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Countblanc
Apr 20, 2005

Help a hero out!


After all this time, through various revisions and even names, Strike!: Tactical Combat and Heedless Adventure (from this point forward referred to as "Strike" because I'm lazy) is actually in its Gold release and :10bux: available for purchase :10bux: in both electronic and physical formats. But why should you or your gaming group care?



Strike is a roleplaying system designed for grid-based tactical combat akin to D&D 4e and simple but flexible non-combat resolution that's a unique mashup of Mouse Guard, Burning Wheel, and plenty of its own ideas. Additionally, Strike is setting agnostic; The rules are designed to work equally well for everything from knights to superheros, from sci-fi to urban fantasy. This doesn't mean the game is omnipotent, simply that, as long as your game is about heroes fighting things and solving problems, Strike is an excellent option to consider. Allow me to quote the game's creator, our very own Jimbozig, on some of the reasons why:

quote:

Every roll is 1d6. This makes it fast and easy to learn, teach, and play.

No boring failures. Instead of the Success/Failure dichotomy, where Success is generally interesting and Failure is only sometimes interesting, the primary dichotomy of the game is between Success and Twists - if you don't succeed, there's a twist and the game moves forward. Maybe you get what you want, maybe you don't, but either way something interesting that changes the situation must happen.

Non-binary resolution. Despite the simplicity, there are a range of possible results on every roll. Instead of a result indicating Success or Failure, there are four or five different possible results for each roll.

Speed! Because of the simplicity, and helped by other tweaks, the game runs very quickly. If everyone is engaged and ready to take their turns, the combats will only take 20-30 minutes (depending on the number of players), even at high levels. The system supports players taking risks and gives characters interesting options without being burdensome and pulling you out of the game to crunch numbers.

Character creation is simple too, and there are no false choices. Now instead of spending time trying to spend points and crunching numbers, you can just pick a background to give you basic skills, pick a class and role, do a little bit of customization and get to playing.

In addition to that, combat and non-combat systems are completely divorced from one another, meaning a character who wants to solve problems with magical kung-fu explosions has their combat tools balanced against the person using a dagger and a lute, while letting them keep their unique non-combat options.



Characters in Strike, like in many RPGs, have skills, but they also have many other tools to play with outside of combat. They include:

Skills: Skills form the backbone of Strike's non-combat rules, and are used in nearly every resolution. Unlike Dungeons and Dragons and some other systems, Skills in Strike are specific - No stretching! A character isn't necessarily a good chef because they can recognize ingredients in the wild with Herbalism. But this specificity works because having a Skill simply means you're trained in it and roll on a slightly more favorable table than someone unskilled. Players are encouraged to make unskilled rolls aggressively since it's the primary way of learning new ones - rolling a 6 gives you the option of learning that skill permanently - and also the aforementioned no boring failures and non-binary resolution means messing up simply gives the characters new opportunities to look cool. Skills, and the many systems which work off of them, use this chart.



Tricks: Tricks are like Skills, but you can't mess them up if you don't want to! Things like "Case a Joint: You always know the best way to get into a building" or "Muscles of Passion: You can easily impress any neutral onlooker with a quick flex and a wink" are Tricks, and players are encouraged to be creative when coming up with them. Using a Trick requires expending an Action Point though, so they must be used wisely, but when you do use one, it simply works - No roll required! Every character starts with two Tricks and learns more as the game progresses.

Complications: A Complication is a character flaw of some kind. Maybe you're really scared of spiders, or your gun has a tendency to jam at inopportune times. In many systems taking similar flaws is, at best, a way to get some extra points during character construction and possibly just a way for the GM to make you worthless. Complications in Strike however are completely in the player's control; Whenever you would make a roll you may offer up a Twist instead of rolling to net yourself an Action Point.

These three tools, generated by a character's background and origin, give players a large amount of options for shaping the narrative and solving issues. There's other, optional tools such as Kits (suites of special abilities characters unlock) and Relationships (bonds you can call on to bail you out of danger), but even without them roleplaying feels driven and rewarding.

