Showing posts with label Rogue. Show all posts
Showing posts with label Rogue. Show all posts

Friday, November 10, 2023

Class Showcase: Druid & Rogue (2023)

Based on a previous request from a TNP Discord member, today's post is going to focus on two classes that I would say are at opposite ends of the complexity spectrum:


With the reshuffling of subclasses that came with the addition of a 3rd slate, the d6 Sorcerer subclass and the d6 Rogue class got combined into one, creating a class which essentially has an arcane subclass and a martial subclass. Admittedly, they don't share a lot mechanically (aside from the d6) so the "Rogue Tactics" feature was extended to the Sorcerer as well; if I recall correctly, this was one of a couple universal features between the previous Rogue subclasses. At one point, the Rogue had 3 subclasses (Assassin, Scoundrel, and Scout) but the Scout was spun off into a Ranger subclass, and is now part of the Adventurer class; what remains of the other two subclasses has essentially been merged together, under the Scoundrel subclass -- a naming choice which was mentioned in a previous post.

The Sorcerer subclass draws most of its inspiration from the 5e version of the class, with Twin Spell in particular being one of my favourite features to use. I also gave the class a generic AoE attack called "Fiery Burst" which is meant to serve to role of both Burning Hands or Fireball. As recently as the 2021 draft, this ability could be used as a melee attack or a ranged attack, but with the recent minor update, I decided to eschew the necessity of an attack roll for this feature -- which cleans up the wording and hopefully gets the point across better. I wouldn't say I have a particular favourite origin for the 5e Sorcerer, but probably the Wild Magic option is the one most associated with the class, so that's what I chose to emulate.


Now, the Druid class is a lot more complex than the Rogue, I would say. It follows in the vein of the Guardian, basically calling upon animal forms and either bestowing that form upon themself (Shapeshifter), or summoning a beast in such a form (Summoner). The form options are Dire Bear, Stalking Cat, and Great Eagle -- all of which are treated as "role features" -- which more or less correspond to Defender, Striker, and Support, respectively. If memory serves, a lot of the bear form features for the 4e Druid revolved around gaining temporary HP, or healing nearby allies; I chose to go that route here as well.

Rather than having the "healer" role siloed into one subclass, I went the same route that I did with the Cleric, and made the baseline, generic healing ability available to both Druid subclasses, but with certain action economy advantages or disadvantages depending on subclass and shapeshifting forms. It's also worth mentioning that features with the [Form] keyword are able to be activated as part an initiative check, but can also be changed (or activated later) as a move action; for this reason, Fighting Styles for the Fighter class are also given the [Form] keyword.

Some of the more recent changes to the Druid (aside from those specifically related to the change in dice, from d4/d6 to d4/d12) are actually some of the mechanical basics. I separated out Reserves and Surge Value to each use different dice (since there are specific reserve-based mechanics for the class) but I also changed the ranged basic attack to be d12 damage. Usually I think of Druids using a longbow (d8), but a cantrip such as 5e's Poison Spray as a d12 ranged attack also makes sense in this case. With the shapeshifter being unable to use ranged attacks when its forms are active, I imagine such attacks actually won't come up much, and they don't really do anything special, either.


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Anyway, feel free to comment below if you have any thoughts on either of these classes.
Next post will be on Nov. 20th, so check back then!

Tuesday, June 26, 2018

Classes, Now in Session (2018)

So, I didn't finish all of the classes that I wanted to, but I'll update this post with links to them here, as well as in the core rules doc (in the sidebar) as I get them finalized.


The first class I got done was the Druid; I think it still needs a few more checks (in terms of math) but I like how well it fit into the new formatting and progression systems, and overall the class is just a lot cleaner now. I'm still a little iffy on breaking the forms into upgrades, but hopefully some testing will give a sense of whether each one is useful enough to justify it.

Next up was the Occultist. It helped that Druid was already out of the way, because the two classes share a "category," and so ended up being structured fairly similarly. One major change was to no longer have Eldritch Blast and Animate Dead as "role features," instead making them part of the core class, and splitting up Banishment, to give each role a more distinctly-flavoured version. Curse was likewise broken up, with the basics of it made into the class' "starting feature."

I then moved on to the Cleric. There were a few more outdated mechanics here than in some of the other classes, and a few more tweaks that needed to be made. Cleric has always been sort of a "vertically integrated" class, but it has enough room for customization, that it can be built in a handful of different ways. I'm particularly happy with some of the changes to Bless and Divine Smite, making the class overall more built around the "double roll" mechanic.

