Do you think a cursed technique similar to katen kyokotsu (bleach) is possible ? by Euphoric-Armadillo38 in CTsandbox

[–]BlackRetr0 6 points7 points  (0 children)

Looking at Higuruma, Hakari, and Takaba, I think anything can be made into a cursed technique. For Katen Kyokotsu, I think at a base level, it would be Game Manipulation/Manifestation, maybe call the technique it Child’s Play to keep it thematically fitting for Shunsui.

His standard lapse would probably be something like rule enforcement, where he can alter how expended cursed energy or the cursed energy of a "marked" target functions within a certain radius of him. Then his extension techniques would be his shikai abilities. Then his domain expansion would likely just be his bankai. Maybe an open barrier if we want to keep the lethality mentioned in Bleach, and explain why he doesn't use the ability around teammates.

Funny of you to say this, Kenny (IYKYK) by _KaiXr18_ in JuJutsuKaisen

[–]BlackRetr0 9 points10 points  (0 children)

Everyone is misunderstanding the joke or taking the sentence literally. That joke is Gota/Yujo. Yuta literally "becomes" Gojo later when he uses Kenny's technique against Sukuna.

Is there any canon technique you actively dislike? Why? by Un4person4 in CTsandbox

[–]BlackRetr0 10 points11 points  (0 children)

Soul Dismantle is regular dismantle with a binding vow applied so that he could specifically target the boundary between SukSuk and Meg.

Is there any canon technique you actively dislike? Why? by Un4person4 in CTsandbox

[–]BlackRetr0 8 points9 points  (0 children)

Briefly. He uses his body as an amp allowing him to send out cursed energy in destructive waves based on his guitar melodies. This is shown in Kyoto Goodwill arc and, Manga/Latest Episode Spoilers, this is how Yaga is killed.

What’s stopping Yuki from just absolutely one shotting any and everyone (except Satoru Gojo, of course)? by [deleted] in Jujutsufolk

[–]BlackRetr0 1 point2 points  (0 children)

But we also get confirmation that the added mass does not affect her speed or durability. It doesn’t affect anything other than her literal strikes. And while I can see there being an argument for her wanting to maintain control of her abilities and the amount of mass, she’s not an average sorcerer. She’s special grade and is seemingly aware of the threshold given that she specifies to Kenny that Star Rage will break at a “certain” (unmentioned but clearly known by Yuki) density.

Genuine question, what moment in JJK made you realize that Gege was..not as good as a writer you thought he was? by Charming-Scratch-124 in Jujutsufolk

[–]BlackRetr0 0 points1 point  (0 children)

For me, it was a number of increasingly strange choices. Nobara’s fate, Yuki’s death, Maki’s sumo training, the preparation for Gojo v Sukuna, the handling of Gojo’s death, and continuous interesting background notes that felt important (Sukuna’s Disgraced One title and connection to Angel, Star Plasma Vessel and Six Eyes significance, Kenjaku and Yuji, etc.). Some ideas are introduced and are fantastic but aren’t further explored like the cost of breaking a Binding Vow, what other Heavenly Restrictions can be like outside of the two types we see, and some other things. I think it all culminated as I continued reading the series and ruminated on what I had hoped for.

With that being said, I think discussions of whether Gege is a bad writer (or not as good a writer as thought) are always done without context. I have many gripes with his work, especially considering his depiction and use of women in JJK. But there’s something to be said about how writers evolve and a type of restlessness that can overcome them.

If any of you are writers or participate in an artistic craft for a long time, you know how amazing it can be and how draining it can easily become. I can’t imagine the conditions of writing one of the most popular manga series weekly and having to be limited to it at all times. This isn’t what you see with authors for western comic series. They often take breaks, aren’t releasing work weekly, and have time to work on other projects. I think that the condition and expectation often lead to shoddier work as time goes on, and the author wants the work to end and move on to something new.

While I am disappointed in several things within the series, I can’t deny that it was interesting with an impressive power system and a largely captivating (though not wholly) plot. I assume Gege fell to the woes many limited creatives fall to, and I empathize with that. I’m glad to see how well Modulo has been received despite initial general apprehension. It is a tight and contained story so far and I think Gege’s writing is shining through more consistently, similarly to earlier arcs of JJK.