Strike also has several non-combat modules that work with the above tools to offer fast, novel ways to approach a conflict that isn't worth breaking out the tactical combat grid for. They're basically mini-games, and each one is a fun little conflict resolution system that keeps short cinematic moments from simply becoming a single skill check:

Chase: The Chase rules are for those times where the players are barreling through the crowded CyberStreets of Neo New Detroit in hot pursuit of a fleeing data dog hacker, or when their caravan is being chased by another caravan with flames painted on the side. During a Chase, the Runner team secretly pick an action from a list of things like Flee, Double Back, and Hide, and the Chaser team attempt to guess which option the Runners selected. Each option offers different rewards and its up to each side to choose which will best get them what they want (or which the other side is least likely to guess). After everyone has made their choices, results are revealed and each group rolls appropriate skills to see if the Runners have gotten further away, if the Chasers have closed the distance, or if something else entirely happened. Chases are very quick and are perfectly appropriate for a single player to participate in if it doesn't make sense for the entire squad to be involved.

Team Conflict: Designed for quick fights or other situations where two groups would be butting heads like a debate or a heist, the Team Conflict rules break a challenge into multiple rounds where the players must declare what their character is doing from a set of choices which modify skill rolls for attack and defense. Once everyone has explained what they're doing and rolled the appropriate skills, the totals are tallied and compared against the GM's "team." Depending on how well or poorly each side did, the situation changes in some way and the next round happens until one group withdraws or is soundly defeated. Tean Conflict also works well when you want the group to act as a single unit but to contribute individually, like 5 heroes in a giant mech cockpit each working different stations.



Based heavily off D&D 4e's combat, Strike's tactical combat streamlines the process while retaining the tactical depth and, more importantly, the fun of getting to control a specialized character in a fight with your friends. Unlike 13th Age and other retro-style games which seek to streamline combat by adding systems like "Close, Near, Far" ranges or abstracting the battlefield in some other way, Strike instead simplifies the math. Characters begin the game with 10 HP and 6 Speed, and that number never changes short of a very small list of feats or bonuses that will modify them. Similarly, while characters have at-will and encounter powers ala 4e and roll to see if these abilities hit, that roll never changes:



No matter what level your character or the enemies are, you'll always know exactly what happens as soon as the die hits the table. Powers, similarly, generally don't grow as your character levels up (though you do get more of them), and small bonuses have been replaced with a much faster Advantage/Disadvantage system. Combined with the static attack rolls, combat moves exceptionally quickly in Strike without sacrificing anything. In fact, the addition of glancing hits means players are often making more decisions over the course of a fight. Character combat growth is handled through additional Powers, passive abilities, and Feats, the last of which are more rare but significantly more potent than their D&D counterparts.

Combat also features the titular Strike system, where winning a fight isn't merely ending it with your party still on its feet. Characters receive Strikes for a host of things over the course of a fight, and ending over a certain threshold changes the effects the fight has on the situation as well as each individual character's physical and mental state. For instance, getting 3 Strikes will get a character a Minor Condition, something akin to being winded or angry, and these conditions can affect events going forward. And if the party itself has a certain amount (based on how big the party is), even the fight itself may have different results. A decisive victory against the prison guards results in a clean escape, but taking a few too many Strikes may result in the fight being overheard by people on the next floor, or perhaps the party has difficulty navigating the prison itself.

Monsters are also very easy to make on the spot, or you can plan elaborate setpiece battles with unique powers and environments. The monster creation rules make it very difficult to have situations where parties are fighting appropriately-leveled monsters and getting trounced (or the opposite, the fight just being too dang easy). There's even rules for "Adversarial Play" which keeps both players and GMs honest and fair instead of simply hoping everyone Games With Honour.



In Strike the traditional combat roles have been cleanly separated from classes, resulting in, well, Classes and Roles. When you make a character in Strike you choose one of each, with your Class determining what sort of mechanics you use to beat up the bad guy and your Role telling you what your position within the party itself is. Between the 10 Classes and 5 Roles, there's a potential 50 combinations to explore, and that's not even touching on things like class features which can fundamentally change how a Class approaches combat, as well as power and feat choices, and upcoming additional classes.

