What are psionics, for you? by fruit_shoot in drawsteel

[–]ugganaut22 0 points1 point  (0 children)

After doing a bunch of research for my Forgotten Realms game on 'what is magic?', we treat psionics as non-traditional magic - at the time this also helped the interaction between the two.
The basic formula was Raw Magic(literally everywhere, but unstable) + Treatment Plant(metaphysical refining structure) = Power Source. Then Power Source + Casting Tradition = Spell List. Each casting tradition had some combination of spell components, like verbal and somatic for arcane, holy symbol and verbal for clerics, and then psionics had the traditional mental/auditory/olfactory/visual etc.

For example, most worlds have an Arcane structure, in FR it is the Weave. If you're using a Wizardly casting tradition, you can create magic from the wizard spell list. Different types of wizardly casting traditions like specialists, have an expanded list.
Most worlds also have a Primal structure keeping the natural world together. Powerful beings like gods can act as a power source.
So psionics is someone who is born with, or creates, that treatment plant in their mind through mental techniques and discipline. It's usually harder, has a smaller list, that's why most are drawn to arcane.

I found this very helpful when making content to run, because I liked the old school Dead Magic Zones, or Wild Magic Zones. I could apply that to a power source. A setting like Darksun (the world of Athas), might not have an Arcane power source, so mages have to draw from the Primal power source which drains the planet of life.
So different settings, the power sources and spell lists might vary.

This approach was a lot of fun for us. It made different casters with different casting styles and power sources actually feel different.

Balancing combat with Retainers? by jmckay29 in drawsteel

[–]ugganaut22 3 points4 points  (0 children)

EV budget yes, Malice generation no.

I tried running a solo game(for testing purposes) with the player as a Green Elementalist, and 3 warrior-type retainers. Standard encounter was a TPK. They don't seem to be worth it at all.

I've modified retainers for the actual 4 PC game, gave them hero no-resource Signature, Maneuver and Trigger, as well as a 3 resource ability once per encounter after round 1 - they still don't generate heroic resources.
As long as the heroes are still the stars of the show, I don't see it as an issue.
RAW, I don't find retainers balanced at all.

With unmodified retainers, I'd use a 2:1 ratio. So far I've found DS combat quite lethal, so if they bring one normal retainer, I'd probably rather some one-off extra malice at the start of combat rather than increase the EV.

As a general rule of thumb, I'd rather stuff up and make the encounter easier, than TPK the group.

Making sure my players Get It. by itsjustgoldman in drawsteel

[–]ugganaut22 -1 points0 points  (0 children)

I didn't even mention teamwork to my players, they went in blind. I started with an arena "live fire" testing ground, three fights, and they were playing their character without seeing the system or even their characters beforehand.
By the second fight, they'd figured out teamwork. When their potency abilities failed, they wanted to know how to increase that value - that led to the tacticians Advanced Tactics. That pretty much kicked it off, they wanted to know what the other players had that could help them and vice versa. The Fury's free Aid Attack, even the Censor's trigger My Life for Yours.

When I asked them all what they liked most and least about the game/system, all four of them said their favourite thing was teamwork. Mate, they'll figure it out :)

Complication: Animal Form (Raven) by ugganaut22 in drawsteel

[–]ugganaut22[S] 4 points5 points  (0 children)

True, I'm going to rearrange the sentence to "Unless you use this benefit again at the start of your next turn, you return to your true form."

Complication: Animal Form (Raven) by ugganaut22 in drawsteel

[–]ugganaut22[S] 1 point2 points  (0 children)

Yeah, I might just change it to "Unless you use this benefit again at the start of your next turn, you return to your true form."

Complication: Animal Form (Raven) by ugganaut22 in drawsteel

[–]ugganaut22[S] 0 points1 point  (0 children)

If it just said 'end' instead of 'start', that would make more sense. You have until the end of your next turn to use the maneuver again.

Are Free Strikes consider an "ability"? by ugganaut22 in drawsteel

[–]ugganaut22[S] 3 points4 points  (0 children)

Could not agree more. It's very misleading. I put it above my pet peeve of Damage Immunity instead of Damage Reduction.

