Showing posts with label Mystic. Show all posts
Showing posts with label Mystic. Show all posts

Friday, November 10, 2017

Know Your Role (Beta 4)

In one of my recent posts, I talked a bit about how subtypes will be changing in the next iteration of the rules; the two forms of "combat subtypes" (those that can be chosen/changed at the start of combat) will be unified under the "Role" banner.

The plan is that there will be 3 classes with both Roles and Archetypes (Fighter, Bard, Adventurer) and 3 classes with Roles only (Warlord, Mystic, and Druid.)

In past iterations, the Warlord's roles appeared as "Commander" and "Protector" archetypes. What will now be "Roles" for the Mystic could easily have been strict Paths, but I felt "Necromancer" and "Warlock" were close enough in feel, that allowing more customization was the side to err on. Similarly, as the design progressed, the Druid's subtypes felt less and less like the building blocks of two distinct classes, and more like two sides of the same coin.

The challenge with integrating these three classes into the Role framework comes out of ironing out what their subtypes actually do. The Warlord is pretty straightforward, in this regard: while the class chassis contains the "healer" mechanics, the Commander is the part that contains the "enabling" mechanics -- so I'd say this makes it the "Support" role; the Protector maps pretty clearly to the "Defender" role.

This gets a little messier once we start to look at the Mystic and the Druid, however. The Warlock is a straightforward "blaster" sort of character (i.e. the "Striker" role); the Necromancer is a "Summoner" (as is the Druid's Summoner subtype, obviously) but unfortunately, "Summoner" isn't a pre-existing Role. The Shapeshifter doesn't fit neatly into the framework, either; it's intended to be able to use its forms to serve different roles -- a kind of "6th man" character class, so to speak.

However, with the "4.1 version" of the Druid, the class chassis was given a "healer" mechanic -- in a way, making it very similar to how the Warlord is built. So while the Shapeshifter subclass isn't specifically about "enabling" allies, it is intended to use its utility to "support" the party -- by being whatever they need in a particular combat encounter (or perhaps to round out an undersized group.) Although I've waffled on whether or not to simply rename the "Support" role to "Utility" across the board, I can say that I have decided to put the Shapeshifter under this heading -- whatever it ends up being called, in the end.

Now, the Druid and Mystic being related by a summoning mechanic, harkens back to an earlier draft (Beta 2, maybe?) where the Summoner class came in "Beastlord" and "Necromancer" flavours. It still makes sense that they should share a Role, now -- but I wasn't sure if having a "Summoner" role that applied to only two classes was the way to do it.

The solution came in looking at the existing Roles, and how they are doled out so far. Controller is currently only found on the Bard and Adventurer classes; while those roles are more about controlling enemies, it's not much of a leap to then apply that convention to the role of controlling summoned creatures. What helps make the case, is the fact that the controller role (as it exists in 4th Edition) can be a bit broad and nebulous, but also that some of the controller classes in that system gained summoning options, at different points in its lifespan.


So, for classes with roles, we end up with this setup:
  • Fighter: Defender, Striker
  • Warlord: Defender, Support
  • Bard: Controller, Support
  • Mystic: Controller, Striker
  • Druid: Controller, Support
  • Adventurer: Controller, Defender, Striker

It has long been my intention that Power Source would be the lynch-pin by which you could re-spec your classes; since The Next Project has traditionally been less about leveling up, I wanted to provide some lateral flexibility for character "growth." Power Source makes sense, for keeping the flavour of your character consistent (while allowing you to change its mechanics) but it's clear now that Role will also be something which players can pivot their character class upon. Probably all classes with access to Roles will begin with one, and be able to "purchase" additional Roles as they level -- which would then carry over, if a character changed to a class that also utilized the same role, or roles.

Wednesday, April 26, 2017

Change Log [2017/04/26] (Beta 4)

Playtesting is ongoing, but here are some changes that have been added in the past month; expect more in the coming updates.

