Dev Diary Discussions

Dez

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Equipment Changes

Until we get more info on if the weight classes really affect in any shape or form, or what exactly will be the values for HP/WR modifier for each tier, I can't say much. The addition of magic as a save feels redundant and just bloats the saves a bit. I'd suggest renaming mind into Magic and keep it to three, since it puts a good balance on saves, unless you plan for lifeskills to also grant saves, which would make spreading the pool into 4 far more tolerable.

Secondary Weapon I'd say there is no need for if main weapon has no changes. It would just force people that don't have a secondary weapon to come up with some excuse to have the bonus, and at that point it's just kind of pointless since we don't have dual wielding mechanics either.

Alter Changes

All the basic 4 alter passives being shared for all alters (if i didn't misread), is a great addition, and one i wanted since the beginning of TS2. Overall let's people flavour things however they want and that's good. Flexibility and flavour is always a plus.

Battle Spirits.
Berserker:
It needed a buff. I think this is a fair enough compromise of a buff, and with the additions of the aforementioned alter passives, Defense Heavy armor Battle Spirits can be potential DPS dealer offtanks now. I'd restrict this buff to Attacks and buffs though, but that's personal opinion.
Pain Immunity: Can't say how I feel about this one. On one hand, adding too many 'Guardian like' Passives or bonuses will overshadow Aura, which has the primary benefit of being the tank focused spec. But making it being based on a dice RNG might make it too random to be worth taking a slot given cycles tend to be short in TS, while keeping it as a flat dice would be too strong and simply be a better or similar version to Aura's guardian entirely. Maybe give it a similar treatment to Mend's regen and make it 2 or 3 smaller dice while keeping the same function? Perhaps buff Aura to compensate this?

Also, it should only trigger once. If it triggers per enemy hit, then it already is the best tanking alter for no apparent reason.

Corrupt.
Corruption:
OP. Way too OP. and now with Share it completely powercreeps Coordinate. Corruption already gives you a passive bonus modifier with a CHANCE of taking damage as opposed to being guaranteed damage. In the situation where you take damage (it's 50/50 chances), you can BA cancel it. If it doesn't, then you have either a small or hefty bonus for free + your BA slot. BA economy is too good for it, and adding Share just steals what little functionality Coordinate had. Corrupt has to take full damage all the time when used unless BA canceled for it to be a fair exchange.

Dynamism.
It's there.

Evoke.
Imbuement:
Build Chat already put my thoughts clear about it. Rerolling is op, exchanging die is too, specially because not only 100s but anything above +75 will guarantee critical attack to do a crit, and even potentially anything above certain thresholds to guarantee conditionals such as Ultra Counter to function.

Hyper Sense.
HSight:
Can't say until I see it in action in this case. It would rely on large maps to really squeeze the benefit out of it. Maybe if it gave a bonus too?

Mend.
It's good as is.

Metamorph.
Adapt:
I don't believe this really works, honestly. Maybe check on Chanlye's take on Metamorph. A BA that overall performs worse than most BA bonuses that don't require an alter? Maybe as a passive it would, but it's kind of a boring thing to just add random modifiers as opposed to some unique mechanic for what's supposed to be the 'unique' action of Metamorph. Just making it a passive would make it viable as a 'damage/support but in one slot', but that's eh...
Conform: I don't understand the concept of trading HP on this one. a reroll, too, which we all know are quite unbalanced in nature, specially when allowed to be applied multiple times.

Summon.
Edict & Summon:
We don't know how much HP it has, if hitting it damages the summoner (i doubt this will be the case). It uses the same modifiers as players. This sounds like a nightmare for any DM on Terrasphere as you now have to keep track of both players and their summons individually. Add in Semi-freeform mechanics and now it's nightmare+. Can they be resummoned if they die? Summon seems to imply so. Which means you have the perfect tank available as an unkillable, resummonable npc that on B rank already can go 4 tiles away from you. Meaning, that with extension and these two, you can, in most cases, cover insane amounts of range while also being completely safe, even without extension being the case as you can heal, protect, spam ultra counter, spam taunts all from a way safer position.

Weapon Arts.
Bestowal:
It gets a new tool. As of right now, it doesn't seem very strong. It may change in future updates or if new Bonus actions get added that bring interesting combinations given the possibility of 3 BAs at once. Interesting as a trump card, but I can't say I feel one way or another about it. Perhaps a small bonus modifier for these special BAs? Can't say.
 
