Forums › Out Of Game Forums › Rules War › Input Requested for Upcoming Class Changes
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April 19, 2017 at 1:44 am #57142
herogoeth
Keymaster@herogoethRegarding Grant’s suggestion for Rangers having a Spirit Animal, I’m working on adopting that and writing up a proposal for Gomez to review.
Right now, my initial (very rough) draft looks like this –
Ranger Spirit Animal Totems
The character gains the ability to craft one totem item associated with a chosen Spirit Animal, chosen from the list below. So long as the Ranger carries the Animal Totem, they gain the associated special ability.
Spirit Animal –
- Path of the Boar – Gain one use of Rage each day
- Path of the Bear – Gain one use of Vigor each day
- Path of the Hawk – Gain one use of Innate Truevision 5 each day
- Path of the Owl – Gain 2 Lore Levels/Specializations
- Path of the Rat – Reduce the time for performing individual searches by 10 seconds.
- Path of the Snake – Gain the ability to use Trained-Only alchemy items.
- Path of the Turtle – Gain one use of Hunker Down each day
- Path of the Wildcat – Gain one use of Innate Invisibility 5 each day
- Path of the Wolf – Gain the ability to use Trained-Only Weaponsmithing items.
The totem items are free to craft, but can only be crafted at logistics. Such items only grant abilities to the ranger that crafted the item. The physical representation used for these totem items can be anything that the character chooses (Jewelry, Boots, Cloaks, Pins, Books, etc) but there is usually some thematic link between the animal chosen and the physical item which is crafted.
________________
I’m not sure whether or not I like the idea of a crafted item, but it strikes me as an interesting concept that might be worth testing. I think we could also consider having the Ranger be able to choose a new Animal at each level of the Ranger Class. Of course, we’d need to make sure that the approach is balanced and fits well within the class.
Thoughts?
Mike
April 19, 2017 at 5:05 am #56130Grant M
Moderator@valeronHey Mike,
Concerning Ranger, we need to make sure that we dont write it so it is confusing to read. Either we can have a central list of paths with their levels included. Or split up the paths into each level of the class. So it doesn’t get too complicated with the crafting of totems, we have it so that every new year(April), they are able to switch out their totem with a different one, similar to what happens with disguises. We may want to start up with like 4 different options, and build off of it if there is some interest, like witch/warlock
… Or we only make it a capstone for Ranger, and have them choose their totem/path at that time and get a nice capstone.
Example Write-up below if we keep it in one area and not split between the levels. Or we can split it like we do with witch/warlock
Spirit Animal Paths
Spirit Animal –
Boar –- Gain one use of Rage each day
- Gain +1 damage[Stackable] while raging(only while dual wielding)
- Gain a use of Force Repel each day
Bear
- Gain one use of Vigor each day
- Something, something
- Gain Supernatural Strength
Hawk
- Gain one use of Innate Truevision 5 each day
- Something something
- Changes innate truevision 5 to keensight(outdoors only) 5 gained in lvl 1
Owl
- Gain 2 Lore Levels/Specializations
- Gain ability to craft 1 lvl 1 item for free from any production you know
- Can reduce a waylay to daze each day(symbolic of the owl turning it’s head 180)
Rat
- Reduce the time for performing individual searches by 10 seconds
- Gain +1 lvl of conceal when looking for hidden compartments or paths(not traps)
- Gain empowered disease poison. When applying a disease poison to a weapon, call empowered and you are able to coat a second weapon with disease poison using the same component. This extra coat is usable only by you.
etc.
April 19, 2017 at 7:51 am #56127Marley Sage
Participant@jaercMike, I am leery of naming the Animal Totems to that (admittedly quite nice fantasy archetype list). When you type up your proposal, perhaps you could see better results from using terms more generic terms like Path of Predator, Skybeast, Guardian, Stalker, Watcher, Unmoving and letting Ranger PCs determine the type of diverse creature their totem is, or even leave it vague if they choose.
(Alternatively, I think using Path of the X names, where X is a creature from the Monster Manual would be a solid way to go, if we don’t leave things ambiguous – Path of the Prowler, Path of the Sprite or Path of the Behemoth for example.