Classes and Roles are also setting agnostic, and the names for them and their powers are more an organizational tool than any concrete statement about what you do. People here often call this "Reskinning," and it's an incredibly important part of Strike's identity. Reskinning is taking a Class, Role, Kit, or similar mechanic and changing its flavor to meet your needs. “Martial Artist” is a class, but it doesn’t mean you must use it if your character is a monk. Instead, Martial Artist is for characters who want to switch stances in combat and modify their basic attack. This could be a monk, a shapeshifting druid, a bender controlling multiple elements, and more. Similarly, your monk may be better served as a Duelist, or perhaps a Warlord, depending on how you want them to act in combat.

The Classes:

quote:

  • Necromancer: Melee/ranged. Applies a Mark of Death which triggers when the target dies to apply one of several powerful effects such as self-healing or causing enemies to flee. Can raise friends and enemies alike.

  • Duelist: Melee. Isolates a single enemy and destroys them. Builds a resource called Focus on enemies in order to deal crippling and unique debuffs or boost his damage.

  • Archer: Ranged. Specialises in “permission control,” where rather than directly shut down enemies she instead punishes them for ignoring her. As a class feature she can choose additional range, mobility, or even more control.

  • Martial Artist: Melee. Able to change between several Stances on her turn which power up her melee basic attacks including Charge. Her Stances can be powered up temporarily and provide off-turn buffs. Pairs well with the...

  • Warlord: Melee/ranged. He can build Support Tokens by giving allies free basic attacks and movement, and use these tokens to heal or harm. He also buffs damage and Advantage when he hits, letting you play either as a frontline fighter or a "Lazylord."

  • Magician: Ranged. Has a large list of powerful Encounter powers, but must ration them between fights. At higher levels he gains access to exclusive Major Spells, incredibly strong encounter powers which reflect D&D 4e's Daily powers.

  • Bombardier: Ranged. Capable of laying down Zones, lingering areas on the map that help or hurt friends and enemies indiscriminately! He also has several different available patterns for these zones and means of deploying them, including Bomberman-style.

  • Shapechanger: Melee. Multiple Classes in one. She uses unique Encounter powers to gain passive and active abilities for the rest of a fight. She's also able to Rally to change forms or gain bonuses if she opts for a single transformation power.

  • Summoner: Melee/ranged. Conjures multiple creatures to attack through. He has access to several different "schools" of summons, and is extremely versatile and able fill many niches depending on the summons chosen and deployed.

  • Buddies: Melee/ranged. She gets a customizable pet to fight alongside her, and can effectively fight on two fronts with proper pet management, or surround and lock down a single enemy.

The Roles:

quote:

  • Blaster: Able to turn single target attacks into multi-target ones. Also has a variety of area of effect control abilities.

  • Controller: Can shuffle enemies around the map, as well as enfeeble individual foes.

  • Defender: Shrugs off hits through self-healing and Resist effects. Marks enemies to punish them for attacking allies.

  • Leader: Aids allies with healing effects and movement options. They can also grant attacks and saving throws.

  • Striker: Deals extra damage with every attack, sometimes even on misses. Can make themselves more accurate or agile.

So for instance, your character could be a Duelist/Defender and build them to be as defensive as possible, making them a very potent traditional RPG tank. Or you could keep the the class but swap out the role to become a Duelist/Controller, a melee-range single target lockdown machine. Or maybe you want to be a Defender after all but prefer ranged combat, so you pick an Archer/Defender who would play not unlike a 4e Swordmage who keeps enemies away and then messes them up for ignoring them. Or... you get the idea. And don't think you need to cover every Role in a party - Strike's tactical combat has undergone significant playtesting and many atypical party compositions work very well. An all-Defender party might not have significant mobility or control, but they'll last forever and due to the way stacking Marks works in Strike, do a shitton of damage whenever any enemy attacks, well, anyone at all. Go wild!



I'm simply going to quote Jimbozig here; There are several sample adventures with premade characters for anyone interested in checking out the system. There's a completely unique other adventure in the works as well, using an urban fantasy setting:

quote:

I'm previewing the game, for the whole internet to play. I am releasing for free the entire game rules, minus the character creation and combat/monster planning sections. There is a one-page player reference sheet to make it easy to teach new players who haven't read all the rules, in addition to just being a handy thing to reduce the amount of looking stuff up you need to do. I've also written an adventure. And then I re-skinned it. Twice! So what you get is a Triple-Adventure. Using the same classes and roles for the pre-generated characters, using the same monsters, but in three different genres:

Fantasy. Tending towards science-fantasy, a la Gene Wolfe or Jack Vance.
Sci-Fi. Hard-ish SF: wearable computing, AI and colony on Mars, but no FTL or holodecks or other Star Trek stuff
Lovecraftian Adventure. Adventure, not horror. You can and should try to fight the Shoggoth instead of just fleeing in terror.

