You know what, before reading it, I had my doubts. Then I saw the sample scenarios at the end, and they were all so inspiring. Lots of cultures have mythologies of a monster replacing a baby, and this is a DS version of it. It's silly and insane, but I can think of many ways of dropping it into a story. Cool concept!
Xylock
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That’s fair! My interpretation of “a year of draw steel” was “what did I learn from Directing draw steel for a year: ooh this thing never came up all year, let’s solve that” more than being limited to “year” or “anniversary” directly. For some people that’s valid, and it could be a stretch for others, and that’s fine with me.
I’m glad you liked the song! We’re Directors so we should be making cool scenes. I’m glad it was inspiring to you!
I reiterate here that I love this idea as it solves a problem I didn't know I had!
My players only ever use their Delian Tomb followers and retainers as Respite rollers as they have thin connections to those characters. In comparison, I think these much more flavorful Retainers that would lead to a lot of player interest!
I love how many options these 2 pages give! I have a player that chose the stormwight as the closest thing DS has to the Shapeshifting Druid fantasy. I think that your Zodiac better fulfills the fantasy.
My player finds it hard to change kits as the change isn't worth a respite activity, so the multi-animal fantasy is unfulfilled. I love how the Zodiac has the diagram to enable free kit changes; an elegant balance solution that also prevents analysis-paralysis.
I do wonder how often a zodic would be changing kits in long term play vs settling on one. aka How many "good" options vs bloat (the classic 5e wild-shape-tier-list). But it is very clear how each form has a specialty, making each distinct. Excellent product!
Alright, question: did you know you that you didn't have to cook so hard?! This is time dragon has everything I want out of a capstone campaign end monster. With crazy abilities that break the game in unique and flavorful ways, I want to run it SO BAD! Hit's the theme because it'll take another year for my players to be high enough level to fight it XD
Thank you for the kind words! Yeah, your rerolling and removing complications comment did come up in testing. The only players that were interested in removing/replacing the complication were not the bad ones, but those that weren't using theirs at all! It's the intention of the design to have an encounter that reminds them that they have one, and lets them narratively get rid of them if they didn't want the overhead. That's why the cost is entirely RP-based, essentially "free". If you really weren't using it, then lets make a fun scene of removing it instead of a handwave, we are Directors after all! In contrast, the mechanical benefit of the curative requires the Delve because they gotta work for it :)