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It's me, Warwolfer, the certified gamer.

As the Dev Diary #5 changes are initial drafts, I'll keep the feedback simple and surface-level.

Equipment Changes
I don't have glaring problems, but we'll see after the playtest.

Alters
I like the universal "Defense, Damage, Support, Speed, Extension" that anyone can pickup, though gotta still consider Speed and Extension for alterless build!

Battle Spirit
Berserk: I assume the unmitigated damage from Pain Immunity counts toward the charge for synergy purposes?
Pain Immunity: Don't have any problem with it, it's a "powerful vs many enemies, less powerful vs strong boss" passive.

Corrupt
Share: Now this might be a bit strong unless some kind of small 'extra pay' is needed from the user or the shared friends. No numbers yet, so it might be fine and balanced.

Evoke
Imbuement: Sounds pretty strong since it's both a reroll BA and dice-swapping BA at the same time in one package. Chan's Homebrew had a mechanic like this (3 prepared dice for swapping) and I singlehandedly caused it to be nerfed into the ground and made it to just 1 (one) prepared dice for swapping.

Hyper Sense
Hyper Sight: Looks situational, good in big grid maps but the requirement of not moving at all might render the user useless during the wait for cooldown. I think the 'every X cycle' itself is already a heavy requirement.

Metamorph
Adapt: I'd have to agree that an "add +x to any roll" might sound too boring for a unique action, and especially that you'll need to waste a BA for that. I assume this only applies to one roll, per action? If yes, then you might already waste a BA trying to succeed in a save from an enemy attack. Not to mention that the number scaling seems weak, but numbers aren't balanced yet so we'll see.
Conform: A rerolling action on passive, but might be more balanced than the evoke's due to the requirement to take the new roll and HP cost. Thematically weird on a Metamorph alter, but flavor is the job of the players.

Summon
Summon: At any level, this is super strong as a movement/saving tool. I actually like this kind of utility used for alters.
Edict: Now this... might be a logistical nightmare as I believe 'separate entity' should be kept flavor. Without looking at any numbers, I think this is just the worst version of Extension (or even Hyper Sight) since you take damage that your summons take, meaning summoners are essentially vulnerable every time. I strongly think "mechanic-heavy" BA like this should be left to homebrews/small DM content custom action rather than being the basic action, so I don't think this is it.

Weapon Arts
Bestowal: Sounds like a "weak early game, strong late game" type of passive which I super like personally and it's pretty unique. Balancing-wise, we'll have to see what kind of BAs are available. If it turns out multiple BAs are too strong, could always put a "unstackable" or "cannot be used with Bestowal" there.
 
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I guess I'll just ramble and see what happens.




I'm not sure a fourth save type is an improvement. I hadn't really gotten the feeling that the current 3 saves were inadequate for accommodating all scenarios.

I like the idea of splitting up armour into multiple categories so the progression feels smoother (flames know that the 5k gold for S-Rank armour is a pain). That said I'd suggest that armour doesn't grant saves so it's more focused on being the HP boosting category. That way players can choose to either focus on developing HP (Armour), Saves (Accessories), or a balance between HP and Saves (Peripherals).

Also maybe rename Peripherals to Gear.

As for a secondary weapon... that kind of feels like power creep without much depth behind it. No offence.

I agree with having these 4 "standard" purple cards be available to everyone. It'll be interesting to see people justify certain combinations but I welcome the idea.

I've got 2 suggestions here. I'll just list them per card.

Guardian
(NEW) Passive: Can use Protect on self.
Context: I know that the idea behind Protect only targeting allies is to promote interaction and teamwork, but in practically any MMORPG the tank has the ability to jump into certain death and yell "BRING IT".
(CHANGED) Free: Grant the target of your action or bonus action (self and/or allies) 3 (D) 6 (C) 9 (B) 12 (A) 15 (S) 20 (U) damage mitigation. If AoE was used, distribute the mitigation in any amount between up to 3 targets.
Context: I like consistent sequences. Also if U-Rank gets a bigger bonus than the other ranks (because of its unique nature) it's easier to not demand that the distribution is divided into specific multiples.

Saviour
(CHANGED) BA: Your aura keeps you and your allies safe. Give 3 targets within range +5 (D) +10 (C) +15 (B) +20 (A) +25 (S) +30 (U) to a save roll next cycle. You may also target yourself. Saviour may not stack.
Context: I don't know why Saviour's bonus skips ranks currently.