I've done the layout on all these myself, so any comments or criticisms on the layout are welcome. I'm a neophyte when it comes to layout and publishing, so feel free to be as hard as you like on me as long as you are willing to teach me how to fix it!

You can find them and the necessary rules here.



Below is a list of miscellaneous resources. I'll be adding to this list over time, so feel free to suggest additions if I missed anything!

The Strike! homepage - Just what it says on the tin.

Guide for character creation and leveling chart - I made this for my irl play groups and they found it helpful, so I'm sharing it here.

Hyphz's Online Character Creator - Pairs great with the above guide, features all the core book classes, roles, feats, and non-combat options.

The last Strike! thread - Very old, very out of date. Only here because I love reading old posts every few years.

:siren: Using Roll20 for Strike! and setting up macros :siren: - A more elegantly formatted version of my guide from the last thread. Roll20 is, in a lot of ways, one of the best avenues for playing Strike, and this should help you make the most of it. Highly suggested for online play.

Fillable black-and-white character sheet - Created by megane.

Strike! in Eberron! - A series of videos by youtube guy WhyCalibur where he and his group play a TON of Strike! sessions in Eberron via Roll20. Decent way to see how the game is played live, though please note that these were recorded using the rules available during April 2015 which are slightly different here and there from the version post-release.

The Psion class (preview) - A class made by yours truly, based off the 13th Age Occultist class. Deals in interrupts and reactions.

Core Book Errata - A few changes to core book mechanics.

Strike! Enemies Spreadsheet - Handy list of monsters that can be copy/pasted to your heart's content. Created by Gort!

Also shoutouts to Ferrinus for his gorgeous art used in both this thread and the Strike manual.

Countblanc fucked around with this message at 18:27 on Feb 17, 2022

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Countblanc
Apr 20, 2005

Help a hero out!
Well, I guess that depends on when your "before" was. Strike's been available to kickstarter backers (and late backers) for a while now and undergone everything from minor number tweaks to completely new features, but has updated fairly regularly so you may have seen some of the changes over time. Just off the top of my head, stuff since the kickstarter release includes:

Non-combat:
- Kits, bundles of abilities based on narrative niches like "The Gunslinger", "The Brute", and "The Protagonist" that are similar to World-style Moves.
- Chase rules
- Relationships, a way to use action points outside combat to call on NPCs to change the situation in some way.
- Refined character creation (stuff like the number of skills/etc you get, Motivations) and adjustments to leveling.

Combat:
- Lots of new feats and many buffs to old/less interesting ones.
- Titans, a type of monster class that function as Champions who are also environments.
- Vehicle rules (in a supplement)
- Way too many balance changes to list between the classes and roles and the addition of Miss Tokens.
- Tweaks to Cover and the Exposed optional rules.

And some other things like sections for optional rules for both tactical combat and RP stuff. I mostly called it the Gold release because it's actually done now, and everything in the book is final instead of quasi-final.

Countblanc fucked around with this message at 05:07 on Jan 4, 2016

Countblanc
Apr 20, 2005

Help a hero out!
I actually just got my hardcover copy today as well. It's sorta weird actually holding it since I've been following the project for so long, haha. It really does look good, and the paper is much higher quality than I was assuming it'd be.

Also question for people who know more about this sort of thing than me - What would be an appropriate price for a finished Class sold through DrivethruRPG? It'll have a quarter-page artpiece like the current classes have and be full color, and has been tested a fair deal.

Jimbozig posted:

Thanks for making that great OP, Count!

Behold the power of Unemployment.

Countblanc
Apr 20, 2005

Help a hero out!
Of course! All the resources in this thread are made to be shared. Feel free to use it or the macro guide for games here or sharing with irl groups or whatever!

Countblanc
Apr 20, 2005

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Yeah, miss triggers are every time an enemy is missed.

