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What type of ranger would your prefer for 2024?
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<blockquote data-quote="Emberashh" data-source="post: 9076087" data-attributes="member: 7040941"><p>In other news Im in deep on my games Adventuring (nee: Exploration) system, and it is getting pretty exciting, if only because Im getting a metric buttload of ideas coming off all the now codified mechanics that I definitely wouldn't have thought of otherwise. </p><p></p><p>For instance I just laid down a generalized Difficult Terrain system that has a bit more oomph to it than simply halving your movement. You not only have that, but depending on the terrain and how severe it is, you'll have an easily identifiable saving throw to make which, if you fail, not only stops you in your tracks, but will also induce a direct drain on your <em>Energy</em> until its restored. </p><p></p><p>For instance, say you've got some jagged, rocky terrain. That could be ruled as a +5 Composure Terrain; its difficult so your movement costs double, but then you have to make a Composure throw thats +5 above whatever your Composure is. </p><p></p><p>So lets say your CP (which is HP, fyi) is at 20 and you go through that terrain. You'd have to roll 25+ to pass the throw. The saving throw jargon basically tells you what you have to roll at a minimum on your throw. </p><p></p><p>And this is great, because it keeps with my philosophy on integration. This gives Difficult Terrain more relevancy and potential challenge in and out of combat, and gives good fodder to design abilities around. </p><p></p><p>For instance, for my take on the Sorcerer, I have a subclass named <em>Stone Carver</em>, and it has a capstone ability Ive aptly named <em>Golem of Emerald Obsidian</em>. </p><p></p><p>Basically, you draw up the earth around you and become a gigantic (and hella tanky) Earth golem. And, now, I can add to that ability the means of inducing a meaningful area denial effect. By drawing up earth, it becomes, lets say, +15 Stamina Terrain, and I could even add an additional failure effect through the ability, saying those who fail become weak to Earth and Blunt damage (the two big ones the Golem plays with, for obvious reasons). </p><p></p><p>And when I go to do the Ranger, I can easily see these mechanics looping in on both sides of it, letting them succeed more regularly at passing these checks, but also creating them and even turning natural ones against their enemies.</p><p></p><p>Oh yeah. I like it. Its an exciting time in design land for me <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Emberashh, post: 9076087, member: 7040941"] In other news Im in deep on my games Adventuring (nee: Exploration) system, and it is getting pretty exciting, if only because Im getting a metric buttload of ideas coming off all the now codified mechanics that I definitely wouldn't have thought of otherwise. For instance I just laid down a generalized Difficult Terrain system that has a bit more oomph to it than simply halving your movement. You not only have that, but depending on the terrain and how severe it is, you'll have an easily identifiable saving throw to make which, if you fail, not only stops you in your tracks, but will also induce a direct drain on your [I]Energy[/I] until its restored. For instance, say you've got some jagged, rocky terrain. That could be ruled as a +5 Composure Terrain; its difficult so your movement costs double, but then you have to make a Composure throw thats +5 above whatever your Composure is. So lets say your CP (which is HP, fyi) is at 20 and you go through that terrain. You'd have to roll 25+ to pass the throw. The saving throw jargon basically tells you what you have to roll at a minimum on your throw. And this is great, because it keeps with my philosophy on integration. This gives Difficult Terrain more relevancy and potential challenge in and out of combat, and gives good fodder to design abilities around. For instance, for my take on the Sorcerer, I have a subclass named [I]Stone Carver[/I], and it has a capstone ability Ive aptly named [I]Golem of Emerald Obsidian[/I]. Basically, you draw up the earth around you and become a gigantic (and hella tanky) Earth golem. And, now, I can add to that ability the means of inducing a meaningful area denial effect. By drawing up earth, it becomes, lets say, +15 Stamina Terrain, and I could even add an additional failure effect through the ability, saying those who fail become weak to Earth and Blunt damage (the two big ones the Golem plays with, for obvious reasons). And when I go to do the Ranger, I can easily see these mechanics looping in on both sides of it, letting them succeed more regularly at passing these checks, but also creating them and even turning natural ones against their enemies. Oh yeah. I like it. Its an exciting time in design land for me :D [/QUOTE]
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