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1  Community / License to Improvise / Re: New Expert Class: (Looking for a Name) on: September 30, 2014, 01:07:25 AM
I think that the class should focus on one feat chain. If you're gonna have Mobility Basics as a prereq, grant Mastery and Supremacy in the B slot, along with some other bonus. Or, well, making Charging Basics the prereq and grant its Mastery and Supremacy, respectively. Considering that I see the Charging feat chain pretty well covered by Morg's Golden Lion, my inclination is to go with Mobility here, but that's your call which fits the class's style better. Charging has the advantage that it's Basic Combat, so it powers up Combat Focus even if a player for some reason doesn't get the Core Ability.

EDIT: Or if you have neither as prereq, then yeah, Basics and Mastery at 2 and 7.

On the jumping thing, have you considered the Martial Artist's (there I go again) Wuxia?
2  Community / License to Improvise / Re: New Expert Class: (Looking for a Name) on: September 29, 2014, 02:03:42 PM
There's also that this class has a Spell Point progression that it literally cannot use unless you multiclass out of the class into a "proper" caster at some point.

Spell points: low is 0 spell points. Every class that has no spell points is considered to have low spell points

Shows what I know about casters, doesn't it. Tongue
3  Community / License to Improvise / Re: New Expert Class: (Looking for a Name) on: September 29, 2014, 01:17:13 PM
There's also that this class has a Spell Point progression that it literally cannot use unless you multiclass out of the class into a "proper" caster at some point. The "caster level zero" prereq actually reminds of the Intruder expert class from way back in Shadowforce Archer, and while I can see why you have that thematically, in my opinion classes that have fluff prereqs like this are a sign that your concept is too narrow for how FantasyCraft expert classes are expected to work. I think that accounts for TKDB's feeling that you're mushing up two general ability sets that don't interact much - it feels to me like you're trying to duplicate the diverse abilities of one specific character you had in mind for this.

That said, I like the idea of trading Combat Focus for edge, and letting different feat trees count for uses. (That should probably be widened to the standard "Count as Basic Combat Feats for the purposes of class abilities and feats" language, though, along with rethinking which feat trees you want to include.) Have you looked at Morg's take on the Jedi Watchman? That class also cues off Combat Focus in an even more involved way, you might find something worth pilfering there.

As for an Edge generator, you really need one outside of the Core Ability. Have you considered something akin to Strut, a Martial Artist ability? Basically, it gives you a small action die if you spend a half action posing after a successful attack. I think something along those lines that lets you trade a half action for a point of Edge (building up your power?) would do nicely.

I'm not strictly against coupling the class to Covert feats, not least because I made a covert feat chain for combat parcour and such which gets into the problems of building Edge through momentum, but I'm wary of building this into the class as frankly, outside of Mobility, the official Covert feats just don't synergize well with what you're trying to do. If you're gonna dig into Covert, you should think about what's in that tree other than the Mobility chain, and figure out whether that other stuff can fit into what you want to do with the class or if there's a better feat tree a class user would have more motivation to buy into.
4  Community / License to Improvise / Re: The Sentinel, again on: September 29, 2014, 01:28:16 AM
Indeed. This ability is an expression of the Sentinel's commitment to preparation and safety beyond what might be obvious - it doesn't even have to be his own prepared safety gear, but if somebody slips off the rock, he's the guy with the mental acuity to grab that severed line and hold on to it for dear life. The real meat of it is then when stuff goes wrong, the Sentinel says "No worries, mate!" and steps in to, if not outright save you, then at least stop you from getting dragged further into oblivion, and then he finds a way to drag you back to safety. The balance is in precisely how limiting this is for the Sentinel - after all, if you're running from a volcanic eruption and one of your team slips into a crack in the earth, the Sentinel now has to tether him, stop moving and start dragging him back to the surface.