Making Berserk more impactful definitely seems like a good idea (although the inconsistent sequence bothers me). I like the idea of Pain Immunity, but passively having such a strong damage mitigation for all melee damage stands the risk of outperforming Aura.

Berserk
(CHANGED) BA: Gain a bonus to attacks, heals, and buffs based on the last damage you take before healing. This bonus is counted up to a maximum per rank: 30 (D) 60 (C) 90 (B) 120 (A) 150 (S) N/A (U).
Context: I still like consistent sequences. Also if someone is willing to dedicate their entire build and eat 500 HP damage while activating Immortal to unleash the mother of all nukes I'm not about to stop them.

(NEW) Focus
Passive: When you attack an enemy you take 3 (D) 6 (C) 9 (B) 12 (A) 15 (S) 20 (U) less damage from that enemy's first attack this cycle, and half that amount for extra attacks from that enemy. If the enemy is removed from the fight before the Damage Phase this damage reduction is changed into an equal amount of damage mitigation.
Free: Convert the damage reduction into damage mitigation (regardless of the enemy's status).
Context: I feel like this does a better job of letting Battle Spirit users thrive in the midst of combat without completely overshadowing Aura as the dedicated tank Alter.


Unsurprisingly I'm not a huge fan of Corruption's current functions, so I'll just skip to my suggestions.

Corruption
(CHANGED) Free: Lose 1d10 (D) 2d10 (C) 3d10 (B) 4d10 (A) 5d10 (S) 7d10 (U) flat HP and gain the same amount as an extra modifier for attacks, buffs, or heals. Checks gain half the amount.
BA: Suppress the health cost.
(NEW) BA: Give 1 (D) 2 (B) 3 (S) allies a bonus equal to half your corruption bonus.
Context: That's right, it's a Free action now and rolling even no longer negates the damage. Somebody who's on death's door isn't going to call upon eldritch forces unless they're willing to blow themselves up in the process. Also, why make Share an entirely independent card if it only works in conjunction with Corruption.

(NEW) Sacrifice
Free: When you attack an enemy deal an additional 3 (D) 6 (C) 9 (B) 12 (A) 15 (S) 20 (U) flat damage. An equal amount is stored in an Offering Pool which can store up to 30 (D) 60 (C) 90 (B) 120 (A) 150 (S) 200 (U) HP. You also store up to 3 (D) 6 (C) 9 (B) 12 (A) 15 (S) 20 (U) HP in the Offering Pool whenever you take damage.
BA: Consume the entire Offering Pool to either deal flat damage to all enemies within range or heal all allies within range (including self). The Offering Pool is equally distributed between all valid targets, with a cap of 10 (D) 20 (C) 30 (B) 40 (A) 50 (S) 60 (U) for each target.
Context: I'll admit this is just a random idea I had but hey, could be fun.


Like Aura I don't think this one needs many changes but I'm still going to give it some suggestions.

Momentum
(CHANGED) Passive: +1 (E) +2 (B) +3 (U) Movement.
(CHANGED) Free: Gain +5 damage per Movement you have this cycle (used or unused), maximum: +100.
Context: Now that Speed is no longer bound to specific Alters making Momentum a bit stronger keeps Dynamism from losing its niche.

Rover
Passive: All damage resulting from moving is halved.
(CHANGED) BA: Ignore all movement-based damage, and you may split your movements, allowing you to move → act → move.
Context: Again, make Dynamism feel worthwhile now that Speed is more universally available.


I'm not going to touch Exceed even with a very long stick. As for Imbuement... I'm not a huge fan of rerolls and stored rolls, so I'm going to see if I can come up with a viable alternative.

(NEW) Escalate
Passive: Every time you use an attack, buff, or heal you gain a lasting +10 bonus to that action which stacks with itself. The bonus is capped at 10 (D) 20 (C) 30 (B) 40 (A) 50 (S) 60 (U), and this cap is shared between all actions. Paired normal and special actions share their bonus.
BA: Apply the full bonus to a single action, but lose all stacks afterwards.
Context: I'd say that making Evoke users keep track of which actions have which bonus is cruel but this seems more fun than just inserting a favourable dice roll somewhere.


I like this idea, but I think the details of the two cards might have to be shuffled a little.

(CHANGED) Clairvoyance
Passive: Gain advantage on Awareness checks and Reflex saves.
BA: Sacrifice movement this cycle, but gain advantage on your action.
Context: Having advantage on solely Awareness checks was very situational, and logically speaking someone with sharp senses would also have better odds of reacting to sudden developments.

