Talk:Guild Meeting March 2026: Difference between revisions
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==Assassin feedback== | |||
General comments: Assassin has always been a primarily combat focused skill whose core ability is stabbing people. My comments are intended to be in-line with this historical use. [[User:Martin|Martin]] ([[User talk:Martin|talk]]) 00:33, 5 January 2026 (UTC) | |||
===Surprise Attack / Backstab / Stab them in the Face=== | |||
A benefit in combat when attacking from (primarily) behind is the single-most core ability of the current / historical Assassin skill and I believe needs to remain available to all. Breaking this into A/J/M when it already has Rank based modifiers is unnecessary. [[User:Martin|Martin]] ([[User talk:Martin|talk]]) 00:33, 5 January 2026 (UTC) | |||
===Master level Magical Abilities=== | |||
Attacking through shadows or passing through walls are great ideas for individual PC abilities and something that can and should be sought out on adventure. I do not think these are desirable as standard master rank options and would rather see the skill stick closer to non-magical. [[User:Martin|Martin]] ([[User talk:Martin|talk]]) 00:33, 5 January 2026 (UTC) | |||
===Making vs. Using=== | |||
Is the plan to move making poisons / gas bombs etc from Alchemist/Herbalist to Assassin? Historically poisons have been made by one profession and then used by Assassins. There is nothing preventing a PC from learning one of the skills that deals with poisons or other chemicals; I don't see it needs to be folded into Assassin. [[User:Martin|Martin]] ([[User talk:Martin|talk]]) 00:33, 5 January 2026 (UTC) | |||
==Healer feedback== | ==Healer feedback== | ||
Healer has always been a magical skill associated with restoring living creatures, and with some minor abilities in modifying them, my comments are intended to be in-line with this historical use. [[User:Martin|Martin]] ([[User talk:Martin|talk]]) 23:38, 4 January 2026 (UTC) | Healer has always been a magical skill associated with restoring living creatures, and with some minor abilities in modifying them, my comments are intended to be in-line with this historical use. [[User:Martin|Martin]] ([[User talk:Martin|talk]]) 23:38, 4 January 2026 (UTC) | ||
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===Apprentice=== | ===Apprentice=== | ||
====Administer Potions==== | ====Administer Potions==== | ||
Do not see the point of the specialisations here, seems fiddly for little gain [[User:Martin|Martin]] ([[User talk:Martin|talk]]) 23:38, 4 January 2026 (UTC) | Do not see the point of the specialisations here, seems fiddly for little gain. Probably should not cost the Healer FT. [[User:Martin|Martin]] ([[User talk:Martin|talk]]) 23:38, 4 January 2026 (UTC) | ||
====Heal Endurance==== | ====Heal Endurance==== | ||
This is a huge change. (Not necessarily bad, but huge). | This is a huge change. (Not necessarily bad, but huge). | ||
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Current: Rank 5 healer. Use cure EN. Cost 3 FT, takes 8 mins, cures (D+5-5) EN, Range 0 (always). | Current: Rank 5 healer. Use cure EN. Cost 3 FT, takes 8 mins, cures (D+5-5) EN, Range 0 (always). | ||
New: Same healer, | New: Same healer, 5 spec points minimum, assume no specs in either this or empathy: Cost 0 FT, takes 3 pulses, cures 10 points, range touch. | ||
Same healer but with some spend in Empathy and max spend here: Cost 0 FT, takes 3 pulses, cures 20 points, range up to 25 feet. | Same healer but with some spend in Empathy and max spend here: Cost 0 FT, takes 3 pulses, cures 20 points, range up to 25 feet. | ||
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Current: Rank 7 healer, Use cure EN. Cost 3 FT, takes 4 mins, cures (D+7-5) EN, Range 0 (always). | Current: Rank 7 healer, Use cure EN. Cost 3 FT, takes 4 mins, cures (D+7-5) EN, Range 0 (always). | ||
New: Same healer, | New: Same healer, 7 spec points minimum, no specs in either this or empathy: Cost 0 FT, takes 1 pulse, cures 12 points, range touch. | ||
Same healer but with some spend in Empathy and max spend here: Cost 0 FT, takes 1 pulse, cures 24 points, range up to 25 feet. | Same healer but with some spend in Empathy and max spend here: Cost 0 FT, takes 1 pulse, cures 24 points, range up to 25 feet. | ||
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====Transfer Fatigue==== | ====Transfer Fatigue==== | ||
Bit curious why this one stays in minutes. It would | Bit curious why this one stays in minutes. It would seem a good "in crisis" ability to get FT to the mage with the spell that's needed. Base cost drops to 0 rather than 3 + transfer. Again, I'd request that a cost needs to be associated with this ability, I would suggest 2 FT. [[User:Martin|Martin]] ([[User talk:Martin|talk]]) 23:38, 4 January 2026 (UTC) | ||
