Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
Your Harebrained Ideas?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kenada" data-source="post: 9210420" data-attributes="member: 70468"><p>I was thinking about it from a UX perspective. If I want to save them for some reason (e.g., multiclassing), will it be obvious to me later how I’m allowed to spend those SP?</p><p></p><p></p><p>Ah. I haven’t played Dragonbane, but that sounds similar to how things worked in Call of Cthluhu (i.e., mark on success then roll against your skill later to see if it increased, which we did every few sessions.)</p><p></p><p></p><p><em>checks his copy of Dungeon World</em></p><p></p><p>Ah, like playbook-specific moves for each race but with additional progression options.</p><p></p><p></p><p>Thanks for the additional explanation. It seems I (more or less) had the basics of it.</p><p></p><p>This is an example of a combat speciality action. Anyone can take it, but warriors would get a discount. That’s because classes primarily provide thematic direction and a few abilities. The degrees on the knockback is a WIP because I’m in the middle of changing things away from the previous two resolution mechanics.</p><p></p><p style="margin-left: 20px"><span style="font-size: 18px"><strong>Forceful Blow</strong></span> <strong>Range:</strong> per attack <strong>Target:</strong> 1 creature</p> <p style="margin-left: 20px"><strong>Usage Condition:</strong> Equipped Melee weapon or Unarmed.</p> <p style="margin-left: 20px">Make a Melee Attack or Unarmed Attack. Margin is increased by +rank. <strong>Effect:</strong> The target is knocked back <em>margin</em> meters. Apply mitigation as normal, but do not add any positive margin to the attack’s damage. <strong>Special:</strong> The target may choose to resist the knockback. If it does, resolve as follows:</p> <ul style="margin-left: 20px"> <li data-xf-list-type="ul"><strong>All degrees:</strong> The target’s mitigation is 0 + degree (but no better than what it would have otherwise). Add margin to the damage as normal.</li> <li data-xf-list-type="ul"><strong>Degree 0:</strong> The distance knocked back is halved.</li> <li data-xf-list-type="ul"><strong>Degree 1+:</strong> The distance knocked back is reduced to 0.</li> </ul><p>To emphasize how minimal classes are, this is the barbarian class in its entirety. Magic Resistance is one of your two resistances (the other being Resilience). Magic Resistance normally is +2 and does not change unless you use magical gear or magical effects. Magic Resistance is used to resist magical sources while Resilience is for resisting non-magical ones. They’re like saving throws but also usable to resist consequences.</p><p></p><p style="margin-left: 20px"><strong>Barbarian:</strong> Those who distrust arcane magic and its practitioners are called barbarians. Many consider it an epithet, but those who take up arms and seek adventure have reclaimed it as their own. Due to the need for self-sufficiency, barbarians add survival skills to their fighting prowess.</p> <ul style="margin-left: 20px"> <li data-xf-list-type="ul"><strong>Skills and Specialties:</strong> Camouflage, Survival</li> <li data-xf-list-type="ul"><strong>Proficiencies:</strong> Armor (Light, Medium), Shields, Weapons (Pick three)</li> <li data-xf-list-type="ul"><strong>Traits:</strong>Magical Intolerance, Magic Resistance, Survivalist<ul> <li data-xf-list-type="ul"><strong>Magic Intolerance:</strong> MP is always 0 MP no matter what. Benefiting from a magical effect costs one additional stress. Wearing magical items costs 1d6 stress per day (may be resisted).</li> <li data-xf-list-type="ul"><strong>Magic Resistance:</strong> +2 + level ÷ 4 (rounding down).</li> <li data-xf-list-type="ul"><strong>Survivalist:</strong> Gain one additional forage when foraging.</li> </ul></li> <li data-xf-list-type="ul"><strong>Actions:</strong> <em>Detection</em><ul> <li data-xf-list-type="ul"><strong><em>Detection</em>:</strong> May be cast per the spell without spending MP once per 10-minute turn. Subsequent castings per 10-minute turn require MP as normal.</li> </ul></li> </ul><p>That’s really it. I’m currently considering revamps to default skills, specialities, and proficiencies. I want to make sure characters start out somewhat rounded since otherwise there are no constraints to increasing them beyond the cap (+5) and cost in EXP.</p><p></p><p></p><p>I’m not really looking at it from an optimization perspective so much as whether players can make decisions that will result in bad characters. But I’m also skeptical that players wouldn’t try to solve it.</p><p></p><p>I try to avoid the issue by making things that occupy the same space operate exclusively. You can’t both Power Attack and Forceful Blow nor can you Backstab and Tumbling Attack because they’re actions, and you only get to take one. Even attacking is a type of action. It’s just that things that modify attacking tell you which actions to use and how to modify them. However, you might want to invest in several of those because they are situationally useful (such as Dingo, the thief in my game who has both Backstab and Tumbling Attack).</p><p></p><p></p><p>This sounds similar to what Pathfinder 2e does with Skill Feats. An issue PF2 has had with Skill Feats is people assume they block you from even attempting the action without the skill feat even though the rules don’t say that anywhere, and the nature of the design is to let you do things more easily, quickly, or with fewer restrictions. Communicating that clearly will be key to avoid the same kind of confusion.</p><p></p><p></p><p>That makes sense. I also agree that if skill perks aren’t very impactful, they probably shouldn’t cost SP like things that do (since that would risk taking lots of perks being a trap option).</p></blockquote><p></p>