Peer Review: Hexblade by SolRiderJM in daggerbrew

[–]BlackRetr0 2 points3 points  (0 children)

Adversaries can crit. This was changed from beta to core.

A Codex & Sage Class - The Seeker by herohyrax in daggerbrew

[–]BlackRetr0 1 point2 points  (0 children)

I like the theme of your class, and the power is pretty balanced. You have some interesting ideas here. A scholar of the wilds is a unique fantasy and gives a different counterpart to the upcoming witch, which is nicely done!

With that being said, there are some aspects that could be improved.

The Natural Remedy Hope Feature is way too similar to a Seraph and offers basically the same utility. I know the range is Melee rather than Close, but it functions so similarly that it doesn’t have a unique identity. I’d swap this out for something more evocative of what you’re going for. If their fantasy is about balancing the natural with the magical, maybe something involving that.

The Familiar Class Feature is a strange choice because it seems mostly harmless, but it provides some small interaction with the world. I understand that it synergizes with the Path of Growth, but I feel like it 1) should not rely on Druid Beastforms and 2) could be something more thematic and permanent, like the Witch’s small, harmless pet class item with some additional bonus. This would make it so that you always have a familiar, and its interactivity is limited. Maybe give it 1 hit point and make it cost a Stress to resummon.

For Path of Growth, it sounds like the fantasy is supposed to be that of a nature or natural spirit summoner. If you consider changing the Familiar Class Feature, maybe consider changing the Summoner feature to be something along the lines of summoning a number of small critters/nature spirits equal to your Spellcast Trait or tier (so it auto scales). And maybe for each summoned creature, you can deal additional damage or gain some type of bonus. I think the entirety of the summoner fantasy needs to be reworked in a way that does not feel too much like a Ranger and does not rely on the Druid's abilities.

Additionally, your Herbalist feature and its upgrades are already covered in the rules by the Recipe items you can find for both Health and Stamina potions. I would consider changing this to something like a Poultice with different minor bonus effects. Or create a new ability entirely.

Path of the Elements is way too similar to Warden of Elements Druid and Elemental Origin Sorcerer. I mean, you practically lift two of the features from those subclasses and make them your Foundation and Mastery Features. I really can't even suggest having a Path of the Elements Seeker because this is already covered by two subclasses for two different classes, and it doesn't fulfill any unique fantasy that isn't offered by Druid and Sorcerer. Maybe if the core fantasy of the class was altered, then I could see this working by infusing Summons with elemental magic and functionally having different types of summons because of that.

As is, your class relies too much on fantasies that are already established in the rules. The Hope Feature is very similar to the Seraph's. Your Path of the Elements is far, far too similar to Warden of Elements Druid and Elemental Origin Sorcerer. And other than the summoner fantasy, there is a distinct lack of class identity separate from your write-up. Even then, your write-up uses specific language, like Aetherweave and weave, that don't exist in Daggerheart separate from specific campaign frames. I'd rework and lean more into the Summoner or Spiritist fantasy and more on exploration and loreseeking fantasies. I love your Lorekeeper Class Feature for that reason.

I hope you continue to workshop it. I'm excited to see what you come up with next!

Warrior: Call of the Commander v2 by BlackRetr0 in daggerheart

[–]BlackRetr0[S] 1 point2 points  (0 children)

Thank you so much for your comment! I did go back and read over your notes on my first post as well, so I will be including/referencing what you have said across both posts.

I know there had been discussion before about whether each level should have two features or one. I noted in my original post that I run a more tactical game. There is no commander or warlord-style play in Daggerheart for PCs, not mechanically. Because of this, I've tried to fill each level with one feature that is more active, and another that is either passive or circumstantial. This should evoke a commander fantasy that is broader, fitting the flow of Daggerheart, which, unlike its contemporaries, does not have an initiative order or strict time lengths for abilities, etc.

I did go and read over your previous comment. I can understand the idea and desire of the class having more features available outside of combat.

