Sanglorian
Adventurer
What if you called hero points 'heroic surges'? That's a nice callback to healing surges, and I think still describes them.
Alright, let's see if I can kill some of your babies.
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Have you seen Dungeon World before? Some of your Streetwise upshots look a bit like the move options in that game.
For example, DW might have a move gather or seed rumours:
When you gather or seed rumours, roll +Streetwise. On a 7+, you gather or seed a rumour. On a 10+, choose two. On a 7-9, choose one.
The player has agency, but always misses out on something. In some cases, the option(s) not chosen also suggest where the story goes from here - if you seed multiple effective rumours, they can be traced back to you - and there's your next adventure seed.
Whereas I worry that your upshots are a bit unfocused and try to accomplish multiple things. For example, 'gather rumours about a distant town or city' - if you're using Streetwise to do that, that should be the consequence of a success, not a peripheral benefit you may or may not get. If you're using Streetwise to do something else, is play actually improved if you also gather an unrelated rumour about a totally different place?
Likewise with 'deliberately attract attention without it seeming like you're setting up an obvious trap' - what is the core success that this upshot is meant to contribute to? Attract attention with it seeming like a trap? Surely you don't need to roll for that.
When you hide among the populace, roll +Streetwise. On a 7+, you cannot be found by the authorities. On a 10+, choose two. On a 7-9, choose one.
One of the benefits of this model is that if you are trying to hide among the populace without endangering your hosts, you can always do that on a success - but if you don't roll high enough, something else crappy might happen to you instead. Whereas in your model, you can sometimes succeed at hiding but endanger your hosts ... which is effectively a failure, if not endangering your hosts was a priority.
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Also, why split things up into Expert, Warrior and Spellcaster? This siloing has caused a lot of problems with D&D in the past, where warriors can't do cool things out of combat because that's the preserve of the experts, and experts can't do cool things in combat because that's the preserve of the warriors. You're creating an RPG about combat, social interaction and exploration - why create classes that are only good at one or two of those pillars? Particularly since in the source material for fantasy RPGs, warriors are often sages and philosophers, scouts and explorers, leaders and diplomats, etc. (And because we know that the spellcasters will end up good at everything).
Alright, let's see if I can kill some of your babies.
---
Have you seen Dungeon World before? Some of your Streetwise upshots look a bit like the move options in that game.
For example, DW might have a move gather or seed rumours:
When you gather or seed rumours, roll +Streetwise. On a 7+, you gather or seed a rumour. On a 10+, choose two. On a 7-9, choose one.
- It is particularly effective.
- It can't be traced back to you.
- You gather or seed multiple rumours.
The player has agency, but always misses out on something. In some cases, the option(s) not chosen also suggest where the story goes from here - if you seed multiple effective rumours, they can be traced back to you - and there's your next adventure seed.
Whereas I worry that your upshots are a bit unfocused and try to accomplish multiple things. For example, 'gather rumours about a distant town or city' - if you're using Streetwise to do that, that should be the consequence of a success, not a peripheral benefit you may or may not get. If you're using Streetwise to do something else, is play actually improved if you also gather an unrelated rumour about a totally different place?
Likewise with 'deliberately attract attention without it seeming like you're setting up an obvious trap' - what is the core success that this upshot is meant to contribute to? Attract attention with it seeming like a trap? Surely you don't need to roll for that.
When you hide among the populace, roll +Streetwise. On a 7+, you cannot be found by the authorities. On a 10+, choose two. On a 7-9, choose one.
- You do not endanger your hosts.
- You can trust your hosts.
One of the benefits of this model is that if you are trying to hide among the populace without endangering your hosts, you can always do that on a success - but if you don't roll high enough, something else crappy might happen to you instead. Whereas in your model, you can sometimes succeed at hiding but endanger your hosts ... which is effectively a failure, if not endangering your hosts was a priority.
---
Also, why split things up into Expert, Warrior and Spellcaster? This siloing has caused a lot of problems with D&D in the past, where warriors can't do cool things out of combat because that's the preserve of the experts, and experts can't do cool things in combat because that's the preserve of the warriors. You're creating an RPG about combat, social interaction and exploration - why create classes that are only good at one or two of those pillars? Particularly since in the source material for fantasy RPGs, warriors are often sages and philosophers, scouts and explorers, leaders and diplomats, etc. (And because we know that the spellcasters will end up good at everything).