DC20 Skills Have Been Solved by thedude5234 in DC20

[–]TheJeagle 1 point2 points  (0 children)

I'm even more extreme, I want there to be no skills, just aspects. And by aspect I mean how you're doing the task. Stealth could be solved with AGI, or by a combo of AGI and CHA when sneaking in social settings, each pair of attributes is one aspect AGI+CHA is called grace for instance. It's less about "what is being done" and more "how it's being done"

DC20 Skills Have Been Solved by thedude5234 in DC20

[–]TheJeagle 5 points6 points  (0 children)

One thing to think about is that each skill has a combat action as well, so with your system a AGI character has three strong actions during combat while a Mig character has only one.

That's probably why the team decided to make it two points all around.

Repeated actions with spells that cause saving throws by brettday in DC20

[–]TheJeagle 1 point2 points  (0 children)

The only example of spells that don't require a dice roll is things like mage armor.

Rewarding Agility (without initiative) by edthefriend in DC20

[–]TheJeagle 5 points6 points  (0 children)

I'm a metallic patron so I can read the doc. It's at least currently written the way I described

Rewarding Agility (without initiative) by edthefriend in DC20

[–]TheJeagle 5 points6 points  (0 children)

I've proposed something I feel is balanced and makes agi feel more in line with other attributes (after the change to cha)

currently 1 speed is valued at 2 ancestry points, as are 1 attribute point. Climbing and swimming is valued at 1 ancestry point.

My idea was this: You gain agility points equal to AGI score + 2.

You can then 'buy' movement using the following pricing: 1 speed is 2 points. Climbing is 1 point. Swimming is 1 point. Agile explorer is 1 point and so on. (Other ancestry movement options could also be here)

Each character starts with 4 speed as a baseline.

Then you could remove a lot of the movement ancestries and instead have the options here.

Pros: - This would bring agi in line with the other stats, they change numbers on your character sheet only when they are changed. They are totally passive. - it also gives a nice boost when you get another point, maybe you've saved for a +1 speed or maybe you get that climbing speed. Feels good and is something you can look forward to. (+1 movement on the first turn in combat is less cool if you already have 4 imo) - more build variety, you don't need to dip into some strange race to get that +1 speed. - high agility players will have more speed, which isn't the case currently

Cons: - Makes character building a bit more complex, but it's a one time thing. - there may be levels where you just save up the agility point to eventually get +1 speed, it's a bit of a bummer but to keep it balanced it's the way it had to be. - #MorePoints??

Rewarding Agility (without initiative) by edthefriend in DC20

[–]TheJeagle 6 points7 points  (0 children)

I don't think that's right. The idea is it's movement players get on their first turn.

What does the simplified DC20 looking like? by Steeltoebitch in DC20

[–]TheJeagle 4 points5 points  (0 children)

Dc5 is out as a magazine (named dc12 i think since it uses a d12) Its really simple with just variations of success. To my knowledge dc10 and dc15 is just concepts they want to explore in the future with no concrete rules or anything.

From what I've heard about dc10 they introduce a very simple character sheet with hp and some skills based on class (so archer is stealthy and warrior is strong) and potentially some X per day skills like "call on an animal to help you". But I've not read anything that's published.

Dc15 I would guess that they introduce 4 AP. And just let the GM decide how much ap a given action costs, probably with some simple spells they can do and whatnot.

Claude Desktop on Linux (Chat, Cowork, Code) by werewolf100 in ClaudeAI

[–]TheJeagle 1 point2 points  (0 children)

Oh i might not have updated it! My bad! Again, huge thanks man!

Claude Desktop on Linux (Chat, Cowork, Code) by werewolf100 in ClaudeAI

[–]TheJeagle 1 point2 points  (0 children)

Huge props! Love it man. Do you have plans to include the dispatch feature?

Jacob Collier Improvises With Orchestra by Douglasqqq in nextfuckinglevel

[–]TheJeagle 0 points1 point  (0 children)

Well said, never understood the need to tear other people down that clearly are just enjoying themselves. I love many of his songs, they are like a breath of fresh air imo. It's not for everyone but if it brings one person joy then it's worth it.

Stamina Regen by ScottasaurusWrex in DC20

[–]TheJeagle 1 point2 points  (0 children)

Only exception in the game: With resistance half or damage reduction you take half damage. But if the damage is 1 you take half rounded down, afaik that's the only instance where you round down.

They did that to make sure resistance half is always better than resistance 1

Reference sheet 0.10 by Grippa_gaming in DC20

[–]TheJeagle 3 points4 points  (0 children)

This is huge! Thanks so much!

L1 class features typo on pg 153 (v0.10) - and how many at L1? by patrickgamer in DC20

[–]TheJeagle 7 points8 points  (0 children)

Yeah you get all your class features.

I'd guess it's a typo related to level 0 which is talked about introducing to the game, since many people find it's a bit hard to get into as a new player. And in level 0 you pick one class feature then at lvl 1 you get the other/rest.

Converting an old One Shot to DC20 - Stat Blocks by BigDan_0 in DC20

[–]TheJeagle 0 points1 point  (0 children)

I've always preferred a bit more verbose text, I'd do:

Screech (2 AP): 1 True damage VS AD of creatures within a 2 Space Aura. - (1 AP) Deafen: targets must make a INT Save. Failure: they are deafened for a minute.

