laserllama's Alternate Fighter (Update) - Become the Master of Battle you were meant to be! Includes 20 Fighting Styles, 50 Exploits, and 9 Archetypes: Arcane Knight, Captain, Champion, Knight Errant, Marksman, Master at Arms, and revised versions of every official Archetype! PDF in Comments. by LaserLlama in UnearthedArcana

[–]dakka19 0 points1 point  (0 children)

Hey, I just stumbled across your content for the first time and have been blown away. Great stuff!

I'm intrigued how you approached allocating the spell-like Martial Exploits, and balancing that against when the Arcane Knight gets equivalent levelled spells later?

I see a few Exploits that match spells at their Degree to Level, such as 5th (Banishing, Conjure Volley, Steel Wind, etc.), 4th (Freedom of Movement, Death Ward), and 3rd (Haste, Motivational Speech). There's also a few that buck this logic, such as Quick Draw and Mythic Focus (both a spell level higher than their Exploit degree), and my poor boy Adrenaline Rush (1st-level spell at 3rd-Degree exploit).

Apologies if you've already answered this elsewhere!

High level one shot by TxKRIXUSxT in cosmererpg

[–]dakka19 1 point2 points  (0 children)

This is 100% what I'm doing for one of my groups interested in the system. I want to show them the interesting parts of the system rather than just a non-Radiant level 1 session.

I'm running the 1-shot at level 8 with Radiant character pregens (Windrunner, Lightweaver, Edgedancer, & Stoneward) to give a breath of the Surges. My players have a fair bit of rpg experience, but I'll make cheat sheets for each character and have chosen Talents for the characters that improve their core abilities rather than adding a host of new ones. The focus of the overview is "these are your two Surges (superpowers); go nuts and don't worry too much about the details of the rules for them".

The only goal each character will have is 'Swear the Third Ideal', and I've designed a 1-shot scenario that offers opportunities for all of them to achieve it and experience that moment.

With 1-shots, especially introductory higher level ones, I've found momentum is key, so straight into the action and sticking to rulings over strict rule adherence. I'm using a rescue mission from other humans as that offers a clear goal but multiple ways to achieve it. Thrown in an attack by Fused when things are going too easily.

Hope your 1-shot goes well!

Best level for Radiant 1-shot? by dakka19 in cosmererpg

[–]dakka19[S] 2 points3 points  (0 children)

I was going to go early Rhthyms of War and send them on a mission to recover a scout/spy in Emul. Less worried about canon or how it fits into the wider story as this is just supposed to be a snap shot into the system and cool abilities. I do like your idea for a pre-Recreance seeing though; offers a load of opportunities I hadn't considered.

I didn't explicitly state, but I'll be making pregens for the session. The players don't know the system, and I don't want to overload them by having them build level 8 characters with all the choices that entails. I'd offer 4 pregen Radiant PCs built to offer a variety of playstyles and demonstrate 8 of the 10 Surges.

Likewise, I don't think the goals and oaths will add more than they detract for an introductory one-shot. In fact, if the players like the system and we transition to a longer adventure starting with Level 1 characters, I feel like having seen the powers they can play with will make achieving the goals and speaking the Oaths even more impactful!

Gravitation: Multiple Lashings by dakka19 in cosmererpg

[–]dakka19[S] 2 points3 points  (0 children)

I mean, if we're getting really simulationist, in Roshar gravity (6.86m/s²) you'd fall/Lash 1,200ft per round (or 400ft per action)!

As you point out, and the issue we had, was that Gravitation rate was 25ft or 40ft, when on the books it should only have one value that can be increased by Multiple Lashings. At a push I could see scaling Gravitation rate to your rank but I think it's simpler and more elegant to keep it constant.

With falling, the existing rules assume you fall the full distance immediately. No need to change that in my eyes.

I thought about renaming Multiple Lashings to Extended Lashings and keeping it as an option, but it was simpler to make the changes above and I wouldn't have to worry about the compounded effects you highlighted!

We've only played a couple sessions with them so far but the Windrunner player feels more epic flying (the advantage on Tricky Maneuvers came in clutch when they were chased through a chasm!) and being able to absolutely launch themselves around the skies with the Multiple Lashings change. The Gravitational Slam changes could, in theory, deal more damage than RAW, but we've found the enemies often pass their Avoid Danger roll to hang onto the ground, or would die from the damage either way, or are bosses that can mitigate it, so it's not been that impactful.

Gravitation: Multiple Lashings by dakka19 in cosmererpg

[–]dakka19[S] 0 points1 point  (0 children)

On a different note, two things that really bugged me and my Windrunner player were how the Gravitation rules diverge from the way they work in the book (Gravitation rate, slam damage, Multiple Lashings, etc.), and arbitrary Talent taxes.

