Showing posts with label Sage. Show all posts
Showing posts with label Sage. Show all posts

Saturday, September 30, 2023

Class Showcase: Acrobat, Bard, Sage (2023)

For today's post, we're going to look at 3 classes that have sort of been tangled and disentangled from each other, at various points in the development.


When I had first set about making a d4 Monk class (at the start of doing the 2nd full slate of classes, if memory serves) there was essentially a "mundane monk" subclass (the Martial Artist) and a "magical monk" subclass (the Ki Master). Later on, when I got around to doing a 3rd slate of classes, one of the ideas I started off with was to add an archer, as a "2d4" class. Eventually, the archer and the "mundane monk" got stapled together to form the Acrobat. Although not mechanically inspired by the Avenger or the Executioner from 4th Edition, the idea is that with different power sources (such as Divine or Shadow, respectively) the Acrobat can be used to approximate the flavour of such classes.

Likewise, the Sage started off as the d4 Mage class. In early iterations, the "INT Mage" was the wizard subclass, with the "CHA Mage" being the bard subclass. Later, that would change to Wizard and Swordmage being the Mage subclasses (with Bard and Sorcerer being subclasses for the "Trickster" -- kind of a de facto "CHA Mage" class.) With the big remix that came out of the 3rd slate, the "magical monk" got stapled onto the wizard subclass, to create the Sage class. As such, the Wizard is kind of the "mental Sage" whereas the Monk is the "physical Sage" in terms of their skills.

By recombining the subclasses this way, both the Acrobat and the Sage end up with a melee subclass and a ranged subclass. The Bard would eventually get spun off into its own class, as would the Swordmage (expanding to include the Hexblade subclass, under the banner of the "Spellbinder" class.)


As a side note, the general realignment that came with the expansion to a 3rd slate of classes was meant to organize the slates more around power sources.

If you look at the 4th Edition books...
  • Martial characters were in PHB1, and Heroes of the Fallen Lands
  • Divine characters (specifically Cleric and Paladin) were in PHB1, Heroes of Shadow, Heroes of the Fallen Lands, and Heroes of the Forgotten Kingdoms
  • Arcane characters were in PHB1 (Wizard, Warlock), and PHB2 (Bard, Sorcerer), with variants and subclasses for those spread across all of the Essentials books
  • Primal characters were in PHB2, PHB3 (Seeker), Heroes of the Forgotten Kingdoms (Sentinel Druid, Hunter and Scout Rangers), and Heroes of the Feywild (Berserker Barbarian, Protector Druid)

The original slate in TNP was meant as more of a classic/"greatest hits" compilation (Mage, Rogue, Ranger, Paladin, Barbarian[-ish]) but when the roster expanded to 3 slates, it became more of an exercise in answering the question, "How would the 4e classes have been grouped, if we started with all of them and worked backwards [rather than start with the 8 classes from PHB1, and expand outwards]?"

With the Ranger class moving from "Martial" in PHB1 to "Martial and Primal" in Heroes of the Forgotten Kingdoms, and Rogue being a good candidate for the underdeveloped Shadow power source, this left the Martial roster for TNP a little thin; the obvious way to fill it out was to combine Martial and Divine into one slate, consisting of the Acrobat, Fighter, Cleric, Paladin, and Warlord classes.

An "arcane and shadow" slate drawing from the Wizard, the "magical monk", the Rogue, the Sorcerer, the Bard, the Swordmage, the Hexblade, the Warlock, and the Necromancer would have more than enough material to flesh it out. Likewise, a combined "primal, or primal & martial" slate including all forms of Ranger, Druid, and Barbarian, as well as 4e-specific classes like Warden, Shaman, and Skald seemed to cover enough ground as well.

To sum up, the idea was that each TNP "book" (i.e. slate) would revolve around one or two power sources, and have all of the classes (and other materials) related to those power sources included. It's meant as sort of a refinement of the 4e ethos, where each "PHB" seems to have a primary power source (but also secondary and tertiary ones) as well as each power source having one or more "players' option" splat-books... to say nothing of the Essentials or post-Essentials books.


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Anyway, that's all for this month.
Check back on October 10th for the next post!

Sunday, September 9, 2018

Character Layouts (2018)

Some of the feedback that came out of the playtesting -- really just from new people putting their eyes onto the materials -- was that I should look into making a standardized character sheet form, and that the various bits of character generation should be listed by level.

Currently, the design of the class documents is essentially:

  • Skills/Starting Feature page
  • Upgrade page
  • Combat page

Now, there are exceptions to every rule -- "Starting Features" aren't always combat features, but (even if they are) they're always on the first page. So that could definitely be cleaned up a little bit; probably the best solution is to have those starting features which are combat features be mentioned in both places, perhaps with just a reference on the first page, and the actual mechanics on the combat page.

Ultimately what the intention is with using this formatting, is to have the classes broken down into distinct modes of play, on a page-by-page basis: when you're in non-combat scenarios, the Skills/Starting Feature page will be used; the Upgrade page will be used during leveling-up (which may or may not take place "at the table"), and; the Combat page will be used for combat encounters.