Per day should likely be substituted to logistics. Also I admit I’m leery of bonus that mimic existing skill level benefits and think it would be neat to see ability models on the expenditure of uses – for example ‘Path of the Boar – Expend a use of Rage to gain a Health Barrier of 5 and a Feat of Strength (Duration 5 minutes). Maybe even lean toward Stance use.
In considering any such things to Ranger, it’s important to consider how other classes could be kept consistent in terms of option density and option value. I specifically like a lot of Grant’s ideas and could see these as items that only work for rangers.
*Marley eturns to writing Class suggestions rather than criticizing others*
OOG: Marley Sage Gable, Staff Director & Plot Team Member
PC: Rigel - Asurkian Bard ~ Alchemist Artificer
April 20, 2017 at 1:00 am #56131Marley Sage
Participant@jaercBattle Mage
Tellurian Dust – When you miss with a damaging spell, once per battle, may immediately recast it.Level 2
Once per day the battlemage may expend 2 Forceful Spell skills to immediately use their normal incant to cast Destroy Ward or Weaken Infusion Wall (20).
Cost 1Level 3]
[On the Plot side of things we’ve floated Rend as an effect without the magical alignments it currently possesses. If that were to be embraced…]
Each Logistics the Battle Mage may throw a single packet of Rend You. Alternatively, the
battlemage may spontaneously decide to instead focus on a small, portable item and destroy it. The battlemage must plant one foot and place a hand on the object and incant “I Summon the Wisdom of the Ages to Cause Destruction…” The item must be fully possessed throughout the following 5 minutes, after which it is destroyed. All Artifacts, most level 3 items, and many level 2 items are immune to this spell, though mundane ones are not. If specifically allowed by the Plot Head Cause Destruction might bypass an Infusion Wall, special Barrier, or damage a larger object.
Cost 16When the battlemage cast any damaging spell or Ritual Spell, or Activating an Item that deals damage, that action is no longer interrupted by taking damage. In additional Infusion counts to create or destroy objects, Wards, and Barriers aren’t interrupted by damage.
Cost 3OOG: Marley Sage Gable, Staff Director & Plot Team Member
PC: Rigel - Asurkian Bard ~ Alchemist Artificer
May 1, 2017 at 11:47 pm #57299herogoeth
Keymaster@herogoethHeya Folks,
Over the weekend, I’ve been working on a Class Re-Write for the Scoundrel Class, with the goal of adding a lot more flavor. I’ve written up a proposal for Level 1 and Level 2, and I’d love to hear your thoughts on what you like and don’t like about the proposal. At this point, I haven’t had a chance to discuss these ideas with Gomez at all, so the proposal is far from approved. Mostly, I’d just like to hear what you think, and I’d like to ask if there are any abilities which you’d like to see at 3rd level.
Scoundrel
Smugglers, Gamblers, Pirates, Vagabonds, and all manner of well-known Ne’er-do-wells walk the path of the Scoundrel. These masters of chance are skilled with daggers, talented at ambushing enemies, and blessed with the kind of luck only possessed by fools and heroes.Level 1
The character chooses either “Gambling” or “Carousing” as a Lore Specialization for one of the following lore skills (which the character already possesses): ‘Underworld Lore’, ‘Martial Traditions Lore’, ‘Politics & Etiquette Lore’, ‘Geography Lore’, or ‘Heraldry & Regimes Lore’,
Cost: 2At logistics, the Scoundrel may perform a single Coin Toss with a Copper Coin. If the result is ‘Heads’ then luck is on their side, granting the Scoundrel +1 damage while using daggers or light thrown weapons [Stackable Increase] for the duration of the current logistics. If the result is ‘Tails’, then the Scoundrel gains no benefit and must surrender the coin to a Marshal (Representing money which was lost carousing and gambling between events). Rogue’s Luck cannot influence the outcome of this Coin Toss.
Cost: 101/Logistics – If the Scoundrel encounters a plot/rules effect or uses a magical item which requires the character to roll dice or flip a coin, the Scoundrel can choose to re-roll or re-flip, and must take the second result. Note: This only applies to interacting with special items/effects, and cannot be used in role-play situations such as in-game gambling.
