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Focus, Fury, Ferocity, and Fun

🕑 Added 2023-09-26 02:34:58 +0000 UTC
Focus, Fury, Ferocity, and Fun

Comments

NicoTheMediocre

. 5e has a thing I think is terrible design. Like the ranger. You get a list of items, and pick the one you want at first level. And then at 9th level, you can pick the one you DIDN'T want. I still don't want it. I want the thing I did want to work better, like the warlock. I really like the way pf2 allows you to continue a tree path or start a new one repeatedly. I'm just saying, don't just give us a toybox with a schoolyard draft situation. Diminishing returns

the threat mechanic seems wonderfully devious. and it reminds me of soft/hard moves from PbtA games

Josh Garfinkel

so many recent developments!! :)

Tenstorme .

The way you've described Threat working here sounds really amazing. I can easily visualise how not only do my monsters get more powerful, but how the story changes because of Threat. Yeah, sure, the players could've pushed on into the goblin stronghold with almost the promise of some party death, and saved the day. Instead, they rested to maximize their chances, but now the pallisade walls of the town are under siege by a horde of goblin-drive spiders, and the townsfolk the party were trying to protect in the first place have a much more direct threat to their lives! It might seem like an obvious storybeat without threat, but Threat as a mechanic entices the story telling to function like this! It can basically tell us how far along the road to The Bad End our story is: Well my threat is at 3 because the party was reckless, and now some bad stuff is going to happen to the world. I think with this thinking it also gives a concrete idea into the players hands so they can make the decisions! With greater Threat they know for sure that the encounters will be harder, and the world will be more in danger! And! It means that as a DM your dungeons by default get harder the longer the story goes on for, or you can actively write a scale for your dungeon: '3 extra Kobold Legionaries per Threat above 2' for example. Such clean design! Of all the designs I've read so far, I'm both hopeful that this one makes it, and confident that it is agnostic enough to the game system to get there.

Brandon

I'm probably not tracking all the gameplay changes and mechanics properly, but, an idea- perhaps players should have their resources independent of combat (ie like mana refreshed each rest, or received some other way specific to the class), but during combat they all gain "battle fervor"/"focus"/"bloodlust"/"fury"/"flow" whatever you want to call it, that can also be spent in place of their resource except it causes them "strain"/"stress" to do so or some other accumulative deleterious effect. At the end of combat your fervor dies out. OOC you just have to use and manage your regular resource pool. Idk what strain is/would do, but I imagine you'd take it on the most during boss fights as you give it everything you got, even if you risk not being able to use your limbs if you take on too much or something. Maybe you try to rely on primarily on the regular resource pool for the fights leading up, and then mostly rely on fervor/strain for the big boss fight. I personally like having to manage a resource, and make decisions about whats worth blowing in this fight vs saving for the next. It feels very weird and immersion breaking to me to try be ramping up accumulating resource with minifights so that I can fight the big bad. Feels like it'd lead to some weird farming behavior. In general I have some distaste that every class' resource works the same way (gain by damaging enemies, or gain each end of round) just called by different names because it leaves me with the impression that the classes are all the same except cosmetically. Reframing it so that they all have their own resources in their own ways, but all also gain "fervor" or whatever in combat leaves the powering up mechanic but makes it feel like it isn't just a cosmetic difference. They're all getting the same thing for the same reason, instead of all getting "different" resources coincidentally all in the same way. But again, I could be misunderstanding it all.

Kuroshi

I'm so excited to see how the existence of Threat influences monster design. Flee, Mortals is already some of best monster design around, so we're in good hands on that front.

Aidan Boyle

"Resting increases threat" is one of those things that both sounds great mechanically and also seems to make literal sense as a plain English statement, which tickles my brain in such a lovely way

Schoopdoop McGoop

Oh wow, I am loving all these changes! Resources, both Heroic and Threat, sound like they're much more balanced now. The fact that the overall system is working for both the feel and fun, its just the math and specifics that is getting in the way, sounds to me like your rapid iteration process has been a total success.


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