(NEW) Sniper
Passive: Your attacks, buffs, and heals gain +4 (D) +8 (C) +12 (B) +16 (A) +20 (S) +30 (U) bonus per square of distance, starting from the square adjacent to you and ending on the target's.
Passive: After standing still for 4 (D) 3 (B) 2 (S) cycles you can target any enemy or ally on the map.
BA: Reduce the time needed to activate the second passive by 1 cycle.
Context: If this card gives you unlimited range it should also be the card which gives you a bonus for using that range. Otherwise there's little point to having 2 different cards for Hyper Sense.


Only some minor adjustments here.

Infuse
(CHANGED) Free: When you target an ally or allies with Renegeration, a [support] tag, or a [defense] tag action, heal them for 3 (D) 6 (C) 9 (B) 12 (A) 15 (S) 20 (U) HP. If AoE was used, distribute the heal in any amount between up to 3 targets.
Context: Consistent sequence, nothing to see here.

Regeneration
(CHANGED) Free: Regain 1d3 (D) 2d3 (C) 3d3 (B) 4d3 (A) 5d3 (S) 5d4 (U) HP every cycle. Twice allows you to double the dice roll.
BA: Regain the rolled HP and grant an ally the same amount, or forgo your own regeneration and grant an ally double the rolled HP.
Context: I think it's better if every rank increase does have an impact, especially now that the standard purple cards are no longer tied to specific Alters. Also, reducing maximum potency in exchange for higher reliability.


I started this post primarily because of Metamorph and it's taken me literally hours to get here. Okay. Anyway, so...

Personally I actually really like Maneuver, even if it's not very strong. It's a very good representation of what you'd expect a shapeshifter to do: navigate terrain that they'd otherwise have trouble with and overcome environmental challenges which can't be fixed by just hitting something really hard. So I'm not really on board with kicking Maneuver out and replacing it with 2 entirely new purple cards.

That said, I do think that Adapt is a decent idea, but it could use some tweaking. Conform, on the other hand, seems like a rather forced idea. The fact that it costs HP and then you have to stick with the new roll whether it's better or worse means that unless the player happens to be into gambling it'd most often be used to either negate Nat 1s or for Critfishing. These are both useful options to have but it's also boring and not really within the theme of Metamorph.

So instead I'll just come with 2 suggestions. As usual.

(NEW) Adapt
Passive: +1 (E) +2 (B) Movement
BA: Ignore difficult terrain and environmental damage this cycle.
BA: +5 (D) +10 (C) +15 (B) +20 (A) +25 (S) +30 (U) to a save roll this cycle.
Context: This is basically just Maneuver with a little buff thrown in to make it more viable. One of the main complaints I've heard for Maneuver is that it's only useful for grids, so now it can also be used as a shapeshifter quickly changing shape to deal with the environment.

(NEW) Evolve
Passive: +5 (D) +10 (C) +15 (B) +20 (A) +25 (S) +30 (U) to all rolls made with a specific mastery or expertise.
BA: Changes the mastery/expertise which receives the passive bonus.
Context: In contrast to Adapt, which has the shapeshifter changing their form to deal with the environment, Evolve represents the shapeshifter altering their form to improve their performance through specialisation. It's still just a bonus at the end of the day but it's got a bit more flavour and encourages Metamorph players to stick to specific tasks/roles so they can use their BA for something else.

I like the Summoning idea. It's very tactical. The only downside I can see is that there's a good chance most summoners are going to be hanging in the back, so any challenge in which the range is most useful would also put frontline combatants far away from the action, so it's more likely going to end up being used as a rescue tool than strategic repositioning. Which isn't bad, just something to consider.

Edict... Well, to put it bluntly, the Summon Alter should have a summon ability, but as already pointed out by others the very act of having a summoned unit is a logistical nightmare. I don't think it's an insurmountable issue but it's a tricky one.

(NEW) Edict
Free: Summon a creature (defence/offence/support). The creature has 2 Movement, 1 Range and can't be more than 1 (D) 2 (C) 3 (B) 4 (A) 5 (S) 6 (U) squares away from you. Actions taken by the creature are attributed to you.
BA: Use your action from the creature's position. The creature can only perform actions matching its type.
BA: Have the creature perform a normal action of its type without any bonuses beyond the Summon mastery rank.
BA: Switch the creature type.
Context: While I understand the concerns people have about this I think limiting the abilities of the summoned creature helps a lot. By making it only capable of performing actions of its type you can't just provide an endless stream of damage, mitigation, and healing from the other end of the map. By giving it a strict Movement limitation it doesn't allow you to instantly act anywhere on the map. And making the creature's actions attributed to the player means spamming special actions is going to make the enemy very annoyed at you personally. You can still pull stunts from a distance but that's the whole point of having range.

