Showing posts with label Spellbinder. Show all posts
Showing posts with label Spellbinder. Show all posts

Thursday, November 30, 2023

Class Showcase: Spellbinder & Warlord (2023)

Oddly enough, it was around this season way back in 2016 when I did a post about these same two classes, for the Beta 4 version of the rules. It's interesting to compare and contrast where the designs have changed over the years.


Working on the other "Disciple" classes (Druid and Occultist) helped to kind of lay the groundwork for how the Warlord would take shape, in this iteration. Essentially, there's one universal Warlord feature, one feature unique to each of the two subclasses, and one feature for each of the three combat roles -- similar to the other Disciples. I had been meaning to take the idea of the old-school Fighter getting an army of followers, and impliment some form of that into TNP for a while now; in pre-3.5 D&D (so, before my time in the gaming space -- apologies if I get any of this 2nd-hand information slightly wrong) Fighters got this perk when they received the title of "Lord." To me, it seemed obvious to fit this feature in with the Warlord class, just based on the naming convention alone. With the other Disciple classes having summoner-type "controller" abilities to work off of, the groundwork for the "Lord of War" was already laid, and this feature actually came together quite quickly.

As I had teased in earlier posts, the Spellbinder didn't need a lot of changes from the 2019-ish iteration, since it didn't require a class die makeover. I was kind of fiddling with the "Blademaster" specializations for this class right up until the last minute, so don't be terribly surprised if they get tinkered with a bit in the future. I've always sort of liked the idea of Spellbinder as the over-class for Swordmage and Hexblade; the name originally was meant to incorporate "the other, other Warlock subclass" from 4th Edition -- the Binder. But, when looking up the meanings of words to see if they really fit (something I agonized over a lot on the debilities, for example -- and also why the Mystic eventually became the Occultist) I found that the word 'spellbinding' means to captivate or even hypnotize; this helped to add another dimension to the class, and helped me build out some of its magical abilities. Sort of like the Acrobat and the Adventurer (to varying degrees) the Spellbinder kind of took on a life of its own with TNP, and became its own "thing."


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This post marks the end of this season, for the blog. Typically the first post of the new year will come out on January 11th, so I would check back then for any updates.
If you look back on the posts throughout this year, you'll know that there's still a lot of work to be done, in order to finalize the designs. I'll try and squeeze in some writing over the next month, to get some of the "SRD" ironed out; some other goals would be to get an updated "monster math" document (with at least some example monsters) as well as finalizing the campaign-building mechanics.

Monday, August 21, 2023

Class Updates: August 21st (2023)

Quick overview:

  • Cleric: I would consider to be updated
  • Druid: stable, but not complete
  • Occultist: work in progress
  • Warlord: preliminary work started
  • Spellbinder: not started

As mentioned before, figuring out the Disciple class category (Druid, Warlord, Occultist) is going to be a big piece to completing this puzzle. My general intention with the category is to possibly have their "unique thing" be that they can switch their subclass -- possibly requiring a long rest, or spending a reserve, or similar. We'll see if the finalized designs (for the Occultist in particular) make this workable.

Looking back on previous drafts, both the Druid and the Occultist had the option to gain training with either "Influence" (now "Communication") or Subtlety, as a "category upgrade"; this is going to at least be kept as a placeholder form of category upgrade, particularly since the Warlord previously had the option to gain training with one Attribute or one Skillset (abeit as a "class upgrade"). This may ultimately be revised down to a skill rank, rather than skill training.
The other placeholder category upgrade will be the ability to gain an additional power source; currently this can be any power source, but may ultimately be scaled back to "any power source from your class list."

The final (obvious) category upgrade option is to gain additional roles; this is pretty straightforward for the Warlord, and will probably be kept as access to the different animal forms for the Druid, but for the Occultist it will likely require a major class rework. As it stands right now, the structure of the Occultist is effectively a "roles, but no subclasses" setup, which needs to be expanded to include both roles and subclasses. Essentially, the Necromancer and Warlock "roles" will become subclasses, and new role mechanics will need to be layered on in addition.


In case I've forgotten to mention it previously, there was a late substitution on the 3rd slate, whereby the Druid was changed to a d4/d12 class and the Guardian was changed to d4/d6. This worked out a lot better since the Druid was originally built off a d4, and Guardian was built off a d6; essentially, Guardian utilized stacking d6s of extra damage, so converting it to a d12 was actually a bad fit. Conversely, the Druid wasn't built to utilize such a mechanic, so the change to a d12 is a better fit -- if anything, it's somewhat under utilized for the class.

There were some similarities I found while working on the Cleric (d4/d10) and Druid (d4/d12) since their dice are so similar. Mechanics such as the "Druidic Focus" (which previously called for a double roll of "your class die") have mostly been changed to instead roll both class dice; I consider this to be only a "placeholder change," since testing is obviously going to be needed. Another thing is that the Cleric in particular had a lot of utilization of "advantage on base damage" -- a mechanic which was only very recently axed from the designs, precipitating several reworks. So, porting the class from a d8 to d4/d10 (in addition to those reworks) has likewise created a lot of "placeholder changes."


I think I'm going to have a fairly easy time with the Spellbinder, because the basic structure is already in place. Blademasters' unique thing is that they can gain certain features from other classes, and the Sage Domains are already essentially built to be used by multiple classes in the slate; the subclasses for Spellbinder are already formalized, so most of the work will be in format updating, and potentially adding Occultist roles to the list of features that can be borrowed. Being a 2nd slate class, Spellbinder remains using the same, single class die -- so almost nothing should need to change mechanically.

