Trace: tasks

2019

2019

  • Consider more necromancy.
(09:33:29 PM) Khaless Hetslen: Hmm... as a former DM, I'd start with something simple, like a dark bolt.
A flat 1d6 with no modifiers to damage but +Wits to hit and build off there. For example a higher tier 
would be either plague aura which debuffs enemy living and buffs friendly undead or a necrotic 
life-drain blast. Each one using a pool. Lets say... 5 soul shard charges, one dark bolt means 1 charge 
used, gaining a spent charge on a flat 11-12. Toggling the aura would cost 3 charges, the blast would 
cost 2 or 3.

(09:36:13 PM) Khaless Hetslen: Perhaps have certain perks, the charges work along the exact same lines
 as Holds but get refreshed sooner and more often. Could branch into minionmancer or prophet of death
 sort of archetypes.

TODO:

  • Specific Requests
    • Arcane Arts
    • Experiment
  • Import
    • Might Moves
    • Speed Moves
    • Wits Moves
    • Charm Moves​​
    • Hybrid Moves
  • Clean Up
    • Might Moves
    • Speed Moves
    • Wits Moves
    • Charm Moves
  • Revise
    • Might Moves
    • ​Speed Moves
    • Wits Moves
    • Charm Moves
  • Write
    • Player Instructions
      • Creation
      • Progression
      • Game Over
    • GM instructions
      • Session Start/end
      • Combat
    • License

Inari's Considerations

  • Reconsider Upkeep
  • Sort out Thievery, Shinobi and Cat Burglar
  • Modify Rousing Performance
  • Find a way to replace Overwatch from Take Position maybe some kind of sniping move?

(Almost) Everything tam suggests here:

https://pastebin.com/Pb3dAAh5

  • Poisoner needs re-working.
  • Meditate calmly could probably go.
  • Traditional Medicine is bonkers because of Chiropracty
  • Utility Belt
    • Perks are broken
    • Perks are overcomplicated.
  • Clean up Create Illusion perks.
  • Keep (and revise):
    • Alluring Dance (Oh yeah battle lapdance)
    • Bewitching Curse
    • Blood Magic
    • Call Shadows
    • Covering Fire (With buffs)
    • Flee (Move to basic)
    • Poisoner (Nerf)
    • School: Conjuration
    • Summon Monster
    • School: Transmutation
    • Shake the Earth
    • Silver Tongued
    • Whip Driver
  • Combine:
    • Brutal Strike /Backstab
    • Psychic Blast /Telekinesis (Use Perks to differentiate telekinesis/Psychokinesis from mindreading expertise imo… can stay separate though)
    • School: Alchemy/Bombard
    • Shield up/Defend
  • Strike:
    • All equipment moves (Never seen them utilized, slows shit down. GM can give fluff boons for prep)
      • Lock and Load,
      • Tools of the Trade
    • All Warmup moves:
      • Pro Athlete,
      • Weapon Training,
      • Metallurgy
      • Rousing Performance
      • (Never seen them utilized, slows shit down. GM can give fluff boons for prep. Way too high drawbacks right now, too.)
    • Argue the Point (Pretty pointless, options are what you'd get with a simply DD charm anyway most likely)
    • Backstab (GMs should fluff critical hits themselves)
    • Bend Light (Split effects into Call Shadows, Illusion, Force Weaponry?)
    • Called Shot (See Backstab)
    • Summon Monster (Wrap into Conjuration. Seriously, that's what that is. Or make an entire summon school.)
    • Take Position (Fluff this shit, doesn't need moves)

And from Zee:

  • Cat Burglar / Daredevil / Shinobi overlap
    • Maybe just alter CB and Shinobi so that they're distinct. Make CB specifically pertain to breaking into impossible places, and Shinobi specifically pertain to assassination. Which also keeps them both distinct from Daredevil. Speaking of which, the skills for that one. Ugh. I know you're not to Speed moves yet, but gosh.

From Antithesis;

  • Control Artifact is silly, unecessary.
  • Blink strong when DMs didn't know what to do.
  • Clean up is silly.
  • First Aid nice but power crept.

From OK:

  • Why does Obey Me let the enemy attack people?
    • The Good Soldier
      • Perk for it is stupid? No one used followers.

Every Move

tasks.txt · Last modified: 2021/07/30 13:51
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