terrain. Break Objects stands out because it has a powerful effect with zero opportunity cost, so why wouldn’t every character use it every round?

Encounter Guidelines

The assumptions here are crazy because it’s assumed that each creature will always do only 1 damage. The rules need guidelines for creating actual encounters and monsters, and while this table will technically work in the abstract, it seems like it’d be a challenge to make it work in play.

Resource Management

There is only one resource in TNP: Actions and HP. Some classes like the Enchanter have other resources to manage, like Arcane Aura buffs, but generally speaking, the decisions to make in combat are “What’s the most efficient action” and “what are the most efficient trade offs to make”?

Those questions can be either numbingly easy or frustratingly hard based on the situation and class, but they strongly lean towards the difficult and seem liable to cause decision fatigue, requiring players to invest a lot of thought for a few points of gain, with the rest left at the mercy of the RNG.

The game needs more resources. If a character has a most optimal action for attacking a single target and one for attacking a group, then they’re just going to cycle between those two options over and over and over. Since characters can’t advance into new options, this will get boring really fast.

Being able to choose to expend extra effort to gain extra oomph is an easy and intuitive and fun decision to make. Popping a Daily in 4e is cool and fun. It breaks the rules a little, shines a spotlight on the character and on that moment. It lets them perform beyond their normal scope and it gives them the narrative control over its execution, not leaving it to the dice.

Without that, you’re left with pseudo-4e characters that are running on fumes, relying on a handful of at-wills and passive feats.

Class Design

There are a few things to cover here. First, the variance.

Classes already have far more variance than most versions of DnD when it comes to hp and class die. Each has a handful of powers, about equivilant of a first level 4e character or a 4th level 5e character. Each has training in some skills. Mixing all of that together to create something balanced is going to be a headache and require a lot of testing in a lot of scenarios, not something you can easily math out.

Bigger issue than that I feel is character creation and advancement. When a character creates a Fighter, they have two choices. Whether to be proficient in AGIL or Detection, and whether to be trained in Athletics or Influence. That’s it. There’s a total of 4 combinations of Fighter that you can make, meaning that you don’t so much create a character within a class as you pick a character from a roster. Dungeon World has more customization options. The 5e Champion has more options. From level 1! A plethora of more options.

The “why” of it ties back to the original problem. The massive variance in class parameters makes balancing the classes a huge pain in the rear end. Trying to balance every class when each has various options that might synergize with each other, or synergize with another class? Impossible.

This unstable framework is the same reason that advancement within the game is going to be a huge mess. Creating a “level 2” runs into the problem of new options pushing and pulling at every other mechanic and makes every problem worse, and the framework of “10 or better and you win” cuts against the idea of growing competency and challenges as well. Not only is every fighter the same, but they’re all the same at every point. None weaker or stronger.

My advice is to make this framework more stable. Standardize things. Break everything down into pieces. Find the baselines you want for the game, then figure out how you can bend them. Bring the hp closer together. Look carefully at how many abilities you want each character to have. Look at how much decision fatigue there will be in combat, how intuitive it will be, and how much fun things are. How a game feels in play is hugely important, in spite of how much it’s derided in the 5e thread.

Simplify the complexity. This isn’t a very complicated game--the wizard comes out to just 575 words--but it’s very complex compared to most other RPGs. Give players choices, and make them feel meaningful. If you want to focus the game on having static characters--characters you pick in a MOBA like heroes of the storm vs classes you choose in an mmo like World of Warcraft--then be up front about that and embrace it. Don’t have a Warrior with Fighter and Barbarian subclasses. Have the two warriors, Bosley and Grunk, with their own quirks and character. If not that, then look at how the rules can be made to let people convert their characters onto the sheet.

Adbot
ADBOT LOVES YOU

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
I probably should have mentioned, here's a slightly better/more up-to-date draft for the encounter-building stuff. I'll add this to the OP.

Going to mull over this stuff when I have more free time; probably later today.

  • Locked thread