===Journeyman=== | ===Journeyman=== | ||
====Cleanse Corpse==== | ====Cleanse Corpse==== | ||
Really like this one. [[User:Martin|Martin]] ([[User talk:Martin|talk]]) 23:38, 4 January 2026 (UTC) | Really like this one. [[User:Martin|Martin]] ([[User talk:Martin|talk]]) 23:38, 4 January 2026 (UTC) | ||
====Cosmetic Surgeon==== | ====Cosmetic Surgeon==== | ||
Could we get added that a Healer can remove previous modifications? Maybe in half time or something? This then | Could we get added that a Healer can remove previous modifications? Maybe in half time or something? This then helps support the use of the ability for temporary disguises. [[User:Martin|Martin]] ([[User talk:Martin|talk]]) 23:48, 4 January 2026 (UTC) | ||
====Repair Damage==== | ====Repair Damage==== | ||
Can we get clarity on the Healer time required? In contact whole time? Check ins / boost occasionally? Etc. [[User:Martin|Martin]] ([[User talk:Martin|talk]]) 23:40, 4 January 2026 (UTC) | Can we get clarity on the Healer time required? In contact whole time? Check ins / boost occasionally? Etc. [[User:Martin|Martin]] ([[User talk:Martin|talk]]) 23:40, 4 January 2026 (UTC) | ||
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No PC amount is noted in the Specialisation table, only Pulses. [[User:Martin|Martin]] ([[User talk:Martin|talk]]) 23:48, 4 January 2026 (UTC) | No PC amount is noted in the Specialisation table, only Pulses. [[User:Martin|Martin]] ([[User talk:Martin|talk]]) 23:48, 4 January 2026 (UTC) | ||
==Thief feedback== | |||
General comments: Thief always been a primarily non-magical skill whose core abilities were used on adventure. My comments are intended to be in-line with this historical use. | |||
I wish to restate my opposition to strongly magical Master abilities. An individual PC thief getting a special ability to Steal MR or Def or similar is great, it's Mythic level / fire from the gods type stealing and something PC thieves should aspire to. And GMs are always free to give their weird NPCs whatever abilities they want, I just don't think this should be part of the general knowledge (albeit Master level) of the skill. [[User:Martin|Martin]] ([[User talk:Martin|talk]]) 00:42, 5 January 2026 (UTC) | |||
Revision as of 00:49, 5 January 2026
Assassin feedback
General comments: Assassin has always been a primarily combat focused skill whose core ability is stabbing people. My comments are intended to be in-line with this historical use. Martin (talk) 00:33, 5 January 2026 (UTC)
Surprise Attack / Backstab / Stab them in the Face
A benefit in combat when attacking from (primarily) behind is the single-most core ability of the current / historical Assassin skill and I believe needs to remain available to all. Breaking this into A/J/M when it already has Rank based modifiers is unnecessary. Martin (talk) 00:33, 5 January 2026 (UTC)
Master level Magical Abilities
Attacking through shadows or passing through walls are great ideas for individual PC abilities and something that can and should be sought out on adventure. I do not think these are desirable as standard master rank options and would rather see the skill stick closer to non-magical. Martin (talk) 00:33, 5 January 2026 (UTC)
Making vs. Using
Is the plan to move making poisons / gas bombs etc from Alchemist/Herbalist to Assassin? Historically poisons have been made by one profession and then used by Assassins. There is nothing preventing a PC from learning one of the skills that deals with poisons or other chemicals; I don't see it needs to be folded into Assassin. Martin (talk) 00:33, 5 January 2026 (UTC)
Healer feedback
Healer has always been a magical skill associated with restoring living creatures, and with some minor abilities in modifying them, my comments are intended to be in-line with this historical use. Martin (talk) 23:38, 4 January 2026 (UTC)
Success Chance
Success Chance + 2 x [characteristic] + (5 per Rank) + (5 per specialisation) + modifier
Is this supposed to state that Success Chance equals 2 x [characteristic] etc? Martin (talk) 23:38, 4 January 2026 (UTC)
Specialisation
If this is a general approach that we want to take I would like to see a standard maximum set for these, e.g. max 3 unless explicitly specified in a sub-skill. Martin (talk) 23:38, 4 January 2026 (UTC)
Restrictions
Have all Healer negatives on combat been removed? Martin (talk) 23:38, 4 January 2026 (UTC)
Ability Costs
I would like to see these increased from A/J/M 0/2/4 and suggest 2/4/6 as a minimum. Heal Endurance and Transfer Fatigue, in particular, need FT costs.
