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<blockquote data-quote="Emberashh" data-source="post: 9029603" data-attributes="member: 7040941"><p><strong>The Warrior</strong></p><p></p><p>The Warrior in LNO is rather special for me, as its where I feel I came into my own as far as defining the "style" my games classes were going to take, with the Warriors various ability chains being that near perfect first go at depicting a story through levels. Every ability chain, and subclass, for the Warrior not only carries some really well integrated flavor at every step, representing in general the growth from semi-competant welp to a truly legendary warrior, but does so in a way that meshes dang near perfectly with the actual mechanical benefits. At least, in my opinion it does <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p>So, to get into it, the core concept of the Warrior revolves around a system I call Battle Combinations, which is not too dissimilar from your typical Maneuvers of DND, but goes quite a bit farther. The Warrior as they level gains access to varying levels of <em>Techniques</em>, unique attacks that have 5 escalating effects. These effects activate in correspondence with the number of attacks the player makes in succession on their turn, up to 4 as a maximum, and the 5th effect gets activated as a rider only if the player opts to make all 4 of their attacks using the same Technique. So say your first attack is with the <em>Leg Strike</em> technique. If the attack is not defended against, it will induce the Level 1 effect, a -5 Movement penalty against the target. And then the player can repeat, either on the same target or different ones, with each attack escalating the effects, in this case inducing a progressively larger movement penalty. If the player uses all 4 of their attacks in a row, whether on one target or multiple, whichever target is successfully hit by the 4th attack will also be affected by the Level 5 effect, which induces a +15 Stamina Saving throw to resist being soft paralyzed; effectively stuck in place because your legs got stunned.</p><p></p><p>At these same later levels, you'll also have the ability to use different techniques in any order, chaining them into unique combinations, and you'll be able to get the 5th level effect even without having to spam the same technique.</p><p></p><p>This is the core idea behind the Warriors fighting style, but it isn't actually the Primary chain. That is instead a chain I call Master of Arms, and it, as you might guess, is focused on weapons.</p><p></p><p>But before I can dig into how that fits, I need to go into a diatribe about how weapons themselves work, which is greatly dependent on the nature of LNOs crafting mechanics.</p><p></p><p>To keep it brief on that system, its like point buy hybridized with down the line. For any given item type, you roll a standard set of 7 RPG dice and you get from this 7 base values for your item. Going down (or up, depending on whats being made or gathered) the line, you essentially buy each value you want, using your Energy modifiers + your relevant Skill modifier as a budget. Once you define each value, the total spent converts to a DC value against which you make a skill check to confirm, and degrees of success determines the final result. </p><p></p><p>So, for weapons, this variant of the above 7Dice system is flavored and structured around a somewhat abbreviated process for forging swords. </p><p></p><p>You'd start with the desired weapon design (1d4; mace, long sword, dagger, etc), and then you move on to Core material shaping (1d6, consumes desired core metal, which comes with its own property list). Both of these can have the values refunded to a minimum of 1, allowing you to spend the extra points elsewhere. </p><p></p><p>The next step, 1d8, is the first optional and thus fully refundable option for Striking surface shaping; if desired additional metal (same or different type) can be added for additional properties, otherwise you can skip and use the points elsewhere. </p><p></p><p>The next, 1d10, is for hardening and is only refundable to a value of 1; you incorporate a quenching material (water, different oils, etc) which again can add different properties depending on what you have. </p><p></p><p>The next, 1d%, is for tempering. Another thats not skippable, but is also the most expensive to raise as you have to spend in multiples of 10. Essentially, depending on what you desire, you can gain a variety of different bonuses on the weapon, such as a +5 to damage/-3 to hit, or even a +1 to hit/+3 to Critical Hit Range. Theres a few different ones, essentially what you go for depends on what you need and can afford within your budget. </p><p></p><p>The final two dice, fully refundable, cover your Wood and Leather work, respectively, giving you your hilt and scabbard which yet again can confer more properties to the weapon.