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Off-Topic / Re: The Idiot Box 2016: Yadda yadda yadda.
« Last post by foproy on April 28, 2016, 10:26:57 PM »
Off-Topic / Re: KickStarter thread
« Last post by Aldus Vertten on April 28, 2016, 04:51:19 PM »
So it seems, according to the news published on Sanderson website (and I think that shared here at some point)
Off-Topic / Re: Video Game News and Such 2016
« Last post by RusVal on April 28, 2016, 02:50:13 PM »
The leaky bucket that is pre-announce CoD has dropped again.  Apparently, the next game is called Infinite Warfare.

Yeah.  I think their idea well is super dry.

That said, it seems the setting will be post Mars-colonization.  Essentially realistic weaponized astronauts.  If I was to make a comparison, the tech level would probably be about tier 2 from Civ: BE, from what little we can see of the character on the cover.

Which, admittedly, is technically a setting few, if any, have actually delved into.  As far as I can remember, any setting that covers space travel usually has an established intergalactic civilization, without really touching the early years when Earthlings are taking their first baby steps into the cosmos.  And the ones that are an exception, usually have aliens.  Or demons, in the biggest case.  So, y'know, chalk one up for Call of Duty for exploring something everyone else has missed.  Even if everyone probably doesn't appreciate it.
License to Improvise / Re: New Arcane Magic system expressed as a class.
« Last post by MezzoCatorce on April 28, 2016, 01:20:35 PM »
If that's the case, it doesn't seem like it would work with this game, and couldn't be ported effectively onto any game system that has level-gated spells.

You would have to make the entire magic system with that caveat in mind. It seems like it would work better as a system for martial combat, anyways.
Off-Topic / Re: KickStarter thread
« Last post by TheOpSecTreeFloof on April 28, 2016, 01:02:01 PM »

Between this ones and the Mistborn House of War announced for May, i really need to save some money... quick...

...?  May you say?  As in.. 1 week from today May?  As someone extremely leery of Kickstarter (Initial Investor Funding) in-general, curse Crafty (Not really curse.. I think it's awesome) for making (letting) me back projects! lol
License to Improvise / Re: New expert class: the Battlefield Teacher
« Last post by paddyfool on April 28, 2016, 12:04:02 PM »
Combat Instincts is required but then never referenced or used or modified by the class. It doesn't feel like it's really a part of the class. Why is it needed?

I was struggling a bit with pre-reqs.  The other option I thought for this slot would be to require 2+ or maybe 3+ Stand-alone tricks, which would relate with the abilities (particularly the level 1 and core abilities) rather better.

Drill: Feels a little weak compared to similar effects that grant a feat. Maybe allow it to grant a Forte as well?

It's not massively strong, but it is very versatile, since it's easier to get a broad range of proficiencies and stand-alone tricks than it is to get a broad range of feats of a specific type.  Also you gain another proficiency/trick, so there's that as well.

Object lessons: Needs some clarification, when do I gain that damage bonus? what if the trick I use isn't an attack trick do I gain +2 on my next attack or is this only for attack tricks that deal damage?

Good point.  Will have to mull over how to improve this a little; will also have to ensure the wording covers situations like any interaction with Master's Touch.

Do it like I showed you/Move like I showed you: Love it, I made something similar with my Guild Officer but I really like your solution as well.
Always learning: No issues here
Teaching style: I like this but the wording is a little clunky. I am not the person to tune it up though as people need to tune my wording all the time.

Glad you like them, will think about wording.

The wise teacher learns from their students: This is a fine ability but that is a cumbersome name. Maybe something like "Voice of Experience"

"Eyes in the back of your head"?

Pay attention!: This seems fine but maybe add group sense motive checks to round it out a little?

Maybe.  I was also mulling over Master's Touch I or the Look Out! class feature (possibly with a boost) here.

No sloppy footwork allowed: hmmm, this feels like it is too much. 1 free trip attack per round when you're in a stance (as most opponents don't have stances) pick up polearms and use topple and gut (also gaining +2 damage) Maybe it's only when they make an attack against you or an adjacent ally?

Yeah, this particular ability was a little bit of an afterthought.  I think limiting it to when you or an adjacent ally is missed in melee might be more appropriate (another way to emphasise the "sloppy").

Do it with me! This looks like the victim of some editing because it's giving you Coordinated attack and modifying coordinated attack but Do it like I showed you is already giving you CA.

I meant Coordinated Strike :S

Edits forthcoming, probably after the weekend.
License to Improvise / Re: New Arcane Magic system expressed as a class.
« Last post by Nuaurpy on April 28, 2016, 11:01:04 AM »
The effect is to increase their magical potency, right? Letting them increase higher levels of spell at any point in combat, and completely flipping off the magic progression system is the wrong way to go about that. How about something like this, instead:

No, the goal here is to completely change the way that arcane casters do business. Changing their limitations entirely from what level of spell they can cast to a combination of several smaller, less hard capped restrictions. Again, I'm not trying to create a new class that does things differently from other arcane casters, the goal is to create an entirely different type of arcane magic, this is just an initial expression of that casting type to iron out the initial, obvious flaws so that they're not baked into a design later on.

The idea is that the caster, regardless of level. level 2 or level 20 will have to start with smaller scale spells and ramp up, laying the groundwork for future spells with each turn. It's a thematic type of casting, based on the idea that the longer a caster goes, the energy the begin to channel. Since I already drew the CCG parallel, the caster is laying down land to fuel his spell with each turn. The only reason I have the class there is to provide context to how this would work.
Sorry for lack of updates.  I am doing training at work for two weeks and am very busy with that.  Will probably be updating again in a week or so.
License to Improvise / Re: Silvercat's Collected Rules Creations
« Last post by SilvercatMoonpaw on April 28, 2016, 07:03:26 AM »
I added a new Hot-blooded Hero to the Specialty section, designed to replace the barbarian should you want something that yells and smashes face without the legacy element of Trap Sense.
Except that would make bows better.  I was hoping this was a way to balance crossbows.
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