So some of my early playtest feedback is that melee feels less good than range which...yeah, tactics games are sure like that, huh! I'm fixing to handle this in a few ways right now.
The obvious moves first:
Lower the utility of Far range attacks. (This is even more pronounced because 3/6 of my players have abilities that hit to Far - basically almost all of the ones in the book. It's a good stress test at least!) Far range support is probably fine.
Add movement to a lot of powers. I'd done this with some of the later classes I designed (self-buff powers, for example, are usually move + buff) but the older ones could stand to have that energy too.
I’d been iterating on ANOINTED briefly over the past 6 months or so, and thinking about it more recently because of Dungeon23/ANOINTED23. As such I’ve finally gotten enough done that I’ve released a v0.1.4.
Brief list of changes:
Defenses are all now wildly different.
Armor is now subtractive rather than the previous situation, and all Armor now has a Poise to it.
The old system was fine but created a bunch of weird problems.
This gives it a little more going on than previously.
Shields are now basically “you gain a better PD/MD/Poise while blocking, but drain stamina”.
Dodge’s 4-5 result now lets you reroll but spend another Stamina instead of its previous thing. (Gets that good “mash dodge button” feel to it.)
Parry now only works on a 6. Makes it way more uncertain for what you get.
Stagger is way less bad than it was, now it just strips defenses.
Rebalanced all equipment/spells/enemies based on this (and gave them little outlines so they pop a bit better). They’ll probably need another pass once I do more testing.
You can see all my ANOINTED23 stuff here! I’m making a region per day. (I’m also putting dailies on my discord.)
Monday, 2/6: Point 5, the Camp A siege engine. If you get here, you can use it on any adjacent point - 4, 6, 7, or 9 - to (hopefully) instantly kill several enemies there. If you get a direct hit on the ballista at Point 7 (we'll get to it in a few days, but it prevents travel to/from point 7 except via point 9), it's destroyed. You can use this to soften up a few difficult fights.
Tuesday, 2/7: Wrote up a Holy Knight, a variant on the standard Knight enemy in ANOINTED, to differentiate Camp B a little bit. It has a single-strike attack instead of a combo and uses Invocation of Vigilance to add stagger resist instead of having a Guard ability.
Wednesday, 2/8: Point 6, midfield skirmish. A Knight and some Spearmen are squaring off against a Holy Knight and some Spearmen. Disposition by default is that they attack you, but a good roll can make half or all of them keep fighting among themselves instead of you. There's a Bonfire here, so you can reset the freeze clock without taking Harm if you clear the point.
Thursday, 2/9: Herald's Flagpole. A heavier than usual polearm, it has a Stance move that allows the user and nearby allies to regain Health and shake off Stagger.
Friday, 2/10: Point 9, Camp B forward command. A Holy Knight and some archers are picking off a few spearmen and guard dogs here. Once the dust clears, you can get that Flagpole here.
Saturday, 2/11: Point 7, the Ballista and crew. As noted, this makes travel very difficult between 7 and any point other than 9 (it's a "roll and if you don't get a 6 you die" situation). Two Holy Knights and some archers are here. Once combat is done, you can permanently destroy the Ballista.
Sunday, 2/12: Point 10, the far sanctuary. Very similar to Point 1's, and it bears the same exact inscription: A stone altar sits here, largely untouched with time, with the inscription: "Pray for these warriors, that they may achieve victory over their foes for the cause of righteousness." I like parallelism.
This week I'm tackling the area boss (General Ingrid, Camp B leader) as well as the remaining Point 8, and then doing cleanup for the rest of the month.
v1.0.2 is out! A few more typos fixed, and the character sheet should print a little better (stuff is further from the edges).
Also, have a setpiece on me! This is one I made to end out my home campaign - feel free to use it for yours!