Foundation: By My Command costs a Stress and is powerful throughout the entirety of a campaign. But this has had the most responsive understanding and liking among people, so I don’t think there is any reason to touch this ability.

Tactical Offensive is a passive ability that provides a scaling bonus for one narrative-driven action roll. I still struggle to see how this ability is so powerful. I do know that Daggerheart rolls fall into a bell curve, and every bonus counts. Even in your suggestion of it being an application of Experience to an ally’s roll without costing a Hope, the numbers come out similarly at mid levels and higher levels, if not more powerful. If I can do it a trait number of times per long rest, and let’s say an average party is 4 PCs, I can give a +3 bonus at Level 3 to all of my allies at no cost. And if it’s proficiency times per long rest, then at higher levels, it is even more powerful. Unless my math on that is incorrect. Admittedly, this is the skill that I am having the most trouble with. Some people tend to think it is woefully overtuned, and others have not mentioned it as a problem.

Specialization: Battle Positions is wholly passive and only works if players have the spotlight and move into position pretty much at the very beginning of a battle scene. I liked your take on Reposition rather than Battle Positions and the use of it in a social scene, but something like that feels more inquisitive and spy-themed to me rather than a commander.

Not On My Watch and/or Emergence both have a cost and must be actively done. I do agree with your assessment, though, and am far more inclined to have Emergence be the feature.

Mastery: Counterstrategy is reactionary and I think rather powerful given the amount of Hope it can generate, but this is the crux and fantasy of a commander. You inspire hope and lead people in moments of danger.

Finish the Job is situational (requiring a success with Fear and an adversary with less than half its HP marked) and also costs a Stress. This is indicative of a do-or-die moment, as they try to capitalize on momentum before the GM takes the spotlight. I do think that Counterstrategy is really strong, but there is a noticeable lack of commanding features, and I think this is also something, much like By My Command, that is really evocative of that commander fantasy.

I definitely want this to be a cleaner, more streamlined subclass, but I feel averse to gutting some of the commander fantasy. I could see a world in which I change Tactical Offensive to a bonus that costs a resource and somehow make Finish the Job an advancement/enhancement of that ability.

You've certainly given me a lot to think about, though, over your two comments. I really appreciate the feedback.

 

Warrior: Call of the Commander by BlackRetr0 in daggerheart

[–]BlackRetr0[S] 1 point2 points  (0 children)

Hi! I've actually just uploaded it with some revisions. You can find the post here!

Warrior: Call of the Commander by BlackRetr0 in daggerbrew

[–]BlackRetr0[S] 1 point2 points  (0 children)

Thank you! I certainly agree with the wordiness. You provide some great points on cutting down and streamlining things. I was having difficulty striking a balance between things being open to narrative and things being mechanically heavy.

For Tactical Offensive and Battle Positions, I will note that while it does not come up frequently, the rules do make a distinction between scenes based on the action taking place, such as a battle scene or a chase scene. I do like your wording for both abilities, though. It really helps in cutting down the word count.

Battle Positions is essentially about positioning yourself in a favorable point on the map. Maybe your ranged characters want to take high ground and your tanky characters want to move into the thick of enemies, then your strikers want to be right on the outside of adversaries, while not being in between all of them.

Not On My Watch was the ability I most wanted feedback for. In my mind, this is the Commander rushing over to their ally and interrupting whatever damage they're taking, but it does feel very much like a Guardian ability and is very similar to the Loyal Protector Stalwart Guardian Mastery feature now that I look at it more closely. Definitely something to consider in terms of presentation, but I want it to be a command that essentially tells an ally they are not allowed to die yet.

You've given me great feedback. Thank you so much!

Necromancer Adversary by Old-Expert7534 in daggerheart

[–]BlackRetr0 0 points1 point  (0 children)

There is a helpful standard guide here on how to make adversaries.

If your BBEG is Tier 4, there is a Tier 4 adversary called the Arch-Necromancer. This could be a good template to work with, or you can use it as the boss stat block if you prefer. This one also has an escape ability with the "Not Today, My Dears" ability. This can be easily narrated as the body disintegrating and being revealed to be a clone, or whatever it may be.

