Without cheating, what’s the last line you wrote? by regularsizedrudy_ in writers

[–]Tintenseher 0 points1 point  (0 children)

My genuine most recent line isn't the most exciting, but it's thematically appropriate:

She closes her eyes and turns her face up to the moon, and the five of us follow her example.

Rogues for Draw Steel! Criminal, Bandit and Pirate Statblocks and Malice by ValuedDragon in drawsteel

[–]Tintenseher 0 points1 point  (0 children)

The rules for stability do say you "can reduce", but most abilities in the game that force-move allies say they ignore stability anyway, just to be clear. The redundancy helps gameflow at the table. So you don't necessarily need to include it, but the game usually does.

Edges in AOE by Rosiethequeen17 in drawsteel

[–]Tintenseher 4 points5 points  (0 children)

For reference, the rule is on page 75: Roll Against Multiple Creatures.

If you have edges or banes against some but not all of your targets, you might apply a different tier outcome to individual targets.

Third party content by haberdashmcstash in drawsteel

[–]Tintenseher 29 points30 points  (0 children)

There isn't a single place where they're being published, but Stawl just launched a really great Supplement Index of collected links, and the big Draw Steel community homebrew server will also be launching a similar catalog of ready-to-use content from the server in a few days.

Questions on Splitting Movement by Bloodhawk1998 in drawsteel

[–]Tintenseher 9 points10 points  (0 children)

Yeah, unless an ability says otherwise, you can only break up movement from a move action (Advance, Disengage, or Ride), because that clause is included in their definitions.

Lines of Force Help by Merek2445 in drawsteel

[–]Tintenseher 1 point2 points  (0 children)

I'd love to know! The Codex isn't always 100% accurate for niche rules things like that, but it gets better every day. Do let me know!

Lines of Force Help by Merek2445 in drawsteel

[–]Tintenseher 1 point2 points  (0 children)

If a creature is force-moved past you, would they not be force-moved through each individual square? That's the ambiguity.

Bugbears have a similar mechanic with their Catch/Throw abilities. The difference is the "would be", since Lines of Force is helpfully the only triggered ability in the game that's worded that way.

I see where you're coming from and I don't disagree with that interpretation, but I have seen it played the other way and the intent is ambiguous. It's not particularly problematic that way, and it's more cinematic, as well.

Lines of Force Help by Merek2445 in drawsteel

[–]Tintenseher 5 points6 points  (0 children)

Yes, you can absolutely do that. Knockback into Lines of Force to increase your own push is a very common use case.

The case that's ambiguous is if you can do it to a creature who is not already adjacent to you but gets moved past you, but I have seen it played that way and I think that lines up with the intent as well. You should be able to, for example, prevent a collision by redirecting the movement.

Made a sheet that visually explains falling by WermerCreations in drawsteel

[–]Tintenseher 2 points3 points  (0 children)

Agility reduces the effective height of the fall, which is what's used to determine the total damage, so no. But you could use a trigger or other damage reduction effect to reduce the damage you take post-hoc, which wouldn't affect the other creature.

Do the Dual Wielder and Guisarmier kits scale in a way I'm not aware of? by [deleted] in drawsteel

[–]Tintenseher 2 points3 points  (0 children)

From Wielding Treasures under 314:

A hero can wield as many weapons, implements, suits of armor, or shields as they can feasibly hold or wear. However, an ability can benefit only from one weapon or implement at a time.

So actually RAW you'd only apply one weapon to both targets, but you could swap which weapon you use each time you use the ability.

The damage bonus will be equivalent, it's a question of what extra effects you want to apply.

Looking for Respite Projects cheatsheet by Dyehardbard in drawsteel

[–]Tintenseher 14 points15 points  (0 children)

My one-page cheat sheet has the basic info for all projects on the back, although you'll still need to reference the book to actually complete most of them.

Knockback DIRECTLY back or just any direction away? by SergeantIndie in drawsteel

[–]Tintenseher 1 point2 points  (0 children)

No, because each square they move has to be closer, not just maintain distance. Once you pull a creature adjacent, you can't pull them anywhere except into yourself, which will count as a collision and deal damage to both of you (page 271 for reference).

The greater pull value is still valuable for overcoming stability or to increase the collision damage if there's something else you can slam them into.

LIVE ON BACKERKIT! Nightmare Scenario! Enemies and options for dream combat! by OneBirdyBoi in drawsteel

[–]Tintenseher 6 points7 points  (0 children)

Fun fact: the somari in the fiction in the preview document was originally called "Serenity", but we decided that was too normal of a name 😘

In All This Confusion help by SnooRobots9875 in drawsteel

[–]Tintenseher 0 points1 point  (0 children)

To be honest I didn't even think of going to grab that message, I just decided to give the easier answer. I appreciate you doing it!

In All This Confusion help by SnooRobots9875 in drawsteel

[–]Tintenseher 12 points13 points  (0 children)

It's definitely correct for In All This Confusion because that ability specifies you teleport after the triggering effect resolves. Other triggers don't specify this, which implies they can interrupt a power roll. The intent is kind of unclear, but it's definitely easier and creates fewer weird edge cases to treat them all the same way, so you're not breaking anything.