A flying fortress big enough to blot out the sun, its pointed prow clearly designed for
intimidation. On its underside, enormous energy cannons create brief light sources of
their own as they crackle violently to annihilate anything that would dare to stand in
its way. This is the Republic’s Jupiter-class platform. It’s designed to destroy cities.
February 1-5 brought us the start of the Eternal Battlefield of Karus.
Wednesday, 2/1: Point 1, the Sanctuary. I didn't fuck up this time so it's first day. A stone altar sits here, largely untouched with time, with the inscription: "Pray for these warriors, that they may achieve victory over their foes for the cause of righteousness." (This is obviously talking about the eternal battle but also I'm doing a thing. Get back to me at Point 10.)
Thursday, 2/2: Point 2, the southern gate of Camp A. (I'll come up with some names later.) The flank of this camp has not been guarded strongly in quite some time. This has an intro fight: 1 + #Anointed Spearmen/Archers, split half and half. Disposition is Default Aggressive, 5-6 Distracted: as mentioned, it's not very well guarded.
Friday, 2/3: Point 4, Camp A's center. The narrow camp is heavily guarded. A catapult is visible to the north. There's a fight here with 1 + #Anointed Spearmen and 1 + #Anointed Knights: Knights are tough, so this one's pretty rough, especially solo; however, there's an "escape" hex on the far end of the camp. Disposition is Default Defensive, 4-5 Aggressive, 6 Unaware: each Unaware gives you an opportunity to either launch a surprise attack or move up 2 hexes towards that "escape" and ticks the area clock once. (If you make it to the catapult at Point 5, you'll have a better shot at defeating this group.)
Saturday, 2/4: Wrote up a Guard Dog. It's similar to a Dreg but a little stronger and more aggressive at range 1, but similarly frail.
Health 4, no defenses/Poise
Leap: Rng 0, Phys 2, Advance 3, Quick 1
Bite: Rng 0, Phys 2, Advance 1, Combo 2
Savage: Rng 0, Phys 2, Combo 3
Prioritizes least armored.
Sunday, 2/5: Point 3, the far end of Camp A with kennels. It takes 4 ticks to travel to or from here from Point 2, 2 ticks from anywhere else. (Might make this 2 across the board, it's an 8-tick clock so 4 might be a bit much.) 2 Archers + #Anointed guard dogs are here: the dogs are in kennels until they take their turn, which makes it harder to attack them directly.
So far so good! (And I've done two since then, obviously, but we'll get there next week.)
Tweaked Saint Gratien a bit: reduced MD to 1 and Poise to 4, and changed Invocation of Sanctity (spell parry) to Invocation of Vigilance (can't be staggered). This makes him a much more approachable threat as a mage while still being dangerous.
Added Dispositions to Points 5, 6, and 9.
Added more formal descriptions to every point (except 1, which was pretty good).
And on the 28th I decided month 1 is wrapped! Got The Delta Sinkhole, a nasty little swamp region with 9 points, two new enemy types, some nasty ambush stuff, an optional boss, and an NPC! Makes a nice transition area.
A reorganized body text, with a manuscript edited by Marx Shepherd
A full relayout
Art by Galen Pejeau and Mykell Pledger
A few minor additions and rules changes
If you have the game, you now have the final release version as well!
As per tradition, there was a release-version typo found on Efficient which has now been fixed in v1.0.1. (I’ll have the epub updated as well in a bit.)
Day 22! At the end of this week, it's mostly all sketched out.
Monday, 1/16: Point (7), the shallows. Last week we defined Saint Gratien, the Major Threat of the area. This is where he is, shuffling around mindlessly. He can be attacked here, or potentially bypassed (Default Aggressive, 5-6 Occupied).
Tuesday, 1/17, Point (8), the detritus pile. A mountain of materiel and bodies, piled into the back corner of this area. You can grab a Poleaxe here...however, it's harder to sneak back, because approaching the pile makes it shuffle around - meaning Gratien is more likely to be disturbed (Default Aggressive, 6 Occupied).