Cost: 4A Scoundrel may use backstab strikes with light thrown weapons at any time, instead of only while behind.
Cost: 10Level 2
The character chooses either “Gambling” or “Carousing” as a Lore Specialization for one of the following lore skills (which the character already possesses): ‘Underworld Lore’, ‘Martial Traditions Lore’, ‘Politics & Etiquette Lore’, ‘Geography Lore’, or ‘Heraldry & Regimes Lore’,
Cost: 2Scoundrel gains a heightening of strike by +1/+2 with backstab.
Cost: 10At logistics, the Scoundrel may perform a single Coin Toss with a Silver Coin. If the result is ‘Heads’ then luck is on their side, granting the Scoundrel +2 Maximum Health [Stackable Increase] for the duration of the current logistics. A result of ‘Heads’ also grants the Scoundrel a single non-bonus use of Forceful Assault which can only be used from behind, as per the rules of the Backstab Skill (if the scoundrel has learned to backstab with light thrown this benefits from that as well). If the result is ‘Tails’, then the Scoundrel gains no benefit and must surrender the coin to a Marshal (Representing money which was lost carousing and gambling between events). Rogue’s Luck cannot influence the outcome of this Coin Toss.
Cost: 15The character may use a special ability called ‘Rogue’s Luck’ once each day. The character may use this ability by informing a marshal or member of the plot team in order to ask for some manifestation of great luck. This may take the form of a hint, a fortunate occurrence, or some other minor turn of chance. In many circumstances, the marshal may not allow the use of Rogue’s Luck, and will inform the player that the ability has no effect. In this case, Rogue’s Luck is not expended.
Cost: 10Some Ideas for Level 3
The Scoundrel is now able to make two attempts to succeed on each Scoundrel Coin Toss made at Logistics, surrendering the flipped coin at each loss. Additionally, the character is now able to expend their ‘Rogue’s Luck’ ability to get a second chance at any Coin Toss which is made to activate a Scoundrel Class Ability, even if using Rogue’s Luck would normally not be allowed.
1/Logistics – After expending the Scoundrel’s ‘Rogue’s Luck’ ability, the Scoundrel can flip a coin or roll dice in order to attempt to regain the expended use of Rogue’s Luck. If the result of the coin toss or dice rolling is in the Scoundrel’s Favor, then the Scoundrel immediately gains the ability to use Rogue’s Luck a second time during the current logistics. (Note: Whether through dice or coin, this ability can only be used if there is an even chance of failure or success during the dice roll or coin toss.)
The character gains access to Dastardly Ambush, a new alternate force ability which can be hot-swapped with any existing Force Skill that the character possesses.
- Dastardly Ambush: You may use a weapon attack for one attack of “Force 40 (x)” where (x) is the damage type you normally attack with. This attack can only be used from behind, as per the rules of the Backstab Skill (if the scoundrel has learned to backstab with light thrown this benefits from that as well). The name of this ability does not have to be called. This damage is not increased by effects that improve damage. If the swing misses or is physically blocked (not ‘reduced’ or defended against with a ‘sidestep’), it is not expended and you get your use back after a short rest. If the swing is delivered (even if reduced or sidestepped) then you immediately gain a single non-bonus use of the ‘Evade’ defense which can be used during the next five minutes.
o IG Call: “Force 40 Normal.”
May 2, 2017 at 12:38 am #57357Stephen Foerster
Participant@magus-knightMike,
2 things:
1) OMG, I love your coin toss idea. I want this ability. That kind of a feature would have the absolute flavor I would like from Rockwood. I wants it badly.
1a) That said, while Scoundrel is a rogue class, I wish that the coin flip Idea could be performed to get extra spell damage or something as well. Not all gamblers and people who like chance are straight thieves. If not, Rockwood still might take this, if it was cause I loves me the flavor.
1b) I like that Scoundrels couldn’t use Rogue’s luck until 3rd level, it gives good incentive to take this all the way.
1c) Due to the potential cost, I love the idea of having a 3rd level ability of “Flip a Gold” for something potentially amazing. It is definitely in keeping with your idea and even if the “Heads” result were substantial (and it could be), the potential of losing a gold is expensive, so I don’t think it could be something that could be “abused”.
