Showing posts with label Scout. Show all posts
Showing posts with label Scout. Show all posts

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.

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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.


Sunday, March 26, 2017

Change Log [2017/03/26] (Beta 4)

Here are some more changes that have been put in this month. 
Also, check out the Homebrewery version of the Acrobat writeup, if you haven't seen that already.

  • [Core Rules] Clarified the "Hidden" rules; attacking reveals your position
  • [Core Rules] Updated "starter characters" with some streamlined formatting, and pre-picked core skills, so they can be more easily used as pre-generated characters
  • [Core Rules] Changed rules so creatures with 1 HD do auto-damage
  • [Core Rules] Added in a fair bit of text and additional guidelines regarding customization options
  • [Core Rules] Clarified escaping a grapple, to work as a Shift
  • Acrobat can now make any skill checks to gain High Ground as a Move Action.
  • Acrobat's subclasses changed back to being archetypes; made some minor adjustments to make non-archetype Acrobats functional
  • Archer's Aimed Shot changed to make it easier to deal damage with.
  • Barbarian can now make a Class Die roll with Disadvantage in place of their training die on some skill checks
  • Barbarian's Frenzy changed so that the trade-off is only rolled once, rather than on each of your turns
  • Bard gains an additional trained Core skill list (mostly to accommodate non-archetype Bards) 
  • Bard's Sword & Sorcery changed so that only one of the attacks counts as a basic attack (so you can't Power Attack with both attacks)
  • Fighter, Druid, and Guardian abilities with the [Concentration] tag all changed to [Form]; added explanation for this new keyword into the Core Rules (this may be discussed a bit in future posts)
  • Scout's Skirmish ability changed: extra class die roll now only works when you attack from unengaged; Withdraw changed to Move Action from Minor Action (it was too easy to Withdraw and become Hidden, in playtesting; Skirmish die roll being free was piling on a bit)
  • Spellbinder's Beguiling Blade changed to not require sigil or hex for the reserve-burning attack
  • Spellbinder's subclasses changed back to being archetypes; core skills list changed to better accommodate non-archetype Spellbinders; Hexblade now gains a 3rd skill training

Next post should be up April 5th, so check back then!

Saturday, December 10, 2016

Blood from a Stone -- The Guardian and The Warrior (Beta 4)

Quickly posting the links for the new classes, then I will add content shortly:


Stay tuned!


The Warrior
As was mentioned in my post about The Rogue, I wanted to make a Scout class that was sort of like a "wilderness rogue." Simple enough, right? Well, the thing about that is, it means the class needs to be the skill specialist of its slate -- which is sort of hard, since a slate like "Heroes of the Wilderness" is bound to have a fair bit of redundancy in the skill department.

Originally, I was planning to have the class use the d6, and focus on two-weapon fighting (harkening to the Essentials version of the Scout -- a Ranger subclass.) A couple problems with this:

  1. Already having a d6 Fighter class, with two-weapon fighting as one of its options.
  2. Already having a d6 Rogue class, with skillfulness as a major focus. 

I could have easily just reused these mechanics, but it felt sort of wrong. I had "Guardian" penciled in for the d10 spot on this slate, but I decided to swap the two around. It was similar to how I moved Warlock to a d10 slot, when I split it off from the Sorcerer.

What results, is a melee-focused, damage-stacking class, built off exactly the die that is meant to be used that way. Making the "Skirmish" mechanic using a d10 necessitates it working and feeling differently than the Rogue's "Sneak Attack" and I think that's a good outcome.

Skills still presented a problem; I felt the class needed an "urban" archetype or possibly a "spy," to cover the more social-focused skills -- something a specialist should be able to do, but which didn't really fit with a Scout. After much mulling and conversation, the idea of making this archetype into a Skald just clicked.

As a class that exists in Pathfinder as having Bard and Barbarian as its "parent classes," it wasn't too much of a stretch to fit it onto this slate. Similar to a Bard, it made sense for the Skald to be good at social skills, as well as deception. It also gave me the opportunity to make a sort of "two-weapon fighting Barbarian," which I didn't feel worked well as a d12 class. It also sort of lends itself to the Skald being a class from "Heroes of the Feywild" in 4e D&D, as well as the dual-wielding, hidden Bard class from Diablo: Hellfire.

So what we end up with is a more narrowly-focused Fighter in terms of combat, and a more narrowly-focused Rogue in terms of skills. The Scout leans more towards a striker/lurker role, with Skald being more of a support class; each archetype then has a few Role options to choose from, to flesh them out and help them specialize a bit more.


The Guardian
As was mentioned in a previous post, the Guardian kind of grew from the necessity of a landing spot for the Shaman archetype, as well as wanting to do a take on the Warden from 4th Edition.

The name (I think) mainly came from the Warden's daily powers referencing them assuming a "guardian form." Essentially, what these powers do is give you a few passive bonuses (effectively, a stance) and then an attack power you can fire off on that turn, or later in the encounter. The idea from Essentials of using stance powers coupled with "Power Strike" (for both the Fighter and Ranger classes) sort of mimics this kind of mechanic.

However, the specific fluff for the Warden daily powers was not very consistent, so it was hard to come up with something that worked thematically, in as elegant a way as I would have hoped; I looked at the research I had done into the Warden, and mostly scrapped it all, instead going with something closer to the Essentials Ranger.

I tried to emulate something similar to the Stance/Power Strike mechanism, using the combination of totems and spirit manifestations, with burning reserves for more powerful effects. Combine all of that with the concept of using d6 as a damage-stacking class die, plus having a support archetype and a tank archetype (with totems allowing a further degree of role customization) and... there's a lot going on. I expect this class to change a fair bit in future drafts.

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I was kind of on a tight schedule with this post, and these two classes were probably the most work-intensive of the classes that needed to be completed. I might try and rewrite both of them when I have more time, or let that part shake out in playtesting.


In any case, "Heroes of the Wilderness" for Beta 4 is now a complete slate!


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Coming up on the next blogpost:

  • The Warlord
  • The Spellbinder

Check back on Dec. 20th!