During recruitment for the playtest, I made the suggestion (which I was taken up on, by most of the players) to add a copy of the Core Skills grid to their "character sheet." Particularly in electronic format, it's easy enough to take the class documents, and make your specific character by simply deleting any "toggle options" that were not selected. Even then, having a separate reference (outlining a character's Training and/or Expertise with skills) was found to be really helpful, and will probably constitute the backbone of any standardized character sheet, going forward.

I think if the "Combat page" aesthetic remains mostly intact, it will be worthwhile to add a listing of the Combat Skills to it as well, allowing a space for the players to mark off any Training or Expertise they may have with those skills, on that page. Really, it's kind of a no-brainer.

It will probably make sense to have extra space on both the "Skills page" and the "Combat page" to allow upgrades to be written in. Most upgrades tend to provide additional features for one of these sections or the other; the "Upgrade page" itself could be used as more of a bingo-card, for keeping track of which upgrades have been taken -- and it could also serve as a natural place to keep track of XP, as well.

I could go so far as to even split "Subclass" classes up a bit, as far as this formatting is concerned. It might make sense for the Sage, for example, to have its two subclasses use the same "Upgrade page" while having separate skill pages and combat pages, for both the Wizard and the Monk. This would kind of lay bare that some of these subtypes (within the same class) have more differences than similarities, but I think it might be a worthwhile change, for ease of use and for simplicity's sake. Breaking things up this way might also help some of the more lengthy class descriptions -- ones that spill onto a 2nd combat page -- to get back down to the one-page benchmark.


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Next post is planned to be an "origins" post, talking about the basis of the skill system.
Check back for that on September 19th.

Wednesday, January 10, 2018

What to expect from 2018

Happy new year, everyone!
For those keeping score, the blog had just over 1000 views a year ago, and now it's at just under 3000.

Today I'm going to try and touch on as many thing as I can, pertaining to what I plan to write about on the blog this year, as well as the sorts of innovations and changes that will appear in the game design itself. But before getting into any of that, I'm happy to announce that the first draft of the "starter slate" classes is all ready to go:


I should point out that these classes have been written with much of the new framework in mind; it shouldn't be difficult to have the rest of the classes match up to that. Notably, since there are no "archetype-only" classes in this slate, it'll be important to make sure that those classes have enough customization options, once they are re-written.

In terms of the blog itself, of course I will be including information on changes to the designs, as they come up. In addition to that, I would also like to go back and discuss how some of the existing ideas came to be, and why those decisions were made; for example, I'd like to write about the original slate of 5 classes, the use of Class Dice, and the skill setup. In terms of scheduling, I'm hoping to stick to the plan laid out here, adhering to my "every 10th day"-ish routine, with breaks in July and December.

As I touched on in my previous post, in terms of development, I want to essentially update the classes to the 2018 Edition aesthetic, one slate at a time -- rather than doing all classes in concert with one another. What this means is that (once the core rules are likewise updated) I intend to do some playtesting with the starter set, then adjust those classes (and the core rules) as needed, then work to release another slate of classes, playtest them, and so forth in that fashion.

...

For some mechanical changes (in addition to those already announced) I'm going to work at streamlining and fixing a few things:

Opportunity Attacks: Though I like the conceit of just doing auto-damage with these actions, it's not a good fit for TNP. With some classes getting "double roll and stack" on this damage, it clashes with the positional mechanics that can impose disadvantage on OAs, requiring a specific rules-exception that I don't like. Also, not having an attack roll makes it sort of a misnomer, and I haven't found an alternate piece of jargon that's to my liking. As such, OAs will now use a traditional attack roll. One potential benefit of this is that it will allow for classes to have both a basic attack and an Opportunity Attack "loadout" which may open up new design space.

Trade-offs/Double Rolls: The mechanic of Trade-offs is one that has often been classed as a misnomer, by some of the readers. As the designs have evolved, the specific use of Trade-offs has not been applied uniformly enough, in my estimation. Since things like Counter-attack and Power Attack already have design changes planned (to make them operate without using Trade-offs) I'm going to remove this piece of jargon from the rules, completely. This means that some class abilities will have to be (or have already been) completely changed or replaced. For other instances, the "double roll" terminology will be used instead. Since double rolls that are not just advantage or disadvantage are generally limited to using Class Dice (rather than d20s) you can expect to see that spelled out more explicitly, in the next draft of the rules.

Advantage/Disadvantage: I am considering a few changes to these mechanics:
1) a return to "if you have both advantage and disadvantage, roll 3 dice and use the middle result" (which appeared in earlier drafts.) I might want to have this in place, so that the design space of using both the highest roll and the lowest roll remains viable, in instances where both advantage and disadvantage would apply.
2) re-rolling the dice, in the case of disadvantage resulting in a tie; overall, I don't like to have re-rolls (particularly for play-by-post purposes.) However, the general rule of "treat one result as its maximum value on a tied double roll" functionally does nothing, with disadvantage -- I may want to change that.
Neither of these are set in stone yet, but they are both on my radar.

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That's about all for today; check back next weekend for another post!

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, 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.


