Showing posts with label Paladin. Show all posts
Showing posts with label Paladin. Show all posts

Friday, October 31, 2025

Powers vs. Power Strike: Fishing for Crits (2025)

I'm sure I've mentioned it before but let's examine the difference in ethos between 4e and Essentials a little bit.

With an attack power in 4e, generally you declare that you're using it, then the button gets pushed, and you roll dice to determine if you hit. This means that (hit or miss) the power is expended, assuming it is a Daily or Encounter power. In Essentials, the Fighter class instead functioned off of confirming a hit with a melee basic attack; after the hit was confirmed, they would then push the Power Strike button (an encounter power) to deal additional damage. (The Paladin in Essentials got a similar mechanic, and the Scout subclass for Ranger also got access to Power Strike.)

What this meant was that you never had to "waste" your encounter powers, on a miss. It also meant that you could choose to use it only when you scored a critical hit, thus maximizing the damage effectiveness even further. It's also worth mentioning that since attacks like Charge or opportunity attacks also functioned off of melee basic attacks in 4e, buffing such attacks with Power Strike was also possible. In the 2014 version of 5e, this is also true of the Paladin's Divine Smite ability, because it is cued off of scoring a hit with a melee weapon -- so this could be done with each attack made on your turn, in addition to opportunity attacks (as long as you have the spell slots to burn.) Similarly, the Battle Master in 5e keys its maneuvers off of scoring a hit first, and then expending superiority dice after.


So, how will this work for the TNP sequel mechanics?

Well, the ethos of "2d6 + pool" implies that all of the dice will be in the pool, before the roll is made. This means that we're going to be declaring which power we're using, first -- much like in 4e. However, since adding dice to the pool increases our chances of hitting (while also increasing damage) we end up getting a benefit similar to the "Power Strike"-style of mechanic, but without the two-stage confirmation system being applied to the roll.

This begs the question of whether there should be a mechanic for critical hits, in the sequel. If we take 1/20 as our baseline (5%), then saying "11 or 12 on 2d6" would give us a 2/36 (or 1/18) crit rate, which is pretty comparable. However, we need to keep in mind that the assumption is that the attacker will always be rolling at least 3 dice; scoring at least an 11 on "highest 2 of 3d6" already boosts that to almost 1/5 -- whereas a 12 is only 7.41%

An interesting quirk of the pool system is that damage potential also increases hit potential. This also means that as your crit chance goes up, your crit damage is going up; rolling 5d6 gives almost a 1/5 chance of scoring a 12 on the attack roll, but having 3 dice of crit damage is also going to do a lot more than only having 1 die (particularly if crits are handled by say, using the rolled damage but also adding the dice's maximum value, as in TNP.)


A third thing I've been thinking about is whether there should be a flat number of "daily" power uses, or whether this should be tied to attributes in some way. In previous RPG designs that I've done, I had encounter and daily resources keyed off of stats, so the idea of doing it that way is not completely foreign to me. I was thinking of it in terms of utilization, with my classic example being the Paladin. You're going to want STR for damage, and CHA as your pool stat... but then what? We've got at least 3 other attributes to account for, and we don't want to end up with the default "dump everything into AGIL because it's initiative."

So do we make something like INT the "per day" stat (for Paladin, at least?) that governs the number of uses of your "dice pool" stat? This would necessitate your INT and CHA stats both always being at least a +1, which ties into the idea I had presented previously that your class might prescribe which of your attributes has to be a +0. This also (aside from the obvious) highlights that a "flat 10" number of points to be spread across 5 attributes would probably be a little high, if the assumption was that the Paladin only really needs meaningful numbers in 2 of those stats... particularly if the max in any stat is expected to be +3 and not +4. I do like the idea of a +4/+3/+2/+1/+0 as the "standard array" for a loadout with 5 attributes, so maybe that just solidifies it.

Now, what this does is create some interesting choices. Do you want to "pool" harder, but less often? Do you want to do it weaker, but more often? Do you want to just swing your sword harder (knowing that you're getting double your stat as damage, on a two-handed weapon) and let the pool just be a nice cherry on top, once or twice a day? Naturally, there will be ways to optimize it, but then we also have to think of how our attribute choices impact skills, and not just combat -- which I think would tend towards a heavier focus on CHA, for our Paladin. From a design perspective, we also should give some consideration to, "if our pool button can only get pushed X times per day, then how should that number line up with our crit math?" while keeping in mind the fact that pushing the button is also what increases those odds.


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Bit of a broad discussion in today's post, but hopefully the ideas flow together well enough for the readers out there.

November's scheduling is a little bit in flux, but I would expect the next post to be up by November 13th, so check back then!

