|
Paths
Sept 30, 2019 12:11:43 GMT -5
Post by Jess on Sept 30, 2019 12:11:43 GMT -5
Understanding that this will probably devolve into needing more threads, the paths (skills, catchalls, and spells) go here.
Crafting will go elsewhere.
|
|
|
Post by brett on Oct 5, 2019 7:37:24 GMT -5
'Leadership'
Proposal: condense the movement abilities into one group sprint ability. As it is, they're too specific to be all that useful.
Filing in the additional slots with more abilities would also be good. I'd like to see the path have more breadth.
How do we feel about 'inspire' being placed under leadership? It could be used as a ranged AOE effect on the team rather than its current functionality that way.
Other proposed abilities would also be good.
|
|
Alexei
New Member
Posts: 11
Character: Håkon
|
Paths
Oct 7, 2019 17:46:12 GMT -5
via mobile
brett likes this
Post by Alexei on Oct 7, 2019 17:46:12 GMT -5
I think we just haven't seen anyone really focus on the leadership movement skills. It takes actual practice to fight as a unit, and I think that it would be a sight to see a well drilled leadership group really taking command of a field through use of those skills.
Hell, I would like to see a unit comprised of a squad leader with a dedicated healer, two ranged, and two or three melee fighters. All the movement and soul magic calls alone would be enough to give any opponent pause.
|
|
|
Paths
Oct 7, 2019 20:31:15 GMT -5
via mobile
Post by brett on Oct 7, 2019 20:31:15 GMT -5
My main issue is that it is a carbon copy ability three times with some very minor tweaks. It doesn't offer the breadth that I feel might otherwise be there. I really like team-based abilities, and would like to see this tree offer more options.
|
|
Alexei
New Member
Posts: 11
Character: Håkon
|
Paths
Oct 8, 2019 17:43:21 GMT -5
via mobile
brett likes this
Post by Alexei on Oct 8, 2019 17:43:21 GMT -5
What kinds of options would you like to see?
Here are some options, but they would take tuning to make sure they are not unbalanced.
A scout ability that reveals things hiding to the group.
A group rally or detriment removal.
A defensive formation that gives the group a Damage Reduction similar to Armor as long as they are all touching (similar to Guard).
A free use of party to all members in weapons reach of the leader.
It is tough to add to leadership without making it too powerful. As it is, a good leader can burn skill points to give the group free mobility around a field, use skill point potions, and let the members save their skill points for combat.
|
|
|
Paths
Oct 8, 2019 18:50:28 GMT -5
via mobile
Post by brett on Oct 8, 2019 18:50:28 GMT -5
What kinds of options would you like to see? Here are some options, but they would take tuning to make sure they are not unbalanced. A scout ability that reveals things hiding to the group. A group rally or detriment removal. A defensive formation that gives the group a Damage Reduction similar to Armor as long as they are all touching (similar to Guard). A free use of party to all members in weapons reach of the leader. It is tough to add to leadership without making it too powerful. As it is, a good leader can burn skill points to give the group free mobility around a field, use skill point potions, and let the members save their skill points for combat. I like the idea of things that interact in the group, but you're right - it's easy to go overboard. I especially like the ability that allows members to Parry for one another. I just like to spit all ideas and see what seems good/balanced. If you have any more ideas, just toss them up here. I value your opinion.
|
|
|
Paths
Oct 8, 2019 19:14:57 GMT -5
Post by Jess on Oct 8, 2019 19:14:57 GMT -5
Ok, so: leadership is meant to be ONE path that can complete a bunch of smaller things that would be no good on their own.
Strength only lets you do one thing when you buy it, and then that one thing gets better.
If leadership let you move a whole group in any direction (to me! to town!, etc) that would be it's own path. If leadership let you rally for a whole team, it would be better than the "rally" ability, HANDS DOWN, POINT FOR POINT, and would be it's own path.
And so on for each thing. Each thing is not powerful enough to be it's own path, so they are all living in ONE PATH, and they all level no matter what you do.