Countblanc
Apr 20, 2005

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As a peak behind the curtain, a while back Jim told me that class features were designed to add 1-2 damage every round (depending on what level it is). Obviously many features like Bombardier's different explosion shapes/methods are much harder to quantify, but that was the guiding principle. Feats may not measure up to the strength of the powered up features, so watch for that if any of your players opt for that option.

Countblanc
Apr 20, 2005

Help a hero out!
Rather than have abilities with specific upgrade requirements (which can simply be non-viable in certain environments/encounters and could be frustrating), maybe make a few generic patterns which modify their abilities in certain ways. Something like the Bombardier's patterns, if you move in a diamond shape on your turn it makes your powers Slow people regardless of the power, etc.

Or, instead of patterns, set other movement requirements like "must start adjacent to one ally, and end adjacent to a different ally" or "must pass through difficult terrain" or what have you. Almost something geomancer-ish where your available abilities effectively changes based on your environment - a narrow passageway is going to give you different opportunities from a crowded town square. This is probably a bit less flavorful than dance patterns, but it might create less headaches.

Though I'd keep in mind that movement in Strike is oftentimes fairly limited thanks to the strength of Opportunities, so you'd have to account for that in some way. The class may have a passive reduction to Opportunity damage, or get to ignore the first Opportunity each turn, or simply have powers that work with that in mind ("if you provoked an opportunity during your turn," "shift 2, if you end your turn adjacent to the same enemy,").

Countblanc
Apr 20, 2005

Help a hero out!

MadRhetoric posted:

Hell loving yes it is. That should've been self-evident.

And a combo class like it sounds the bard/dancer is aiming for could work in one of two ways: either you have a move that unlocks a special thing when a condition is met or you have a move that gets better (or unlocks) when a certain condition is met or a game currency is earned.

I've actually started working on a class that ramps up to unlock Magician-style Major abilities since I really love using those and you can't really give them out unless they're locked behind something (like rationing them or RNG ala the mage). Ramp also has the benefit of discouraging nova fights, but that isn't a huge issue in Strike anyway since your At-Wills eventually do as much damage as your Encounters barring your level 7 ones, and even some of those aren't stronger damage-wise.

I'm also working on a turret-based class but that one is more of an idea than anything concrete right now, haha. Hopefully the finished class I alluded to earlier in the thread will be available by the end of the week, I'm just waiting on art and formatting at this point.

e: if someone wants a fun project come up with a way to make a Gambler class that uses multiple dice to play slots that isn't miserable. Chaos Mage gets away with it because it makes those choices pre-fight instead of during, but it might be able to work somehow.

Countblanc
Apr 20, 2005

Help a hero out!
I think a part of a successful Gambler has to be a push your luck mechanic, yeah. Something like holding die ala yahtzee, or a blackjack-style mechanic. The FFXI Corsair might be interesting inspiration to look at for the latter since it actually uses a d6-based blackjack system.

Countblanc
Apr 20, 2005

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Unfortunately all my games have been on Roll20 or irl so I don't have any examples, but a quick look into The Games Room shows a few play by posts going on (though they aren't super active right now). Maybe that'll help?

http://forums.somethingawful.com/showthread.php?threadid=3748345

e: my actual advice is to show them the class/role stuff because that's definitely what got me immediately interested in the system oh-so-long ago. It was just so fun to make different combos, even if I only played a fraction of them.

Countblanc
Apr 20, 2005

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That Bad Karma mechanic shows like the dumbest thing I've ever heard of.

Countblanc
Apr 20, 2005

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Warlord, Necromancer, Magician
Psion, Rogue, Shapechanger
Bombardier, Archer, Martial Artist,
Summoner, Buddies, Duelist

e: it occurs to me now that people might think I drew that, but I didn't.

Countblanc fucked around with this message at 01:45 on Jan 9, 2016

Countblanc
Apr 20, 2005

Help a hero out!
In an effort to keep games moving at a snappy pace, I made some Power cards for my irl game.





Since people are still learning it'll be nice to be able to just pass cards around the table to explain what powers do, and things like keeping a MA's Stance in front of them makes it easier to remember what sort of boons you have at any given time.