</p><p></p><p>What each of the different components add are mostly minor in the scheme of things, with the weapon design being the most consequential of the bunch, but obviously there is a butt load of space to customize. </p><p></p><p>Now, all that said, what Warriors MOA ability does is, essentially, build on the different damage types that are enabled by weapons. These proved to be quite similar to feats like Crusher or Piercer in 5e, but they're more directly tied into the various weapon types rather than just the damage types, and by later levels it broadens out to emphasize a crit fishing heavy playstyle, with a naturally reduced critical hit range (which stacks with any such bonuses your weapon already has) and an emphasis on the use of Sword type weapons, who all share the unique property of being able to deal any of the three damage types at will. This all culminates in the final ability of the chain named <em>Scabbard of Legends</em>, which gives the Warrior the chance to make a "legendary swing", which maximizes the damage for their attacks for a turn. </p><p></p><p>The Warriors first tertquat is named Siege Tactics. As mentioned, LNO has morphed into being a more deliberate wargame, and the Warrior does not shy away from it. </p><p></p><p>The ability chains primary focus, aside from confering a smattering of bonuses that have to do with sieges, is on the construction and use of siege engines. But, not just the big fancy ones, but smaller ones as well. This confers onto the Warrior their own Pavise, a miniature catapult (capable of launching a wayward Rogue quite a ways away <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> ), a "Batter Ram" (literally a hand held battering ram), and a collapsible ladder. While all are immensely useful in battle, they are meant to give the Warrior a substantive presence in exploration, their tools giving them a lot of different ways to get around and interact with the environment. </p><p></p><p>Their final chain, aptly named <em>Soldiery</em>, introduces some very useful support abilities, letting them not just restore Composure and Stamina to themselves and their comrades, but also boosting many of their parties capabilities. Not too spicy, but very useful. </p><p></p><p>Now, the subclasses are rather deceptively simple, with these being the Knight, the Arquera, the Siege Master, and the Commander. </p><p></p><p>The Knight, as one would guess, is basically the ultimate chivalric Knight. Its principle addition to the class is Defensive Techniques; reaction moves that tie into the Battle Combo system and make the Knight a very potent, if slightly less damaging, defensive powerhouse. But also the Knight carries with it the first instance of the option to swap their attributes around for the purpose of calculating their Energies. In this instance, the Knight can use their Charisma in place of either their Strength or Dexterity to calculate their Stamina. This, along some unique social bonuses, naturally emphasizes the Knights more courtly themes. </p><p></p><p>But alongside both of these is its true niche in being an extremely strong mount forward combatant. Similarly to the Drakewarden of 5e, the Knight comes to befriend a line (you can breed them) of war horses (or some other animal) and they grow with you, and you gain some powerful abilities on and off the mount, such as the ability to use the Lance's special property (crit hit dropped to 10 and damage x4, it mounted and hit a target after spending your full movement (min of 20ft)) without a mount. This all culminates in their capstone, <em>Charge of the Ebonguard</em>, which not only further increases the damage of such lance charges, but also confers the same benefits to any horde the player happens to lead, leading to absolutely devastating cavalry charges that can actually split enemy hordes in half, if the collective horde has the movement to completely push through their target, greatly debuffing them and making them easy fodder to clean up. </p><p></p><p>The Arquera, interestingly enough, provided me a happy accident in helping to define some of the lore for the games default setting, as its name (feminine version of the Spanish word for Archer) lead me to flavor certain societies to be more Iberian. But, that was a result of me wanting an enticing name for an Archer class, of which the Arquera presents another "ultimate" version of. </p><p></p><p>Where the other subclasses are very catered towars either leading or being a part of a larger group, the Arquera is much more of a lone wolf, with its abilities heavily emphasizing its one vs many playstyle. With abilities that enhance their fletching, vision, ranged-to-melee transitions, and a number of others, the Arquera is basically Legolas the Class. The class culminates in its capstone, <em>The Sinking of the Aman Bad</em>, which gives the class an ability to even act as their own artillery, doing devastating damage not just to targets, but also to the environment and anything immediate behind them, the Arqueras arrows so powerful they pierce flesh, wood, and even metal like they were nothing. </p><p></p><p>The next subclass Ive got for the initial 4 is named the Siege Master. As you can imagine, this takes Siege Tactics and develops it further, integrating the use of Siege weapons (both the big ones and the miniature ones you can carry) with the Battle Combo system, and providing greatly enhanced versions of all of these, providing for a potent and terrifying ranged/brawler sort of playstyle, all culminating in the capstone names <em>Rending of the Valley</em>, which incorporates exploding dice style AOE mechanics to your ranged siege engines, and turns them effectively into the medieval equivalent of guided missiles, dealing not just 4x damage against any environmental object, but up to 10x damage against unenchanted and/or depowered castle walls. Break the enchantments on a castle, and a level 30 Siege