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General Tabletop Discussion
*Dungeons & Dragons
The Mahout: Basic Class Information
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<blockquote data-quote="Mike Myler" data-source="post: 7757313" data-attributes="member: 6726030"><p>I've told Erik to get in here (we co-wrote this largely because he had access to a great gaming club to use for playtesting purposes) and he should be swinging through.</p><p></p><p>My playtests were low tier (1-4) to make sure the basic concept was accessible and fun (because the actual mahout themselves doesn't really get a lot, it's all about the pet), and to see how disruptive it was going to get on the deep end of things. To that end my playtester was using the most troubling thing on the early list (rust monster) which didn't get cut like I was worried would need to happen, leading to a very explicit sidebar instead about "depending on the setting the GM should ban some monsters based on abilities/availability of food/etc.". For context my playtest was roughly analogous to early Iron Age and involved fights with monsters, NPCs with metal weapons, some NPCs with not-metal weapons, and the aforementioned settlement hubbub.</p><p></p><p>I was surprised the Playtester's Club didn't have any feedback on the not-simply-beasts regimens and expect the <em>Mahout: Advanced</em> article will prompt some tweaks, but because the mahout's all about the creature they travel with (which with a little effort they can change if they get bored with it) I'm not as worried about it scaling as I was for the lodestar/fatebender/gemini/etc. Still ready to tweak it--I know there are insights coming with that Advanced article! <em>I know it!</em>--but essentially it lets a player use an already playtested and calibrated statblock for their character (albeit with a beefy friend nearby) most of which should be solid already.</p></blockquote><p></p>
[QUOTE="Mike Myler, post: 7757313, member: 6726030"] I've told Erik to get in here (we co-wrote this largely because he had access to a great gaming club to use for playtesting purposes) and he should be swinging through. My playtests were low tier (1-4) to make sure the basic concept was accessible and fun (because the actual mahout themselves doesn't really get a lot, it's all about the pet), and to see how disruptive it was going to get on the deep end of things. To that end my playtester was using the most troubling thing on the early list (rust monster) which didn't get cut like I was worried would need to happen, leading to a very explicit sidebar instead about "depending on the setting the GM should ban some monsters based on abilities/availability of food/etc.". For context my playtest was roughly analogous to early Iron Age and involved fights with monsters, NPCs with metal weapons, some NPCs with not-metal weapons, and the aforementioned settlement hubbub. I was surprised the Playtester's Club didn't have any feedback on the not-simply-beasts regimens and expect the [I]Mahout: Advanced[/I] article will prompt some tweaks, but because the mahout's all about the creature they travel with (which with a little effort they can change if they get bored with it) I'm not as worried about it scaling as I was for the lodestar/fatebender/gemini/etc. Still ready to tweak it--I know there are insights coming with that Advanced article! [I]I know it![/I]--but essentially it lets a player use an already playtested and calibrated statblock for their character (albeit with a beefy friend nearby) most of which should be solid already. [/QUOTE]
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