Countblanc
Apr 20, 2005

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Here you go. Unfortunately it's just the ones you see there, I haven't made them for every class yet because, well, that's a bit daunting!

http://imgur.com/a/NZMqi

Countblanc
Apr 20, 2005

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I could not, as they don't exist. I made them when I was on my laptop over break and had no real tool available so I literally just painted over the cards in the appropriate places in paint.net and added text. I can probably make an editable sheet tomorrow though.

Countblanc
Apr 20, 2005

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Yeah that sounds good, I don't mind whipping up a template for that. I'd like to get Jim's permission first though - We'd effectively be making everything except Feats and Class Features available which he might not be comfortable with.

Countblanc
Apr 20, 2005

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Doublepost but w/e, Ferrinus sent me the finished art for The Psion this morning. Enjoy this sneak preview ;-)

Countblanc fucked around with this message at 21:38 on Jan 9, 2016

Countblanc
Apr 20, 2005

Help a hero out!
I think it's a fine idea, and not unlike one of the two other classes I've been brainstorming lately. The idea was based loosely off FFXIV's Black Mage mechanic, where you'd spend the fight switching between light damage + high mana regen periods and huge damage + low mana regen periods. Mechanically it could easily work as a psuedo-stealth, but I think it needs some sort of active mechanic during the "off" turns to really work in Strike without being boring or annoying at the table. So instead of simply staying cloaked or hidden, you had to in some way engage with the enemy or use some other trick (possibly Class Feature dependent) to power up and then dump your stuff the following round or possibly two rounds later.

The other benefit here is that it lets you have powers like the Magician's Major spells. Those only work for the Magician because they're gated behind mechanics, but there's no reason another class couldn't have similarly encounter-shaping abilities locked behind other things.

Countblanc
Apr 20, 2005

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Remember that the Role system exists; Having a defender with Disadvantage to hit them half the time with no drawback could get pretty silly, and then remember you could have multiple defenders all marking the same thing. I know the idea is for the class to represent an assassin and thus we sort of fill on the blanks mentally with them being a Striker, but the potential is there. A Tortoise form Shapechanger could hunker down like that, but they aren't getting the benefit of also spiking damage that makes up for the down turns.

Countblanc
Apr 20, 2005

Help a hero out!

Scyther posted:

Have you considered if this whole concept would work better as a role?

I think Ferrinus once said that a charge up/cool down role could definitely work, though I contest as a designer it's more appealing to think of it as a class because of the aforementioned Magician-style big powers. You just wanna make those, y'know? Still, alternate Roles are interesting and the vehicles supplement shows there's design space for it.

e: I'm gonna be busy the next few days, but I can have a template up for power cards by the end of the week. If someone wants to make one before then by all means - I'm not really much for graphic design anyway.

Countblanc fucked around with this message at 22:13 on Jan 10, 2016

Countblanc
Apr 20, 2005

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Feel free to use the Exposed rules, but I wanted to chime in and say that people are sort of implying you must use them for a ranged campaign; That absolutely is not the case. The exposed rules exist to emphasize cover and make combat faster (and perhaps streakier), so if those are the things you want by all means, but not every ranged trope involves hiding behind cover.

As for the power cards, if Jim plans on making them an official thing you get when you purchase the game, I'm hesitant to use a card builder out something like that. I don't really know the legality of such a thing.

Countblanc
Apr 20, 2005

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One of Jim's test games I did with him was basically X-Com: Toronto and was pretty cool. I think my character was also one of the first things that exposed the issues with, err, Exposed, and melee.

Countblanc
Apr 20, 2005

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Gharbad the Weak posted:

What was this feat? How did it work? Was it "Take this feat and you are no longer considered exposed?"

iirc creatures bigger than 1x1 got to ignore exposed, so taking the Huge feat let you ignore it. This was also before Huge gave +3 HP.

Countblanc
Apr 20, 2005

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Take This Outside is really easy for me to visualize, because my one true love Ragnarok Online had a Rogue power that did exactly that (teleported you and your target to a random section of the map).

Countblanc
Apr 20, 2005

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Apparently there's a group who recorded, like, a whole shitton of Strike! games online. I'm gonna add this to the OP, and the rules aren't EXACTLY right (it's starting from the version available last April), but for people interested in the system or who want to learn about how it plays in practice, it's an option!

https://www.youtube.com/watch?v=KvWQyFz0D_o

Countblanc
Apr 20, 2005

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Jade Mage posted:

How many action points do people get at the start of game?

