Author Topic: Planeswalker [base] (Magipunk)  (Read 24221 times)

Offline Ziegander

  • Hero Member
  • ***
  • Posts: 692
  • bkdubs123 reborn
    • View Profile
Re: Planeswalker [base] (Magipunk)
« Reply #20 on: January 07, 2012, 04:31:03 PM »
What about something like... each node has a set of abilities which scale with your level, but not automatically (and the spacings can be different for different nodes).  You can aim for any tier of abilities for which you meet the level prereq, and you'll always get the abilities you try for; however, each tier has a higher attunement DC.

Quote
Alternative mechanic #2, no points:

You get autoscaling level-based abilities from a node when you attune.  However, whenever you use an ability from that node, you have to make an attunement check (set by the ability), or suffer X.

I like both of these new ideas quite a bit, but I think the second one is the better mechanic of the two. It's simple, it's unique, and it's easy to play.

Offline sirpercival

  • Honorary Mod
  • *****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Re: Planeswalker [base] (Magipunk)
« Reply #21 on: January 07, 2012, 05:38:33 PM »
OK, so running with the 2nd idea, for the Abyss we have 5 abilities.  For any given ability, you can choose which tier you want when you attune (among those for which you meet the prereqs).

  • Abyssal weaponry: Make attunement check with the first successful attack you make in a round; if you fail, you take 1 point of damage per PW level with each successful attack that round.
    Level   AbilityDC
    1stMasterwork longsword7
    3rd+1 longsword10
    6th+1 flaming longsword18
    10th+1 flaming unholy longsword25
    18th+1 anarchic flaming unholy longsword   35
  • Demonic Call (Sp): 5-round recharge; CE creatures only.  Make attunement check on the summoned creature's turn or it attacks you if able.
    Level   AbilityDC
    1stSummon Monster I10
    3rdSM II13
    5thSM III16
    7thSM IV19
    9thSM V22
    11thSM VI25
    13thSM VII28
    15thSM VIII31
    17thSM IX34
  • Glare of the Damned (Sp): 3 round recharge.  Whenever you cast, make an attunement check or be subject to the spell yourself (with saves, SR, etc).
    Level   AbilityDC
    1stCause Fear8
    4thDeath Knell14
    8thUnholy Blight18
    8thChaos Hammer18
    13thHarm26
    16thFinger of Death32
  • Tanar'ri Infusion: The effects on this table are cumulative.  Whenever you make a skill check using any of the modified abilities, make an attunement check or roll twice and take the worse result.
    Level   Ability      DC
    1stStr +28
    4thCon +213
    7thStr +218
    10thCha +2 23
    13thCon +428
    16thDex +433
    19thStr +438
  • Unholy Countenance (Sp): At will.  Whenever casting, make an attunement check or duration is reduced to 1 round.
    Level   AbilityDC
    3rdDesecrate11
    5thBalor Nimbus13
    12thVisage of the Deity (fiendish only)23
    16thUnholy Aura31

How's that?

EDIT: If I do it this way, do I still want to have the "influence" effect on attunement?
« Last Edit: January 07, 2012, 06:22:32 PM by sirpercival »
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline littha

  • Epic Member
  • ****
  • Posts: 2952
  • +1 Holy Muffin
    • View Profile
Re: Planeswalker [base] (Magipunk)
« Reply #22 on: January 07, 2012, 07:13:16 PM »
The whole attunement DC thing reminds me of Truenamer if I am honest

Offline sirpercival

  • Honorary Mod
  • *****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Re: Planeswalker [base] (Magipunk)
« Reply #23 on: January 07, 2012, 07:18:06 PM »
Except without the DCs into the stratosphere, without investing skill points, and when you fail the check your effect still happens (there's just a downside).
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline littha

  • Epic Member
  • ****
  • Posts: 2952
  • +1 Holy Muffin
    • View Profile
Re: Planeswalker [base] (Magipunk)
« Reply #24 on: January 07, 2012, 07:52:27 PM »
More that there is a huge swing factor in your daily power that will make this an absolute bitch to balance.
« Last Edit: January 07, 2012, 07:55:12 PM by littha »

Offline sirpercival

  • Honorary Mod
  • *****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Re: Planeswalker [base] (Magipunk)
« Reply #25 on: January 07, 2012, 07:53:53 PM »
Is that based on the one node that's posted above, or the later discussion?  Because the node that's posted with the class is being scrapped.
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline littha

  • Epic Member
  • ****
  • Posts: 2952
  • +1 Holy Muffin
    • View Profile
Re: Planeswalker [base] (Magipunk)
« Reply #26 on: January 07, 2012, 08:01:59 PM »
Both honestly, there is a fundamental issue with basing class abilities off of (sudo)skill checks that lies beyond the boosters. The variance on a d20 means that you could easily get a run of 18-19-20 or 1-2-3 and completely ruin your class for several days on the go. Sure the class isn't inoperable even if you fail the check but from a design standpoint you want to avoid what the player would see as constant failure, it deincentifies the class. 

Especially with the level caps because then it feels that your 20 hasn't really got you anything more than a 10 and that your low rolls are penalising you.

Offline sirpercival

  • Honorary Mod
  • *****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Re: Planeswalker [base] (Magipunk)
« Reply #27 on: January 07, 2012, 08:31:58 PM »
I'm not sure I follow you.  In the most recent incarnation, you automatically get the ability you want (as long as you qualify).  You just have to make the attunement check or suffer the consequence when you use the ability (as noted in the node ability descriptions), and in general the DCs shouldn't be too hard to make at the appropriate level.  If you think the DCs are still too high for particular abilities, I'd be happy to change them.

