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Puppet Master
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<blockquote data-quote="GamerRay" data-source="post: 4534031" data-attributes="member: 79307"><p>Wow, that's the most thought I've seen anyone put into someone else's class. Thank you.</p><p></p><p>Here are just some initial thoughts I have:</p><p>[sblock]</p><p>-Remember that this isn't meant to be based off Naruto. I'm just taking a basic idea from it and other sources and trying to make it my own. The idea of having an array of weapons is pulled from that (compared to the other 2 where the dolls had 1 ability), but I'm not trying to do like what I've seen done with World of Warcraft classes.</p><p></p><p>-I've had mixed reactions from others about the puppet being a mechanical tool with weaponry that is still controlled by the puppeteer. As of now, I'm still settled on keeping it that way. Not only because of Naruto, but also because the Puppet Master movies, and Ogre Battle 64, got away with doing it to a small degree and I personally loved how it all worked together. But for sake of this game, I'm outfitting him with a wider array of weaponry. (note that I'm not disregarding your input there. </p><p></p><p>I respect it because you obviously are investing part of yourself in this project and I appreciate it. However, I'm still not fully convinced that having the sole focus be on the puppeteer is right. <em>But</em>, you are totally right about the "could we just take the puppet?" idea, and that will stick with me as I work on this).</p><p></p><p>-The strings. I see what you're saying about "real or nothing," and will certainly be thinking on that one. Perhaps a true psychic connection would be best, but the puppeteer still acts as he would with the strings. That would also add to the decision making part, as it could take a standard or minor action to reestablish control of the puppet.</p><p></p><p>-The controlled. I like what you did with me aiding allies with my abilities. A quick idea for it; </p><p>~~~~I split my control to aid an ally. I'm only able to use at-wills for my puppet, but while the link holds the ally gets +x (+y if I went the controller path). Reestablishing the full link to my puppet takes a minor action.</p><p>I rather like that, as it opens me up for more than just wielding a beat stick.</p><p></p><p>-How important should both the puppet and master be? I hadn't thought about it before, and now I'm struggling to figure it out. I don't want the puppeteer to be just a psychic controlling something fun, nor do I want the puppet to turn into the Batman villain where the person was sort of "there," while the puppet was strapped with a Tommy gun. I had originally envisioned it as a close-knit bond, perhaps due to insanity or some deep understanding (fluff and lore are on the back burner right now), to where the puppeteer relies on his puppet for damage, but still able to hold his own should the puppet be lost.</p><p></p><p>-The puppeteer is the controller, the doll is the striker. I like that idea, alot. And at this point I'm on the fence on whether they should split the control load, or if it should mostly be placed on the master. Because they are my little babies, I'm really liking my grenade idea. It's still rough, but somehow I should be able to find a way to make them evenly powered, but still unique. </p><p></p><p>Perhaps they should be a daily, but have X number of uses. But then that means that if a DM uses short dungeons, they can go nuts. But if they do a large dungeon, they may be out of steam for the climactic boss battle.[/sblock]</p><p></p><p><u>What do I want?</u></p><p><u></u>[sblock]At this point, I'm trying to fill in abilities. Of course that can't be done until I figure out a direction, can it? As I said, I'm still settled on a good chunk of my original idea for how they should work (with more emphasis on the master now, as he really should have his own importance).</p><p></p><p>-Many reactions have been that the master should be psychic. As of now, it should be assumed that control is established, essentially, telepathically (unless I can find a way to make the solid strings not hinder my allies, or be able to be cut easily). </p><p></p><p>So for his short-range defense and evasion, and mid-range control, I'd say you can safely think up abilities for those. </p><p></p><p>-Why would someone become a puppet master? Do they suffer from an insanity? Family tradition? Do they make a deal with some god to give them control (and are given a doll that is specifically tied to the controller's soul)? These are questions I've had a hard time deciding on, and input is always appreciated.</p><p></p><p>-How should HP be calculated for the 2? I'm convinced they shouldn't share a pool, but I'm not sure how to make it otherwise. The master should be squishy, but the puppet should probably fall in the range of a rogue or ranger. But is that too much? </p><p></p><p>And should the master have any healing abilities? I can't figure out what he could do, other than sacrifice his own health to do some sort of mending (1 master= 2 puppet health, or he uses a surge to heal his own value to the puppet).</p><p></p><p>-Puppet damage abilities. I can go nuts thinking up all the devices that can be made to control, but what about damage? I don't want him to go too "current" with his technology. Grenades are as far as I'm wanting to go (whirling saw blades have been suggested, but that's too much). </p><p></p><p>-Grenades. THEY DON'T FEEL RIGHT! I would love for them to be something totally unique to the class, but I feel like they're going the path of the wizard. My best idea is that they can detonate on anything behind their target, or can be grabbed and used by someone (explode on non-puppet target vs reflex?). </p><p></p><p>This, of course, would fall into the idea of good or bad, as enemies and allies could pick them up and throw them, but who knows how far they'd, if at all? And perhaps they could even be thrown a certain distance before exploding. 1d4, 1 equals detonation in the current square, 2 is adjacent square, etc. But how easily could that be broken? Or pointless?</p><p></p><p>-Master abilities. He needs them. I have some down, but if I don't use any actual strings, some will be tossed out (including my Birds on a Wire... -tear-). He should definately be able to control or get away, without being too slippery (poor user tactics or good enemy tactics should be rightly rewarded). </p><p></p><p>Also, I'm starting to see him as a psychic and illusionist (suggested on the Wizards boards), able to hide, blend in, or at a greater master inflict horrific visions on his foes. If this is too jumbled the illusionist idea can be discarded, but it does add some fun-ness to it (perhaps a paragon path?).[/sblock]</p><p></p><p><strong>Keep the ideas coming!</strong> I love the input I get from people, both positive and critical. I truly do think over everything suggested, and people will probably notice many of their own ideas being implemented (even if slightly) into the progressing build.</p></blockquote><p></p>