One per session and one "can give out as a freebee to another player when they do something cool". You can also have as many as you want at a time, but can only hold onto three at the end of the session.

Countblanc
Apr 20, 2005

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Marks absolutely stack, yes. This can lead to "no win" situations for enemies, but it's usually not actually that bad since marking multiple enemies isn't actually that easy outside of the high level "mark 3" ability.

Countblanc
Apr 20, 2005

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If you want to do something like that and don't feel like brainstorming a bunch of stuff just ask your players to do it. Though at that point you might as well say "make a list of 4 bonuses you want to get while you level up, and then another 1-3 every level that you don't actually care about"

Countblanc
Apr 20, 2005

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The last playtest document for the Rogue I saw involved a build which emphasized Advantage by making it deal Striker-esque bonus damage on a 6, and has some powers that let you sacrifice advantage to turn any hit into a crit (effectively giving them a push your luck mechanic). I'm not sure what of that remains in the current build but there's some gambler go-big-or-go-home elements in there.

Countblanc
Apr 20, 2005

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*steps forward boldly* I will be the Defender.

Countblanc
Apr 20, 2005

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As in, using the class/role rules exclusively for both sides? I haven't tried that, but I don't really know how well it'd work due to player health not really growing like monster health does, but it might and I'm really just theorycrafting here. If you mean "one person builds/plays a team of heroes and another builds a team of monsters and they fight," I've done that quite a few times to playtest. Characters in Strike are much easier to play than their 4e counterparts so it's really quite feasible for one person to control multiple units without it taking forever.

Countblanc
Apr 20, 2005

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It was frustrating, but that's ultimately the point of playtesting, discovering those sorts of things.

Countblanc
Apr 20, 2005

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Well, I did it. I finished The Psion. Crimeny! It looks like it'll be a couple days before it appears on DriveThruRPG (I hope I did everything right, I've never done it before), but here's the free trial version I have available for anyone interested in getting a peek.

http://www.mediafire.com/view/da9lxvc8yy9ar6c/ThePsionPreview.pdf

e: updated link for most recent version. If the formatting is weird try downloading the file instead.

Countblanc fucked around with this message at 22:25 on Jan 29, 2016

Countblanc
Apr 20, 2005

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Yes, like the Magician but without their role boost. It's basically there because I found people inexperienced with the class were holding onto their Focus, waiting for the prefect moment that never came, and getting two damage softened the learning curve.

Countblanc
Apr 20, 2005

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Generally less, but it depends which of the two Dominated rules you're following. If you're using the less fuzzy version it basically means the GM gets to make an MBA or RBA, though it does mean you don't get to enter your Psych Up or feature-specific Focus stance that turn.

Countblanc
Apr 20, 2005

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Well it's a Class not a Role, so it wouldn't really fit. I did think about making a specific feat for it (basically a better version of Fast Reflexes) but ultimately found it more trouble than it was worth. I might go back to it though!

Countblanc
Apr 20, 2005

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Gharbad the Weak posted:

So, at will and on the fly, the psion can teleport adjacent to quite a few enemies (moving away from another player can be quite a few things), use the Leader's action trigger (but better), or reduce damage. That's a heck of a lot of options. And, if none of those very powerful options are useless THIS round, you still do autodamage and can take out a stooge. I'm a very big believer in the power of flexibility, and based solely off the at-wills, that is a comparatively high amount of good choices. Now, I do like that a lot of these powers are NOT long ranged: Pursuit has a range of 5, so it's not like you're teleporting across the map.

Specific things I notice:

Focus: Bulwark on a controller means that, as an interrupt, you can move someone away from their target as an interrupt. Would this negate the attack, i.e. moving a melee attacker 2 squares and out of melee range? Also, this is a very, very good power on a defender. If you mark a guy, and they attack you, and hit, you hit them. If they miss, you can use it on someone else.

The combination of long range and melee assaults actually just means "Take melee shooter and long range powers."

