DeckofAdventures / TheGame

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Pre-generated Archetypes #3

Closed DeckofAdventures closed 2 years ago

DeckofAdventures commented 2 years ago

Pre-Generated Archetypes for Deck of Adventures Beta v0.0.0a2

Earth Tank

Role: Defender Primary Suit: Clubs Primary Skill: Brute

Water Healer

Role: Support Primary Suit: Hearts Primary Skill: Faith

Air Ranger

Role: Martial Primary Suit: Spades Primary Skill: Finesse

Fire Sorcerer

Role: Caster Primary Suit: Diamonds Primary Skill: Knowledge

CBroz1 commented 2 years ago

I'm seeing a couple proposals here:

I think I can turn this into a PR, but I have a few questions:

  1. How do we determine AC? How many XP to start/on-level-up for 0.0.0a2?
  2. Are there 'free' 'level-0' spells that don't cost spell slots?
  3. What's the difference between an Affinity and a Spell? Can we collapse the two?
    • It seems to me that they're both added character abilities, but the latter grants one-time use with the caveats that
      • Spell resources can be exchanged for one another (i.e., use my X slot for my Y Spell if both major/minor)
      • Spells are limited use, pending rest recovery
    • Are there limited use Affinities that we would not want to be recoverable or exchangeable for Spells?
      1. How many suit mechanics per character? I think only 1, and only active on level 2.

If I can answer these and get them implemented, I can tackle DeckofAdventures/TheAdventures#6 . For the latter, it would help to have NPC stats, like a Bestiary.md where a GM could look up a wolf, the Prophet.

DeckofAdventures commented 2 years ago

Hey, thanks for sending this. I ended up having the pre generated archetypes as a set of sub-bullets under my broader Introductory Adventure module text doc so I separated it out into a separate issue to make it easier to clarify. Definitely not final but wanted to get that first pass over to you for review and see what questions came up. I didn’t know where we would want to submit Adventure text, would we want that to go under Lore or maybe make a 4.0 section with Adventures that can become more of the GMs guide at some point?

I can refine the affinity Vs. Spell piece more but I agree that some of these would be level 2 or 3 things. I put them all on there but figure that in practice we would create a pre written sheet with half the spells/affinities on there and then grant an additional bullet point per level up when we’re conducting actual playtesting. Gonna try to answer your questions 1 by 1 but lmk if there’s any other questions that come up.

  1. AC let’s just set per character for the prewritten ones, maybe ranging from 11 at the tankiest to 8 at the weakest. I think rather than XP for our beta let’s stick with milestones so we can keep it really lightweight and I already baked two level ups into the planned adventure for now (completing the intro session and then defeating the Prophet).

  2. Spells and spell slots we’ll want to chat through in more detail. I think it makes sense for us to keep Level 0 spells a thing or any caster or magic user will have a lot of trouble staying relevant. It also gives us the ability on some spells to have 3 effects in one spell depending on if there’s a spell slot used and which one. I like the idea of a Tank having an unlimited use 1 armor point shield as an action but they can burn a spell slot to make it a 2 AP or 3 AP shield so it’s more a sense of scale than of raw power there. Gives us less things to manage but helps the player feel like they have more tools in their arsenal and more nuanced decision making thats core to their character.

  3. I envisioned Affinities being one of two types of things: a mechanic usable a certain amount of times per short rest/long rest, or a permanent buff like the ability to summon a companion or a +1 to a specific type of check. For the usable on short/long rest I want those to be more related to card draws and be a bit more “meta” to the player rather than a spell which is a mechanical choice to either: buff, debuff, heal, protect, manipulate the battlefield, or deal damage.

  4. agreed on suit mechanics and reserving any mechanics for level 2, we can modify this issue to have each archetype with what they have at level 1 and what unlocks at level 2 and 3 being clearly outlined and separated. We can use the suit mechanics for the elements that we have written in the core mechanics rather than anything I included here.

On Wed, Feb 2, 2022 at 7:20 AM Chris Brozdowski @.***> wrote:

I'm seeing a couple proposals here:

  • Spells (e.g., Rock Shield and Protect; shielding spells)
  • Alternate suit mechanics (i.e., Speed of the Wind)
  • Specific character sheets (from level 1-3)

I think I can turn this into a PR, but I have a few questions:

  1. How do we determine AC? How many XP to start/on-level-up for 0.0.0a2 ?
  2. Are there 'free' 'level-0' spells that don't cost spell slots?
  3. What's the difference between an Affinity and a Spell? Can we collapse the two?
    • It seems to me that they're both added character abilities, but the latter grants one-time use with the caveats that
      • Spell resources can be exchanged for one another (i.e., use my X slot for my Y Spell if both major/minor)
      • Spells are limited use, pending rest recovery
    • Are there limited use Affinities that we would not want to be recoverable or exchangeable for Spells?
  4. How many suit mechanics per character? I think only 1, and only active on level 2.

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DeckofAdventures commented 2 years ago

From Chris - 2.2.22

I think I'll refine the structure as follows to incorporate adventures. I want to keep Mechanics/GM_Guide as setting-agnostic as possible. Each setting could then have setting-specific GM advice sections.

  1. This list doesn't map on to our previous archetype draft. Switch to what's here?

  2. I'd like to have a rule for calculating AC in the beta if we can, as well as XP for advancement additions. The rule can change, but I think it would help balance if these pre-gens to all be governed by the same rules. I would then generate a spreadsheet that can be added to the repository and used to 'print' the pre-mades we make.

    • AC = 8 + (Agility Mod OR Armor)?
    • Defenders get armor on char creation? 1 + half level rounded down?
    • Do the Defender archetype or physical armor have strength requirements?
    • Starting XP = 6; XP per level = 6?
    • Major spells/affinities cost 2, minor cost 1
  3. Spells

    • Level 0 = unlimited use, no slot
    • Each archetype gets a number level-0 on creation, 0-3 depending on archetype
    • +1 AC for action is level 0, but limited to Defender. Minor +2, Major +3
    • Level 0 implies a level below minor - what do you want to call it? Simple/Minor/Major spells?
  4. I think we simplify if reduce down to one category. They can be tagged as passive vs. active, resource cost (0/minor/major), to separate for semantics. If we can think of a counter-example of a limited Affinity that shouldn't be able to get repeated use by expending a spell slot, I would see that as reason to keep them separate.

  5. Would you draft bestiary.md based on your adventure draft?

DeckofAdventures commented 2 years ago

Matt's response - 2.2.22

  1. Spells and Affinities we should combine under a new name.

    Powers

Minor Powers

Major Powers

Suit Powers (Element Powers in Fantasy Setting)

DeckofAdventures commented 2 years ago
  1. from above, regarding replacing Archetypes and Roles

Distinction for ruleset:

Roles