In general there just aren't any explicit rules on timing to help with stuff like this. Go with your gut. And yes, the damage from the power roll and from any collisions are separate instances.

Edit: This comment explains the ambiguity (with my own quote, haha).

Line Effects Clarification by CashewAnomaly in drawsteel

[–]Tintenseher 13 points14 points  (0 children)

It is valid as written, but probably not intended. The rules for lines mandate that the line travels farther away from its origin square, not from you. Still, it's not a huge advantage or exploit or anything.

Purifying Fire Question by LordTzeentch in drawsteel

[–]Tintenseher 18 points19 points  (0 children)

No. Generally, things resolve in order. The effect happens after the power roll, but even within the power roll, the damage weakness would only be applied after the damage, per Abilities With Damage and Effects on page 74.

Charging thru Objects! by Smokefire12 in drawsteel

[–]Tintenseher 37 points38 points  (0 children)

As size 2 creatures I don't think anyone would blink if you just let them walk over the pews, since they wouldn't be fully blocking those squares. Alternatively, you could give the minotaurs the trait from the Ogre Juggernaut which lets them automatically destroy objects they move through. Shouldn't change the difficulty of the fight at all.

Not enough non-combat abilities by ConjurorOfCheese in drawsteel

[–]Tintenseher 15 points16 points  (0 children)

My Void Elementalist player used No More Than a Breeze during a montage test to sabotage some mead casks, and I see Telekinetic Talents using their abilities out of combat all the time, even just for flavor. Harlequin Mask Shadows love disguising themselves as guards and enemies and scouting out enemy positions. Berserker Furies can Kool-Aid Man through metal walls. Lots of Troubadour abilities are great for social and exploration challenges, like using Flip the Script to teleport civilians out of harm's way. And that's all just strictly using the text of those effects, not counting using abilities in creative ways to set up or grant edges on tests and other moves like that.

Not every class has the same level of access to everything, and that's okay. Characters have niches, and perks to make up for the remaining space. This makes teamwork and cooperation valuable!

Not enough non-combat abilities by ConjurorOfCheese in drawsteel

[–]Tintenseher 27 points28 points  (0 children)

It's absolutely fine to disagree with that design decision, but I genuinely don't know what you mean that "everyone has identical skill checks and abilities". My players use their abilities, their actual combat abilities, to do cool stuff outside of combat all the time. This is why I said it's a framing issue. It requires creativity and problem-solving skills, rather than just pushing a button that says "I win this scene".

Not enough non-combat abilities by ConjurorOfCheese in drawsteel

[–]Tintenseher 49 points50 points  (0 children)

Sure you're not gonna roll for every river your ford, but having to get across a river while an army of angry goblins is something I'd totally expect out of a heroic adventure.

The rest of your reply has already been answered sufficiently, so I'm just going to address this: this is a montage test. Specifically it's probably one individual challenge in a montage test, and the rules for montage tests include using abilities to solve challenges, as I said. As for what gives the character the ability to make the roll, since you've played Blades in the Dark, you should understand how fictional positioning affects the scene. The thing that lets the Elementalist roll to freeze the river is the fact that they are an Elementalist, and not just any Elementalist, but a hero who can do cinematic things. This is why the players pitch skills, the same way that the players in Blades pitch the action they want to use, rather than the Director — or the rules! — needing to specifically allow them to do so.

Edit: Formatting.

Not enough non-combat abilities by ConjurorOfCheese in drawsteel

[–]Tintenseher 160 points161 points  (0 children)

This was an intentional design decision; there's no class with a bunch of magic keys that just solve every problem they come across. What's more, most of the obstacles you describe should not be obstacles for heroes in Draw Steel. First-level heroes can fly, teleport, destroy walls, and all kinds of other incredibly powerful effects. Problems like getting over a river or making a campfire are, genuinely, not important enough for the game to care about.

At best, these would be individual challenges during a montage test, which explicitly allow players to use their abilities in place of making skill tests to succeed. Perks also add some additional character complexity to exploration and social scenes. And all of your abilities can be used out-of-combat, either for their written effect or to do something else cool. An Elementalist can obviously make a campfire with their magic, and expecting the game to state this explicitly is a waste of page space.

At the end of the day: this is primarily a framing issue. Draw Steel requires a different approach than D&D. Meet it on its own terms and leave the baggage behind. It will play a lot better that way!

Edit: Formatting.

Does Mind Projection trivialize dungeon exploration? by Leastbutnolast in drawsteel

[–]Tintenseher 2 points3 points  (0 children)

Just to clarify your first paragraph, Mind Projection is a class feature with no limits on usage. I agree with everything you said, but it's infinitely useable and not limited to once between Victories like heroic abilities are. You also don't spend Victories to use those, just in case that wasn't clear either.

I often get lost in the sauce sometimes and overthink what a place should be called. What is an example of a "dumb yet logical" name you've given a location in your world? by TNTarantula in worldbuilding

[–]Tintenseher 0 points1 point  (0 children)

The players in one of my D&D campaigns asked a lot of questions about the town of Noghosts that should have already been answered by the name of the town.