Focus: Pursuit is an extreme amount of mobility, depending on how you define "away from you or an ally." A lot of the time, moving towards one person will cause a creature to move away from another. This can negate a lot of things like immobilization, or risk of area damage ("PCs in this zone take 1 damage at start of turn") because it can be extremely likely they can just pop out before their turn comes up. Also, this is a general question. I come from 4e, where Move and Is Moved are definitely different. If a controller slides an enemy away from someone, would that allow you to teleport to them?

Focus: Pursuit and Focus: Ensnare both combine very well with a friendly controller.

I'm trying to decide if Focus: Shatter is ok or not. If you wait until they're bloodied, then it's only half as powerful as the Major Spell Thanatin's Malediction. It's also got the trigger "Is Bloodied", which means you get exactly one chance per person to possibly trigger it. I would actually consider making the failure move more powerful, or at least change the trigger to "An enemy is bloodied or a bloodied enemy his hit."

I'm in no way suggesting that this class is overpowered or anything. A lot of that would depend on the other two Class Options and seeing how the other encounters are. I just think it needs a bit of clarification. For the record, I'd probably make a Psion defender and never look back, but I really like defenders in general.

Inspire isn't better than the Leader's trigger, because it eats your attack action instead of being a free action.

I'll make a note in the document about "moving away." The intent was "makes a movement action which takes them away from an adjacent creature," and I guess the people I talked to inferred that so I never had it come up. Clarity is obviously ideal though.

The at-wills in general were designed to trigger often, but what I found in playtest with things like Bulwark was that they seem a lot better in theorycraft than they do in actual play because your GM knows you have that power and if they think you're saving it for something specific they can bait your Focus on something else. And even in circumstances where they don't it wasn't really any better than pushing damage I found.

Melee Shooter is a really powerful feat for the class yeah, though there's definitely enough Ranged powers where you can just go pure ranged, or enough melee/ranged 5 to do that. MS is really only necessary if you want to mix and match which, granted, you may.

You're right, I definitely need to clarify the language there, thank you. I'm not actually sure if "Move" and "Is Moved" is laid out anywhere in the rules specifically (though there's certainly some stuff about forced movement into hostile Zones/hazards) but the intent was the former so I'll work it in a way to get that across.

You need to keep in mind that Focus powers are interrupts/reactions, and this can mean a lot sometimes. In the case of Shatter, it means it can take out an Elite the second it becomes susceptible to Saving Throw-based effects, potentially robbing it of its very scary dual actions (or just any actions whatsoever). It's weaker than some other save-or-die powers in other circumstances, but it also does damage and has a boon even if they pass. I may change it to "bloodied or hit while bloodied", though part of the intent was to force players to be aware of the board state and know to hold their Focus if they wanted to Shatter and their preferred target would likely be Bloodied that round.

I appreciate your feedback! Psion/Defender is very cute and has a lot of control/denial once you have the full suite of abilities. Focus: Rage functions as a more specific (but stronger if it triggers) I Don't Think So, for instance. As a hint for the other features, one deals with Domination and saving throws, and the other with the party's Role Boosts.

Countblanc
Apr 20, 2005

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Ratpick posted:

Without having seen one in practice, I already like the Psion. It does a thing like the Rogue where it makes use of a type of action (in this case the Reaction/Interrupt) which is rarely used in Strike!.

I also love the fact that I can immediately see a bunch of synergies with different roles. The only role that's sort of awkward with this class is the Blaster, because on my first glance I didn't see a lot of powers that would even work for a Blaster, but I might be completely wrong about this.

The class itself reminds me a lot of the Occultist from 13 True Ways, but that's a good thing.

Thank you! Perhaps obviously so, the class was inspired by The Occultist, though only through second hand channels.

As for blaster, the class actually works fine even if it seems weird; You just target the enemies surrounding the powers triggering target. So if, for instance, an enemy becomes Bloodied and it triggers your Shatter, you also roll the attack against enemies in a burst 1 of the enemy who became bloodied.

Countblanc
Apr 20, 2005

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Hey all, The Psion just went live. And now begins the terrifying waiting period where I get blown the gently caress up for forgetting a rule interaction. I hope you enjoy it!

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Countblanc
Apr 20, 2005

Help a hero out!
Correct. Benches, walls, pottery, tables, etc.

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