  • [Core Rules] Capped the number of enemies you can create a maelstrom with using the "Engage" action (Move) at "maximum value of your class die"
  • [Core Rules] "Shift" action (Move) can now engage one unengaged enemy
  • [Core Rules] Subclasses changed so that they must be selected when entering initiative (instead of at char-gen)
  • [Core Rules] Paths added to the character customization options
  • Changed Cleric, Sage, and Rogue subclasses to "Paths"
  • Changed Warlord archetypes to "Roles" and renamed them accordingly
  • Changed Warlord's options for Performance skills to include Expertise or Training, instead of just training
  • Sage's power sources expanded to 3, but narrowed down a bit
  • Bard's power sources changed to "arcane, plus one of Divine/Martial" instead of "any two"
  • Mystic's power sources changed to "two of Arcane/Primal/Shadow" instead of "Arcane + Shadow"
  • Guardian's power sources changed to accommodate the new Subclass mechanics
  • Adventurer's power sources changed; Scout only gains two of Martial/Primal/Shadow instead of all three; Skald now gains two of Arcane/Martial/Primal instead of Primal and one other
  • Swordmage's Shielding Sigil changed so that opportunity attacks can negate enemy actions; Beguiling Blade changed to grant advantage on defense when counter-attacking an enemy with your sigil
  • Bard now has the option to take an archetype from other classes within their slate (i.e. Sage schools, Hexblade, Swordmage)
  • Bard's Arcane Luck ability now has the [Concentration] tag added
  • Sage's Eldritch Enchantment changed to grant advantage on attack rolls, and to use your class die for bonus damage.
  • Spellbinder's skills adjusted again; Hexblade back to only 2 core Trained skills; split skill selection into 2 toggles instead of 1 toggle and 1 solely for Hexblade.
  • Cleric's Divine Smite using the Life Domain now restores HP equal to the rolled damage (instead of using a separate roll)

Wednesday, January 25, 2017

Change Log [2017/01/25] (Beta 4)

Here's a list of some of the changes that have been made to the various classes, since the start of the holiday break:
  • Archer can now Counter-attack against ranged; same Hunter ability re-worded
  • Acrobat using d20 to Power Attack removed; specialty basic attacks are now Reliable; Martial Artist's prone ability now works on unsuccessful attacks; Archer's reroll ability now works on any ranged attack (not just ranged basic)
  • Wizard's Magic Missile basic attack is now Reliable; Veritable Vision now grants Expertise to damage rolls
  • Assassin now gets training in either AGIL or Infiltration, instead of defaulting to AGIL
  • Rogue Tactics given archetype-specific effects; clarified how Disengaging works via Cloak & Dagger
  • "Warrior" class renamed to "Adventurer"
  • Adventurer's Defender ability changed to "1d10[exp] or 1d20[exp] for defense rolls"
  • swapped some aspects of the Fighter and Adventurer TWF abilities
  • Soldier archetype's power attack ability limited to attacks made as a standard action; Weapon Training's miss roll is now likewise limited; Weapon Training can no longer turn misses into crits
  • Fighter's Protection style changed to "allies in your maelstrom" instead of "Nearby ally"
  • changed some Guardian totem perks to require spirit manifestation; Blood Totem now does extra damage when you are bloodied
  • Cleric regains some HP when spending reserves in combat
  • Ranger mark damage changed to "advantage; stack if you already had advantage"
  • Bard can now Power Attack using a basic roll
  • Bard's "Leader" role renamed to "Support"
  • Necromancer's Animate Dead changed to allow for multi-HD minions
  • Warlock's minor action attack removed; Eldritch Blast iconic attack now targets a number of enemies based on the roll, rather than making a number of attacks based on the roll
  • Mystic's trained skills corrected to fit current format (oops)
  • Paladin's Holy Aura reworded, now grants defense bonus only on unsuccessful rolls
  • Paladin now gets training in either STR or Influence skills, instead of both (still gets additional skill training from their Archetypes)
  • Swordmage now gets training in both STR and Influence skills, instead of one or the other
  • Hexblade's Beguiling Blade changed to "roll class die in place of d20 roll" rather than "double roll and stack in place of an unsuccessful attack roll"
  • Changed the rules on stacking class dice onto d20 rolls, in the core rules; clarified mechanics of using a basic roll for a Trade-off

Tuesday, November 29, 2016

Of Holy Light and Vile Darkness -- The Cleric and The Mystic (Beta 4)

Today's post introduces two classes  from two different slates:


In earlier betas, I had made a couple of unsatisfactory attempts at writing a cleric class. What started off as a d12 Warlord class morphed into a Cleric, but was ultimately scrapped. The big question I kept asking myself throughout this process was, "what is the Cleric's iconic attack?" In a system that doesn't utilize the wide spectrum of damage types or monster types that other RPGs tend to use, slapping "radiant" damage onto attacks or having a "Turn Undead" ability just doesn't work.