Master can blow a hole into it like its a rickety shack. </p><p></p><p>The final subclass is the Commander, my take on the elusive Warlord style class, insofar as a Warlord can look in my system anyway. </p><p></p><p>Aside from the obvious smattering of basic buffs and boons the Commander can contribute to their party, their playstyle emphasizes Intelligence, and so naturally, the Commander has the option to slot in Intelligence in place of their Strength or Dexterity to calculate their Stamina. Their principle ability is <em>Battle Orders</em>, which by simply being present enables the Commander to boost the Iniative of their party by +1 (+2 if they can nab a Surprise round), but also confers to them the ability to freely (ie, without using up their skill action) to use Perception or Investigation to find different monster and environmental complications (ie, special abilities unique to both monsters and the environment) and activate them, turning them against the Commanders foes. Find yourself in a run in with Goblin ambushers? Turn their cruddy traps against them. </p><p></p><p>But their most critical ability, which comes online halfway through the chain, is in <em>Strategist</em>, which nor only gives the Commander the ability to exert direct control over the Initiative order, spending their own Initiative to increase that of his allies, but also allows the Commander to induce their allies to be better than usual, with each class gaining unique abilities that use the Commanders Mana and Stamina in lieu of their own. For example, the Barbarian gains the <em>Barbaric Overrun</em> ability, which costs the Commander 50 Stamina, and allows the Barbarian to essentially barrel into a group of enemies (or even better, a horde) dealing a full Act worth of the Barbarians attacks. So, if we keep in mind the Barbarian gets the same access to weapons, and already had their Smash! dice boosting their damage to some pretty nutso heights, the ability is <em>very</em> useful indeed. The Commander's abilities all culminate in their capstone, <em>And They Cried Death</em>, which not only doubles the benefits of their Battle Orders, but emphasizes to the greatest extent the Commanders place as the essential "leader", with any Surprise round the party is able to induce automatically granting anyone who could Act during the Surprise round, including the Commander, an additional Act and React that they can use at any time during the battle. But, this does come at the rather steep cost of both 100 Mana and 100 Stamina, so the Commander by this point in the game fundamentally must be well rounded, as otherwise you miss out on these rather devastatingly powerful benefits. (Which, admittedly, might be a bit overtuned even for what Im going for, but thats okay for now)</p><p></p><p></p><p>Naturally, the Warrior is deliberately meant to be a rather complex class to play, and that complexity comes with the benefits of being starkly powerful in and out of combat.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9029603, member: 7040941"] [B]The Warrior[/B] The Warrior in LNO is rather special for me, as its where I feel I came into my own as far as defining the "style" my games classes were going to take, with the Warriors various ability chains being that near perfect first go at depicting a story through levels. Every ability chain, and subclass, for the Warrior not only carries some really well integrated flavor at every step, representing in general the growth from semi-competant welp to a truly legendary warrior, but does so in a way that meshes dang near perfectly with the actual mechanical benefits. At least, in my opinion it does :D So, to get into it, the core concept of the Warrior revolves around a system I call Battle Combinations, which is not too dissimilar from your typical Maneuvers of DND, but goes quite a bit farther. The Warrior as they level gains access to varying levels of [I]Techniques[/I], unique attacks that have 5 escalating effects. These effects activate in correspondence with the number of attacks the player makes in succession on their turn, up to 4 as a maximum, and the 5th effect gets activated as a rider only if the player opts to make all 4 of their attacks using the same Technique. So say your first attack is with the [I]Leg Strike[/I] technique. If the attack is not defended against, it will induce the Level 1 effect, a -5 Movement penalty against the target. And then the player can repeat, either on the same target or different ones, with each attack escalating the effects, in this case inducing a progressively larger movement penalty. If the player uses all 4 of their attacks in a row, whether on one target or multiple, whichever target is successfully hit by the 4th attack will also be affected by the Level 5 effect, which induces a +15 Stamina Saving throw to resist being soft paralyzed; effectively stuck in place because your legs got stunned. At these same later levels, you'll also have the ability to use different techniques in any order, chaining them into unique combinations, and you'll be able to get the 5th level effect even without having to spam the same technique. This is the core idea behind the Warriors fighting style, but it isn't actually the Primary chain. That is instead a chain I call Master of Arms, and it, as you might guess, is focused on weapons. But before I can dig into how that fits, I need to go into a diatribe about how