I've noticed that one of our changes to my original phrasing - the bidirectional "cannot move beyond 30 feet apart" phrase - is actually not a strict nerf. Yes, it prevents a Sentinel from tethering, climbing the whole damn mountain and then dragging you up the whole way with no rolls made, but it also means that a if the Sentinel slips and falls, he can anchor himself to a teammate that's still on solid ground and stop his own fall that way. The teammate can't reel him in, so the Sentinel will have to find another way up (usually by swinging towards the rock, grabbing on and climbing up, all involving Athletics rolls in my estimation), but this way it's bidirectional safety as long as the Sentinel sticks with the team. I actually like that - the Sentinel's the expert, but not infallible, and it wouldn't make sense for his obsessive prep to safeguard everyone else while he's got no safety for himself. After all, the first rule of rescue is to keep yourself safe and not become another victim that needs rescuing.
5  Community / License to Improvise / Re: The Sentinel, again on: September 28, 2014, 02:53:41 PM
Well, other than adding another clause to an already wordy ability, there's also the logical disconnect I have that this allows you to - albeit slowly - drag someone out of the danger zone as long as you do anything but actually try to move. My mental image for this phrasing is a Sentinel doing two half-action attacks and a 5 foot step drag while enjoying all the bracing and safety benefits of the ability, and that seems weird. I've come around to the general idea here that a Sentinel using Safety Line will be exposed and effectively pinned in place while using it, precisely so it adds a little dramatic heft and strategy to its use. I vote we just completely excise the "drag with you" idea, which is in any event better handled by reeling the rescuee in completely and then carrying him on your back or dragging him on a sled.

I mean, if you've got a dramatic visual in mind for it, I'm willing to be convinced (as I have been on many points!), but I'm not seeing the cool scene here.
6  Community / License to Improvise / Re: New Base Class: The Geomancer on: September 28, 2014, 01:28:43 AM
Heh, do I see a little Man-Thing in the gamebreaker ability?
7  Community / License to Improvise / Re: The Sentinel, again on: September 28, 2014, 01:22:58 AM
That said, I'm not super-satisfied with the Five-Foot Step phrasing. What's the intended use case for that?
8  Community / License to Improvise / Re: The Sentinel, again on: September 28, 2014, 01:13:07 AM
Ooh, yes. Looking good. I think the Close Quarters interaction is really cool, and for the previously envisioned "rescue someone unconscious" use, it now requires the Sentinel to actually get closer and take a risk - climbing down into the glacial fault, jumping into the ocean to brave the waves and get closer to the shipwrecked survivor, sprinting after a dragon to rope the prey from its claws before it can fly out of the cave - all instantly cinematic dramatic moments building off this. Love it. Let me add the phrasing and the PDF to the first post, then.
9  Community / License to Improvise / Re: The Sentinel, again on: September 27, 2014, 03:09:28 PM
Hmm. What's a fair distance, you think? Thirty feet? The more general "close quarters"?
10  Community / License to Improvise / Re: The Sentinel, again on: September 27, 2014, 12:05:50 AM
Alright, Safety Line updated with Big Jim's phrasing. Anything else?
11  Community / License to Improvise / Re: The Sentinel, again on: September 17, 2014, 12:52:21 PM
Eh, the more I ponder it, the more I like that using this ability actually seriously inconveniences the Sentinel. He's meant to be a bit self-sacrificing after all, slowed down by all those city folk he keeps dragging through hell, and keeping these guys alive is a full-time job. I'd rather have the versatility to use it creatively in combat - you are giving up your initiative count for it, basically, so make it count.
12  Community / License to Improvise / Re: The Sentinel, again on: September 17, 2014, 12:32:00 PM
Okay, let me clear up what I mean by "dragging behind them". Moving beyond thirty feet would not have automatically moved the safety-lined character along, he would have stayed behind until explicitly reeled in. The intention was never to drag the badass behind the Sentinel, but I wanted to allow for things like letting the Sentinel climb ahead and then reel up a rescuee. Which I guess is still possible, and with the switch to full action and the more frequent repositioning needed by the enforced maximum 30 feet not only simulates fiddly mountain rescues better, but also shuts down a few exploits. Good call.

Also, note that thirty feet is not strictly speaking the maximum length - after all, anyone within sight is a potential target. It's just that with your change, if the Sentinel does snag somebody who's farther away, he needs to reel that guy in to within thirty feet before he's allowed to move again - or has to release the safety line, with whatever dire results that may have. Ooh, that's good, I can just about smell the dramatic possibilities already.
13  Community / License to Improvise / Re: The Sentinel, again on: September 17, 2014, 12:04:30 AM
Your reasoning has given me pause, good Sir! I've made the change to Medium Lifestyle / High Legend.