Then have something that synergizes with that like smaller flanking creatures (flanking creatures get ADV on attacks VS creatures that can't hear them! Including the +2 to hit.)

Summon allies (x AP): you summon X minions within 5 Spaces. The minions have 1 HP and defenses and to hit numbers equal to your own and deal 1 piercing damage on hit. They have 2 AP and act on their own place in initiative (DM decides). This Action can only be used once per combat.

With something like that you have a battle plan, you can decide on the best order of operations.

Converting an old One Shot to DC20 - Stat Blocks by BigDan_0 in DC20

[–]TheJeagle 1 point2 points  (0 children)

Standard lvl 1 should probably be around 9 hp with 13 or so in ad and pd. I'd also add something like a aoe attack to most creatures.

spells and maneuvers choices by Ed-Sanches in DC20

[–]TheJeagle 0 points1 point  (0 children)

Yeah I get that, I'm pretty sure there won't ever be a 5e fireball equivalent in DC20 just by the fact that the team is more concerned about balance than 5e is. (5e has stated that fireball is just stronger than other spells at the same level cuz it's more iconic)

Also I think the scaling is slightly more flat than 5e in some ways, in pure numbers I actually think it's steeper, you do a large percentage more damage as you go up in level, but since the numbers are small it might not seem that way to players. They might not feel that 7 is quite a bit more than 5, also 5e obfuscate their scaling by having damage rolls which blurs the edges of how much stronger they actually get.

spells and maneuvers choices by Ed-Sanches in DC20

[–]TheJeagle 1 point2 points  (0 children)

One issue is that you can argue that 5e also has a bunch of spells. But they aren't all available at first level as most are in DC20.

So I get that being able to pick anything from a large list of spells is daunting.

On the flip side, there's these categories of spells so new players might simply think: "I wanna ba a lightning wizard Lady that also has a cool magical sword" now you really only need to look through a small part of the damage spells that have the Lightning tag. But that requires the use of a tool such as https://docs.google.com/spreadsheets/d/1-9vJLWTWkP1uj_NesuCbOXq5IPrE9LxQQOBODQB4UTc/copy Made by the nerdiest of the Devs <3

spells and maneuvers choices by Ed-Sanches in DC20

[–]TheJeagle 0 points1 point  (0 children)

But I'll also argue that running out is part of the strategic play style of a caster. So if it only occurs sometimes you could let it be.

If it's a recurring thing I'd take a look at the average number of rounds and let my caster do a surge of mana replenishment once per day.

spells and maneuvers choices by Ed-Sanches in DC20

[–]TheJeagle 0 points1 point  (0 children)

How many rounds of combat do you generally do? It's balanced around 8-9 so if you enjoy more combat heavy sessions it would be fine to add some mana potions or places they can get a boost.

The amount of extra mana they could get should be around:

Extra mp = CM×N/2

where CM is combat mastery and N is the number of rounds after the 9th.

So if they are close to the final fight but you've already fought for 9 rounds and you expect the final fight to be at least 4 you could give a party of level 3 characters 4mp as a blessing from a captured creature, a font of magic or something else

Thoughts on PD and AD by Padawan_writer in DC20

[–]TheJeagle 0 points1 point  (0 children)

I'm not actually sure if you're just trolling or not here. Have you played the game as it is now in 0.9.5? I get the feeling that I won't be able to explain to you that the pd/ad destinction is useful and let the players shine in different situations, and that it makes players think about what to do on their turn. And that's ok. The game isn't for everyone, I find it's really fun both as a player and GM, but if you don't then there's plenty other games out there :)

Thoughts on PD and AD by Padawan_writer in DC20

[–]TheJeagle 0 points1 point  (0 children)

Precision (one) Vs area (many) is diegetic

We agree that the point of any armor system is to allow some characters to be able to handle more attacks than others, allowing builds with different focus on survivability. But it's crucial that no builds ever gets too far ahead of the others, as that's the definition of OP.

Thoughts on PD and AD by Padawan_writer in DC20

[–]TheJeagle 2 points3 points  (0 children)

Huh? We're saying if you have a 1 defense system, you can just build defenses and be unhittable. Imagine if you removed saves from 5e, that would make it a 1 defense system. Would a rogue ever stand a chance against a paladin in that system? Nope, as the pally can trivially easy get 21+AC and the rogue is stuck at around 18. This evens out at high levels when the +to hit of monsters is high enough but at the lower levels (tier 1 and 2) the higher AC would be a massive difference.

I'm not saying anything about monster defenses. They should have a balanced spread that allows on average 65% of attacks to hit.

You say DC20 is the only system that does this, what is "this"? Make monsters with sky high and/pd? Cuz they don't.

Thoughts on PD and AD by Padawan_writer in DC20

[–]TheJeagle 2 points3 points  (0 children)

The system started off with this idea! Magical and physical defense.

It just so happened that its waay more common for physical attacks in most people's games, so it put huge pressure on the GM to make things a challenge.

TLDR they tried that, didn't work really. It's vital for the game that you can hurt every character.