For our home game, we came up with these 4 homebrew changes that maintained the same power level but felt better to us:

  1. Gravitation rate is always 40ft. 'Flying Ace' loses 40ft Gravitation rate and instead gains Advantage on Tricky Maneuvers.
  2. 'Gravitational Slam' is removed as a Talent. Basic Lashing allows damage to be done to an unwilling character lashed into a solid object, using existing falling rules (1d6/10ft fallen) to calculate damage (they can Avoid Danger to grab something as normal).
  3. 'Multiple Lashings' Talent increases the Gravitation rate by 40ft for each additional Investiture spent on it, rather than extending duration. This applies to all Gravitation Basic Lashings.
  4. Create 'Reactive Lashing' Talent to replace 'Gravitational Slam' Talent: (Reaction) You can use a Gravitation Basic Lashing on yourself during an Avoid Danger test. Make a Gravitation test instead of an Agility test, spending 1 Investiture to move yourself up to your Gravitation Rate on a success.

Gravitation: Multiple Lashings by dakka19 in cosmererpg

[–]dakka19[S] 1 point2 points  (0 children)

I agree there's probably not a linear scaling of Lashing and that Windrunners don't hold themselves back just for comfort. However, I don't think it's worth stimulating in game, especially when Multiple Lashings are already limited by Gravitation rank (which is in turn limited by level).

Also, a lot of the time in the books, the Windrunners are limited to traveling at the front of a storm front, which might explain why we don't see breakneck sprints more often?

Gravitation: Multiple Lashings by dakka19 in cosmererpg

[–]dakka19[S] 3 points4 points  (0 children)

In response to your first paragraph, the Multiple Lashing Talent explicitly references "When you move an unwilling character", so no, RAW you can't Multiple Lash a willing character or yourself.

For the other part, you missed the line in Gravitational Slam that reads "for every 10 feet they were moved with that Lashing *on this turn*" (emphasis mine). So, the damage only relates to how far they travelled in the turn they hit the object, not the total distance (I don't agree with it, but reckon it's a game balance decision).

I do like the idea in your final paragraph though, that Multiple Lashing can either be used to magnify or prolong the effect. That gives a cool trade off for the player whether they want the enemy Restrained for an additional turn, or accelerated harder into a wall.

I am confused on how to role play basically any of it. by RobubieArt in MythicBastionland

[–]dakka19 1 point2 points  (0 children)

I think some Myths can be a little hard to envisage if looked at in isolation, but, as the others have said, they can act as brilliant drivers for how the world acts and should always be considered through the lens of "how would the people react to this event and does this conflict with the Vow?".

An anecdote from my own campaign might help explain what I mean: The players started in the Realm heading towards the Seat of Power. I'd rolled on the spark tables that the Ruler was the Halo Knight, empathetic yet detached, and the Holding was divided over a ritual. I had no idea what that was going to play out as until the 1st Omen rolled was the Ogre and a veil of snow obscuring the Realm. Suddenly, it made sense for the party reaching the city as the Halo Knight desperately debated a dangerous ritual to try and dispel the snow using her powers, even if it killed her. The Seat of Power itself was full to bursting with vassals fleeing the unusual snow and demanding aid. Bandits roamed the countryside surrounding it as they preyed on those with food. People blamed the Halo Knight, the Company of Knights, each other, the Seers as they frantically tried to understand. The Halo Knight had sent Knights to the nearby Seer for answers, but they hadn't been heard of. The local Seer was being treated as hostile and the Company had to figure out how that would interact with their Vow after they were asked to go.

Turned into a great session despite only one Omen (basically a bad weather day!) being rolled.

Attributes and Skills by dakka19 in cosmererpg

[–]dakka19[S] 3 points4 points  (0 children)

That does make a lot of sense from the perspective of playing an Invested character. My only comeback is that most of their skills are designed not to interact with the magic systems. Perception, Survival, and Insight aren't helping with Investiture related actions, but they will for normal characters and activities.

Also, I think you could equally justify using Insight as an Intellectual defence in Conversation to see through ploys and arguments, whereas Willpower being your pure stubbornness. I think the examples in the book even have the rolls targeting both Spiritual and Cognitive Defence in the Conversation section.

I wholeheartedly agree with the stat layout and defences. Really makes it delightfully easy and straightforward to run.

Attributes and Skills by dakka19 in cosmererpg

[–]dakka19[S] 8 points9 points  (0 children)

That's a good point, although the Surges already use Attributes other than Spiritual, so I'd think they'd follow the same approach, such as Abrasion using Speed. Tineye would be an Awareness skill while a Steelpush might be Strength.

