Monday, September 16, 2013

Fantasy Core Playtest 9-15-13

[The Jianghu setting material is again put on temporary hold.]

Same basic premise as the last time for the adventure, but with a more vigorous defense of the dungeon this time.  The fight/resting and heal cycle was much sane this time.  Encounters were more of a swarming type, instead of creatures waiting for the raid, along with reinforcements being brought up immediately.  So the start/stop problem was fixed by better, more intense encounters.  The big set piece encounter worked the way I’d hoped: Evan and Victor were forced to actually use some strategy in order to attack it. 

There were three deaths in the party, but they got better.  I know Old Schoolers would be horrified by that statement since it was involving First Level characters, but I’m okay with it.  Two of the characters were brought back via Paladin healing.  The other one was out of luck, as the Paladin had used up all of his healing for the day, and failed his Stabilizing roll. 

Since the characters had earned XP from the last adventure, I gave Victor the option of using it to allow his Barbarian to survive, which he took.  This system would seem ripe for abuse, but I’ve ruled that changing fate will bring consequences.  Story consequences would be the best option, but in this case it involved a permanent loss of an ability bonus.  With penalties like that, after a couple of near-deaths, your character may be rendered virtually unplayable.

I like the way the Paladin is working out as a Cleric replacement.  Smite isn’t as good as Turing in a game sense, but it’s a lot more satisfying to score maximum damage on undead with a melee hit, even if you have to do it one at a time.  However, the class is pretty ordinary against non-undead monsters, so it evens out.  There should not be any complaints from players about having to play one for party balance sake.  Given the fairly generous healing rules, I think you could get by without one. 

Barbarian Rage and Thief Sneak Attack abilities were used to good effect, if not more than, as I forgot my own rules and the Barbarian scored a couple of max damage hits after a couple of True Strike spells.  (You still have to roll a Natural number to get the Rage trigger even at +20 to hit.)  The Thief also got to pick a lock.  I’m hopeful that a non-combat Stealth check will be rolled at some point. 

A Half-Elf Arcane Ranger was added to the party as a replacement character when the Wizard was abducted.  (Thankfully, he wasn’t killed out of hand when he attempted to talk to the party at their first meeting.  Parley has not been a strong party skill to this point.)  That Crack Shot ability works well, along with the lesser spellcasting ability.  The Wizard proved more useful (after an extremely delayed rescue) when some more spells were mixed into the routine.

This was a fun session, but I’m going to have to make some changes.  The Paladin’s Divine Light ability needs to be an Encounter ability that has to be rolled for to work.  I figured this out when Evan off-handedly thought about doing it every round against a horde of undead.  It’s buried in the description that it only works against a creature once per encounter, but it needs to be made more clear, and it's too powerful to not involve a die roll. 

The Wizard is going to have to be changed.  He’s too weak in relation to the other characters.  I’m okay to this point with how the Barbarian’s Rage works on a Natural roll (though I suspect it’ll be a problem at higher levels) and with the Paladin Smite (since it only works against certain foes).  So, I don’t want those abilities reduced.  (Especially since they speed up encounters tremendously.)  I’m also trying to avoid the common problem (in my mind at least) of the Wizard being the “Nuke” or “The Win Button.” 

The spellcasting mechanic seems to work, along with allowing a Saving Throw for just about every spell.  What doesn’t work is the damage, which isn’t commiserate with the trouble, especially compared to Rage and Smite.  I really don’t want to re-edit every spell. 

How about this?  For certain combat spells, if the Wizard makes a successful Spellcasting roll, they can roll again on the same spell.  They can continue to roll for times equal to their Int Bonus, as long as they keep making the rolls.  A failed rolled still counts against the spell limit (though the successful rolls still go off), so the Wizard can choose not to not to try multiple rolls.  The effect can then either be multiplied by successes against one target, or spread out against multiple targets.  Also, failure at casting Magic Missile no longer counts as a spell failure, unless it’s a multiplier roll.

I kinda hate to add another potential big hitter to an adventuring group, since that means the foes have to be escalated too.  This kind of problem shouldn’t be cropping up at First Level.  This was one of the reasons why this game is limited to ten levels, so it wouldn’t get out of hand with damage and Hit Point inflation.  On the other hand, I wanted First Level characters to not be helpless.  That’s worked out in spades.           

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