1d) should the number for plus damage or plus health be adjusted as these are random abilities. I only ask because several classes can get +2 health in armor, or with arcane armor, and this is just +2 an average of half the time. I am not saying I want a huge upgrade, but even +3 and/or +2 damage seems like it would fit closer to the other classes benefits considering that this one is not always active?
2) The Dastardly Ambush is cool, I love the flavor a lot. But what is the intention? Is it is a single swing that they get once/day, is it going to be as an alternative to Force Skills (which would be the way I see it), or is it something else (Backstab Strike maybe?) Depending on how it is designed, perhaps it should be more than 1 swing (i.e. if it is a force skill)? Also, I had asked this for a different class, but another possiblity is that if it is a force skill, it could not break Invisibility (then it could stay Force 40 as it would give you a chance to get behind, stab something, and then get to a different vantage point).
All in all, I LOVE the concept of the class you are thinking, because it is designed to play a chance game, which I think could be a unique thing about the class. The bonuses aren’t so substantial that they break the game, even if they were upgraded.
May 2, 2017 at 3:08 am #57358herogoeth
Keymaster@herogoethThanks for the feedback! Based on your suggestions, and some additional suggestions/feedback that I received from Josh Ward this afternoon, I’d like to hear what you think about the following potential abilities.
Gambler’s Fortune
At logistics, the Scoundrel may gamble 2 Silver Coins on a single roll of a six sided die in order to acquire a scroll, a rune, a vial of poison, or some other consumable item. This represents winnings gained or lost while carousing and gambling between events, and grants the following results based upon the outcome of the roll.
- The character loses 2 Silver Coins.
- The character loses 1 silver coin, but receives a Level 1 Consumable Item of their choosing from the Standard Rulebook
- The character receives a Level 2 Consumable Item of their choosing from the Standard Rulebook
- The character receives a Level 3 Consumable Item of their choosing from the Standard Rulebook
- The character receives a Level 4 Consumable Item of their choosing from the Standard Rulebook
- The character receives a Level 5 Consumable Item of their choosing from the Standard Rulebook
Note: The Scoundrel may expend Rogue’s Luck in order to make a single re-roll, but must accept the result of the second roll regardless of the result. All items received from this ability have a duration of six months, and must be provided by the player and signed by a member of Staff.
Gold Coin Toss
At logistics, the Scoundrel may perform a single Coin Toss with a Gold Coin. If the result is ‘Heads’ then luck is on their side, granting the Scoundrel the following benefits during the current logistics –
- One Bonus Sidestep.
- One Bonus use of Rogue’s Luck.
- +1 damage with all Non-Force damaging attacks (spell or weapon) [Stackable Increase]
- +20 Damage [Stackable Increase] to each use of the ‘Dastardly Ambush’ Force Ability
- The ability to Re-Draw once from the Death Bag if the Scoundrel takes a death. (The Scoundrel must take the second marble that is drawn)
If the result is ‘Tails’, then the scoundrel must surrender the coin to a Marshal (Representing money which was lost carousing and gambling between events). Rogue’s Luck cannot influence the outcome of this Coin Toss.
Gambler’s Tricks – Alternative Force Skills
The character gains access to “Gambler’s Tricks”, gaining new alternate force abilities which can be hot-swapped with any existing Force Skill that the character possesses.
• Dastardly Ambush: You may use a weapon attack for one attack of “Force 40 (x)” where (x) is the damage type you normally attack with. This attack can only be used from behind, as per the rules of the Backstab Skill (if the scoundrel has learned to backstab with light thrown this benefits from that as well). The name of this ability does not have to be called. This damage is not increased by effects that improve damage. If the swing misses or is physically blocked (not ‘reduced’ or defended against with a ‘sidestep’), it is not expended and you get your use back after a short rest. If the swing is delivered (even if reduced or sidestepped) then you immediately gain a single non-bonus use of the ‘Evade’ defense which can be used during the next five minutes.
