Friday, August 19, 2016

Doubling Down (Beta 4)

It was pointed out that rolling twice should be something that was highlighted in the rules a bit more, so that's going to be presented a bit more "front and centre" in the upcoming draft. I'm also working to make these rules more concise and formal; generally you won't roll more than 2 of the same die as part of any action.

Furthermore, with the Beta 3 changes to HP and the introduction of Reserves, I've found a few more knobs to fiddle with. Pertaining specifically to d4 and d6 classes, you can expect to see some double-dipping on class die, as follows:

  • Basic Attacks: for some classes, these will deal 2 dice of damage, based on their area of specialty (as seen previously with the Archer as a ranged example, and the Swordmage for melee)
  • Base HP and Reserves: expect classes that are focused on melee/taking a beating to have their class die values doubled, when calculating HP and Reserves
As you might guess, this blows the design possibilities for d4 and d6 classes wide open. However, a 2d4 class apes a d8 class, and a 2d6 class apes a d12 class. This is a positive development though, since it allows me to scale certain classes up or down, and thus better slot in the new classes that are on the drawing board.

In particular, I'm considering scaling the Druid down from d8; it might work as a d6 class, or a d4 class that gains its doubling perks while shapeshifted. Or, perhaps the Shaman archetype could be split off as a d4 class, since the Mage has shown us that it can be a good die for support and enabling. Similarly, an Invoker class that burns Reserves to fuel their combat effects might not work with just 4 or 6 Reserves at their disposal; doubling that amount, but keeping them as a smaller-die class could prove interesting.

I have already put a fair share of work into a d6 Fighter, that would be separate from the d12 Warrior class (which will likely change back to being named 'Barbarian'.)

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