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Martial Artistry (3pp book in the works) Ideas and Concepts
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<blockquote data-quote="Steampunkette" data-source="post: 9228852" data-attributes="member: 6796468"><p>Long post is long and also honest!</p><p></p><p>1) Yeah. Valda's Spire is great. The Warmage for me came out of working on the Esper, though. And the Gunslinger was a Pathfinder 1e class that I enjoyed the few times I played it. But I won't lie! I look at how other people do the concepts I'm thinking of in order to make sure what I'm doing is both interesting and fun, so I have looked through Valda's to see how they did it and do some comparing/contrasting.</p><p></p><p>We hit a lot of the same notes, but the melody is different, I feel.</p><p></p><p>2) Grit is bonus exertion, like an Adept or Fighter gets. But. They also get a few special moves to use it with. Starting at level 1:</p><p>[ATTACH=full]341800[/ATTACH]</p><p></p><p>At 7th level they get Dustkiss and Hostage Taker as options. Essentially improved evasion as a reaction, and the ability to gain 3/4 cover while grappling. And, finally, at 15 they can spend a grit to get an extra roll on a Con or Wis save.</p><p></p><p>But they can also use their Grit for combat maneuvers. So it's -kind- of like how Adepts get their Exertion Focus but they're all defensive uses rather than offensive uses.</p><p></p><p>3) Damaged Gun. They just start out with a Gun in addition to their starting kit. But it has the damaged property 'til they have the time (and resources) to fix it. If it gets damaged, again, before that point it becomes Broken, instead. Just using the A5e equipment maintenance rules.</p><p></p><p>4) Sentinel concept. Sure, that's a way to do it. Or you could have the DM do the RP for the companion-character while you manage their actions and such in combat. But it's also meant to be a companion you -can- change. Or get a new one if your companion dies. (Though eventually they get the ability to revive each other at the cost of Fatigue instead of Diamonds). The other thing I really like about it is that these weaker secondary characters -could- make for a fun one-shot type thing. Or a "Low Power" game, since they're essentially all (very weak) classes.</p><p></p><p>5) VERY 4e fighter, yes. I'm trying to take some of the really good stuff from 4e, like marking, to bring into A5e. S'why the Arcane Knight and Eldritch Blackguard both get marking effects as part of their Tier 1 maneuvers!</p><p></p><p>6) Gun Era: Multiple. Different tables for different eras. And, of course, new mechanics. Like "Burst Fire" which turns a ranged attack into a Dex Save for half damage. To be perfectly blunt, I'm -hoping- to start working on a campaign setting with more gunslingy stuff in it and make it less of a "Rural Europe" fantasy setting without it just being "Cowboys and Racist Theft of Native American Mythology". So I'm making stuff in this book to use in that setting, too.</p><p></p><p>7) Trickshot Combat Style... alright. I'll see what I can do, there... That -does- seem like a lot of fun, after all.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 9228852, member: 6796468"] Long post is long and also honest! 1) Yeah. Valda's Spire is great. The Warmage for me came out of working on the Esper, though. And the Gunslinger was a Pathfinder 1e class that I enjoyed the few times I played it. But I won't lie! I look at how other people do the concepts I'm thinking of in order to make sure what I'm doing is both interesting and fun, so I have looked through Valda's to see how they did it and do some comparing/contrasting. We hit a lot of the same notes, but the melody is different, I feel. 2) Grit is bonus exertion, like an Adept or Fighter gets. But. They also get a few special moves to use it with. Starting at level 1: [ATTACH type="full" alt="1703652737787.png"]341800[/ATTACH] At 7th level they get Dustkiss and Hostage Taker as options. Essentially improved evasion as a reaction, and the ability to gain 3/4 cover while grappling. And, finally, at 15 they can spend a grit to get an extra roll on a Con or Wis save. But they can also use their Grit for combat maneuvers. So it's -kind- of like how Adepts get their Exertion Focus but they're all defensive uses rather than offensive uses. 3) Damaged Gun. They just start out with a Gun in addition to their starting kit. But it has the damaged property 'til they have the time (and resources) to fix it. If it gets damaged, again, before that point it becomes Broken, instead. Just using the A5e equipment maintenance rules. 4) Sentinel concept. Sure, that's a way to do it. Or you could have the DM do the RP for the companion-character while you manage their actions and such in combat. But it's also meant to be a companion you -can- change. Or get a new one if your companion dies. (Though eventually they get the ability to revive each other at the cost of Fatigue instead of Diamonds). The other thing I really like about it is that these weaker secondary characters -could- make for a fun one-shot type thing. Or a "Low Power" game, since they're essentially all (very weak) classes. 5) VERY 4e fighter, yes. I'm trying to take some of the really good stuff from 4e, like marking, to bring into A5e. S'why the Arcane Knight and Eldritch Blackguard both get marking effects as part of their Tier 1 maneuvers! 6) Gun Era: Multiple. Different tables for different eras. And, of course, new mechanics. Like "Burst Fire" which turns a ranged attack into a Dex Save for half damage. To be perfectly blunt, I'm -hoping- to start working on a campaign setting with more gunslingy stuff in it and make it less of a "Rural Europe" fantasy setting without it just being "Cowboys and Racist Theft of Native American Mythology". So I'm making stuff in this book to use in that setting, too. 7) Trickshot Combat Style... alright. I'll see what I can do, there... That -does- seem like a lot of fun, after all. [/QUOTE]
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