Also, I'd like to remind everyone that in DnD 5e one of the reasons why the Ranger ended up completely useless was because fear of the animal companion led to excessive nerfs in development.

I don't really have much to add here. Getting extra BAs can be extremely useful and it's actually more creative than most of the stuff I come up with which is just bonuses. Whether it'll be game-changing or not I can't really predict.

So I'm pretty sure most of what I've said is dumb but that hasn't stopped me before.
 
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Plutopia

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Plutopia
If it were me...

1) I'd merge Peripheral Armor into Accessories.

-Accessories is very clear naming wise.
-Accessories is very clear in equipment goals because of other RPGs and MMOs. Players know what they're meant to do.
-Accessories being stronger is more interesting than having two categories, imo.

2) I don't think we need a sub-weapon slot. Maybe we could refocus those goals on Tags?

-Tags could be chosen, upgraded, and apply flat bonuses instead.
-We already have a system of how many tags can be applied to things.
-The problem is that Tags are currently VP locked.
 

Chanlye

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Unfolding the Unknown
Since it is a Dev Diary discussion in general, I will try to talk about everything. The older the Diary, the less I will prolly talk about because it already received plenty of Feedback (most likely)



Astramancy & co

In general, I liked plenty of decisions. I loved how Astramancy was properly fragmented, and not only that, was given a piece of it for each category (Support, Defense and Offense).

Shadow Arts & co

For Shadow Arts, I think just switching it to Defense and making it the mystical aspects of it good enough. I don't think Subterfuge is that necessary, honestly, because it is more of a character archetype than anything. It doesn't hurt to have it there, but I think it isn't necessary.

Harmonics & co

For Harmonic Magic, there is already the decision of putting the Flow into the Harmonics again, which is very good. I'm not fully convinced about Lore Magic though, it does sound fun for a character archetype, but I'm not sure how fitting it is for a Mastery. BUT, again, it doesn't hurt to be there, nor War Arts. I feel like pointing it out tho: I think one could pull off the same as Astramancy, and put each of these in a category. War Arts prolly could fit Offense, Lore Magic maybe could fit Defense. I'm not fully sure, this is a bit tough, haha. But yeah.

Guard Arts & co

Spellbane and Guard Arts is okay. Making it clear that spells stronger than the spellbaner is very important though, so people won't think they had suddenly become Touma from To Aru no Majutsu and can simple deplete magic by touching it. Passive magical negation is a no in my opinion, btw.

Element

Also, maybe toss one of the Element Masteries to Support? The elemental masteries nearly doubled in quantity, but they are still only Offense or Defense.

Expertises

Expertises are pretty cool, I like them, and I think we will have a lot more to work with and flesh out our characters. I'm very excited for it!

Academia

But I think some Expertises are a bit weird. For starters, Academia I think it is unnecessary. It shows more of a character archetype than anything... Like, I understand what it means, but it feels too broad, and people can take it broadly.

Games

I don't find 'Games' Expertise appealing. I think it is something that will end up falling either too niche, or too broad, depending entirely of how this expertise will be described.

Cultivation, Bestiology, Naturalism

I find it weird that Cultivation involves animal husbandry and planting, that is basically fauna and flora care, while we have Bestiology and Naturalism separate, that is basically fauna and flora knowledge.

Power Sports and Physique

Power Sports and Physique feel a bit too similar. I know that in reality the difference is big, someone that trains to build a body isn't as strong as someone that trains to be strong, and someone that trains to be strong, don't build a body like someone that trains to build a body. But I think they are closely related enough to not meticulously separate them. Because in mechanical use, there won't be much difference.

Crime, maybe Subterfuge?

For Crime, I think we could add the Subterfuge, from the Combat Mastery. A more sleigh of hand based deal, added to the contacts aspect of the Crime.