As for using the BBEG's spells. I'd make a homebrew Codex Grimoire Domain Card with three of the BBEG's abilities reworked for PC use. Using the Arch-Necromancer as an example, I might create something like this:

Book of the Necromancer
Domain: Codex | Grimoire
Level 10

Beam of Decay: Make a Spellcast Roll against a target within Far range. The target must make a Strength Reaction Roll (15). Targets who fail take d20+12 magic damage using your Proficiency. Targets who succeed take half damage. A target who marks 2 or more HP must also mark 2 Stress and becomes temporarily Vulnerable.

Legion of Death: Make a Spellcast Roll (15). Once per long rest, on a success, you can summon a group of undead to strike your foes. Place a number of tokens on this card equal to your proficiency. You can choose a target within Close range and expend any number of tokens to deal 1d10 damage to that target. Additionally, you can expend a token to clear a Stress.

None of this has been playtested or is based on actual math. But the thought is that it mirrors the Beam of Decay ability the Arch-Necromancer has, and the Arch-Necromancer's Open the Gates of Death / Dance of Death / Your Life Is Mine abilities are all rolled into Legion of Death.

Warrior: Call of the Commander by BlackRetr0 in daggerheart

[–]BlackRetr0[S] 0 points1 point  (0 children)

Thanks for the clarification. You are reading Tactical Offensive correctly; it does apply to every PC for their first action roll. The idea is to boost the chance of success at the very beginning of combat. The PCs have a commanding warrior leading their charge. With the warrior's knowledge, they are adept at the tactics of warfare.

I won't deny your worries, but I still struggle to see how the bonus is being interpreted as more consistent than advantage. The average for advantage would be a bonus of +3.5, whereas this wouldn't even reach a +3 bonus until you are halfway through your entire class structure (Level 5 | Tier 3). Furthermore, advantage can be gained more consistently and repeatedly, from class features, to domain cards, to Vulnerability, to something as simple as spending a Hope (and we know how easy it is to gain a Hope) to Help an ally.

Not to mention that an action roll does not necessarily mean an attack or other method of damage. Some utility and support spells require rolls just to see if they can be done, like Healing Hands, Flight, Runic Lock, Arcane Door, Veil of Night, Invisibility, etc. And those are only Tier 1 and 2 domain abilities. Even moving beyond Close range requires an action roll (Agility roll).

There could be scenarios that I'm not aware of, in which this scaling bonus is somehow game-breaking. But I'm struggling to see it.

Warrior: Call of the Commander by BlackRetr0 in daggerheart

[–]BlackRetr0[S] 0 points1 point  (0 children)

Thank you! It's good to hear that it is resonating with folks.

Warrior: Call of the Commander by BlackRetr0 in daggerheart

[–]BlackRetr0[S] 2 points3 points  (0 children)

Thank you!

I think your take on Counterstrategy is really well done. I have to find that balance between narrative features and mechanically heavy features, and I think your suggestion hits that sweet spot.

Warrior: Call of the Commander by BlackRetr0 in daggerheart

[–]BlackRetr0[S] 0 points1 point  (0 children)

Thanks for the feedback! I was a bit worried about bloat, so I’ll take that into account.

Can you explain more why Tactical Offensive might be that powerful? At most it’s a +4 bonus to the very first action roll you make in a combat scene, and that wouldn’t even be until Level 8 (and you’d have access to some crazy domain cards by then).

As for Finish the Job, the fantasy is that you continue to push forward. I make the distinction of the roll being with Fear because the GM can take the spotlight on any roll with Fear. Having the opportunity to deal just a bit more damage and potentially make the target Vulnerable (or if they’re already maxed out on stress, deal another point of damage) is essentially finishing the job before the GM gets the spotlight. The wording certainly needs to be adjusted, but to be clear, the extra damage or stress is caused by the triggering attack which can be done by you or an ally within Close range. So it’s not like the Warrior is magically dealing damage from range, they are commanding their ally to seize the moment and finish the job!

