Black Flag Playtest 2: Magic, Luck, Fighter, Wizards!

Kobold Press has released the 2nd playtest package for its Project Black Flag, which showcases magic, the luck system, and the fighter and wizard classes.

Black Flag is the codename for Kobold Press' open source 5E 'replacement' game.

Playtest 2 black flag logo.
 
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Whizbang Dustyboots

100% that gnome
Perhaps, but I don't like how those choices end up being underpowered as a result.
I think the easier options will probably always be a little underpowered, since the real system mastery folks will gravitate to other options that have more dials they can turn to squeeze out every bit of effectiveness.

But designers should try and make that gap as small as possible, though.
 

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Every class needs a simple and straightforward choice, IMO.
Agreed. Champion, Open Hand, Hunter, Berserker. Just take the core features of the class and make them even better.

Reading about Cantrip Adepts in Tome of Heroes now and, yeah, I like it. More cantrips, quicker cantrips, stronger cantrips, longer cantrips, EVEN STRONGER cantrips. If I were still playing 5E, I'd be using this. Maybe if Black Flag actually fine tunes things sufficiently.
 

James Gasik

Legend
Supporter
Agreed. Champion, Open Hand, Hunter, Berserker. Just take the core features of the class and make them even better.

Reading about Cantrip Adepts in Tome of Heroes now and, yeah, I like it. More cantrips, quicker cantrips, stronger cantrips, longer cantrips, EVEN STRONGER cantrips. If I were still playing 5E, I'd be using this. Maybe if Black Flag actually fine tunes things sufficiently.
The only real downside to the Cantrip Adept is that you can grab Eldritch Blast.
 



The "if you gain a 6th Luck point" thing is sensible for when the players are rolling, but it conflicts extremely hard with the DM awarding Luck points. You could easily be on 4 Luck and not have a chance to dump it - because you keep succeeding on rolls, and it makes zero sense to use unless you fail, or simply because you haven't made any rolls, then get awarded a couple of points for different things by the DM, and suddenly, through no fault of your own, you've lost all your Luck points.

The basic mechanic makes sense, but the problem is expanding it to being reward for "clever plans" or "daring achievements" or the like. You should only lose it if you'd gain it from a roll. Or there should be some other kind of point for "clever plans" and so on, that don't have a chance to back fire.

Very disappointed with the Fighter design. It's like, a very slightly better version of two WotC designs, but they were dumb designs. Manuevers should be a part of the Fighter chassis, and frankly, "magic dude" absolutely 100% should NOT be a base/common Fighter subclass, it's just an incredibly perverse approach. If you want to play a caster, play a caster.

And if you want there to be a magic-fighting hybrid, make a class for it, don't bloody ruin the Fighter chassis for it.
 

Whizbang Dustyboots

100% that gnome
Very disappointed with the Fighter design. It's like, a very slightly better version of two WotC designs, but they were dumb designs. Manuevers should be a part of the Fighter chassis, and frankly, "magic dude" absolutely 100% should NOT be a base/common Fighter subclass, it's just an incredibly perverse approach. If you want to play a caster, play a caster.
Oh, man, you are going to hear from those people.
 




James Gasik

Legend
Supporter
Battle Mage is the all star so far in my opinion. You get an improved version of the Abjuration arcane ward, plus an improved version of the Evocation Wizard's power to make your spells "friendly"- right there, I'm sold. And Contingency Plan? WOW! Being able to have a second chance to get a spell to have an effect is amazing! Especially since two of those abilities are unlimited use!
 





Micah Sweet

Level Up & OSR Enthusiast
Also, one of the biggest benefits of getting away from WotC being the only source of core books is if we can finally bury 5E and D&D using the word "level" to mean at least three different concepts. Spell "circles" is a big win for clarity.
I am a fan of circles for spells. Feels like something people would actually say in-universe.
 





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