[QUOTE="kenada, post: 9210420, member: 70468"] I was thinking about it from a UX perspective. If I want to save them for some reason (e.g., multiclassing), will it be obvious to me later how I’m allowed to spend those SP? Ah. I haven’t played Dragonbane, but that sounds similar to how things worked in Call of Cthluhu (i.e., mark on success then roll against your skill later to see if it increased, which we did every few sessions.) [I]checks his copy of Dungeon World[/I] Ah, like playbook-specific moves for each race but with additional progression options. Thanks for the additional explanation. It seems I (more or less) had the basics of it. This is an example of a combat speciality action. Anyone can take it, but warriors would get a discount. That’s because classes primarily provide thematic direction and a few abilities. The degrees on the knockback is a WIP because I’m in the middle of changing things away from the previous two resolution mechanics. [INDENT][SIZE=5][B]Forceful Blow[/B][/SIZE] [B]Range:[/B] per attack [B]Target:[/B] 1 creature[/INDENT] [INDENT][B]Usage Condition:[/B] Equipped Melee weapon or Unarmed.[/INDENT] [INDENT]Make a Melee Attack or Unarmed Attack. Margin is increased by +rank. [B]Effect:[/B] The target is knocked back [I]margin[/I] meters. Apply mitigation as normal, but do not add any positive margin to the attack’s damage. [B]Special:[/B] The target may choose to resist the knockback. If it does, resolve as follows:[/INDENT] [INDENT][LIST] [*][B]All degrees:[/B] The target’s mitigation is 0 + degree (but no better than what it would have otherwise). Add margin to the damage as normal. [*][B]Degree 0:[/B] The distance knocked back is halved. [*][B]Degree 1+:[/B] The distance knocked back is reduced to 0. [/LIST][/INDENT] To emphasize how minimal classes are, this is the barbarian class in its entirety. Magic Resistance is one of your two resistances (the other being Resilience). Magic Resistance normally is +2 and does not change unless you use magical gear or magical effects. Magic Resistance is used to resist magical sources while Resilience is for resisting non-magical ones. They’re like saving throws but also usable to resist consequences. [INDENT][B]Barbarian:[/B] Those who distrust arcane magic and its practitioners are called barbarians. Many consider it an epithet, but those who take up arms and seek adventure have reclaimed it as their own. Due to the need for self-sufficiency, barbarians add survival skills to their fighting prowess.[/INDENT] [INDENT][LIST] [*][B]Skills and Specialties:[/B] Camouflage, Survival [*][B]Proficiencies:[/B] Armor (Light, Medium), Shields, Weapons (Pick three) [*][B]Traits:[/B]Magical Intolerance, Magic Resistance, Survivalist [LIST] [*][B]Magic Intolerance:[/B] MP is always 0 MP no matter what. Benefiting from a magical effect costs one additional stress. Wearing magical items costs 1d6 stress per day (may be resisted). [*][B]Magic Resistance:[/B] +2 + level ÷ 4 (rounding down). [*][B]Survivalist:[/B] Gain one additional forage when foraging. [/LIST] [*][B]Actions:[/B] [I]Detection[/I] [LIST] [*][B][I]Detection[/I]:[/B] May be cast per the spell without spending MP once per 10-minute turn. Subsequent castings per 10-minute turn require MP as normal. [/LIST] [/LIST][/INDENT] That’s really it. I’m currently considering revamps to default skills, specialities, and proficiencies. I want to make sure characters start out somewhat rounded since otherwise there are no constraints to increasing them beyond the cap (+5) and cost in EXP. I’m not really looking at it from an optimization perspective so much as whether players can make decisions that will result in bad characters. But I’m also skeptical that players wouldn’t try to solve it. I try to avoid the issue by making things that occupy the same space operate exclusively. You can’t both Power Attack and Forceful Blow nor can you Backstab and Tumbling Attack because they’re actions, and you only get to take one. Even attacking is a type of action. It’s just that things that modify attacking tell you which actions to use and how to modify them. However, you might want to invest in several of those because they are situationally useful (such as Dingo, the thief in my game who has both Backstab and Tumbling Attack). This sounds similar to what Pathfinder 2e does with Skill Feats. An issue PF2 has had with Skill Feats is people assume they block you from even attempting the action without the skill feat even though the rules don’t say that anywhere, and the nature of the design is to let you do things more easily, quickly, or with fewer restrictions. Communicating that clearly will be key to avoid the same kind of confusion. That makes sense. I also agree that if skill perks aren’t very impactful, they probably shouldn’t cost SP like things that do (since that would risk taking lots of perks being a trap option). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Your Harebrained Ideas?
Top