Abilities currently cost Rank FT. With Restructuring this needs to be amended to fit the A/J/M and selection mechanics, but costs should at least be set to the low end of the band. If there are specific abilities that should not cost FT (e.g. administer potion may be one of these) then it may be noted in the sub-skill. Martin (talk) 23:38, 4 January 2026 (UTC)
Apprentice
Administer Potions
Do not see the point of the specialisations here, seems fiddly for little gain. Probably should not cost the Healer FT. Martin (talk) 23:38, 4 January 2026 (UTC)
Heal Endurance
This is a huge change. (Not necessarily bad, but huge). Time change from 11 – Rk minutes to 8 – Rank pulses, Cost 3 FT lowered to 0 FT, healing increased from D +Rank-5 to a minimum of Rank + 5.
Examples:
Current: Rank 5 healer. Use cure EN. Cost 3 FT, takes 8 mins, cures (D+5-5) EN, Range 0 (always).
New: Same healer, 5 spec points minimum, assume no specs in either this or empathy: Cost 0 FT, takes 3 pulses, cures 10 points, range touch.
Same healer but with some spend in Empathy and max spend here: Cost 0 FT, takes 3 pulses, cures 20 points, range up to 25 feet.
Current: Rank 7 healer, Use cure EN. Cost 3 FT, takes 4 mins, cures (D+7-5) EN, Range 0 (always).
New: Same healer, 7 spec points minimum, no specs in either this or empathy: Cost 0 FT, takes 1 pulse, cures 12 points, range touch.
Same healer but with some spend in Empathy and max spend here: Cost 0 FT, takes 1 pulse, cures 24 points, range up to 25 feet.
There needs to be a cost associated with this ability, I would suggest at least 2 FT, aligning it generally with SK spells (albeit potentially faster to cast). Martin (talk) 23:38, 4 January 2026 (UTC)
Healing Salve
Question: Who can apply salve? Anyone, only Healer? Weirdly, after looking at Heal Endurance, the values here look low for the cost and lack of convenience over a potion. Martin (talk) 23:38, 4 January 2026 (UTC)
Midwife
Suggest stating that only one Healer bonus applies, and that it cannot stack with Blessing on Unborn Child (must affect different Stats). Martin (talk) 23:38, 4 January 2026 (UTC)
Transfer Fatigue
Bit curious why this one stays in minutes. It would seem a good "in crisis" ability to get FT to the mage with the spell that's needed. Base cost drops to 0 rather than 3 + transfer. Again, I'd request that a cost needs to be associated with this ability, I would suggest 2 FT. Martin (talk) 23:38, 4 January 2026 (UTC)
Journeyman
Cleanse Corpse
Really like this one. Martin (talk) 23:38, 4 January 2026 (UTC)
Cosmetic Surgeon
Could we get added that a Healer can remove previous modifications? Maybe in half time or something? This then helps support the use of the ability for temporary disguises. Martin (talk) 23:48, 4 January 2026 (UTC)
Repair Damage
Can we get clarity on the Healer time required? In contact whole time? Check ins / boost occasionally? Etc. Martin (talk) 23:40, 4 January 2026 (UTC)
Ugly Curse
Requesting removal. Healers casting curses feels way outside their wheelhouse. Martin (talk) 23:40, 4 January 2026 (UTC)
Master
Exertion
This may be over-costed. Even under current costs Master = 4 and this is another 4. I'd suggest that 6 is sufficient, and if A/J/M were increased to 2/4/6 then this could have no additional cost. Martin (talk) 23:48, 4 January 2026 (UTC)
Hide Life
Really like the idea/ability, just not sure when it will apply. Golems appear to see and hear (since commands are verbal) and can detect non-living. Undead, some yes… pretty sure Vampires see normally, etc.
This is done by effectively lowering the viewers PC by the amount noted in the Specialisation
No PC amount is noted in the Specialisation table, only Pulses. Martin (talk) 23:48, 4 January 2026 (UTC)
Thief feedback
General comments: Thief always been a primarily non-magical skill whose core abilities were used on adventure. My comments are intended to be in-line with this historical use.
I wish to restate my opposition to strongly magical Master abilities. An individual PC thief getting a special ability to Steal MR or Def or similar is great, it's Mythic level / fire from the gods type stealing and something PC thieves should aspire to. And GMs are always free to give their weird NPCs whatever abilities they want, I just don't think this should be part of the general knowledge (albeit Master level) of the skill. Martin (talk) 00:42, 5 January 2026 (UTC)