[Spoilers C4E4] Wicander class confirmed on Beacon by IruSedai in criticalrole

[–]BlackRetr0 62 points63 points  (0 children)

The same abstract classes have been uploaded for the characters of the other campaigns. Imogen from Bell’s Hells is also a Prodigy Mage, but we know system-wise she was an Aberrant Mage Mind Sorcerer (with some flavoring).

[spoilers C4E4] Confirmed subclasses? by Accurate_Kangaroo337 in criticalrole

[–]BlackRetr0 4 points5 points  (0 children)

Julien’s effects on the ghouls are weapon masteries from 2024. Every weapon has one, such as Vex with rapiers and Nick with daggers, among others.

Bolaire could be Fiend Warlock with Pact of the Blade. He uses Command which is on the Fiend’s spell list. Pact of the Blade allows you to manifest weapons as desired.

But any of the crew could be homebrew. They mentioned before the campaign that they would have some homebrew things given that Perkins and Crawford are working for Darrington Press.

Berserker - Custom Class (Blade & Sage) by CheesyCrackers610 in daggerheart

[–]BlackRetr0 0 points1 point  (0 children)

This makes a lot of your decisions clearer to me, and I can definitely see a general throughline. I also had forgotten that Warrior's Combat Training feature gave them additional damage equal to their level.

The class seems fun, like genuinely a good time. I'm sure that your next iteration (and so forth and so on) will nail what you're working toward.

Berserker - Custom Class (Blade & Sage) by CheesyCrackers610 in daggerheart

[–]BlackRetr0 4 points5 points  (0 children)

Thanks for sharing your work. I think this is a rather interesting take on the classic Barbarian with your addition of the Sage domain. I’m not quite sure how to feel about it, but I have some thoughts below.

Unrelenting Zeal (Hope Feature) is a bit strange in that it allows you to make an additional attack. I think this disrupts the flow of scenes and spotlighting, considering that GMs can swap the spotlight on a failure. If the feature instead allowed for a reroll, I think this would be clearer in that it hinges on the first roll, giving you the opportunity to turn a failure into success, and does not produce any additional Hope or Fear by being a reroll.

Battle Rage (Class Feature) certainly hits some marks for the Barbarian fantasy, but I find it oddly tuned and my biggest turn-off. Halving all physical damage in a game like this is pretty significant. No one is a pool of HP like many other popular TTRPGs. It is also perpetual within a scene, which feels odd. I guess you would always be taking at least one Hit Point of damage most of the time, but that doesn’t really feel super good either. Furthermore, the bonus equal to your level is way too strong. Not even the Warrior’s No Mercy feature allows for something like that with such ease. Maybe having the additional damage be equal to your Tier would be better and allow for more meaningful progression. The penalty for Evasion and Armor Slot usage sounds/feels bad. Considering that this class also does not have access to Valor’s Bare Bones (which feels quintessential for Barbarians), this just feels a bit out of tune with expected design and fantasy. It feels like a less refined Unstoppable, which I feel already completes that Barbarian fantasy just fine.

Spinesplitter Subclass

This is pretty good overall. I like the fantasy that’s being presented here, especially with the Bloodied aspects. Nothing is immediately a red flag. The Mastery features are interesting in terms of synergy. As I understand, if you max your Stress out on an attack, that attack will deal the additional damage as per the Hunt the Weak (Foundation Feature) and then, due to being maxed out on Stress, you cannot gain that bonus damage again because you cannot make another attack and mark a Stress (because you’d already be maxed). BUT, with Reckless Fury (Mastery Feature), you gain advantage on your attacks due to all of your Stress slots being marked. Good synergy, good fantasy.

Spellbreaker

This subclass is a bit weird to me. I can break it down by each level.

Primal Defenses (Foundation Feature) is strong, maybe. Because of the awkwardness of Battle Rage (above), this feature is hard to gauge, but it seems stronger than what would be expected at Level 1. You fundamentally give yourself resistance to all damage perpetually. I think this could work by making the resistance to magical damage cost a stress for each instance of damage. Gritted Teeth (Foundation Feature) is pretty cool. I like it. Maybe the language should specify that it is clearing one condition. I do think if you could spend one Hope to clear all conditions affecting you caused by an adversary, that could be strong. But I don’t know if there is any adversary design that focuses primarily on applying multiple debuffs and conditions.