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!

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.


Thursday, May 25, 2017

Change Log [2017/05/25] (Beta 4)

Some more changes/updates, mostly coming out of the playtest:

  • [Core Rules] Each character can make only one skill check per turn
  • [Core Rules] Intimidate now only requires the Immobilized condition; Elite monsters will still require the Bloodied condition
  • [Core Rules] Clarified the rules around Teleport; you cannot move to or from High Ground using teleportation, unless specifically allowed by the ability
  • [Core Rules] Abilities with the [Form] keyword all can now be activated as part of an initiative check, or activated/changed as a Move Action
  • [Core Rules] HP rules clarified; maximum can be exceeded during combat but extra is lost at the end of the encounter
  • [Core Rules] Clarified the "Weakened" condition when applied to skill checks with Advantage
  • Assassin's skill expertise changed to "all untrained skills from your core skills lists"
  • Assassin can no longer Stealth after using Sneak Attack ability to deal d20 bonus damage
  • Skald's Inspiring Shout granted attack changed; instead of "double roll and stack in place of attack or damage" it is now "double roll; stack in place of attack, OR use higher in place of damage"
  • Skald's intimidate checks changed so that they can target any bloodied enemies
  • Spellbinder's intimidate checks changed so that they can target enemies with sigil or hex without needing them to be Immobilized
  • Swordmage can now make a melee basic attack OR a skill check as part of a teleport (not both)
  • Spellbinder's skill training options altered slightly
  • [Cleric] Bless changed to a minor action, but now only benefits 1 ally. Also gains the [Sustaining] keyword.
  • [Cleric] Divine Smite basic attacks still get advantage on the damage roll, but can now stack the damage if an ally is engaged with the target; Life Domain smite basic attack now heals a Nearby ally OR one engaged with the target; War Domain can now make divine smite basic attacks as a minor action
  • [Cleric] Crusader gets advantage on Opportunity Attacks; changed the Crusader's iconic attack from "make a basic roll and use either result for damage" to "you can power attack with this ability; you gain Advantage on the attack rolls if you do."
  • [Cleric] Invoker gains a Minor Action self-teleport and a Move Action to shift enemies; Invoker's reserve-burning damage on iconic attack now does damage, hit or miss.

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)

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!

Tuesday, December 20, 2016

Heavy Metal Thunder -- The Warlord and The Spellbinder (Beta 4)

Today's post features two classes based off the the d12 class die:

Warlord was one of the first few "expansion" classes that I wanted to add, after the first slate was finished (as has been mentioned here previously.)

I personally never quite got the allure of the "lazylord" style of gameplay, but I included it nonetheless, with a few twists of my own; making the Warlord a d12 class was mainly done for two reasons:
  • a distinct lack of d12 classes to take inspiration from, in pre-existing d20 systems
  • the desire to make attacking a powerful option for the class, rather than always opting to make someone else attack instead
This also meant that Warlord would be a melee-focused class, as per the role of the d12 within the system. It's a class that is more effects-based than damaged-based, in some ways similar to the Ranger.

The Commander archetype can direct allies as either a Standard Action, or when they make an unsuccessful attack. This is intended to allow players to be conservative and just trade their action to their teammates, but to also not punish them for being aggressive and choosing to attack.

The Protector archetype is meant to be a strong battlefield controller, wading into the thick of things to defend allies and punish enemies. 


With the Warlord polished up for Beta 4, their slate is now complete!

Heroes of Martial Might & Divine Power



...

Spellbinder began its life as the Swordmage archetype for the Mage (d4) class. Originally, Mage was the only class that had any sort of teleportation abilities, so it was logical that Swordmage would fit under that umbrella. When I settled on writing 3 slates (and on what shape those would take) the Mage became the Sage, with Wizard and Monk as its archetypes; it made sense to shift an archetype like Swordmage up to a "heavier" slot, like the d12.

As for another archetype to go with the Swordmage, probably one of the first names to come to mind was the Hexblade. In a slate of classes built around arcane magic and shadowy power, it made for a class with an interesting dichotomy to reflect that.

Though not as fiddly as the Essentials version of the class, the Hexblade as presented here takes inspiration from the Fey pact, with its focus on teleporting; this also serves to make this archetype a good fit for the umbrella class. The Hexblade also works well with the d12; it's basically a melee-focused version of the warlock, a class that naturally lends itself to the mechanic of burning reserves (of which d12 classes get the highest number) for powerful effects.

The name "Spellbinder" doesn't seem a great fit at first glance, but I think the archetype names themselves compliment one another. However, the definition of the word "spellbound" references distracting, fascinating, or holding someone's attention (either with the spoken word, or outright magic.) This seemed perfect for a class with one archetype that focuses on distracting enemies to protect their allies (Swordmage) and another that gains their attention in order to punish them even harder (Hexblade.)

I also had intentions of incorporating ideas from the "Binder" (warlock subclass in 4e) just to wrap the name up neatly, but a quick glance at that class showed it to be mostly a ranged version of the Hexblade, and so it was not really suited to a d12 class.


The Spellbinder caps off another slate!

Heroes of Magic & Shadow


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All of the classes are now set! That means it's time to move on to other aspects of the game's design. Going forward, posts will likely focus on the "GM side" of the system, although player options may see some further tweaks and refinement.

TNP Design will be taking a short break for the holidays, but expect a new post on January 5th.
See you in 2017!