Caster Kits are Dead. Long Live Blessings.
🕑 Added 2024-10-03 14:31:22 +0000 UTCHere lies the casters kits. The dancer, the rook, the frigid, and many others who served us well, though they never truly accomplished what we needed from them. Now it’s time to bury them and make room for wards, blessings, enchantments, and mind focuses.
Hey folks! It’s James. You may have read my post from few weeks ago where I talked about the problems with caster kits. To recap, there were problems both narrative and mechanical with caster kits. Narratively, caster kits don’t present as clear of an archetype as martial kits, and so people don’t really know what they’re getting from a Rook or Ward Weaver kit the way they do with a Cloak and Dagger or Shining Armor kit. While we understand the difference between a cloaked knife-wielding assassin and a heavily armored warrior with a broadsword and shield, it’s less clear what the difference between a staff and a wand (or an orb for that matter) is. Sure, we could (and did) make up different fantasies about implements (over in many, many versions of Draw Steel), but those differences don’t tap into iconic archetypes, so folks really struggled with knowing what to pick for their characters and many never found anything that was quite right.
The mechanical issues was that many martial heroes wanted to take a caster kit simply to get the benefit of the ward. This was especially true for tacticians, who get to combine (but not stack) the benefits of two kits. Many tactician players reported feeling like they HAD to take a caster kit as part of their Field Arsenal feature because the siren song of the ward was too great. Many of these players didn’t feel that a caster kit fit their hero, but they felt they had to take it or they were leaving something on the table. It brings to mind that old game-design phrase, “Given the opportunity, players will optimize the fun out of a game.”
The truth about caster kits is that we created kits to give martial heroes a way of selecting equipment in an evocative, story-first package. It was a hit! We just assumed the idea would work for caster classes as well, but we were applying a solve to a problem that didn’t exist. In doing so, we created problems of our own. We’re keeping martial kits (now just called kits) and giving casters something else to customize their heroes. It’s three something elses—wards, signature abilities, and statistical bonuses. Honestly, they’re not that different from caster kits, it’s just that now you can select each piece individually instead of buying them as a package deal.
Before I get into all the specific changes and examples, I want to say that one goal here was to preserve what people love about kits, which is the customization and flavor they bring to a hero. The old version kits allowed a fury to get a little magic onto their sheet or the elementalist to wear some armor. A conduit could become more mobile or harder to force move thanks to their kit. A talent could grab a sword! I think we’ve achieved this goal while also solving the problems we created with caster kits. Will there be others? Testing will tell!
More (Martial) Kits
With caster kits out, we wanted to make sure that all the classes who do get kits, like the fury, shadow, and tactician, had a way to get a little magic or psionics into their life for players who want that. So we added four new kits, the Arcane Archer, the psionic Battlemind, the Spellsword, and the Warrior Priest. (Since we had some room, we also added the Dual Wielder and the Sword and Board just for fun and variety.)
Each of these new supernatural kits has a signature ability that allows a player to tap into magic or psionics. Let’s take a look at the Spellsword kit below and its Leaping Lightning signature ability.
Spellsword
The Spellsword kit combines melee attacks and a little bit of magic for warriors who don’t want to have to choose between the incantation and the blade.
Equipment
You wear light armor and wield a shield and a medium weapon.
Kit Bonuses
Stamina Bonus: +6
Speed Bonus: +1
Stability Bonus: +1
Melee Damage Bonus: +2/+2/+2
Signature Ability
Leaping Lightning
Lightning jumps from your weapon as you strike to harm a nearby foe.
Keywords: Attack, Magic, Melee, Weapon Type: Action
Distance: Melee 1 Target: 1 creature or object
Power Roll + Might, Reason, Intuition, or Presence:
11 or lower: 5 lightning damage
12–16: 9 lightning damage
17+: 12 lightning damage
Effect: A creature or object within 2 squares of your target takes lightning damage equal to your Reason, Intuition, or Presence score (your choice).
What Casters Get
So what do casters like the conduit, elementalist, and talent get to replace their kits? They get a lot more customization!
Well, even before the customization, their ranged abilities (which is most of their abilities) all get a little boost. The default distance of most caster abilities has risen from ranged 5 to ranged 10.
Then you also get to customize your caster in three different ways to make up for the fact that they don’t choose a kit.
#1 Wards
First, wards are still an important part of being a caster in Draw Steel. Now instead of being tied to a kit, you get them through your class. Your choice of subclass doesn’t restrict your ward at all. Each caster class has four wards to choose from in the core rules. Let’s take a look at what the elementalist has.
Elementalist Ward
You create an elemental ward that protects you. You can choose one of the following wards. You can change your ward along with your enchantment (see Enchantment) by performing a complex ritual spell as a respite activity.
Absorption Ward
Your ward stores the energy of incoming harm and allows you to hurl it back at your enemies. When you take damage, the next magic ability you use that deals damage before the end of your next turn deals additional damage to one target equal to your Reason score. This effect isn’t cumulative.