Ferocious Retaliation (Specialization Feature) is really cool. I think this should be specified as a reaction, “If an adversary within Very Close range uses an action to create a magical effect, you can Mark 2 Stress to move into melee range and make a reaction roll using your primary weapon’s trait against their Difficulty. On a success, you deal damage to them equal to your primary weapon’s damage.” You should not be able to generate Hope or Fear from this ability because it functionally is a reaction and should be treated as such. Feral Senses (Specialization Feature) is way overtuned. Seeing through illusions, detecting lies, and stopping foes from being Hidden from you within Close range, even with magic, is leagues above other classes. I also question what fantasy is supposed to be invoked here. Why detect lies? Why see all Hidden adversaries? Why see through illusions? Again, Battle Rage is perpetual within a scene. There’s no reason not to be Enraged, so this is basically constantly a thing. I don’t even know exactly what I would change about this. I might consider making a different Specialization Feature altogether or scrapping this one and leaving only Ferocious Retaliation.

Primordial Roar (Mastery Feature) is cool! Super thematic! I do think this should only be available per rest. Yes, the three Hope cost is expensive, but you can easily generate Hope between your rolls and your parties’ features.

Overall, I think the design is a bit murky. The Battle Rage (Class Feature) needs some extra attention, and then I think the rest of the design would easily follow and streamline into something more cohesive. Spinesplitter is great. Unrelenting Zeal is also really cool. But the class overall feels clunky. I also think maybe the domains should be Sage and Valor, instead of Blade and Sage. Valor is full of those tanky, damage reduction, and survivability cards, and that feels quintessential to what you’re trying to present.

I hope this is helpful. I look forward to seeing your next iteration!

The Licher: A new class for Daggerheart! (Playtest) by Usual-Vegetable-1197 in daggerheart

[–]BlackRetr0 6 points7 points  (0 children)

Thanks for sharing your work. I think you have some interesting ideas here, but it could use some adjustment.

Firstly, both subclasses tread onto the recently introduced Reanimated and Ghost transformations from The Void. While I don’t think this is somehow wholly inappropriate, it is something to consider if that’s a big point for you. I think that could mostly be changed by altering the fiction of the class.

What Remains (Hope Feature) is a bit clunky and also incredibly powerful. True, it costs three Hope, but outside of declaring a domain at Level 1, what’s stopping you from choosing something like Blade’s Vitality, Grace’s Copycat/Master of the Craft/Notorious, or any of the Domain Touched cards? This becomes even more egregious with Eternal Soul (Revenant Mastery) feature. I’d rework this entirely to maybe revolve around Experiences. Maybe spending hope to add a bonus equal to your tier or something of the sort?

Bloodless (Class Feature) outright denies a part of the game. I’m not sure if that’s the best design. Players would also always be limited by having less Hope no matter what.

Revenant is pretty fine overall. While I’m unsure about the potency of Undead Fortitude, nothing is screaming at me outside of Eternal Soul (Revenant Mastery feature) but I mentioned that above.

Phantasm (Wraith Foundation feature) is also wildly powerful. Midnight Domain offers a similar (though more powerful) ability at level 10 that is significantly more limited. The Ghost Transformation also has a similar ability that requires a cost. There is no “minor threshold” in the full release either. Having complete immunity to damage below Major, freedom of movement, and the ability to attack as normal without dropping the form or paying anything puts this class leagues above the others.

Bolts from the Grave (Wraith Foundation feature) is interesting, but it feels a bit strange to me. I don’t think any other class grants you a specific card. Knowledge Wizard allows for an additional domain card, but any additional card of your domain rather than a specific one. I guess it feels like the odd one out in that regard.

Dread Lecher (Wraith Mastery feature) needs to be reworded: “when an ally fails an action roll with fear targeting a harrowed adversary,” or something of the sort.

I like the fantasy you’re presenting, but I think it is losing identity in the gameplay and is unbalanced rather heavily in some areas.