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Dias Ex Machina to release NeuroSpasta - GSL Cyberpunk
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<blockquote data-quote="Dias Ex Machina" data-source="post: 4684809" data-attributes="member: 58907"><p>I love it when I drop breadcrumbs. So many questions.</p><p></p><p>Multiclassing will be the same as in the Player’s Handbook. No reason to suspect that will change. Amethyst features multi-build classes because the paths were very generic (Stalker, Grounder, etc). This was intentional because we wanted to present them in the same vein as fantasy characters. We wanted NeuroSpasta’s to be specific to greater expand the possibilities of more classes later and assist those wanted to homebrew their own games. So here, we have Sniper, Medic, Hacker, and so forth. The expanded possibilities for variety come with ladders. They offer more abilities that compensate for the lack of magic items. We offer six ladders and doing math (tapping the table repeatedly), there are fifteen combinations. Though we have ones like Dex/Int as well as Dex/Str, we don’t have, say, Con/Cha. There are certain combinations that don’t make a lot of sense. Just look the attribute combinations in the PHB for guidance. That is not saying we won’t create an Int/Con ladder later, but we want these to make sense and not waste space for ladders that seem out of place. These are not “Strong Hero” types but “Juggernaughts” and “Born Leaders.” </p><p></p><p>The system is still in the prototype phase so I can’t go into it just now about this whole thing, but what I will say that ladders offer alternative powers and additional abilities throughout character progression in the same way magic items can. All the powers and features offered reflect the theme of the ladder. Since classes are single-build with only 1 or 2 powers each level, you get additional variety from tapping the ladder. So you may have 1 utility power at 2nd level in your class but two more from your ladder. So when you reach 2nd level, you have a choice of 3 to choose from. This is the limit of the complexity we plan on. There is no reason, whatsoever to convolute it anymore than it has to be. </p><p></p><p>So to sum up, you choose a ladder and a class. Classes cannot be altered because that’s in the GSL. The only thing you’ll notice is that they are smaller. Ladders have features at different levels and alternate powers and are not based on your role in the group but your basic statline. </p><p></p><p>And just for those people trying to find holes in our plan:</p><p>What about those that just want role-playing over combat? Yup, we thought of that.</p><p>What about not having to buy new weapons every second level? Yep, thought of that to.</p><p>What about the lack of monsters dishing out cash and prizes? Oh yeah, got that handled.</p><p>What about those wielding cybernetics getting more powerful than “fleshies”? Totally on top of that one.</p><p>Lack of magical enhancement? Done.</p><p></p><p>…and people are saying you can’t do anything with the GSL…</p><p></p><p>The phone’s on the hook, Scott. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Dias Ex Machina, post: 4684809, member: 58907"] I love it when I drop breadcrumbs. So many questions. Multiclassing will be the same as in the Player’s Handbook. No reason to suspect that will change. Amethyst features multi-build classes because the paths were very generic (Stalker, Grounder, etc). This was intentional because we wanted to present them in the same vein as fantasy characters. We wanted NeuroSpasta’s to be specific to greater expand the possibilities of more classes later and assist those wanted to homebrew their own games. So here, we have Sniper, Medic, Hacker, and so forth. The expanded possibilities for variety come with ladders. They offer more abilities that compensate for the lack of magic items. We offer six ladders and doing math (tapping the table repeatedly), there are fifteen combinations. Though we have ones like Dex/Int as well as Dex/Str, we don’t have, say, Con/Cha. There are certain combinations that don’t make a lot of sense. Just look the attribute combinations in the PHB for guidance. That is not saying we won’t create an Int/Con ladder later, but we want these to make sense and not waste space for ladders that seem out of place. These are not “Strong Hero” types but “Juggernaughts” and “Born Leaders.” The system is still in the prototype phase so I can’t go into it just now about this whole thing, but what I will say that ladders offer alternative powers and additional abilities throughout character progression in the same way magic items can. All the powers and features offered reflect the theme of the ladder. Since classes are single-build with only 1 or 2 powers each level, you get additional variety from tapping the ladder. So you may have 1 utility power at 2nd level in your class but two more from your ladder. So when you reach 2nd level, you have a choice of 3 to choose from. This is the limit of the complexity we plan on. There is no reason, whatsoever to convolute it anymore than it has to be. So to sum up, you choose a ladder and a class. Classes cannot be altered because that’s in the GSL. The only thing you’ll notice is that they are smaller. Ladders have features at different levels and alternate powers and are not based on your role in the group but your basic statline. And just for those people trying to find holes in our plan: What about those that just want role-playing over combat? Yup, we thought of that. What about not having to buy new weapons every second level? Yep, thought of that to. What about the lack of monsters dishing out cash and prizes? Oh yeah, got that handled. What about those wielding cybernetics getting more powerful than “fleshies”? Totally on top of that one. Lack of magical enhancement? Done. …and people are saying you can’t do anything with the GSL… The phone’s on the hook, Scott. :) [/QUOTE]
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