Tuesday, October 10, 2023

Class Showcase: Fighter, Paladin, Ranger (2023)

 So for today's 3 classes, we have the (mostly) martial bunch:


If we look at 5th Edition D&D, these classes are sort of grouped together, with "fighting styles" being their common mechanic; the fighter gets access to all, ranger leans towards two-weapon fighting or archery, and paladin can basically get any of the others.

It seems clear that there was a deliberate attempt to make Fighters in 5e that could be built for more than just melee, and I felt that was valuable to keep in TNP. However, I didn't want the fighting styles to be something you were pigeon-holed into, so I added the mechanic of each additional style giving you extra damage. The TNP version of the Fighter is actually an outgrowth of the original "Warrior" class, which was a much more barbarian-ish, d12 class; as the Fighter-y bits got added more and more into the Warrior, the d12 made less and less sense. When I started working on the 3rd slate of classes, I decided to make the Fighter as a separate, d6 class, and later with the two-dice revision, d6/d12 seemed the obvious choice.

The Paladin in TNP, on the other hand, was one of the original 5 character classes... sort of -- having evolved out of the d10 "Fighter" class to include some more holy/healing abilities, which the slate was otherwise completely lacking. There are some subtle influences from Diablo 2, as the Paladin in that game was probably my favourite class. I liked the idea of either taking a Cleric domain or a Fighter role (or possibly fighting style) with the Paladin, so I sort of massaged that into the class specialization options; the Fighter and Paladin sharing the d6 class die made role the easier fighter option to share. In much the same way as in 5e, the Paladin isn't mean to be a "pure" healer or "main" healer, but they're a frontliner who can dish out some healing as they fight. I can honestly say I had fun playing a Blackguard in 4e, and so including a dark Paladin with some of the thievery-type skills had always been on my radar.

The Ranger has always been a d8 class, but honestly, stapling an "extra damage die" such as the d10 onto the class just worked flawlessly. The scout subclass bounced around between Ranger and Rogue for a bit, before finally settling in as part of the Adventurer class; I wanted to keep classes to only 2 subclasses, and that sort of necessitated this. Probably the two-weapon fighting and the archery Rangers are the most iconic, particularly coming out of 4th Edition; TNP's Ranger is more akin to the Essentials' Hunter ranger, stapled onto the beastmaster archetype of the Martial Power book. I feel the latter playstyle became popularized for a lot of people (myself included) with the World of Warcraft hunter class, and I think using the beast for 4e's iconic "twin strike" manages to work out ok.


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So, the remaining "completed" class is the Rogue, with 5 others still needing to be polished up and finalized; I might squeeze in a post on another topic, rather than continue with the class showcases, for the next one.

Check back on October 20th!

Friday, October 20, 2017

Deconstructing Archetypes (Beta 4)

Today I want to look at some of the classes that use Archetypes, and discuss how these bundles of features will need to be broken down in the next iteration of The Next Project.

For some classes, archetypes mainly serve to staple on some modifications to basic mechanics (Power Attack, for example) but are not definitive to those particular classes. I would put Fighter, Guardian, (and Barbarian, under the upcoming revision) archetypes under this description.

For other classes, their archetypes add riders to all or most of their Iconic Abilities. I'd include Cleric and Paladin here, although admittedly the Cleric's archetype and subclass mechanics become fairly tightly intertwined.

Another grouping would be the classes where archetypes contain their distinguishing mechanic. The Scout and Skald archetypes for Adventurer, as well as the Hexblade and Swordmage archetypes for Spellbinder come to mind here -- fitting, since each archetype maps directly to a specific class. These archetypes also give you some specific options for trained skills, as well as expanding on your options for picking power sources -- all of which is also true for the Paladin's archetypes.

Similarly, Sage archetypes do a lot. They grant your class an Iconic Ability, trained skillset, and a power source. On the flip side of that coin, the default Bard archetypes serve more of a flavour function than a mechanical one, giving the class a more focused background, as well as core skills to pick from.


With the intention of reverse-engineering things into a shape that can be used for our leveling structure, 3 main building blocks (nested within Archetypes) start to emerge:

  • Core Skill training
  • Iconic Abilities / riders
  • Power Sources / background skills

For classes that solely gain Archetypes as their form of customization -- Paladin, Spellbinder, and Barbarian -- we then need to look at these building blocks, in order to try and grant them parity with other classes. The Paladin and Spellbinder classes in particular already gain additional options from their archetypes (for Core Skill training as well as Power Sources) but do not actually gain them as upgrades, beyond the baselines. I think for this "category" of classes, Core Skill training and/or Power Sources could be used as additional upgrades via the leveling process.

Conversely, something like Sage archetypes probably need to be broken down into its component parts: the Iconic Ability, plus the option to pick a different Core Skillset or Power Source, could serve as the perk of the archetype; gaining those optional upgrades would then be a separate leveling perk.