It is a lot of abilities squeezed in one path, and as such, each is pretty powerful and useful when you actually get a group together to use them, and all cost the same amount.
"A scout ability that reveals things hiding to the group." You do that with search. You can point someone out and then hit them, and then everyone sees them.
"A defensive formation that gives the group a Damage Reduction similar to Armor as long as they are all touching (similar to Guard)." I would rather not put an ability in game that encourages a bunch of people to bunch up like that in combat.
"A free use of party to all members in weapons reach of the leader." Since Parry is a reactive skill, this works a little clunky with the existing system, but could work.
|
|
Alexei
New Member
Posts: 11
Character: Håkon
|
Paths
Oct 9, 2019 15:56:05 GMT -5
via mobile
Post by Alexei on Oct 9, 2019 15:56:05 GMT -5
Yeah, that is what I was saying. It is really tough to modify leadership and maintain balance. I can't really think of anything to add at a skill point level that wouldn't be too powerful.
|
|
Alexei
New Member
Posts: 11
Character: Håkon
|
Paths
Oct 9, 2019 16:15:13 GMT -5
via mobile
Post by Alexei on Oct 9, 2019 16:15:13 GMT -5
On second thought, I like the idea of a group rally. What if the cost was one SP/MP per person in the group plus one SP/MP to trigger it. That way, it is not cost effective per say, but but can be used like other leadership skills. I like the added RP of having a leader be able to rally the team and recover from a big or debilitating attack.
|
|
|
Paths
Oct 11, 2019 10:19:41 GMT -5
brett likes this
Post by Jess on Oct 11, 2019 10:19:41 GMT -5
|
|
mbrian
Press Badge
Posts: 91
Character: Admiral Jameson Stormgale, Ex-Marshal Quinn
|
Paths
Oct 29, 2019 9:25:04 GMT -5
Jess likes this
Post by mbrian on Oct 29, 2019 9:25:04 GMT -5
Copied from Facebook thread:
Change cost of Dispel from "Component" to "Varies" and add to description the cost difference between performing it as a test vs. as a ceremony. As a test, it costs time and a success on the test. As a ceremony, it costs time and components.
|
|
kurt
New Member
Posts: 11
|
Post by kurt on Oct 31, 2019 14:55:41 GMT -5
Search reads "Spot a hidden person if their hide is lower than your search." I believe it should be "Spot a hidden person if their hide is equal to or lower than your search." This is how I have seen it played anyway. Without this, Search 1 is pretty meaningless. You'd need Search 2 to beat Hide 1 and Hide 5 would be unbeatable. This doesn't keep with the offense beats defense theory. Or would it mean that with search 0 you're blind and can't see anyone with hide 0?
Also Search: Clarify on if/how a person with sufficient search can indicate that a person is hidden. Above implies you have to hit them. In the past you just had to point them out. Neither of these is supported RAW and it should be clearly spelled out in the rules.
|
|
rosenthingy
Junior Member
Posts: 72
Character: Nezhit, Sledge, Witold/Lethorian, Genbo/Vestige
|
Paths
Dec 21, 2019 21:46:49 GMT -5
Post by rosenthingy on Dec 21, 2019 21:46:49 GMT -5
Inspire: As-is the path appears to be potentially powerful, but it falls flat in real world application. People do not bother sitting still for 1 MP or 1 SP back, and there's a much higher RP requirement than for example using an Elixir potion. Elixirs might be to good for any balanced version of Inspire to be relevant.
I spent the whole campaign as an "inspire" guy and had Professional Alchemy... Elixir always won. I wanted to use Inspire more but Elixir always had so many more advantages to it - 1/3 the time to get off, portable, x5 or more effect... etc.
That said, when the point economy shifted for Jura with his artifact manipulating the delivery of inspire... it became quite useful for points economy and for being an attractive healing ability. While it would not make Circle obsolete, making inspire a little better would make Circles less of a requirement for establishing a beachhead on a mod.
|
|