As for the Lifeline, I'm okay with turning it until a full action and specifying that the declaration of its use is a free action to be taken even outside your initiative count. I generally really like your rewrite, with one question: why the change from "when other character moves away from you" to "when either of you moves away from the other"? I guess my phrasing allows the Sentinel to move further away and then drag the other character behind him. Can you think of a situation where that would be abused?
14  Community / License to Improvise / Re: The Sentinel, again on: September 16, 2014, 12:10:10 PM
Updated the first post to reflect some of the discussion in this thread. I did honestly consider moving both Init and Lifestyle to Medium, but I've left them where they are for now and have instead adjusted the examples of play slightly to hopefully make the high Lifestyle a better fit. My goal remains to have a class that lives up to its "Backer" nature by boosting the party's overall survivability without inadvertently creating something people will be dipping into for making a combat brick. I'm fairly happy with how that's turning out, though.
15  Community / License to Improvise / Re: The Sentinel, again on: September 09, 2014, 12:33:44 PM
Pretty cool stuff! Is Gimme Shelter intended to also protect against Nature's Fury effects from Weather spells? Because if so, I could see a Sentinel taking advantage of Control Weather and Call Lightning (either teaming up with a caster or taking Alchemy B/M/S with those bonus Gear feats) to blast enemies with Nature's Fury and reap the Edge from Narrow Escape while your team gets off scot-free. Which seems like loads of fun  Grin

Yeah, Gimme Shelter is supposed to apply to all Nature's Fury effects, even those summoned by magic. Given that you either need to have a caster with you at all times or invest dearly in the Gear feats to get it to work like this, I think it's a cool concept.

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Safety Line seems a little bit underwhelming to me, though. The movement-stopping effect seems like something anyone could do with just some rope...though I guess it is kind of neat that you can just declare it on the spot rather than needing to set it up in advance. And hauling in the tethered person isn't much to write home about either; I can't help but compare it to Coordinated Move, which granted is less favorable on the action economy, but is also much, much more versatile.

It's totally about the "declare someone's tethered to you as a free action" ability. Could you duplicate some of its uses with rope/climbing gear and a permissive GM? Sure, but imagine that you're teetering along on a ledge just narrow enough that you can fit your toes on it, and as you shuffle along with your body pressed against rock desperately searching for something to hold on to, a gust of wind comes and blows your buddy into the abyss. A GM might very well say "Okay, now you roll to stay in place when the weight of your friend pulls on the rope you've tied between yourselves. DC...30?", but this is not a problem for a Sentinel. There's also being able to tether anyone, even those who are unconscious, to yourself, and reel them in - whether it's a mountaineer with a broken leg at the bottom of a glacier fault, or a shipwrecked sailor clinging to a piece of driftwood that floats past your ship.

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Other than that, I do notice that you're a point short on your prereqs. Maybe add a prereq of Con 13+? That'd bring you up to the five points you need, and seems to fit the theme nicely.

Hmm, I am? Con 13+ seems like a thematic fit. I'll investigate.

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Discussion about Outlast and Stalwart

I generally like Outlast as it is, since it applies to saving rolls of every type and comes up reasonably often. Topped out, it's an absolutely reliable +5 from every action die spent to boost a save (with +1 Edge from Close Call, too). Now changing it to build on Career Level makes it more...dippable, I think. If I was to come up with a way to make it stronger, I'd say "add half your class level to the result of every action die spent on boosting a saving roll". But I'm not sure that's necessary.

As for Stalwart, I generally like the "Get stuff at Level 2, share with team at Level 7" idea. How about this:

Stalwart: At Level 2, you do not become unconscious when your wounds reach 0. Also, whenever you roll an action die, you recover vitality equal to its result.
At Level 7, your teammates also gain these benefits as long as they can see or hear you.

Whoops. Also, In Omnia Paratus, despite the cool name, is just Bonus Feat. Perk it up, or revert to normal naming convention?  Huh?

True that. Will revert to "Bonus Feat".

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Also, why the high Lifestyle? I would think low, and bump up Initiative or Defense... or 1 to both... or... well, anything other than lifestyle. I don't think high lifestyle when I read examples like: scavenger, Mountain man, or someone who's disillusioned and looking for the ultimate spiritual experience.

I'll level with you, the Sentinel is deliberately designed to have a low Init and Defense simply to get across that he's not intended to be good in a straight-up fight. The high Lifestyle makes more sense for the "armor-based high tech scavenger" original concept, yeah. If it's gonna change, though, I'd say it's to bring up Initiative to Medium.
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