When I finished the first two slates back in Beta 3, and then quickly thereafter completed the Archer (d4) and Fighter (d6), I had tentatively settled on rounding out the third slate with a Cleric (d8), Warden (d10), and Deathknight (d12). When I started looking at the possibility of expanding the roster to 5 slates, the idea of an Invoker class for the "divine" slate was something that popped up.

The 4th Edition take on Invoker was a controller class, that generally slapped debilities onto itself, in exchange for slapping bigger ones onto its enemies. This doesn't particularly translate to The Next Project, since I want to avoid "hard control" mechanics. So my idea for an Invoker more closely resembled this game's Sorcerer; a d6 class that focused on stacking damage and attacking crowds of enemies. Giving the class double its normal share of Reserves would put them on par with a d12 class in that regard, but those resources would be used to fuel damage -- an idea that mirrored the 4e namesake class a bit -- wounding yourself to smite your enemies even harder.

Eventually I settled on doing only 3 slates, and the Invoker idea was scrapped.

When I set out to work on this latest Cleric class, I had decided early on that d8 would be a good fit for more than one "support" class, and so I was leaning that way for their slot. When the slate itself came together, it was kind of the last piece of the puzzle.

After I had completed the "starter set" version of the Cleric, I let it sit for a while. When I picked it back up again to start work on the full class, I felt that I wanted to give it a ranged archetype, and a melee archetype (similar to how the Acrobat turned out.) It also seemed to make sense for a d8 class.

Invoker seemed like a natural fit for a more spellcasting-focused Cleric; as for melee, names like Knight, Warpriest, and Cavalier had been on my radar during the "5 slate" experimentation phase (particularly with this game being sort of a love letter to Essentials.) Ultimately, I settled on Crusader. I think the archetype itself feels more like the Warpriest of the Essentials line, but with Paladin already having a Priest archetype, I wanted a name that would avoid any confusion.

On top of this, I decided to keep the Domains as a layer of customization; I had originally intended to have about 6 or 8 Domains spread across 3 classes (had I kept with 5 slates) but they didn't all lend themselves well to the mechanics of this game. War and Life domains seemed the easiest to wrangle, and I think they both work with either of the archetypes presented.



In earlier iterations, what now constitutes the Mystic were archetypes for two other classes. The original Mystic had Warlock and Sorcerer as its archetypes, and was a d6 class, sharing a focus on charisma. The original Necromancer was an archetype of a Summoner class (from which the Beastmaster archetype was ripped, and subsequently hung onto the Ranger.)

The name "mystic" was sort of the first thing that popped into my head when I initially came up with the idea for the class, but looking it up, the word means someone who seeks lost or forbidden knowledge. I think thematically, this works really well for both a Warlock (someone who makes a pact with otherworldly powers) as well as a Necromancer (someone whose magic blurs the lines between the living and the dead.)

In the "5 slate" experimentation phase, the idea of having a slate based on a "shadow" power source was one I really wanted to work. But I found there just wasn't enough to flesh it out. The Deathknight never materialized (although what few ideas I could come up with for it may yet appear, elsewhere) and other than that, it never really got beyond the Rogue (namely, Assassin) and Mystic; having Blackguard already in place as a Paladin archetype also threw a wrench in the works.

At any rate, when I decided to separate the Warlock and the Sorcerer, it made sense to keep Warlock as a damage-stacking class, but didn't seem to make sense to have them as the exact same die; in that case, why bother separating them at all?

So Sorcerer merged with Bard to become the Trickster (d6), and Warlock merged with Necromancer to become the new Mystic (d10). The idea to give the Warlock a Reserve-burning mechanic came late in the lead-up to this post, but I think it fits both the themes of the class, and the mechanics of it using a d10. I like that the Warlock kind of straddles the same line between striker and controller that it did in 4th Edition; I also think the Necromancer does a good job of capturing the iconic abilities of its main inspiration (for me, it's the Diablo 2 version.)

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Coming up on the next blogpost:

  • The Guardian
  • The Warrior

Check back on Dec. 10th!