Ultimately, I think that in terms of Archetype benefits, we're going to have to look at Iconic Abilities and Core Skill training as being of equal "cost" or "value" in terms of level-up currency. This can then be extrapolated to help design for classes with less customization options (those with only the Subclass option.) Such classes would need to be able to gain Core Skill training far above that of the existing baseline; fortunately, such classes are intended to be skillful, anyway -- the Acrobat, Rogue, and Ranger classes, specifically.


Friday, May 5, 2017

Playtesting (Beta 4)

We put together a party of 5 for the playtest game, with each Class Die represented.
Here's what the composition looked like:

  • Druid (d4)
  • Rogue [Assassin] (d6)
  • Cleric [Invoker] (d8)
  • Paladin [Blackguard] (d10)
  • Spellbinder [Swordmage] (d12)


Some of my thoughts so far:

Druid
The boosts to maximum HP from Wildshape don't functionally do anything, since there is no cap on "overhealing" when you're in combat. Overall, the class needs damage boosts, and the Summoner in particular needs some improvements to get rolling faster, since combat is so short. The form of the Great Eagle is meant to be for utility, but might not be useful enough to see much play. I'm strongly considering giving the Druid a healer ability, because the class might not have enough to do, and it feels weird not having one.

Assassin
Overall, the class seems to function well; it definitely does a lot of damage (as intended) but there still doesn't seem to be enough incentive to get into melee. I might end up limiting the use of combat skills to 1/turn. I'm also considering limiting the d20 bonus damage ability of the Assassin, so that you cannot become hidden on the same turn that it is utilized.

Invoker
Since this class relies on area attacks to hit its damage benchmarks (and its area attacks are so reliant on positioning) I'm going to look at giving the Invoker some "battlefield control" abilities, such as being able to either shift or teleport enemies into a maelstrom. Bless also didn't get much love; as a standard action, it is very powerful, but perhaps this is mitigated (again) by the short combat. I'm considering changing it to a minor action, but curbing its potency in some fashion.

Blackguard
As with the Assassin, this is one of the oldest classes, and so has had a fair bit of design energy put into it. The class works well as an attacker, but getting the most out of its defensive perks relies on your allies' positioning. It's definitely a class that relies on using the "basic moves" in order to get some variety in combat; these may need to be highlighted in the class itself, rather than just being spelled out in the core rules.

Swordmage
This class can function very well as a damage-dealer, particularly if you're able to win initiative and/or get favourable positioning, albeit burning reserves at a good clip. We saw this class get a lot of the spotlight in combat. I definitely think I will need to cut back on some of the action economy perks the class gets, and I may limit their reserve ability to 1/encounter. The class perk to Intimidate will need some revision (as will the similar Skald ability) which touches on enemy design a bit, too. Mechanically, I think the class functions well, all around.


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As part of the testing, I've been trying out some of the ideas I've had for how to use and customize the party's opponents, so the next blog update will probably touch on that.

Saturday, February 25, 2017

Change Log [2017/02/25] (Beta 4)

A couple more updates:

  • [Core Rules] Power Attack can now only be used on Basic Attacks that are made as a Standard Action (Bard's Sword & Sorcery may end up changing to Iconic Attacks due to this, but for right now I'm leaving it as Basic Attacks)
  • [Core Rules] Added explanation of Subclass/Archetype/Role into the text.
  • Wizard can now make ranged basic attacks as a minor action
  • Monk can now make melee basic attacks as a minor action, which deals additional damage; Monks gain advantage on melee basic attack rolls
  • Bard's Sword & Sorcery now grants advantage to one of the attacks, instead of advantage to one and disadvantage to the other
  • Fighter wording altered to grant Fighting Styles without needing an Archetype
  • Some Archetypes renamed to "Subclasses"; wording on Roles altered; Domains, Disciplines (i.e. Sage schools), and Totems are now treated as "Archetypes"
  • Adventuring Skills renamed to "Core Skills"
  • All class backgrounds adjusted to accommodate Power Sources
  • Re-worded the Domain riders on Cleric's Bless ability; War Domain's rider changed to only work on Basic Attacks
  • Paladin wording altered to grant Trained Skills and Power Sources without needing an Archetype
  • Bard background benefits tweaked; added INT skills as a Scholar option
  • Fighter's Two-Weapon Whirlwind clarified w/r/t making Brawl checks; also changed this ability to use a double roll instead of a Trade-off, using one roll for the number of attacks and the other roll for the damage (similar to the Monk's Flurry of Fists; the distinction between Trade-offs and similarly-functioning double rolls will be ironed out in later updates)
  • Increased Fighter's number of Reserves

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