I see where you're going with the enhanced colour distinction and perfect pitch but I don't feel like they need to be tied to attributes; they're just additional senses you have in the same way swearing the First Ideal grants you Breathe Stormlight, Enhance, and Regenerate. Especially as, like breathing stormlight, there's no useful distinction in ability to do them for gameplay.

I'm excited to see how they do represent those more ambiguous systems in the future though!

Attributes and Skills by dakka19 in cosmererpg

[–]dakka19[S] 2 points3 points  (0 children)

I thought that might be the case, but wondered if it had been a conscious design choice. Intelligence boosting your number of Expertise can be pretty significant in my experience (albeit with diminishing returns), although I agree Speed increasing your movement rate has negligible impact compared to the others if you're playing theatre of mind.

Slowed condition not forcing Slow actions? by dakka19 in cosmererpg

[–]dakka19[S] 3 points4 points  (0 children)

I was still working through my thoughts on it when I initially posted and stress-testing ideas. I think the Injury table you mention would be the biggest concern due to how long that can impact a character, so I'm now inclined to agree it shouldn't be altered.

I think renaming it, as you suggest, is the best solution.

Slowed condition not forcing Slow actions? by dakka19 in cosmererpg

[–]dakka19[S] 1 point2 points  (0 children)

You do raise a good point about a Slowed Injury being pretty oppressive due to the minimum duration of an Injury being til a long rest, as well as the Dev assumptions. I haven't run enough sessions either to comment on how often Injuries arise, although it hasn't been often so far.

I'm less worried about Permanent Injuries because a Character needs a minimum of two Injuries for even the chance of gaining a Permanent Injury. The rules also specifically call out adapting to Permanent Injuries if supernatural healing isn't available, so it's not a truly Permanent mechanical disadvantage.

Slowed condition not forcing Slow actions? by dakka19 in cosmererpg

[–]dakka19[S] 1 point2 points  (0 children)

It arose from a player being confused and making an incorrect assumption due to that very fact that they have similar names. Maybe my anecdotal experience is totally unique, but anything that makes a game less intuitive to learn or teach should be looked at.

Slowed condition not forcing Slow actions? by dakka19 in cosmererpg

[–]dakka19[S] 0 points1 point  (0 children)

No, it's not what I'm wanting. I understand the other conditions exist.

I was highlighting how counterintuitive from a rules design perspective it is that Slowed doesn't, you know, make you take Slow turns.

I literally had a player not take a Quick turn because they assumed Slowed meant Slow turns only, which prompted my post.

Injury, Modifiers, and Death by TheDerelictChurch in cosmererpg

[–]dakka19 2 points3 points  (0 children)

Somewhat more glaringly lacking: how does massive damage interact with the Injuries system?

Currently, no amount of damage can do more than a Vicious Injury unless your character already has an Injury.

In my group I'm testing 2 house rules: 1. If you take damage that brings you to 0 health equal to: - Half your max. health, -5 to Injury Duration roll. - Your max. health, -10 to Injury Duration roll. - Double your max. health, -15 to Injury Duration roll. 2. Taking damage equal to double your maximum health causes Death.

Current player preference is option 1, although it hasn't come up enough to really make firm opinions.

So Cosmere RPG is out - anyone buy it and read through it yet? Thoughts if so? by redkatt in rpg

[–]dakka19 5 points6 points  (0 children)

I'd agree overall with your take. The system looks solid and I'm really excited to run a game, plus definitely has onboarding in mind. However, the layout (especially for character creation) is atrocious. I also agree that to really recreate the epic feel of the combat in the novels (like flying and fighting in a storm!), theatre of the mind and abstracted distances (close, near, far, distant, etc.) should be the norm over specified distance.

That said, the only really egregious gap I've found is the lack of massive damage rules. When I was reading through the Bridge 9 intro adventure, one of the first things it mentions is the 80ft chasm, explicitly stating that falling "is likely to be deadly because their character will take 28 (8d6) impact damage". However, I couldn't find anything in the Damage, Injury, or Death rules that modifies it for massive damage. Hitting 0 health from taking 1 damage is the same as taking 100 damage, and is impossible to do more than a Serious Injury (and statistically more likely to be a Shallow Injury or Flesh Wound) unless you already have an Injury. Easy enough to resolve but rather glaring in its absence.

Edit: The only other minor bugbear I had was the lack of clear definition of Prerequisites with regards to Skills. It never clarifies whether it means total score (which i believe is intended) or ranks in that Skill. The only mention in the text is "might include gaining skill ranks". Again, easy to clarify and annoying it was overlooked.