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1 year ago ::
Feb 26, 2012 - 10:10PM
#191
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I fixed the "single role" balancing issue, by removing the ability to pick only a single role.
I added the following line to all the role features, and I'll leave it to the player to stay from his secondary role riders if he doesn't like them: When you gain this power you can choose whether the effect is determined by your primary or secondary role. This choice remains throughout your character’s life and cannot be retrained.
This means that all the role riders need to be rebalanced, and I've now done so. Check it out! :D
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1 year ago ::
Feb 26, 2012 - 10:13PM
#192
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Added a "Create your own race" guide. I'll have my noob friend try it out sometime this week :D
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1 year ago ::
Mar 01, 2012 - 9:25PM
#193
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My friend took a race from some Final Fantasy game, and used the Race Creation rules to build him. It was a +2 Int, +2 Dex race, had speed of 6, low-light vision and a bonus to nature and heal. For his first Racial Benefit he chose "Skill Aptitude": Roll twice on athletics checks and use either result. For his second Racial Benefit he chose "Resistance": Resist Cold equal to 5 + 1/2 your level. His racial power was based on the half-elf dilettante:
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| You learn amazingly fast, and can adapt to anyones fighting style. |
| Encounter |
| Triggered Action - Close burst 5 |
| Trigger: One ally within range, that you can see, hits with a level 1 at-will attack power. |
| Effect: You can use the triggering attack once before the end of the encounter. You can use your Primary ability modifier for calculating the attack and damage for this attack. |
So far so good :D
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1 year ago ::
Mar 01, 2012 - 9:31PM
#194
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My friend made an ardent-type "I know your feelings" kinda character using my Google Document. Theses where his feedbacks on the system. I'm not including his feedback on my format (or lack thereof)
- Feedback: Choosings at-wills was difficult, since there where so many effects and many of them quite similar.
- Solution: I limited the at-wills to benefit from just one role, so you wont exclude powers for having the same effect. I'll see what effect this has.
- Feedback: Taking anything but a "Trigger: You hit with an attack" encounter power was not a question.
- Solution: I switched all powers to the standard format, and tried to balance auto-hits with wastable powers more evenly.
- Feedback: Selecting a weapon was a bit scary; so many choices:
- Solution: Simplified the weapon list: Off-hand weapons and Small weapons are now the same group.
- Feedback: Difficulty selecting feats for a first-timer.
- Solution: Added a "Class Template" section with recommended feats, skills, attacks and equipment. Will be adding a "Recommended fets at level 1 and 2" chapter to make quick-selecting a feat easier.
- Feedback: "I have chosen all of the iconic skills of the character, but have one skill training left. What should I train in?"
- My friend spent a good amount of time thinking what would be the best skill combination to have. I gave him 5 trained skills, and he chose a human. After the character creation process I decided to change the given amount of skill trainings to 4, and added a note that if a player wants additional skill trainings they could get them as feats. This solved the problem of having too many skills and not knowing what to do with them. Added a Skill Monkey feat for those who really crave the skills.
I also gave the heavy armor a -1 penalty to speed (easy to remember and modify), in addition to added an armor/weapon restriction to many of the character theme feats. For example giving a Monk a +3 to ac when wearing no armor and granting cantrips and ritual caster at the cost of not being able to wear armor (for a classic spellcaster feel).
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8 months ago ::
Oct 08, 2012 - 12:04AM
#195
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After significant thought, I have decided to abandon the classless 4E project as written, and instead create my own TRPG based on 13th Age and D&D 4E post-Essentials. Basically I've decided to take 13th Age as a base mechanical framework, removed classes as a character creation requirement (which is harder than it sounds) -- and instead allowed them as subclasses, as per 0E and 4E post-Essentials -- then changed powers in both presentation and execution. All I'm going to be saying for now is that instead of the two power systems -- weapon, implement -- as written here, I decided to utilize a more back-to-roots concept of feats, spells, prayers and psionic abilities... albeit reimagined (significantly enough to render it a different RPG altogether, instead of just a bunch of tweaks for any given edition). So martial classes have limited stamina, spellcasters are closer to Jack Vance's Dying Earth magic (than Vancian ever has, I reckon), and the other power sources are far more justified and true-to-form. Didn't include Shadow as a power source because I believe it's a dark corruption of the other power sources, Primal isn't here because the caster-esque primal classes often utilized prayer-like invocations anyway, as well as prayed to spirits rather than deities -- and the more warrior-like primal classes could simply be martial classes with a spiritual bent, sort of like Paladins but more animistic and primal in bent -- and while Elemental is certainly a possibility as a power source (certainly makes sense for Sorcerers at least), due to the fact that manipulation of the elementals without training is more of a willpower thing, it is not hard to imagine them as psionicists whose telekinetic bent involves manipulating magical/elemental forces. The concepts and overall mechanics are done already, but a lot of the detailed mechanics (specific spells, feats, etc.) are in the works. Since this isn't a full time job for me, I might need either a Kickstarter to give me reason to do this myself full time instead of as part of my free time, or some other folks to help contribute to the game I'm making. For those interested in helping, please notify me via PM if you can, or post here if you can't
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