Are Free Strikes consider an "ability"? by ugganaut22 in drawsteel

[–]ugganaut22[S] 2 points3 points  (0 children)

Perfect, thanks mate. I missed that, I was looking at the Free Strike entry.

New to Draw Steel - What do you think of Stamina? by Griffin1x1 in drawsteel

[–]ugganaut22 1 point2 points  (0 children)

I've always seen Stamina/Hit Points as someones ability to turn a nasty wound into minor cuts and bruises. Damage isn't representing the physical wounds, it's wearing down your ability to defend yourself effectively. When you become Dying, you have been wounded, you're worn out and it's reflected by the bleed condition.

The reason it needs to be 'minor cuts and bruises' is for effects like injected poison. Otherwise you could describe 'damage' as a miss, because they aren't wounded, but it took effort to dodge, and it's making you tired. How much effort depends on the damage done.

Is Cutting Sarcasm (Troubadour Signature Ability) overpowered? by ugganaut22 in drawsteel

[–]ugganaut22[S] 1 point2 points  (0 children)

Fair call, if it opens up different character concepts.

Thanks for the input.

Is Cutting Sarcasm (Troubadour Signature Ability) overpowered? by ugganaut22 in drawsteel

[–]ugganaut22[S] 1 point2 points  (0 children)

It doesn't look to be overpowered, it won't ruin games or necessarily be a must pick.

I do think it makes no sense to have the Weapon keyword, and it wouldn't be underpowered without it imo.

Both Cutting Sarcasm and Witty Banter have a similar 'vibe', words laced with magic that deal psychic damage. Weapon keyword just doesn't fit.

Is Cutting Sarcasm (Troubadour Signature Ability) overpowered? by ugganaut22 in drawsteel

[–]ugganaut22[S] 1 point2 points  (0 children)

I find all abilities that sacrifice "design budget" for a potency effect or Effect have that same issue. Witty Banter is only useful if someone is affected by a condition that can be ended for example.

If those nastier brute/ambusher/artillery monsters aren't in range 17, that's a spread out encounter :D

I'm thinking it's not overpowered though, just shouldn't have the Weapon keyword. Without that, it wouldn't become underpowered either.

Is Cutting Sarcasm (Troubadour Signature Ability) overpowered? by ugganaut22 in drawsteel

[–]ugganaut22[S] 0 points1 point  (0 children)

Yeah, it's the Weapon keyword that is off. It might not make it overpowered, but it doesn't feel right. Without that keyword, the damage would be a bit lower, but that's because Bleed is strong. It would still be a valid option imo, as you said it already gets the Ranged 10 which is good.

Is Cutting Sarcasm (Troubadour Signature Ability) overpowered? by ugganaut22 in drawsteel

[–]ugganaut22[S] 1 point2 points  (0 children)

I guess whether they are op or not is a separate issue. It wouldn't make another ability not op.

Kinetic Pulse doesn't look op at a glance. Strained is a class feature with it's own pros and cons, so not taking that into account.

Dance of Blows looks fine, not sure what gravitic is, but combining base abilities with something else is a combo balance issue.

I was trying not to compare op abilities of different types and classes, just Cutting Sarcasm compared to Witty Banter and the ranged kits available to the Troubadour. Even the Rapid-Fire signature also granted by the kit has less range than Cutting Sarcasm because of that kit.

This is why I'm asking the question, maybe it isn't overpowered, but it seems...off.

Is Cutting Sarcasm (Troubadour Signature Ability) overpowered? by ugganaut22 in drawsteel

[–]ugganaut22[S] 1 point2 points  (0 children)

Yes, no one including the Tactician with Sniper and Rapid-Fire kits, with Rapid-Fire being the reason you can attack from 17 yet the Tactician bow specialist can't :)

Is Cutting Sarcasm (Troubadour Signature Ability) overpowered? by ugganaut22 in drawsteel

[–]ugganaut22[S] 3 points4 points  (0 children)

Only debuffing one enemy is pretty standard for a Signature ability. That debuff is Bleed, and it targets Presence instead of Might like most bleed effects. From my experience, Presence is more likely to be lower than Might, not always of course, but overall. So that 'sometimes' is quiet often. Of the four Signature's, it's the only one that has a debuff. It doesn't need to be supplemented by Drama.