The very first Death

I like the Death plans, honestly, it gives a more organic tone to it, since so far it was too clinical. I just think the VERY FIRST DEATH should always be free from risk of being UI-Locked. Just to make sure we won't have a complete newbie come into the forum, and accidentally get their very first character, in the very first death, UI-Locked because the dice decided to be a bitch. So probably leave the first death without rolling for the UI-Lock, and remove one of the die from the list? Either the d12 or the d2 would probably work the best? It is mostly to keep the 7 chances (max.) of avoiding UI-Lock, at the same time you guarantee people will have one chance at the very least.

The rest is all good though. I personally think that Memory Loss could have always been there, since the first death, regardless of DAs or not, but yeap.

Housing and Towns

I love all of the housing idea, it is a nice touch, and a way to very slighty """canonize""" your buildings. Even if it isn't really canon, but still, fun deal and more official. I do have a small contest, that is the fact that you MUST have Politics to make a town.

I understand it, but it is giving Politics a lot of exclusivity. Like, you don't see the same happening for Transportation and Voyage, for example (and honestly, I would dislike it anyway).

If possible, remove this restriction... But even better, if automatization allows, let people that have ranks, on certain expertises, to have some benefits or bonuses from certain housings. Like someone with a Rank B on Politics, or Social Expertises, etc, to get a bonus for the town. Or someone with Voyaging, Carpentry, Engineering, etc to have benefits for their Transport.

Or, if you want to keep it fully flavor, try to get the Life Skills of the person that bought the town and highlight them as being the specialization of the town's leaders, and even its people.

Saves

I will admit I'm not really fond of the idea of these four saves. It has a lot of room for overlapping on Mind with Magic, and Physical with Reflex. I understand what is trying to be implied with Magic, and Physical, but I think it will cause needless confusion. Fortitude, Reflex and Will already cover things pretty well. May not be as meticulous as D&D 5e that has six attributes to apply the save on, but it is meticulous enough like D&D 3.5, that has an overall coverage that works well and doesn't overlap.

Equipments

I liked the additions of more pieces, that grant some extra flavor, and customize how we actually want to build our characters defensive strengths. Overall, Equipment wise, I agree with what @Wolfy suggested. Armor for the HP and the active ability, Peripheral (or Gear, that I indeed like more) for a mix of Save and HP, Accessories for Save, and Weapon being mostly unchanged (maybe weapons some options? Like one gives WR only on Melee & Adjacent, other gives WR only on Ranged [giving +1 of range]. It may end up being too much though, so I understand if not.) Sub Weapons aren't necessary, in my opinion.

Alters in General

I liked the fact Damage, Support, Defense, Speed and Extensions are allowed for all Alters. But also, I think that like @Warwolfer mentioned, making it passives that anyone can pick up, regardless if they have alters or not, is an even better idea!

Also, regarding the progression. I just dislike the fact most of the actions don't have a difference between S rank and U rank. That's a big mistake. U rank should be really above S rank, it is the ultimate rank, after all. It needs bonuses that make it truly worth it.

Honestly, I'm not sure how I even feel about things being progressed every 2 ranks instead of every rank. I feel like something from rank C should be stronger than rank D no matter what.

Aura

Now that Defense isn't in Aura, but it is for everyone, Aura may need some push so it won't underperform compared to the much fancier options.

Savior is as good as usual, maybe it doesn't need any changes. But perhaps Guardian could get some buffing going for it?

Battle Spirits

The Pain Immunity is absurdly strong. I'm not joking, it is just way, way too strong, and it even gets on the way of Berserk. Like, I do get that at least it has the limitation of you needing to be adjacent to your enemy, but it is still too strong. Maybe tone it down? Or make it just work on enemies that are in the same square as you.

Corrupt

I like the idea of Corrupt giving bonuses for allies, but I also don't think Corrupt action itself is the most balanced thing ever. I would remove the damage suppression on even numbers, only letting someone supress its damage if they use the BA to do so.

Dynamism

I will say that I've never liked Rover. But well, I think if you give it something more, it would be interesting. Maybe having its passive effect being fully effective when using the BA, so you negate all the damage from movement while Rovering.

But Momentum will need a speed boost, honestly. Dynamism can end up losing its niche now that Speed is away for everyone to have it, instead of just it and Battle Spirits (and almost nobody picks up Battle Spirits for Speed). So boost its Speed, and maybe unleash its cap?

Evoke

The dice replacement from Imbuement reminds me of stuff I've done for my homebrew, and I must tell... It is a very dangerous territory. Especially in a situation that more than one person may have it. Especially having up to 4 replacements, where you can reroll them at any moment? Dangerous, very dangerous.

