On Oct 23, 1:07 pm, Elethiomel <
terje...@gmail.com> wrote:
> I agree, which I suppose is part of the reason I suggested
> Fantasycraft in the first place; it doesn't nerf only casters - it
> nerfs melee and ranged attackers too, but it does so while providing
> good, interesting choices. (The melee/archer nerfs are less obvious
> until you look at the systems for designing magic weapons and armor,
> how many you're allowed to truck around, and so on.) Overall I find
I've only browsed it very lightly; I don't have any real
depth of understanding of it. It does seem to be a very
gritty system, but it also rubs me aesthetically as
"not-D&D, with some of the D&D spell list welded on",
which is... odd. You need your paladins and rangers
and druids and such, in a D&D homage game.
> Fantasycraft to be a very elegant system... though I must admit I
> haven't played or run it yet. I'm reading the book a few times before
> testing it out.
It does look very well done -- just "not D&D".
> > Towns, single-encounter low-level quests, themed dungeons
> > and such will help to alleviate this pressure to power-up low
> > level characters from the other end. Also, NPC allies with an
> > Intelligence level above that of a turnip will help to take the
> > pressure off the PC to be so uber.
>
> Themed dungeons will certainly help builds like the Enchanter a lot.
> "Uh, it doesn't have a mind to influence? Crap. I run away."
AI will also help Enchanters and other teambuilder characters
like Bards a lot. Enchanters especially should not be able to do
run solo -- "Uh, it doesn't have a mind to influence? I throw my
charmed warrior at it and cast /heroism/ on him."
Hopefully, this will somewhat balance the coming DC nerf -- the
plan is that a lot of extraneous/high DC modifiers will be removed
or delayed to higher level, and mages will calculate their spell DC
as (10 + spell level + HALF Ability Score Mod), the theory being
that the mage will choose spells with a DC based on his highest
Ability Score against a foe's (probable) lowest saving throw, so
1/2 highest mod should be roughly balanced by full mod in an
Ability Score of (essentially) the caster's choice.
And the thing where Enchanters and Maevites add two attributes
to spell DC will probably get clipped, in favor of spells with the
[Charm] descriptor always using just Cha, for eveyone, and
Enchanters getting a set +1 DC bonus and some other specials.
I may end up looting some Beguiler-related things to give as
perks to Enchanters in compensation.
This... probably really sucks for low-level Enchanters, but I think
that keeping a DC balance curve is really necessary to avoid the
game becoming "whoever goes first, wins" at level 15+.
> Yes, they will. How do you plan to deal with flying and outdoors
I've actually got a fairly nifty (if not really traditional D&D)
plan to
balance flying and similar "total death to meleeists" powers -- by
incorporating some some folk superstition remedies against magic
into the game, so for example /fly/ and /wraithform/ will cut out if
a character suffers damage from cold iron.
Honestly, from meleeist perspective, you should have a secondary
ranged weapon, and in some encounters you'll just have to use it.
It sucks, but it's no different from rogues fighting crit-immune
monsters -- some encounters you have to just tough out.
> encounters? On the one hand, raining death from above as a ranger-on-a-
> pegasus on orcs without a significant ranged attack seems pretty
Roof height can limit this, in combination with a monster AI that
knows the appropriate response to a flying archer is to get out of
the Vast Ampitheater and into a low-roofed corridor.
> awesome, on the other hand I could see it getting boring (and
> encouraging that style of "scumming" for XP and loot). I suppose you
> could always go the Champions Online way and give nearly every monster
> encountered outdoors a ranged attack... or a way to run the hell away
Or just not give XP for flying characters fighting ground-bound
monsters from the air. This one I need to think about a bit,
however -- cold iron probably won't cancel a hippogriff mount's
flight, because that would be silly. I doubt it's /lawful/ from
Incursion's chivalry-based standard to rain death from above
on helpless enemies, but that's not balance for /everyone/.
> Yes. The lack of interesting opportunities was my (unfounded) worry
> when it came to the biome list; I'm sorry for assuming the worst.
Keep in mind I'm just sketchpad-brainstorming right now -- I'm
coding exclusively on the script compiler and data model, and I'm
very eager to get back to something that actually feels like a video
game, so I'm putting a lot of random thought into game design,
but nothing's set yet.
> there's the sudden Arbalest from the shadows that rolls 20 - 20 and
> crits you to death. Or just the one that rolls 20 and bleeds your HP a
> little; my point is that the management of HP is a concern for
> everyone, even people with "nigh unhittable" builds.
Yeah, but "lose some every encounter" is a very different concern
for the tank-types.
> Fair enough; I seem to remember weapons like that too, but I took a
> conservative estimate (one that I was sure I remembered correctly)
> instead - and yeah, if you dump your points in luck you should get
> something back from it, I agree.
Luck is going to do a fair bit in the new game beyond magic items.
It may figure into hit points in some as-yet-undetermined manner,
since it plays a role in how D&D hit points are usually rationalized,
and it's also going to have a role in letting characters escape
attacks that would insta-kill/insta-disable them a limited number of
times by something other than HP damage. At least, characters
with the "heroic quality" thing (PCs, party members and uniques),
and perhaps also "monsters of legend".
So I want to be careful not to overload it as a stat.
I /like/ instakill effects, from an aesthetic perspective, and I
hate
the idea of removing them or reducing them to HP damage (as 3.5
did with /disintegrate/) but I also recognize that they need to be
balanced carefully if high-level play is to be something other than
opposed "initiative roll" crapshoots (and yes, I know Incursion
doesn't have initiative per se, but you know what I mean).
My basic design premise is that anything that does instakill
should be very situational, and have a list of conditions in which
it just doesn't work, full-stop.
Part of all this derives from my desire to include "bosses" and
"uniques" in a non-trivial way, which Incursion can't really do
currently. Murgash is ridiculously overstatted, and he's still close
to trivial to many PCs, compared to the guardian runes, his
support team and so forth. It's in-genre, I think, for bosses to
/matter/.