The way you grouped the classes into apprentice types was neat. I might use this for a 2 person party to balance things out a bit.
beanboy432
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Yeah, as a general remedy to dazed I would offer some other kind of optional cost. This is just one possible iteration that attempts to evoke the idea of attempting to overcome temptation. I'm basing these guys off the theoretical origin of pinatas as symbols of sin that you have to smash. I was even considering straight up devils popping out of them when you killed them.
I mean I can literally just drop this into my game next session for what sounds like a great time. The one time wealth expense is interesting and I assume the 🅼<3 for Slowed means whoever is carrying it around. Tumble as a free maneuver could be used infinitely on their turn, but I assume only goes off when toddling or other narrative reasons, so I don't really need to adjust anything to use this right away! Really fun!
honestly torn about if i would want them to be specific to the bonded ally and tying specific bonds to specific rewards. Added layers ought to be more straightforward. I would already consider turning these rewards into titles just to keep it within the DS framework. The exact system for determining the related bonds and rewards would be interesting to see. I almost imagine a reverse career. You'd probably have to come up with broad bond archetypes or party role archetype.
I think as a draft this is amazing, but I would want to adjust/add some of the rewards. the code language for instance is just never going to get picked over coordinated attack. i dunno if throw him into my fist needs to be a trigger as written. the owlbear trench coat is fun, but extremely specific. I'm all for the tying of narrative to mechanics like this and wanna see as much of it in draw steel as possible. Would pay for a longer more polished list of rewards.
I mean... I love everything about this, but the theme is basically completely unrelated. Granted, I'm not much of a fan of the theme. The song montage does really make me rethink how to present them in general. Usually a bargaining entity like a witch would be the source of a complication. It's a fun subversion that a witch is believable the one to remove complications
Ah thanks for checking it out! Good to know about the dizzying pageantry. I was wondering if it would be more convenient to wrap the wager in a roll you will make anyways, but maybe just always rolling a separate d3 is more streamlined. Tho I wonder if there's also just a better way to phrase it. First time formatting anything like this or making a monster band. Lots I can do better for sure.
Oh yes very pretty. Just rather overpowered. Especially with dolling out recoveries it feels like much more of life domain than time domain. In contrast the 4th lvl domain feature is flavorful, but hard to find a concrete benefit. Gaining an additional trigger sounds wild, but I haven't played 7th lvl yet, so who knows? The lvl 9 feature is also flavorful, but not that powerful. I'm also not sure what the damage type is doing in that feature. I love the lvl 1 respite boost.
Thanks! I threw all of it together very quickly and struggled a lot to get it into the 2 pages. I thought it would be interesting to play with dazed in a way to make it more palatable and leaned towards agency and gambling. Really had no time to test anything so I have no idea how much strain it adds to actual play or how hard it is to explain in the moment.
