Talk:Guild Meeting March 2026: Difference between revisions
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Even if the same healer has now maxed out their WP at 20, it's still only 50%... in place of the current 97% | Even if the same healer has now maxed out their WP at 20, it's still only 50%... in place of the current 97% | ||
Is this an intended outcome? How has this run in play testing at different levels? How have lower ranked (or low WP) Healers found this to work? [[User:Martin|Martin]] ([[User talk:Martin|talk]]) 01:04, 9 January 2026 (UTC) | * Is this an intended outcome? How has this run in play testing at different levels? How have lower ranked (or low WP) Healers found this to work? [[User:Martin|Martin]] ([[User talk:Martin|talk]]) 01:04, 9 January 2026 (UTC) | ||
* Keep retuning to this because Healing EN feels like a bread-and-butter Healer ability. As it is, a Rank 10, 25 WP Healer with 3 specs has a 75% cast chance. This doesn't feel right to me. [[User:Martin|Martin]] ([[User talk:Martin|talk]]) | |||
====Healing Salve ==== | ====Healing Salve ==== | ||
Revision as of 12:41, 9 January 2026
v3 General
A / J / M
The have been some skills with Master rank abilities behind the Rank 8 "gate", but this proposed breakdown of skills into Apprentice, Journeyman,and Master formalises this for all skills and for A and J at least the category separation in Assassin and Thief seems a bit arbitrary. (The arbitrary nature of the A/J split is even more pronounced in the - draft - versions of Courtier and Troubadour). The same problem doesn't exist in Healer which has always granted specific skills at specific ranks. Martin (talk) 00:02, 9 January 2026 (UTC)
Standard Success Chance Characteristics
The new success calculation introduces the use of a characteristic. For Healer almost all of the sub-skills use WP, but Assassin and Thief rely on multiple characteristics. There is existing reliance on some of these (MD and AG for example) but others (MA, WP) are not currently used significantly, in these skills. Healer does not currently rely on WP (at all). A player may create a character with WP as their dump stat and still be an effective Healer.
Existing characters being converted to these skills will likely find their previous stat selections limit their options. Low WP pretty much kills being a Healer. Martin (talk) 00:37, 9 January 2026 (UTC)
- See notes below on Heal Endurance base chance.
Specialisation
If this is a general approach that we expect to see in multiple skills could we get a rule on the standard maximum for these, e.g. is it max 3? max5? Unless explicitly specified in a sub-skill. Is there any chance of getting a fixed number and altering the ones that don't currently conform? Obviously some sub-skills will not benefit from any specialisation (e.g. where there's no BC and no special additions.) Martin (talk) 23:02, 6 January 2026 (UTC)
Personally I think the specialisation idea adds pointless complication with very little additional benefit. Subskills add enough rangle and options within skills that adding more on top of that has an extremely limited return for the additional paperwork and complexity. The same effect could be created with Rk based improvements in a subskill. This is then complicated by the fact that Theif then takes the subskills that are selectable and goes the other way making them mandatory and Rk based. So we have some skills gaining additional complexity, others having it removed. I would like to see a clear and agreed style for skills that should then be used for all new skills as a standard. --Mandos (talk) 08:41, 9 January 2026 (UTC)
Number of Specs per Rank
Has this been standardised at 1 per rank (+more purchasable)? Martin (talk) 23:02, 6 January 2026 (UTC)
Beast Master
I think the version adopted some time back needs its formulae updated to fold the base% into the modifier% as has been done with Assassin, Healer, and Thief. Martin (talk) 23:10, 6 January 2026 (UTC)
Assassin feedback
General comments: Assassin has always been a primarily combat focused skill whose core ability is stabbing people. My comments are intended to be in-line with this historical use. Martin (talk) 00:33, 5 January 2026 (UTC)
Surprise Attack / Backstab / Stab them in the Face
A benefit in combat when attacking from (primarily) behind is the single-most core ability of the current / historical Assassin skill and I believe needs to remain available to all. Breaking this into A/J/M when it already has Rank based modifiers looks unnecessary. Martin (talk) 00:33, 5 January 2026 (UTC)
- Preferred: Consolidate back under Apprentice with the different situational modifiers. Martin (talk)
Master level Magical Abilities
Attacking through shadows or passing through walls are great ideas for individual PC abilities and something that can and should be sought out on adventure. I do not think these are desirable as standard master rank options and would rather see the skill stick closer to non-magical. Martin (talk) 00:33, 5 January 2026 (UTC)
Making vs. Using
Is the plan to move making poisons / gas bombs etc from Alchemist/Herbalist to Assassin? Historically poisons have been made by one profession and then used by Assassins. There is nothing preventing a PC from learning one of the skills that deals with poisons or other chemicals; I don't see it needs to be folded into Assassin. Martin (talk) 00:33, 5 January 2026 (UTC)
- One caveat here, thinking about the use of these devices, Smoke Bombs do feel like a primarily Assassin tool rather than an alchemical concoction. Martin (talk)
Abilites
I love the reducing Death Buzz ability and think that is a great addition to the skill.