I think you could do something interesting though. Maybe roll something lower, and instead of replacing, it adds as a flat bonus to the total roll or something. I'm not sure how to go with that without making it too complex. But essentially you would have these values stored, that you can use as a flat bonus at any moment, you could use all of them at once, or just one or another. And the dice size? Maybe something funky, it doesn't need to be a d100 if it is too volatile.

Hyper Senses

I like the Hyper Sight, but I'm not fully sure about the fact you need to wait so long, in the same zone, until it activate. In TS combats are too volatile, the map changes a lot, forcing you to move every cycle, so being rendered immobile for just 1 Cycle is already a lot, imagine for 2 or more? I do get that at Rank S or U, you will be in a spot you will need to wait only 1 at worst thanks to the BA, but I'm not sure.

In my Homebrew I had something like that, but instead of rendering them immobile, they were affected with a Vulnerability, that could stack with other Vulnerability. Maybe something like that? Or if you think it is too harsh, maybe it gives disadvantage on the player's action, if they are trying to target something that is out of their range? It would also help to not make Extension obsolete in the hands of a Hyper Senses user. I would prolly also add some beneficial passive to it, just to not make it useless in case the challenge doesn't allow its niche to be used.

Mend

Mend is mend, amazing, cool, but not broken. I think it is good the way it is.

Metamorph

Adapt
being a flat bonus to every roll is intriguing, but at the same time, I don't know what exactly it means. If it means every roll, the first roll, the last roll, one roll. I'm not sure, it looks quite flexible. I can't judge if it is good or bad, but since @Dez mentioned my homebrew for it, I will toss what I had done there (slightly translated to the addition of a U rank).

Adaptation
Passive, Bonus

Your body shapechanges to adapt to every situation.

Passive. You consistently stay with a particular bonus to either Damage, Support Actions, Saves, Checks or Extra Movement.

Bonus Action. You swap the type of bonus you have. The values may be distributed in multiples of 5 (or 1 for movemetns)

+5 (D) +10 (B) +15 (S) + 20 (U) to either Damage, Heal & Buff Actions, Saves or Checks.
or
+1 (D) +2 (B) +3 (S) +4 (U) to Movement (Both Passive)


That means you, at B rank, could have +10 on Damage. Or +5 on Damage and +1 Movement. At S rank you could have +15 on Heal & Buffs, or +5 on Heal & Buffs and +10 on Saves. Or at U rank you could have +20 on Checks, or +5 on Damage, +5 on Saves, +5 on Checks and +1 on movement. As long as the point distribution works.

This was for Homebrew stuff though, so you need to check if it is too complex for an official deal.

As for Conform... Rerolling is always funny. The fact you need to keep the new result is kinda bad. On the hands of a critfisher it may be a hell of a mess, I didn't have a lot of good experiences with rerolling, being very honest, so I tried to decrease them as much as possible in my challenges.

Summon

Perhaps the one that received the most drastic of the changes.

First of all, Summoning is pretty cool, I had a similar idea in the past, but I mean, it is super useful. And the fact you can't do that to summon non-restrained characters to your location is pretty nice. Can be a life savior too, depending on how it will work on practice and on the challenge. There are no glaring issues at it, so it will depend entirely on the DM.

I'm not sure about Edict though. The problem it has is first: It is an Extension, but infinitely better. Second: It does way, way too much. It has up to +7 of range. +7. Even if I consider a Rank C (+3), it is already on par with Extension, that has +1 as a passive and +1 on a BA, giving a total of +3. But not only it has a long range, it is a partially independent entity, that can, as worded:
  • BA: Use your action wherever your summoned creature is as if you were there.
Be a super extension, as told above.
  • BA: Command your summon to deal damage, reduce damage, or heal you or an ally.
I am not sure how this action is, but it does its own thing.
  • BA: Switch your summon type.
With a flip of a BA, I can change its type (that I assume it affects the second BA, that is commanding the summon to deal damage, reduce damage or heal.

Like it or not, it is a jack-of-all-trades, which by itself isn't a big deal, it is okay to be a jack-of-all-trades, AS LONG as you don't have a specialization or is better at something than someone else. But I mean, it is infinitely better than anyone at reaching anywhere.