I had a few ideas for the direction I wanted to take with the Assassin, but the Sorcerer is going to be a bigger job to tackle. In terms of the leveling, the foundations are already more or less in place, with the Ranger being part of the same "category" and already having the Sage ready, from the same slate. With the Warlock being less of a distinct class now, that could have some impacts on how Sorcerer is built.

The Spellbinder hopefully should be a quick fix; with most of the action economy stuff and combat math ironed out after the previous playtest, it will likely just be a matter of updating the 4.1 version to the new designs.


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That's all folks! This here blog is on break for summer; expect the next post on July 27th!

Wednesday, December 13, 2017

The Road Ahead (2018)

Today I'm going to go with a rough overview of the changes you can expect to see in the upcoming draft.

Classes
Whereas in Beta 4, I wanted to develop and refine all 15 classes in concert with one another, in the 2018 Edition I'm planning to first implement the classes planned for use with the "starter slate."

  • Sage (d4)
  • Fighter (d6)
  • Ranger (d8)
  • Adventurer (d10)
  • Warlord (d12)

Once the full versions of these classes are completed, their starter versions will simply remove some of the decision points, i.e. Subclasses for Sage and Ranger will be picked automatically (Wizard and Hunter, respectively) as will things like skills and Archetypes, for all classes.

I do intend to to keep all of the 15 classes from the previous version, but they will be rolled out over time, rather than all at once.


Leveling
Right now, the intention is to have 5 levels of progression (though I am not 100% decided on whether characters will start at level 1 or level 0.) This means that ideally, we want each class loadout (i.e. Subclass only/ Subclass + Archetype/ Archetype only/ Role + Archetype/ Role only) to have at least 5 possible upgrades to purchase (ideally, more.)

Archetypes, additional Roles, skill training, and Power Sources have been identified as upgrades that can be bought using the leveling process, i.e. Experience Points (XP). Now it becomes a matter of unifying class structures, such that those upgrades can be moved off of their current frameworks without breaking anything. Instances of Power Sources tied to Subclasses (for example) will need to be reworked.

Slate upgrades are definitely something I will want to include as purchasable upgrades, though similar upgrades for "Categories" (i.e. loadouts) are currently up in the air.

It's also intended that in lieu of purchasing an upgrade to your current class, XP can be used to change your class, within certain parameters. Currently, the intent is that you don't have to spend XP as soon as you earn it, but also that at earlier levels, changing your class would not come at an XP cost. This is meant to make it easier for newer players to ease into their class, or make changes to their character if they find the class they picked is not the right fit.


Backgrounds
My intention for handling Performance skills, is that they will be on their own progression track (i.e. gaining 'ranks' in them will not be purchased with the same currency as other upgrades) and this track will only be unlocked for certain classes and/or Archetypes.

As for Knowledge skills, I am moving away from the structure I had written about previously. Instead, one of two possible paths will be integrated into the rules (or possibly both will be presented as options.)

The first method is to keep Power Sources as an upgrade (much as they currently exist in the designs) but instead of granting training with 3 knowledge skills, they would instead grant training to one skill, and Expertise to one skill. Depending on the Power Source, this might mean training with one skill and Expertise with another, or both benefits to one skill. Layered onto this, characters would have a Knowledge progression track, where they would gain 1 benefit per level (either training with an untrained skill, or Expertise with a trained skill.)

The alternate method is to adopt something more akin to the 13th Age system for Backgrounds. Specifically, I would get rid of granular Knowledge skills entirely, and instead have knowledge checks rely solely on your Power Sources. Two possible ways of handling this immediately present themselves:
1) Simply replace the 5-level Knowledge progression track with a Power Source progression track -- you gain training with a Power Source or Expertise with a trained Power Source, each level, or;
2) You gain Power Sources more or less as currently devised within the system -- having one Power Source applicable to the knowledge check in question would provide the benefit of training, and having more than one would grant Expertise to the check.


Combat Math
Behind the scenes, I've been working on crunching out the damage of various existing (and potentially future) attack routines. Broadly, the designs are moving towards more streamlined dice usage, including previously-outlined changes, using things like Advantage and Expertise. Another important change is to the assumed baselines for damage.

I've mentioned before that earlier playtests showed classes doing around 15 DPR, and that I had been using that as my benchmark. Through the process of working on the math, I've moved the target to 13.5 DPR; I found that it's quite a bit easier to fit the smaller dice (in particular) under this guideline. As an example, an attack dealing 2d12 damage, with both Expertise and the Reliable property, hits this mark almost exactly -- a reasonable attack routine to use as a base.