o IG Call: “Force 40 Normal.”• Luck be a Lady: This ability grants the character to immediately one of two stances, either of which is triggered dependent upon the result of a Coin Toss or Dice Roll. If the character rolls high during the Dice Roll or gets a result of ‘Heads’ from the coin toss, they immediately enter the ‘Cheat Death’ stance. If the character rolls low during the Dice Roll or gets a result of ‘Tails’ from the coin toss, they immediately enter the ‘Fortune Favors the Bold’ stance. Both stances have a duration of 5 Minutes, and can be ended early by physically making another Coin Toss or Dice Roll and obtaining the same result that initiated the stance. (Note: Whether through dice or coin, this ability can only be used if there is an even chance of failure or success during the dice roll or coin toss.) The Scoundrel may expend Rogue’s Luck in order to make a single re-roll or re-toss, but must accept the result of the second attempt regardless of the result.
- Cheat Death: Gain 1 Bonus use of the Fortitude Defense which can be used during the duration of the Stance and gain +60 seconds to the duration of your Bleed Count [Stackable Increase] while the stance is active. Additionally, if you use the Dastardly Ambush Force Ability, you may choose to gain a Bonus Sidestep instead of a non-bonus Evade. However, if the Scoundrel uses the ‘Dastardly Ambush’ force ability while this stance is active, they suffer a -20 penalty to Damage with each use.
- Fortune Favors the Bold: You immediately gain the benefits of ‘Heroism’, and also gain an additional +1 Weapon/Spell Damage [Stackable Increase] to all attacks from behind while this stance is active. The benefits of this ‘Heroism’ effect end once the stance is no longer active. Additionally, you gain +10 damage [Stackable Increase] to the Dastardly Ambush Force Ability while this stance is active. However, if the Scoundrel uses the ‘Dastardly Ambush’ force ability while this stance is active, they gain a non-bonus ‘Dodge’ from Dastardly Ambush instead of a non-bonus ‘Evade’.
IG Call: “Cheat Death” or “Fortune Favors the Bold”
Cost: 5 (May hot-swap “Gambler’s Tricks” 1/Logistics)
Cost: 30 (May hot-swap “Gambler’s Tricks” without limitation)May 2, 2017 at 5:03 am #56826Michael Dempsey
Participant@talosavaricii think these modifications or additions to aegis would be really cool especially the level 2 ability
May 2, 2017 at 5:30 am #56132Patrick
Participant@grayI like the concept of the lucky gambler, particularly for a rogue based class. I do think having force abilities tied to a random roll or coin flip could be a little weird though.
Having to roll or flip requires some foresight and preparation, meaning you wouldn’t be able to do it mid-battle (or it would be difficult to do so). Additionally, at night or in a dark corner of castle, it could be difficult to determine the result. I could also see the player needing one of the two abilities, only to be stuck with the other (but TBH, if you don’t like random results, this may not be the class for you).
My suggestion would be to have the scoundrel PC roll or flip at the beginning of the logistics when they are rolling/flipping for other benefits. This would determine which force skill they are able to hot swap during the day.
I think Dastardly Ambush could use a little help though. When compared to other force skills such as slay, or holocaust, the damage seems a little lacking. 40 damage will hurt, but with the restriction of having to be from behind, even with the additional evade you get, it seems kinda weak. Maybe reduce the damage to 30, but allow it to be combined with an existing backstab strike. This allows for scaling and makes high level scoundrels very frightening opponents, if they get the drop on you.
May 2, 2017 at 8:48 am #57361Stephen Foerster
Participant@magus-knightLove it. I agree with pats suggestions.
As for Gamblers Fortune, I like it but it makes me then ask the question:
If I use that at logistics does it cause a bunch of issues. For production stuff typically, we have PCs send an email before hand, eyc. With something like this it would be difficult to accommodate (and impossible at middle canyon with no signal). I still love the random nature of the class but I just question if it would be worth a messy logistics.
EDIT: I had another thought looking over Mike’s suggestion, I had a thought:
For the Ability coined “Gold coin toss”, what if it was just called Coin Toss and it was a scaling affair at each level?
Example:
Scoundrel Level 1
Coin Toss (Copper) – At logistics, the Scoundrel flips a copper coin. If the result is ‘Tails’, Luck is not in the Soundrel’s favor and the Scoundrel loses the copper coin. However, if the result is “Heads”, then the lucky Scoundrel gains the following benefits:
+1 Dmg with non-Force Damaging attacks for the logistics.