[QUOTE="GamerRay, post: 4534031, member: 79307"] Wow, that's the most thought I've seen anyone put into someone else's class. Thank you. Here are just some initial thoughts I have: [sblock] -Remember that this isn't meant to be based off Naruto. I'm just taking a basic idea from it and other sources and trying to make it my own. The idea of having an array of weapons is pulled from that (compared to the other 2 where the dolls had 1 ability), but I'm not trying to do like what I've seen done with World of Warcraft classes. -I've had mixed reactions from others about the puppet being a mechanical tool with weaponry that is still controlled by the puppeteer. As of now, I'm still settled on keeping it that way. Not only because of Naruto, but also because the Puppet Master movies, and Ogre Battle 64, got away with doing it to a small degree and I personally loved how it all worked together. But for sake of this game, I'm outfitting him with a wider array of weaponry. (note that I'm not disregarding your input there. I respect it because you obviously are investing part of yourself in this project and I appreciate it. However, I'm still not fully convinced that having the sole focus be on the puppeteer is right. [I]But[/I], you are totally right about the "could we just take the puppet?" idea, and that will stick with me as I work on this). -The strings. I see what you're saying about "real or nothing," and will certainly be thinking on that one. Perhaps a true psychic connection would be best, but the puppeteer still acts as he would with the strings. That would also add to the decision making part, as it could take a standard or minor action to reestablish control of the puppet. -The controlled. I like what you did with me aiding allies with my abilities. A quick idea for it; ~~~~I split my control to aid an ally. I'm only able to use at-wills for my puppet, but while the link holds the ally gets +x (+y if I went the controller path). Reestablishing the full link to my puppet takes a minor action. I rather like that, as it opens me up for more than just wielding a beat stick. -How important should both the puppet and master be? I hadn't thought about it before, and now I'm struggling to figure it out. I don't want the puppeteer to be just a psychic controlling something fun, nor do I want the puppet to turn into the Batman villain where the person was sort of "there," while the puppet was strapped with a Tommy gun. I had originally envisioned it as a close-knit bond, perhaps due to insanity or some deep understanding (fluff and lore are on the back burner right now), to where the puppeteer relies on his puppet for damage, but still able to hold his own should the puppet be lost. -The puppeteer is the controller, the doll is the striker. I like that idea, alot. And at this point I'm on the fence on whether they should split the control load, or if it should mostly be placed on the master. Because they are my little babies, I'm really liking my grenade idea. It's still rough, but somehow I should be able to find a way to make them evenly powered, but still unique. Perhaps they should be a daily, but have X number of uses. But then that means that if a DM uses short dungeons, they can go nuts. But if they do a large dungeon, they may be out of steam for the climactic boss battle.[/sblock] [U]What do I want? [/U][sblock]At this point, I'm trying to fill in abilities. Of course that can't be done until I figure out a direction, can it? As I said, I'm still settled on a good chunk of my original idea for how they should work (with more emphasis on the master now, as he really should have his own importance). -Many reactions have been that the master should be psychic. As of now, it should be assumed that control is established, essentially, telepathically (unless I can find a way to make the solid strings not hinder my allies, or be able to be cut easily). So for his short-range defense and evasion, and mid-range control, I'd say you can safely think up abilities for those. -Why would someone become a puppet master? Do they suffer from an insanity? Family tradition? Do they make a deal with some god to give them control (and are given a doll that is specifically tied to the controller's soul)? These are questions I've had a hard time deciding on, and input is always appreciated. -How should HP be calculated for the 2? I'm convinced they shouldn't share a pool, but I'm not sure how to make it otherwise. The master should be squishy, but the puppet should probably fall in the range of a rogue or ranger. But is that too much? And should the master have any healing abilities? I can't figure out what he could do, other than sacrifice his own health to do some sort of mending (1 master= 2 puppet health, or he uses a surge to heal his own value to the puppet). -Puppet damage abilities. I can go nuts thinking up all the devices that can be made to control, but what about damage? I don't want him to go too "current" with his technology. Grenades are as far as I'm wanting to go (whirling saw blades have been suggested, but that's too much). -Grenades. THEY DON'T FEEL RIGHT! I would love for them to be something totally unique to the class, but I feel like they're going the path of the wizard. My best idea is that they can detonate on anything behind their target, or can be grabbed and used by someone (explode on non-puppet target vs reflex?). This, of course, would fall into the idea of good or bad, as enemies and allies could pick them up and throw them, but who knows how far they'd, if at all? And perhaps they could even be thrown a certain distance before exploding. 1d4, 1 equals detonation in the current square, 2 is adjacent square, etc. But how easily could that be broken? Or pointless? -Master abilities. He needs them. I have some down, but if I don't use any actual strings, some will be tossed out (including my Birds on a Wire... -tear-). He should definately be able to control or get away, without being too slippery (poor user tactics or good enemy tactics should be rightly rewarded). Also, I'm starting to see him as a psychic and illusionist (suggested on the Wizards boards), able to hide, blend in, or at a greater master inflict horrific visions on his foes. If this is too jumbled the illusionist idea can be discarded, but it does add some fun-ness to it (perhaps a paragon path?).[/sblock] [B]Keep the ideas coming![/B] I love the input I get from people, both positive and critical. I truly do think over everything suggested, and people will probably notice many of their own ideas being implemented (even if slightly) into the progressing build. [/QUOTE]
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