Chameleon not so much, unless you have had your fatigue cap removed this is pretty unusuable because of the fatigue costs and the duration is miniscule. 4 Pulses of avoiding being seen by a person or 2 and you are exhausted. --Mandos (talk) 08:57, 9 January 2026 (UTC)
- There are more than a few with high FT costs that I'm having trouble reconciling with an FT of less than 30. Martin (talk)
Healer feedback
Healer has always been a magical skill associated with restoring living creatures, and with some minor abilities in modifying them, my comments are intended to be in-line with this historical use. Martin (talk) 23:38, 4 January 2026 (UTC)
Success Chance
Success Chance + 2 x [characteristic] + (5 per Rank) + (5 per specialisation) + modifier
Typo? Assuming this is this supposed to state standard Success Chance equals 2 x [characteristic] etc. Martin (talk) 23:02, 6 January 2026 (UTC)
Restrictions
Have all Healer negatives on combat been removed? (They were pretty fiddly). Martin (talk) 23:38, 4 January 2026 (UTC)
Ability Costs
I would like to see these increased from A/J/M 0/2/4 and suggest 2/4/6 as a minimum. Heal Endurance and Transfer Fatigue, in particular, need FT costs.
Abilities currently cost Rank FT. With Restructuring this needs to be amended to fit the A/J/M and selection mechanics, but costs should at least be set to the low end of the band. If there are specific abilities that should not cost FT (e.g. administer potion may be one of these) then it may be noted in the sub-skill. Martin (talk) 23:38, 4 January 2026 (UTC)
Apprentice
Administer Potions
Do not see the point of the specialisations here, seems fiddly for little gain. Probably should not cost the Healer FT. Martin (talk) 23:38, 4 January 2026 (UTC)
- Just adding: this isn't a very common occurrence and needing healers to spend 2 spec points to get to full effect feels (to me) to be significant over-pricing when considering what else spec points could get used for. Martin (talk) 23:06, 6 January 2026 (UTC)
Heal Endurance
This is a huge change. (Not necessarily bad, but huge). Time change from 11 – Rk minutes to 8 – Rank pulses, Cost 3 FT lowered to 0 FT, healing increased from D +Rank-5 to a minimum of Rank + 5.
Examples:
Current: Rank 5 healer. Use cure EN. Cost 3 FT, takes 8 mins, cures (D+5-5) EN, Range 0 (always).
New: Same healer, 5 spec points minimum, assume no specs in either this or empathy: Cost 0 FT, takes 3 pulses, cures 10 points, range touch.
Same healer but with some spend in Empathy and max spend here: Cost 0 FT, takes 3 pulses, cures 20 points, range up to 25 feet.
Current: Rank 7 healer, Use cure EN. Cost 3 FT, takes 4 mins, cures (D+7-5) EN, Range 0 (always).
New: Same healer, 7 spec points minimum, no specs in either this or empathy: Cost 0 FT, takes 1 pulse, cures 12 points, range touch.
Same healer but with some spend in Empathy and max spend here: Cost 0 FT, takes 1 pulse, cures 24 points, range up to 25 feet.