+2 Base HealthScoundrel Level 2
Coin Toss (Silver) – The Scoundrel gains the ability to perform the “Coin Toss” ability with a Silver Coin instead. If the Scoundrel does, and the result is ‘Tails’, they lose the Silver coin. If, however, the result is heads, then the Scoundrel gains all of the Abilities from “Coin Toss (Copper) and the following additional abilities
One additional use of Rogue’s Luck (I feel that the Scoundrel should have at least one in the class)
+30 Seconds to their Death CountScoundrel Level 3
Coin Toss (Gold) – The Scoundrel gains the ability to perform the “Coin Toss” ability with a Gold Coin instead. If the Scoundrel does, and the result is ‘Tails’, they lose the Gold coin. If, however, the result is heads, then the Scoundrel gains all of the Abilities from “Coin Toss (Copper)” and “Coin Toss (Silver)” and the following additional abilities
One Bonus Sidestep.
+20 Damage [Stackable Increase] to each use of the ‘Dastardly Ambush’ Force Ability
The ability to Re-Draw once from the Death Bag if the Scoundrel takes a death. (The Scoundrel must take the second marble that is drawn)The bonuses gained can certainly be tweaked if necessary, but I like the idea a true gambler can choose the amount of risk they are going to take.
May 4, 2017 at 2:39 am #56133Seratil
Participant@seratilSilly idea but just came to mind. Thought I’d spit it out.
This would mainly work for arcane bulwark and possibly spellblade. Two sections.
First:
With the arcane bulwark, if they had a shield, they could possibly gain a resistance or no effect once a logistic against a Spell packet should it hit the shield, and they can call Spellbreak. (No effect or reduced).Same with spellblade except they use their weapon to block it. Kinda works with the name spellblade.
Second:
Or they can have the ability spellbreak, but it works like defend except with spells. They tag an ally hit with a spell packet and call spellbreak. Nullifying that spell.This doesn’t work against force or dire effects obviously.
Nikki P.
May 4, 2017 at 10:45 pm #56134Grant M
Moderator@valeronHey Nikki,
I do like that idea. I feel like arcane bulwark is less about the shield than the Aegis equivalent. I would say instead of having to block it with a shield, they would gain the following.
-1/battle, gain the ability to call resist to any non force/dire thrown damaging spell that hits the Bulwark. This could represent the mastery the Arcane Bulwark has over arcane armor to be able to have the arcane armor absorb the damage and redirect it harmlessly elsewhere.
I would say that if anything, I would feel that Wizard should be the other class that benefits from something similar, since they life is dedicated to studying magic. I feel like Spellblade is more about learning to control your own internal magic and being able to express that magic through martial ability.
-1/battle gain the ability to call ‘defend’ on any non force/dire thrown spell to an ally that the Wizard has the ability to cast themselves. This represents their vast knowledge of magic and they utilize this knowledge to dismantle the spell before it hits an ally.
(I feel like we need to help limit how many brand new abilities with unique effects/activations that are used in Mythic to help keep the learning curve to a manageable level for newer people)
May 29, 2017 at 10:49 am #56135Marley Sage
Participant@jaercWarmaster
Tellurian Dust: Warmaster may grant one of their Weapon Strikes to student, if a miss, regain at 1/2 Damage.Level 2
Style Focus – Once per day, for each style, use a listed benefit.- One Weapon, One Hand – May add Pierce to one Weapon Strike, that is not Force.
- Dual Wield, Inequal – Add +1 damage [Stackable] to all weapon attacks for 5 minutes.
- Weapon and Shield – If no Damage Ceiling gain one at 10, or it tightens by 1 for 5 minutes.
Cost 12
Level 3
[Altered]May hot swap ‘Warmaster’s Heroism‘ (Self Only) without limitation for Force Fighter. This Heroism lasts for 10 minutes.
Cost 15Weapon Focus
Select a single weapon type listed below and for 5 minutes,- Blade – Defend, becomes two swings, which must have the same target.
- Blunt/Axe – Maim, becomes two swings, which must target an arm and a leg.