weapons themselves work, which is greatly dependent on the nature of LNOs crafting mechanics. To keep it brief on that system, its like point buy hybridized with down the line. For any given item type, you roll a standard set of 7 RPG dice and you get from this 7 base values for your item. Going down (or up, depending on whats being made or gathered) the line, you essentially buy each value you want, using your Energy modifiers + your relevant Skill modifier as a budget. Once you define each value, the total spent converts to a DC value against which you make a skill check to confirm, and degrees of success determines the final result. So, for weapons, this variant of the above 7Dice system is flavored and structured around a somewhat abbreviated process for forging swords. You'd start with the desired weapon design (1d4; mace, long sword, dagger, etc), and then you move on to Core material shaping (1d6, consumes desired core metal, which comes with its own property list). Both of these can have the values refunded to a minimum of 1, allowing you to spend the extra points elsewhere. The next step, 1d8, is the first optional and thus fully refundable option for Striking surface shaping; if desired additional metal (same or different type) can be added for additional properties, otherwise you can skip and use the points elsewhere. The next, 1d10, is for hardening and is only refundable to a value of 1; you incorporate a quenching material (water, different oils, etc) which again can add different properties depending on what you have. The next, 1d%, is for tempering. Another thats not skippable, but is also the most expensive to raise as you have to spend in multiples of 10. Essentially, depending on what you desire, you can gain a variety of different bonuses on the weapon, such as a +5 to damage/-3 to hit, or even a +1 to hit/+3 to Critical Hit Range. Theres a few different ones, essentially what you go for depends on what you need and can afford within your budget. The final two dice, fully refundable, cover your Wood and Leather work, respectively, giving you your hilt and scabbard which yet again can confer more properties to the weapon. What each of the different components add are mostly minor in the scheme of things, with the weapon design being the most consequential of the bunch, but obviously there is a butt load of space to customize. Now, all that said, what Warriors MOA ability does is, essentially, build on the different damage types that are enabled by weapons. These proved to be quite similar to feats like Crusher or Piercer in 5e, but they're more directly tied into the various weapon types rather than just the damage types, and by later levels it broadens out to emphasize a crit fishing heavy playstyle, with a naturally reduced critical hit range (which stacks with any such bonuses your weapon already has) and an emphasis on the use of Sword type weapons, who all share the unique property of being able to deal any of the three damage types at will. This all culminates in the final ability of the chain named [I]Scabbard of Legends[/I], which gives the Warrior the chance to make a "legendary swing", which maximizes the damage for their attacks for a turn. The Warriors first tertquat is named Siege Tactics. As mentioned, LNO has morphed into being a more deliberate wargame, and the Warrior does not shy away from it. The ability chains primary focus, aside from confering a smattering of bonuses that have to do with sieges, is on the construction and use of siege engines. But, not just the big fancy ones, but smaller ones as well. This confers onto the Warrior their own Pavise, a miniature catapult (capable of launching a wayward Rogue quite a ways away ;) ), a "Batter Ram" (literally a hand held battering ram), and a collapsible ladder. While all are immensely useful in battle, they are meant to give the Warrior a substantive presence in exploration, their tools giving them a lot of different ways to get around and interact with the environment. Their final chain, aptly named [I]Soldiery[/I], introduces some very useful support abilities, letting them not just restore Composure and Stamina to themselves and their comrades, but also boosting many of their parties capabilities. Not too spicy, but very useful. Now, the subclasses are rather deceptively simple, with these being the Knight, the Arquera, the Siege Master, and the Commander. The Knight, as one would guess, is basically the ultimate chivalric Knight. Its principle addition to the class is Defensive Techniques; reaction moves that tie into the Battle Combo system and make the Knight a very potent, if slightly less damaging, defensive powerhouse. But also the Knight carries with it the first instance of the option to swap their attributes around for the purpose of calculating their Energies. In this instance, the Knight can use their Charisma in place of either their Strength or Dexterity to calculate their Stamina. This, along some unique social bonuses, naturally emphasizes the Knights more courtly themes. But alongside both of these is its true niche in being an extremely strong mount forward combatant. Similarly to the Drakewarden of 5e, the Knight comes to befriend a line (you can breed them) of war horses (or some other animal) and they grow with you, and you gain some powerful abilities on and off the mount, such as the ability to use the Lance's special property (crit hit dropped