Elemental Immunity Ward
Your magic protects you from the elements. You have immunity to acid, cold, corruption, fire, and lightning equal to your level.
Explosive Ward
You make yourself an invisible ward of explosive fire energy. When an adjacent creature deals damage to you, you can push them a number of squares equal to your Reason score as a free triggered action.
Vine Ward
You store green energy within your body. When a creature within a number of squares equal to your Reason score deals damage to you, you can pull them up to a number of squares equal to your Reason score as a free triggered action.
#2 Statistical Boosts
You know those numerical bonuses that kits gave to you? Well, you still get those, now they’re just independent of your subclass, ward, and signature abilities. Like your ward, these boosts are part of your class. Right now every caster class has the same statistic boosts available because we didn’t want to shortchange anyone in the customization department when it comes to flat numerical bonuses. For the elementalist, these bonuses are enchantments! Let’s take a look.
Enchantment
You weave an elemental enchantment into your body that enhances your statistics. You can change your enchantment along with your ward (see Elementalist Ward) by performing a complex ritual spell as a respite activity.
Air’s Enchantment
Your speed increases by 1, and when you take the Disengage move action, you can shift 1 extra square.
Flame’s Enchantment
When you deal damage with a Magic ability, the damage dealt increases by 1.
Stone’s Enchantment
Your Stamina increases by 3 and stability increases by 1.
Warrior’s Enchantment
You can wear medium armor and wield light weapons effectively, even though you don’t have a kit. While you wear medium armor, you gain a +6 bonus to Stamina. While you wield a light weapon, you deal 1 extra damage with abilities that have the Weapon keyword, including free strikes. You can use medium armor and light weapon treasures. If you have a kit, you can’t take this blessing.
Void’s Enchantment
The ranged distance of your abilities with the Ranged and Magic keywords increases by 5.
#3 Signature Abilities
Instead of casters getting one signature ability from their kit and one from their class, you now pick both from your class. Since we’ve doubled the number of abilities you get, we also doubled the number of options to pick from. Among those new options is usually one or two new melee abilities, so you can choose to be more up close and personal with your abilities (or simply save one for when enemies get too close for comfort). Each caster class has eight signature abilities to choose from! Take a look at the full complement of elementalist signature abilities from the core rules. You might recognize some old favorites from the caster kits now absorbed into their options as well as some totally new stuff.
Signature Abilities
Select two signature abilities from the options below. Signature abilities can be used at will.
Bountiful Decay
Your curse causes a foe’s flesh to rot off as spores that aid your allies.
Keywords: Attack, Green, Magic, Ranged Type: Action
Distance: Ranged 10 Target: 1 creature
Power Roll + Reason:
11 or lower: 2 corruption damage; a hero within distance can make a resistance roll to end an effect
12–16: 6 corruption damage; a hero within distance can make a resistance roll to end an effect
17+: 9 corruption damage; a hero within distance who is affected by an “(EoT)” or “(resistance ends)” effect has the effect end
Debris
A sudden storm of detritus assaults your foes and leaves them struggling to move.
Keywords: Area, Earth, Magic, Ranged Type: Action
Distance: 3 cube within 10 Target: All enemies
Power Roll + Reason:
· 11 or lower: 2 damage
· 12–16: 3 damage
· 17+: 4 damage
Effect: The ground beneath the area becomes difficult terrain for your enemies.
Fire Lance
A jet of fire erupts with elemental fury where it strikes.
Keywords: Attack, Fire, Magic, Ranged Type: Action
Distance: Ranged 10 Target: 1 creature or object
Power Roll + Reason:
11 or lower: 2 fire damage; push 2
12–16: 6 fire damage; push 3
17+: 9 fire damage; push 5
Grasp of Beyond
You absorb the life energy of another creature and use it to teleport.
Keywords: Attack, Magic, Melee, Void Type: Action
Distance: Melee 1 Target: 1 creature
Power Roll + Reason:
11 or lower: 3 corruption damage
12–16: 7 corruption damage
17+: 10 corruption damage
Effect: You can teleport a number of squares equal to your Reason score.
Growing Pains
Whipping vines erupt from a foe’s body to grasp at another close by.
Keywords: Attack, Green, Magic, Ranged Type: Action
Distance: Ranged 10 Target: 1 creature
Power Roll + Reason:
11 or lower: 2 damage
12–16: 6 damage
17+: 9 damage
Effect: A creature within 10 squares of the target is pulled 2 squares toward the target.
Split Flame
Two jets of flame lance out at your command.
Keywords: Attack, Fire, Magic, Ranged Type: Action
Distance: Ranged 10 Target: 2 creatures or objects
Power Roll + Reason:
11 or lower: 2 fire damage
12–16: 4 fire damage
17+: 5 fire damage
Stone Pummel
Your fist turns to stone for a moment, allowing you to wallop a target.
Keywords: Attack, Earth, Magic, Melee Type: Action
Distance: Melee 1 Target: 1 creature or object
Power Roll + Reason:
11 or lower: 3 damage; push 2
12–16: 7 damage; push 3
17+: 10 damage; push 4
Void Ray
A beam of energy corrupts and hinders whatever it touches.
