doctorbadwolf
Heretic of The Seventh Circle
Yep. I think the 0 dice signals makes the class really sing, and the subclass is great.You like the new subclass and 0 dice signals?
Yep. I think the 0 dice signals makes the class really sing, and the subclass is great.You like the new subclass and 0 dice signals?
Yep. I think the 0 dice signals makes the class really sing, and the subclass is great.
I think you’ve got a decent amount of moving parts as it is, but one or two more signals wouldn’t hurt.Still feels like the Ardent level 9 feature is a bit lacklustre and do you think I still need a few more signals of various values?
I think you’ve got a decent amount of moving parts as it is, but one or two more signals wouldn’t hurt.
maybe identify a level where the base class feature isn’t especially strong, and add a couple “advanced signals” that the warlord learns at that level? Or, grab 1 level per tier, and say, “you learn an additional signal at these levels” and make a short list of signals?
Spread our the “learn new stuff” bits over more levels, makes it easier to learn the class.
Right, I kinda meant that if you want to add more options to the list it might be better to structure that whole thing differently, and have basic signals and advanced signals, so a player is only looking at a small handful at first, and then has a small list of additional advanced options, and then has a small list of epic signals, etc.You already learn new signals as the class progress. There's a 'known signal' column in the Class table. I just don't have enough signals with higher dice cost to make it that interesting...
Right, I kinda meant that if you want to add more options to the list it might be better to structure that whole thing differently, and have basic signals and advanced signals, so a player is only looking at a small handful at first, and then has a small list of additional advanced options, and then has a small list of epic signals, etc.
edit: One saving grace of spell classes is that the levels help narrow down what you need to look at when choosing.
At the very least, if you’re going to expand the options, I’d level-gate some in tier stages.
Sure, it’s just overwhelming for a rather lot of people to look at more than a small handful of options per level.Well that's why I gave them higher dice cost. You can learn them whenever, but, for exemple, you don't get 7 dice until level 13th at which point you can finally use Take the Chance. I suppose I could always rework it into three tiers and have a smaller selection... I ust thought getting new ones constantly as you level up is more dynamic.
Sure, it’s just overwhelming for a rather lot of people to look at more than a small handful of options per level.
might as well Gate that signal at the level where you can use it, so it isn’t cluttering up what a player is looking at before that level, of that makes sense?
Well, I’m not sure you need to cut features. Just add at those levels “additional signals”, or even just give some signals level requirements and don’t change the level up chart at all.Well, spells are in alphabetical order with no regard to their levels
But I'll work on it then... just not sure how to fit them into the progression... Maybe I'll cut out the Continued Education feature? Level 6 and 14 would work for more signals.
Well, I’m not sure you need to cut features. Just add at those levels “additional signals”, or even just give some signals level requirements and don’t change the level up chart at all.
but you aren’t adding power, so there is no need to drop features in order to do this.