I'm not sure how to give a proper suggestion for it, even because I am personally completely against the idea. But I would at least nerf this extremely long range. I would push these range values to the actual Extension, giving it a progression and getting rid of its current BA, so Extension isn't completely gobstomped by Edict, and I would try to make the summon either be not only extension, but be connected to the user (which means the user takes the damage, heal, and mitigation the summon receives). Maybe split the current HP of the user in half, between them and the companion, and whenever they 'merge together', their HP is exactly what they had. I don't know, it needs proper nerfing, if this approach is really necessary to fulfill the alter.

I am personally against though. I like Coordinate much better. It is useful, it is simpler, the name itself and the flavor is much more flexible, and it is a wonderful support tool since you are always delivering a buff to someone while doing your own thing, as long as you are focused on it. And added with this new Summoning action? It would be super fun.

Weapon Arts

Charge
is pretty cool as usual.

Now, Bestowal is very intriguing. The extra BAs are great. There is the mild problem of we not having that many actual effective BAs, and maybe we won't have action slots enough to make these extra BAs worth. BUT, the idea itself I like it, and I'm sure that with certain BAs, Bestowal will shine. But this is an action that will need a lot of playtest to see if it isn't broken. It could swing from pretty weak to uber broken with the right build.

Overall for suggestions of new BAs, I can stop to try and think about them. I'm too tired today (date of this post) especially since I wrote all of this, but I will try to think about it, maybe even read through stuff from my own homebrew and see which ones aren't that complex and change them for something more fitting for a default system, and I will toss in another post.
 

Pandora

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I said I wouldn't post here but here I am.

Most of my suggestions will be things I cannot modify to my needs in my content (or would lessen work on my end). So stuff that may require Luma's dev hands more than anything. Since I have a different approach to content than what might be considered mainstream I won't go into how I feel about the alters beyond discord chat memes about PanxEvoke.

Equipment (Defensive):

  • I continue to believe there is a need for a fourth armor type. One that forfeits armor abilities for more HP. Fewer options in exchange for pure stats is a viable build for some people. For example, wanting high HP due to personal physical power/magical power without wanting to be heavy.
  • It says top and bottom. Does this mean you can mix and match heavy and light? How does this affect armor abilities? If it is just one segment that encompasses both, then don't refer to it that way. Just Base Armor would work.
  • Looking at the peripheral armor makes me think even more that the term armor might be better as 'Body'. This allows players to just flavor each part of themselves how they want. Rather than make it have to be literal armor. Like certain beatsfolk, who tend to use their own bodies rather than equipment to resist damage.
  • Accessories should be changed to Extra. For the same reasoning as above. I like the idea of increasing the amount of stuff to grind here. It makes everyone more diverse in how they increase every little thing. The allotment in saves is one of the biggest choices a character can make IMO for their build.

Equipment (Offensive):
  • Weapon-wise, add weapon abilities or 'types'. This can be an additional way to diversify and you can have say, a magic weapon, physical weapon, or hybrid weapon. Or even a weapon focused on one of your owned masteries (or even a mastery you don't have). This can take the form of modifiers, advantage rolls etc in content. Perhaps a weapon storage, where you can swap out a stored set of these would also be great but now we are going into overpaying Luma territory...
  • Secondary weapons? If you want to have weapon enhancement. Just call it that. I think anything that extends to cap further and keeps things feeling relevant when compared to the past (I don't enjoy seeing the biggest stuff behind me but rather always ahead to quote Nexus Corp's slogan "Always on the forefront!"

Saves:
  • While I do love more over less. I am pressed to agree with the majority here. That Mind and Magic should be one stat. The only reason not to is to weaken Will's opness in being both anti-magic and anti-ailment. It just doesn't feel like it matters enough to need splitting though (not to mention Fortitude can do this as well to a lesser extent).
  • I'd love to see a Luck stat for the gamblers. Maybe allow silly things like counting on crit in my content to be more viable, since I don't allow much room for gambling fails to grant successful missions. This is mostly just me musing tho.

Tags:
  • I think most DMs/Narrators will at some point or another give in to granting bonuses or making use of how characters tag themselves. So, I am in strong agreement with Plu on making tags upgradable and delving more into how combining tags and such can create even more bonuses and traits/modifiers. I would include titles in this as well.
  • Just because something is too much for some people, doesn't mean it shouldn't be there for those who want it. Just keep benefits small or niche. The more niche the better. I also say this because this kind of change would lessen my work and make me more consistent as well. So bias of course.

Yeah, I'm probably not coming at this from a player perspective at all I know. That's cause I barely if ever am a player anymore lol.
 
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