Keywords: Attack, Magic, Ranged, Void Type: Action
Distance: Ranged 10 Target: 1 creature or object
Power Roll + Reason:
11 or lower: 2 corruption damage
12–16: 6 corruption damage; slowed (EoT)
17+: 9 corruption damage; slowed (EoT)
Hybrid Classes
So what about classes that use martial might and supernatural power, like the censor and troubadour? They’ll get to pick a kit and their magic abilities will come with a little bit more oomph to make up for the fact that they aren’t kit-enhanced. If you want to be a censor or troubadour who mainly uses magic, you can pick a kit that gets you a lot of Stamina, speed, and/or stability and still greatly benefit from it.
And the Null?
The null, our psionic, unarmed warrior, is a bit of a special case. We’ve got ideas and Djordi is hard at work on executing it. It’s too early to say what we’ll do, but it’ll be cool!
That’s It For Now
All right folks. I gotta go because there is much to do before we get out the next Patreon packet. In the meantime, you can talk about this post on Discord with other Patrons. Don’t forget to link your Patreon account to Discord!
—James
Comments
Samhain
As a 5e refugee, I WANT my caster to be somewhat complicated. If they want to dumb it down, fantastic, maybe make some sorcerer-like blaster class, but as somebody who enjoys the "everything but the kitchen sink (and sometimes the sink, too)" wizard, I'd point out that not everybody needs or wants every last class boiled down to the lowest common denominator because they need to pander to theatre kids who refuse to read the rules before playing.
Michael Kling
I'm looking forward to see this change after a round or so of testing. I echo some of the concerns here about decision fatigue in building caster characters. The kit concept is just so elegant and punchy as a part of character creation. It's a bummer to see caster kits get cut, but I understand the reasoning. If this is the way things are going, I hope the enchantment options get a dash more of flavor- "magic damage increases by 1" feels... bad.
Tom Flynn
I agree with the decision fatigue issue. I read this and figured this doesn't feel like a load of meaningful choices. 2 Signatures? Sure. A Ward? Why not! The Enchantments are a step too far though. It's noodley, as well as being a bit boring. Oh great, I added a +1 to some stuff. It's not bringing joy. Overall although this is definitely the right direction. Caster kits were definitely causing issues and I think this is better, just a bit much.
Andy Fillmore
My first reaction to seeing this is that I worry about the decision fatigue this is going to create when making a caster. it's turning one choice into three choices, each of which needs to be cross-referenced with each other and the class abilities to make sure they are optimal. Maybe I'm overblowing this, but have you compared the difficulty (i.e. number of decisions to make) of making a caster with this system to that of making a martial character? I'm worried this will push my players into martial classes just to save themselves the trouble.
Bryce Anderson
Aww shucks! It’ll be cool to see the new options they come up with though
Eran Arbel
After you first talked about the problem with kits, I started thinking. I mean, Shadows can use a kind of shadow magic. So, why differentiate between martials and casters at all?
nugetthechicen
This sounds like an awesome change
Roman Penna
Excited to playtest these!
Tyun
No, the Elementalist can’t pick the Pugilist kit under the new rules They’ll have other melee options, though
Tyun
I would play the game you have planned with the current rules MCDM would have changed abilities and other things to complement this change to kits, so you’d be playing with a mish-mash of rules if you used these new caster options
SE R
I like this change a lot, but I'm torn. I have a playtest game starting in 9 days and I'm uncertain if this is something I should help my players jump right into or hold off on. Is this a feature you'd like feedback on or is this something you want to test in-house first?
WaywardWasp
i love this! i notice that all of the elementslist options are for the four elements we have subclasses for. i really hope we get water, air, and rot abilities in the core rules
Jake Walsh
They will be missed, but the change is for the better
Mitchell Stevenson
From what I remember, they mentioned that there is Title that you can receive that will allow you to pick up a Kit. I think that is what they might be going with, at least for now.
Bryce Anderson
Two of my players chose the Pugilist kit: One was a fury, the other was an elementalist and they both loved it! At least if I'm understanding things, it doesn't seem like these changes would affect the elementalist player's ability to do that. Excited to see the next packet and try these out
Keaen
This definitely solves some issues I had with caster kits secondary abilities feeling more unique than Melee kits, but will miss seeing the dancer kit go, was a nice niche hybrid kit for Melee characters that took enough magic keyword abilities, plus I loved the flavor of it.
Alisa Heletka
How will itemization/upgrade work for a new caster approach? Kits support finding magical weapons to get some bonus, but how it will work for casters without kits? Also, will casters in general be able to get some sweet kits for themselves? As it seems that all martials can get some of the magic through kits, is there any reverse thing?
Isaac Bowles
It looks like Bountiful decay is in here twice, but apart from that I'm super hyped about everything else!
Daniel Friedman
This is very cool. I'm eagerly looking forward to the Conduit's version (Blessings?).
GGSigmar
Sounds cool!
Seth Lang
This is dope!