But you'll never miss out on an ability by rolling low on an attune check.
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline littha

  • Epic Member
  • ****
  • Posts: 2952
  • +1 Holy Muffin
    • View Profile
Re: Planeswalker [base] (Magipunk)
« Reply #28 on: January 07, 2012, 08:41:35 PM »
It is less about actually getting the abilities and more about the effects of failure on the human psyche, failure makes you feel bad no matter what. Even if there were no mechanical penalties for failure it would still make you feel bad and thus makes them want to play the class less.
This is advanced games design theory, it is a rather bizarre concept to get your head around.
I wrote my (BSc) dissertation on this stuff...

That said as the class is unlikley to be used by anyone outside this forum (and people here generally have a better grasp on consequence of success/failure tasking) it really wont matter much.

Offline sirpercival

  • Honorary Mod
  • *****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Re: Planeswalker [base] (Magipunk)
« Reply #29 on: January 07, 2012, 08:46:53 PM »
Hmm... do you have any suggestions for how else to utilize the attunement check?  Or should there not be a check to begin with?  Because almost every class in D&D has some sort of check involved... I'm not sure what to do with your observation, though I do understand it.
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline littha

  • Epic Member
  • ****
  • Posts: 2952
  • +1 Holy Muffin
    • View Profile
Re: Planeswalker [base] (Magipunk)
« Reply #30 on: January 07, 2012, 08:56:59 PM »
First would be to split the attunement section from the granted abilities section, is is a huge wall of text as is and as they are in the same section it feels like you can lose abilities if you fail the check. Possibly split to Node powers and Planar attunement or the like. There is currently no influence on the abilities gained with attunement so there is no reason to keep them in the same section.

I suggest if you are going to use a check like that to have some (small) positive abilities granted from high attunement. Generally you would also want to set the DC about 10% lower than the expected mid point of each level so there should be about a 60% success rate.

These are only what you call quality of life changes though they could make balancing the class significantly easier.

Offline sirpercival

  • Honorary Mod
  • *****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Re: Planeswalker [base] (Magipunk)
« Reply #31 on: January 07, 2012, 09:08:31 PM »
Yes, I was going to rewrite that section but I wanted to decide on the new mechanics first.  If I hear no objections to the methods above I'll rewrite it tomorrow.

According to my calculations I think the DCs are fine or even a bit low.  In terms of the rewards... maybe I could make the planar augmentation dependent on excellent attunement checks?
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline littha

  • Epic Member
  • ****
  • Posts: 2952
  • +1 Holy Muffin
    • View Profile
Re: Planeswalker [base] (Magipunk)
« Reply #32 on: January 07, 2012, 09:10:21 PM »
That would be a good idea though they would need some scaling with level in that case.

Offline sirpercival

  • Honorary Mod
  • *****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Re: Planeswalker [base] (Magipunk)
« Reply #33 on: January 08, 2012, 12:26:39 PM »
Alright, I rewrote the class ability stuff, added a new feat, and fixed the Abyss Node writeup.

I'll begin working on more nodes with this mechanic; I'll be doing them in alphabetical order.  If anyone would like to contribute, feel free.
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline Jackinthegreen

  • DnD Handbook Writer
  • ****
  • Posts: 6176
  • I like green.
    • View Profile
Re: Planeswalker [base] (Magipunk)
« Reply #34 on: January 09, 2012, 02:57:09 AM »
If you're going to do something equivalent to the Positive Energy plane, perhaps have a capstone allowing you to literally blow something up through positive energy?  Page 149 of the DMG has the rules for what happens.

Offline Shiki

  • Sr. Member
  • ***
  • Posts: 428
  • Mindraped
    • View Profile
Re: Planeswalker [base] (Magipunk)
« Reply #35 on: January 17, 2012, 09:12:58 PM »
Did you work and finished some nodes already, and if so, would you be so kind as to post them, sirpercival? Unless you were planning on posting 'em all in one swoop, which is fine too. I'd probably feel more secure about trying to make one or two (or more) if I could see some more examples.

Offline sirpercival

  • Honorary Mod
  • *****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Re: Planeswalker [base] (Magipunk)
« Reply #36 on: January 17, 2012, 09:21:53 PM »
I haven't done most of them.... :(  I'm almost done with Arborea, and that's all so far.  Here are a few guidelines that I'm using:

~8 of the planes get the SMI-IX lines, the ones with only one associated alignment.
~Each plane gets one or two more tracks of spells, usually taken from cleric or druid spells, especially domain spells that make sense.
~Each plane gets one or two thematic tracks, like the abyssal weaponry based on the Balor's long sword (I figured the 9 hells would get natural attacks like a Pit Fiend or something) or the celestial mount that Arborea is about to have.
~Each track's downside should be something noticeable but not at all crippling, and thematically related.  So far I've tried to keep every penalty different, but it probably won't end up that way because there's a limited amount of penalties one could apply.

Does that help?  I'll post Arborea tonight or tomorrow morning.
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline Shiki

  • Sr. Member
  • ***
  • Posts: 428
  • Mindraped
    • View Profile
Re: Planeswalker [base] (Magipunk)
« Reply #37 on: January 17, 2012, 09:35:13 PM »
Yes it does. :D But still, I'll wait 'til you complete that one before suggesting anything, just to be sure. You can take your time though, it's no biggie.

Offline sirpercival

  • Honorary Mod
  • *****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Re: Planeswalker [base] (Magipunk)
« Reply #38 on: January 17, 2012, 09:38:56 PM »
I'm not rushing, it was just next on my to-do list and I had most of it finished already.  :)
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline sirpercival

  • Honorary Mod
  • *****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Re: Planeswalker [base] (Magipunk)
« Reply #39 on: January 18, 2012, 09:18:47 AM »
OK, Arborea is up.  Next up: Arcadia.
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.