to 10 and damage x4, it mounted and hit a target after spending your full movement (min of 20ft)) without a mount. This all culminates in their capstone, [I]Charge of the Ebonguard[/I], which not only further increases the damage of such lance charges, but also confers the same benefits to any horde the player happens to lead, leading to absolutely devastating cavalry charges that can actually split enemy hordes in half, if the collective horde has the movement to completely push through their target, greatly debuffing them and making them easy fodder to clean up. The Arquera, interestingly enough, provided me a happy accident in helping to define some of the lore for the games default setting, as its name (feminine version of the Spanish word for Archer) lead me to flavor certain societies to be more Iberian. But, that was a result of me wanting an enticing name for an Archer class, of which the Arquera presents another "ultimate" version of. Where the other subclasses are very catered towars either leading or being a part of a larger group, the Arquera is much more of a lone wolf, with its abilities heavily emphasizing its one vs many playstyle. With abilities that enhance their fletching, vision, ranged-to-melee transitions, and a number of others, the Arquera is basically Legolas the Class. The class culminates in its capstone, [I]The Sinking of the Aman Bad[/I], which gives the class an ability to even act as their own artillery, doing devastating damage not just to targets, but also to the environment and anything immediate behind them, the Arqueras arrows so powerful they pierce flesh, wood, and even metal like they were nothing. The next subclass Ive got for the initial 4 is named the Siege Master. As you can imagine, this takes Siege Tactics and develops it further, integrating the use of Siege weapons (both the big ones and the miniature ones you can carry) with the Battle Combo system, and providing greatly enhanced versions of all of these, providing for a potent and terrifying ranged/brawler sort of playstyle, all culminating in the capstone names [I]Rending of the Valley[/I], which incorporates exploding dice style AOE mechanics to your ranged siege engines, and turns them effectively into the medieval equivalent of guided missiles, dealing not just 4x damage against any environmental object, but up to 10x damage against unenchanted and/or depowered castle walls. Break the enchantments on a castle, and a level 30 Siege Master can blow a hole into it like its a rickety shack. The final subclass is the Commander, my take on the elusive Warlord style class, insofar as a Warlord can look in my system anyway. Aside from the obvious smattering of basic buffs and boons the Commander can contribute to their party, their playstyle emphasizes Intelligence, and so naturally, the Commander has the option to slot in Intelligence in place of their Strength or Dexterity to calculate their Stamina. Their principle ability is [I]Battle Orders[/I], which by simply being present enables the Commander to boost the Iniative of their party by +1 (+2 if they can nab a Surprise round), but also confers to them the ability to freely (ie, without using up their skill action) to use Perception or Investigation to find different monster and environmental complications (ie, special abilities unique to both monsters and the environment) and activate them, turning them against the Commanders foes. Find yourself in a run in with Goblin ambushers? Turn their cruddy traps against them. But their most critical ability, which comes online halfway through the chain, is in [I]Strategist[/I], which nor only gives the Commander the ability to exert direct control over the Initiative order, spending their own Initiative to increase that of his allies, but also allows the Commander to induce their allies to be better than usual, with each class gaining unique abilities that use the Commanders Mana and Stamina in lieu of their own. For example, the Barbarian gains the [I]Barbaric Overrun[/I] ability, which costs the Commander 50 Stamina, and allows the Barbarian to essentially barrel into a group of enemies (or even better, a horde) dealing a full Act worth of the Barbarians attacks. So, if we keep in mind the Barbarian gets the same access to weapons, and already had their Smash! dice boosting their damage to some pretty nutso heights, the ability is [I]very[/I] useful indeed. The Commander's abilities all culminate in their capstone, [I]And They Cried Death[/I], which not only doubles the benefits of their Battle Orders, but emphasizes to the greatest extent the Commanders place as the essential "leader", with any Surprise round the party is able to induce automatically granting anyone who could Act during the Surprise round, including the Commander, an additional Act and React that they can use at any time during the battle. But, this does come at the rather steep cost of both 100 Mana and 100 Stamina, so the Commander by this point in the game fundamentally must be well rounded, as otherwise you miss out on these rather devastatingly powerful benefits. (Which, admittedly, might be a bit overtuned even for what Im going for, but thats okay for now) Naturally, the Warrior is deliberately meant to be a rather complex class to play, and that complexity comes with the benefits of being starkly powerful in and out of combat. [/QUOTE]
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