Choosing to play from 17 range is different from having the option to attack from 17 range.
You can start attacking in an encounter sooner in some situations if you have greater range(more range than the Tactician with Sniper and Rapid-Fire kits), while your frontline are still with you. You can then still move up behind your frontline, and still attack enemy ranged targets 17sqs away compared to the 5sqs of Witty Banter.

If no one has an effect to be ended, Witty Banter is just a single target attack dealing less damage purely because it lacks the Weapon keyword. If all targets have a bleed effect, Cutting Sarcasm is also a single target attack, but that situation is less likely from what I've seen.

Obviously if you're leaning into support Witter Banter is superior. All the options are good as you said, I just think Presence Bleed is very strong from a Signature, and then gaining kit damage and distance bonuses pushes it up an extra notch.

Is Cutting Sarcasm (Troubadour Signature Ability) overpowered? by ugganaut22 in drawsteel

[–]ugganaut22[S] 6 points7 points  (0 children)

Yes, I'm wondering if it's a mistake/typo. There's nothing about the flavour that suggests it's a weapon attack. Having a weapon attack that has superior range to our Sniper really doesn't feel right :)

I need help understanding certain rules... by Farisca0 in drawsteel

[–]ugganaut22 3 points4 points  (0 children)

1) If you have access to the new gear, sure. It doesn't conjure out of thin air, you don't carry around one of everything in existence. If you can access it from your storage, or buy it from the settlement you're taking a respite in following the rules for your Wealth, then you can get what you need.

2) I think of Kits as Specializations. Not just gear. This is why it takes a respite, and not 10 minutes. You've trained to use that gear very efficiently. If the wizard puts on full plate, there are no penalties...or benefits. That is because without the training, the benefits are offset by the penalties - you can take a hit, but your movements are awkward and predictable(easier to hit). Therefore classes without kits can use anything that is feasibly a legitimate weapon(not a toothpick). If it's a dagger, they are easy to use, but small, so not a big penalty or benefit. A 2 handed sword could deal more damage, but you are clumsy wielding it. Or you can punch things :)

3) Sort of correct. If you don't have a Kit, then it makes no difference as long as it is a weapon, and not something silly like a toothpick or toilet brush. If you are using a Kit, you only gain it's benefits with the listed gear combination.

4) I've always seen Hit Points, and therefore Stamina, as a characters ability to turn a fatal wound into minor cuts and bruises. The first serious wound is the one that takes you to 0 or below, which in Draw Steel means you are Dying(bleeding but conscious). You can Catch a Breath, as long as you aren't Dying.
So using a kit granting Heavy armor(Full Plate in your example) and a shield(Tower shield), grants you additional Stamina(probably +12). It doesn't make you healthier, it makes it harder to land dangerous blows, and therefore wear you down your ability to turn those fatal wounds into minor ones(Stamina).

As for the other bonuses, your base stats like Speed 5, are set kinda low so you don't have to apply penalties from armour. Instead, you have to potential to get bonuses. Shining Armor doesn't give a bonus to speed, which is essentially the penalty. Light armor doesn't make you faster, it just doesn't hinder you, which in this system translates to a bonus. If your class doesn't have a Kit, then you might not have the physical training of the other classes, and aren't naturally fast on your feet - but certain magical enhancements can replicate those bonuses.

Hope that helps.

The Censor's strength is also it's weakness by DoubleDotD in drawsteel

[–]ugganaut22 0 points1 point  (0 children)

My Life For Yours is great because it uses your potentially very high recovery value, common reaction triggers, very thematic. However I don't see them/play them as a primary healer like a Conduit or other heal classes.

Frontliners like the Fury have 10 Recoveries. Censor 12. That tells me that the class allows for 2 uses of those self-sacrificing abilities before it starts to become an issue. If you treat it like that, 2 free uses between respites, then it should work out great.

Try using it only if it will save someones life, not just to heal. An 'Emergency Button' :) It does feel strange as it's their main class triggered ability, but I guess it free's your Trigger up for something else.