Wednesday, September 20, 2017

Knowledge is Power! (Beta 4)

Further to the previous topic of skill difficulties, I've also been looking into Knowledge skills, Power Sources, and how those two things relate to each other in The Next Project.

I touched on it a little bit in a previous post -- specifically, the thought experiment of limiting playable classes based on power source, and how that might impact class design. In brief, I've decided that such limitations in this system should be done at the class slate level, rather than the power source level (I may go into this in greater detail in a future post.)

What this allows me to do is worry less about how a power source will lead to inclusion/exclusion of a class, and just use them to ascribe background details, as they are intended. With that being said, I've found that there are some tweaks that I might want to make, and that some mismatches currently exist in terms of Knowledge skills as they pertain to class design.

Having a skill like "Geography" strictly limited to Primal characters has started to seem out of place, and even though all classes get at least two power sources, Primal is more hard to come by than some others. "Streetwise" is in a similar spot, where it could/should be more broadly available without needing access to the Shadow power source. On the other side of the coin, a class like Druid not having access to some sort of medicinal (or expressly herbalist) skill kind of shows the cracks in the system.

I'm thinking the best solution to this is to first expand the number of skills on each Power Source's list; this may result in some skills appearing more often than others and leading to overlap. So, the second part of this fix is to simply allow characters to choose a number of skills from the power source lists that they qualify for. Currently, characters end up getting 5 or 6 knowledge skills, so I am leaning towards a straight "pick 5" rule for this. Since each power source will likely grow from 3 knowledge skills to 4, this would necessitate every character having skills from at least 2 power sources.

For character types that are intended to be widely knowledgeable or skillful -- such as the Sage, Bard, and Adventurer -- this can be reflected mechanically in a few ways. One option is allowing them to pick their power sources more freely; another would be letting them pick skills from more than just two power sources. I may still consider simply allowing them to gain more skills than other characters, but I think 5 is a lot to begin with, and I'd prefer to have a rule that is more uniform (particularly since "core" skills are already handled on a class-by-class basis.) Another lever that we can play around with, is granting classes Expertise on certain knowledge skills (or all of them.)

I was probably going to want to go through each of the classes and juggle or reassign power sources anyway. Now that I have a new framework in mind for their implementation, it gives an additional reason or consideration for when I set out to do the actual writing.

Sunday, August 20, 2017

Getting Back on Track (Beta 4)

I'm about a month behind schedule on updating the blog, but now that the days are getting shorter again, I think it's time to get back to working on TNP. I might not continue with posting three times per month, but I'd like to keep it to at least twice.

So here are the thoughts that I have been kicking around, as of late:
I never completely finished crunching out the math for all of the classes that are currently in the game, because myself and (probably) a few of my followers were super hyped just to see the system in action, so I went ahead with some playtests. And largely, what that testing seemed to indicate was that the d4 classes in particular were underperforming, in terms of damage. (As a side note, the Sage was pretty thoroughly crunched out, and subsequently beefed up -- but was not playtested.)

Part of the problem (it seemed) was having so many classes meant that some got the "really good" mechanics, and others were missing out. There was some consideration given to paring down the class slates (from 3 to 2) and what shape that would take, but I wasn't really satisfied with those options. Instead, I am going to try and focus on fixing the underlying math, and coming up with more mechanics, so that each class is unique and interesting.

Ultimately, the problem with the d4 paradigm is trying to hit all the damage benchmarks (specifically, an average DPR of 15, with a cap of 24.) And, compounding that challenge, is trying to do so without needing to make excessive numbers of dice rolls. The results of trying to address this can be seen in the "4.1 version" of the Druid; this introduces the "Druidic Focus" mechanic, which is essentially a banked 2d4 roll, that is reused for a wide majority of the class' abilities.

With this in place, I went on to look at the Acrobat. Currently, they have an AoE ability, which does a number of attacks equal to the result on a d4 roll, each dealing 1d4 damage. When I crunched this out, it's easy to see that the damage is too low -- but, a connection was made. Essentially, the formula needs to be closer to this:
[1d4 attacks * 2d4 damage] or [2d4 attacks * 1d4 damage]

This gives us a maximum of 4 * 8 = 32 damage. While we want the cap to be 24, I'm already making allowances for d10 classes to cap out at 30 (for obvious mathematical reasons) with d6 classes given similar leeway (since they too are intended to be damage-stacking classes.) As usual, things like Expertise and "double roll" mechanics can be used to tinker with the averages for this d4 formula. It also avoids the problem of having massive crits, from using d20s to supplement damage rolls.

With that in mind, I had a thought for another mechanic that could be unique to d4 classes:
auto-damage.
The current math essentially filters all damage through a 60% (for basic attacks) hit-rate, requiring a bunch of d4s in order to hit the benchmarks. If that mechanical restriction is removed, it makes it easier to achieve those same results, with fewer dice. For example, we can roughly hit the average DPR and the cap by simply using 6d4 or 1d4+1d20 for damage, where filtering through hit-rate math would require closer to 11d4 of damage.

For an iconic ability such as Magic Missile, auto-damage is a historical fit; that ability may be changed to use this new mechanic, instead of its current setup. The current Magic Missile mechanics would then be freed up, to be hung onto other classes.

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)