There needs to be a cost associated with this ability, I would suggest at least 2 FT, aligning it generally with SK spells (albeit potentially faster to cast). Martin (talk) 23:38, 4 January 2026 (UTC)
Base Chance
Am I reading it right that a while a Rank 0 Healer gets Heal Endurance they cannot effectively use it unless they have 20+ WP? The BC is listed as WP, -40.
A beginning Healer with WP 15 would have a CC of (2 x 15) + (5 x 0) -40 = -10%
The same Healer, at Rank 3, where they would currently get this ability at 93% (90+rank) would have: (2 x 15) + (5 x 3) -40 = 5%
Only a decent rank healer with specs in this subskill is going to have a reliable chance. Example Healer is now Rank 7, with 3 specs in here (but still WP 15) has a CC of (2 x 15) + (5 x 7) + (5 x 3) -40 = 40%
(OK, a less than reliable chance.)
Even if the same healer has now maxed out their WP at 20, it's still only 50%... in place of the current 97%
- Is this an intended outcome? How has this run in play testing at different levels? How have lower ranked (or low WP) Healers found this to work? Martin (talk) 01:04, 9 January 2026 (UTC)
- Keep retuning to this because Healing EN feels like a bread-and-butter Healer ability. As it is, a Rank 10, 25 WP Healer with 3 specs has a 75% cast chance. This doesn't feel right to me. Martin (talk)
Healing Salve
Question: Who can apply salve? Anyone, only Healer? Weirdly, after looking at Heal Endurance, the values here look low for the cost and lack of convenience over a potion. Martin (talk) 23:38, 4 January 2026 (UTC)
Midwife
Suggest stating that only one Healer bonus applies, and that it cannot stack with Blessing on Unborn Child (must affect different Stats). Martin (talk) 23:38, 4 January 2026 (UTC)
Transfer Fatigue
Bit curious why this one stays in minutes. It would seem a good "in crisis" ability to get FT to the mage with the spell that's needed. Base cost drops to 0 rather than 3 + transfer. Again, I'd request that a cost needs to be associated with this ability, I would suggest 2 FT. Martin (talk) 23:38, 4 January 2026 (UTC)
Journeyman
Cleanse Corpse
Really like this one. Martin (talk) 23:38, 4 January 2026 (UTC)
Cosmetic Surgeon
Could we get added that a Healer can remove previous modifications? Maybe in half time or something? This then helps support the use of the ability for temporary disguises. Martin (talk) 23:48, 4 January 2026 (UTC)
Repair Damage
Can we get clarity on the Healer time required? In contact whole time? Check ins / boost occasionally? Etc. Martin (talk) 23:40, 4 January 2026 (UTC)
Ugly Curse
Request: Removal. Healers casting curses feels way outside their wheelhouse. Martin (talk) 23:40, 4 January 2026 (UTC)
Master
Exertion
This may be over-costed. Even under current costs Master = 4 and this is another 4. I'd suggest that 6 is sufficient, and if A/J/M were increased to 2/4/6 then this could have no additional cost. Martin (talk) 23:48, 4 January 2026 (UTC)
Hide Life
Really like the idea/ability, just not sure when it will apply. Golems appear to see and hear (since commands are verbal) and can detect non-living. Undead, some yes… pretty sure Vampires see normally, etc.
This is done by effectively lowering the viewers PC by the amount noted in the Specialisation
No PC amount is noted in the Specialisation table, only Pulses. Martin (talk) 23:48, 4 January 2026 (UTC)
Thief feedback
General comments: Thief always been a primarily non-magical skill whose core abilities were used on adventure. My comments are intended to be in-line with this historical use.
I wish to restate my opposition to strongly magical Master abilities. An individual PC thief getting a special ability to Steal MR or Def or similar is great, it's Mythic level / fire from the gods type stealing and something PC thieves should aspire to. And GMs are always free to give their weird NPCs whatever abilities they want, I just don't think this should be part of the general knowledge (albeit Master level) of the skill. Martin (talk) 00:42, 5 January 2026 (UTC)
I concour with the comments above. This is basically Thief 2 with the skills selection removed and some pretty crazy abilities added on top that in my opinion, other than having the word steal crowbarred into the title, have little to nothing to do with the skill at all. --Mandos (talk) 08:48, 9 January 2026 (UTC)