- Polearm – Trip, becomes two swings, which must have different targets.
Cost 24 points
Up Next: Warden
Coming Soon: Capsarior & 15 More
Hope the window for feedback isn’t narrowing too quickly.OOG: Marley Sage Gable, Staff Director & Plot Team Member
PC: Rigel - Asurkian Bard ~ Alchemist Artificer
August 25, 2017 at 7:20 am #57483herogoeth
Keymaster@herogoethThanks for your patience!
We have spent a huge number of hours pouring over the classes and discussing the feedback that we’ve been given. We are getting close to being ready to launch the first of many updates to the various classes in the Book of Heroes.
As part of this update, our goal is to prepare for a significant increase to the number of “Signature Abilities” as Class-Specific Force Skills. The following is my own first crack at describing the changes that would for the classes that currently get their own unique force skills in the 2016 version of the Book of Heroes (Bard, Black Knight, Dread Lord, Druid, Marskman, White Knight, Wizard)
This is definitely a rough draft, and certainly isn’t official yet. Please let us know what you think of this dynamic. Thanks!
Potential Update to Existing Class Force Skills
Force Skills which are gained from Classes no longer occupy a Combat Skill Slot as a separate skill. Instead, Class Force Skills are gained as alternative options for a character’s existing Force Skill.
For example, a character with the Mystic Talent who has taken the Druid Class might have had two separate force skills in the old system – Force Mystic, & Entangle / Nature Form (FORCE). These two separate skills would have occupied two separate Force Skill slots.
With this update, the character instead gains access to the Druid Entangle / Nature Form Force Skills as new alternate force abilities which can be hot-swapped with the character’s existing Force Mystic skill. As such, the character will be able to use their Force Mystic Skill to cast any of the following spells: Force Restore Your Spirit, Force Heroism, Force Obliterate You, Force Enslave You, Force Entangle, & Nature Form. The character can choose to purchase their Class Skill as a 1/Logistics hot-swap, or they can purchase the skill so it can be swapped without limitation.
If the Druid character spends 5 Skill Points on their Class Force Skill, then they are able to hot-swap to use their Druid Entangle/Nature Form once per logistics. If the character spends 30 skills points, then they may hot-swap their Druid Class Skills without limitation.
In some cases, the Class Force Skills granted by a class are only eligible to be hot-swapped from a specific list of the standard Force Skills.
August 25, 2017 at 7:44 am #56136Patrick
Participant@grayThanks or the update Mike! A couple of questions though:
1) What abut classes that allow for multiple specialty force skills? Wizard for example had access to both force mystic as well as force arcane. Which force skill will their new force spell be based off of? Or do all of the force skills go into their own pool?
2) if I purchase the 5 point option to use my class skill 1/logistics, and later decide I want to do it all the time, would I still pay the full 30 points, or could I purchase it at a discount of 25 points (since 5 points were already paid towards it?
With that in mind, what about an option to use your slashied force ability 1/logistics per 5sp, and at the 6th purchase, it becomes available at will.Pat
August 25, 2017 at 10:24 am #58173herogoeth
Keymaster@herogoethGray wrote:1)
What abut classes that allow for multiple specialty force skills? Wizard for example had access to both force mystic as well as force arcane. Which force skill will their new force spell be based off of? Or do all of the force skills go into their own pool?For now there would be no change. Not until Wizard actually has a full class revision. As such, Wizards would be able to access their class skill from both Force Mystic and Force Arcane.
Gray wrote:2) if I purchase the 5 point option to use my class skill 1/logistics, and later decide I want to do it all the time, would I still pay the full 30 points, or could I purchase it at a discount of 25 points (since 5 points were already paid towards it?You would only have to pay the additional 25 points.
Gray wrote:With that in mind, what about an option to use your slashied force ability 1/logistics per 5sp, and at the 6th purchase, it becomes available at will.We talked about this as an option a lot. This is sort of how Arcane Bulwark functions currently with their Force Arcane skill (except for hitting unlimited at 6). But for character updating, for system simplicity, and for rules balance on a handful of skills that fall into a dynamic of limited use applications, the 5 & 30 system works really well. So we were planning on not going with an incremental purchase system.
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