For d6 classes, I am trying to move the designs towards the "universal" maximum of 24 damage, with a situational perk that can boost it to 30 (i.e. an additional d6.) In their preexisting versions, Fighters get an additional d6 against prone targets, and Rogues get an additional d6 when attacking an enemy they are already Engaged with. The trick will be in trying to make the "universal" numbers more reliable -- specifically, the Rogue and the Guardian rely a bit heavily on situational damage boosts. One thing I have found effective in patching this, is granting double damage on critical hits (typically in conjunction with boosts to crit chance) so expect to see this benefit implemented widely, particularly for d6 classes.


Blog Scheduling
I would like to keep up with posting roughly 3x per month/once every 10 days, as I have been. I'm not 100% sure on which rotation I'll go with for 2018, but I've narrowed it down to two possibilities. In either case, there will be 5 posts over January and February, 1 post in late July, and 1 post in early-mid December; all other months, I should be able to do 3 posts.

The next blog update will be about a month from today, so check back then!

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.

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

Thursday, November 10, 2016

Scoundrels, Swashbucklers, and Scholars -- The Rogue and The Bard (Beta 4)

Busy day, so here's a short post with the latest drafts for these classes.
Check this post tomorrow for an updated version with more info!


*UPDATED* (11/11/2016)

In the previous Beta, there were two d6 classes: the Rogue and the Trickster.

The Rogue had 3 archetypes: the Assassin, the Scoundrel, and the Scout. Skill-wise, the Assassin favoured INT, the Scoundrel favoured STR, and the Scout favoured WIS. The Assassin was meant to be the type who lurked in the shadows, then struck with deadly precision. The Scoundrel focused more on melee combat, excelling as a brawler. The Scout was the outdoorsy rogue, with a two-weapon fighting style.

The problem I found, was that the Scoundrel grew out of a suggestion to give the Rogue incentive to be in melee. But limiting that to one archetype didn't make sense, and also I ended up with 3 archetypes that were too bare-bones. With the completion of the revised Martial Artist archetype (for the Acrobat class) the brawler-rogue seemed kind of redundant, and I had always kind of felt like Sneak Attack didn't fit with it anyway.

When I settled on the 3 slates as they are constituted now, I knew I wanted to make Scout into its own class; it's essentially the "wilderness Rogue" so it falls into a different "power source" than an Assassin. 

The thing then, was, that the Rogue was left with only one archetype...


So, the Trickster was a class I was never particularly happy with. It basically had a "lucky number" mechanic, but otherwise its main gimmick was using abilities from other classes. It also had 3 archetypes (Bard, Skald, and Sorcerer) but I was never particularly happy with any of them; the Skald was just bland, the Bard wasn't unique enough, and the Sorcerer didn't have enough meat on it.

When I was writing up my post about "Casting the Dice" I realized that the Bard needed to be a d8 class; it made sense as a jack-of-all-trades support specialist, that was comfortable at range or in melee (if not necessarily a "skirmisher" per se.) The Sorcerer made sense as a d6 class, since it was intended to be a damage-stacking class, but not particularly durable. 


And so, a connection was made: the Sorcerer would become a Rogue archetype.

What we end up with is two classes for the slate which I refer to as: 

"Heroes of Magic & Shadow"

Though mechanically the Sorcerer and the Assassin don't share much in common, the idea of them thematically as both being outsiders or renegades seems to fit. In that sense, they're sort of "two sides of the same coin," with one using arcane spellcasting, and the other as a shadowy weapon-user. They both utilize the d6 class die quite well, for its intended purposes. The Sorcerer also retains some of the "lucky number" mechanics of its prior incarnation with the Trickster class, showcasing it as a chaotic and unstable style of magician; its use of other class' abilities has been stripped down and simplified, but the flavour is still there, giving the Sorcerer two distinct "sub classes."

The Bard similarly retains the "lucky number" mechanic, with different applications depending upon the combat role they choose. Their archetypes (Scholar and Performer) serve to add a bit of flavour to the class, informing their skills selection. I am a lot happier with their new iconic abilities being closer to what has made Bards popular, however, I still consider the class to (overall) be in its infancy, so there may be more heft added to it in later revisions; the mechanics may change shape a bit, down the road.


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The two classes I will be showcasing in my next post will be:
  • The Druid
  • The Ranger

Stay tuned!