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tabletop talky 

@Mycroft most of my input right now is just in general on thinking through things as they come up

once i get a fully playable "level 1" doc going i'll probably put it up for folks here to playtest if they want to try it out

tabletop talky 

@Mycroft i'm planning on compiling it once i finish writing down an initial playable version from my notes

it's all in a notebook atm

tabletop talky 

@Draekos abilities are:

Power (strength analogous)
Agility (dex analogous)
Fortitude (con analogous)
Willpower
Cunning
Influence (cha analogous)

Kinda pulled "mental" stats apart into things that are less focused on "is you smart or dumb" and more on "how do you solve problems"

tabletop talky 

@Draekos the four paths are:
path of the warrior (primary focus on head-to-head combat and straightforward solutions)
path of the rogue (primary focus on skill acquisition and less direct problem solving)
path of the mage (uh... magic and magic-themed abilities)
path of the scholar (knowledge and language based abilities)

skills are broken down similarly to 5e - proficiency means you add your rank. being unproficient gives you disadvantage on knowledge based skills

tabletop talky 

@Draekos there's a separate concept of skill progression and levels - you earn ranks by achievements and your dm can hand out ability points based on lesser criteria as they feel fit. each ability only costs 1 point and are separated by tiers that require you to invest a number of points equal to the sum of all previous tiers, so T3 requires 3 points, T4 requires 7, and so on

the max tier you can get that isn't your primary path is one less than your rank

tabletop talky 

@Draekos advantage stacks and grants you an extra d6, so you do 3d6k2 and so on. similar for disadvantage.

crits are getting matches on the dice; you add 1d6 for each extra match you have, so if you roll 3 of the same on a single advantage you get +2d6

tabletop talky 

@Draekos 2d6 based system! classes are determined by how you develop 4 paths (5 including your species heritage path)

i've been developing to have analogous class patterns to D&D, but trying to eliminate the concept of "negative choice" in terms of facets you lose by picking certain classes

that's a fancy way of saying "classes are based on abilities you buy rather than by a class you lock yourself into"

tabletop talky 

@benhamill@witches.town a wonderful idea

i've already rearranged their "racials" as "heritage paths" since the game's ability development is focused around advancing different paths!

tabletop talky 

done with races

need to figure out how the eff backgrounds work now

might just keep it simple

@thefishcrow@cybre.space the hot new calculator dance

Has anyone come up with "tyrannosaurus Gex" yet

@Felthry I wasn't paying attention so I don't know! I know some people who are very passionate about calculators though so I know how it goes down

@Felthry there was some arguments over calculators and we defused it with the power of memes

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