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P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
(link to Gameplay thread goes here! ...eventually)

Welcome to the wonderful world of The Next Project!

Alright, so after pushing out the last of the classes that needed to be written (back at the end of 2016) and then refining and retooling and tuning and whittling that poo poo down to a fine point for an additional 3 months, there was the previous playtest. Now, the big development for this draft of TNP, is that leveling is finally in place!


What is The Next Project?
It's a d20-based* fantasy game designed to emulate the feel of low-op, low-level 4e/Essentials D&D; it's intended to be something easy for newbies to get into, as well as something fun for experienced gamers to pick up and play. If you want a game full of itemization, char-opping, or MC shenanigans, this is expressly NOT the game for you.

*(in the sense that it uses d20 for its resolution mechanic, but is not "d20 system" or "compatible" I should mention, just in case you really hate that crap, like I do.)


Who is this game for?
This might be the game for you, if:
  • You don't give a poo poo about wealth or equipment
  • You like tactical but not grid-based combat (a game built with Theatre of the Mind in... well, mind)
  • You don't want 1/3rd of the PHB to be a list of spells.
  • You are tired of ability scores and fiddly modifiers
  • You would like playing a mid-tier 3.5, 4e, or a 'lite' 5e game
  • You like things about Dungeon World and/or 13th Age


What can I expect from this playtest?
YOU WILL FIGHT STUFF
YOU WILL USE SKILLS

In addition to that, I'm planning to have the PCs start at level 0, but I'd be open to starting at level 1 (if there's popular demand.)
We'll probably level up a bit faster than what the system proscribes, but I'll want characters to stay at each level for enough encounters that I can get a feel for how they function at those levels, in order to get meaningful feedback for balancing/revisions/etc.


Format
We're going with play-by-post (it was found to be the overall preference, in pre-recruiting) but I'd recommend joining the Discord for side-discussion, if you use it.
That being said, I'll be keeping an eye on this thread once the game gets rolling, so please feel free to use it for any questions you may have, or just general system talk.


Rules about Rules
Anything in the playtest packet is A Rule (duh)
Any 'suggestions' made by P.d0t in the google docs can be considered rules (everything should be clean at this point, but sometimes I forget stuff.)
"Specific beats General" so if your class does something that breaks the rules of action economy or etc., it's probably intended.

That all being said :siren: if you are unsure about any of the written rules :siren: please ask, and I will explain the intended functionality (or make a ruling, if needed.)
Since this is a playtest, I reserve the right to overrule or otherwise hot-fix any absurd dogshit that I wrote, if it turns out to break the game once play has begun.


What Classes can I play?
For this playtest, 5 classes are available:

Sage is where you'll find the Monk and Wizard; if you want to punch dudes or shoot magic missiles, and teleport around, look here.
Fighter is your weaponmaster class; you can build around one or more fighting styles, with a fair amount of customization available.
Ranger comes in Hunter (archer) and Beastmaster (pet) flavours; a good choice for "skirmishing" between melee and range.
Adventurer is a more narrowly-focused style of fighter; a hard-hitting TWF class that can specialize into either "rogue" or "bard" subtypes (Scout and Skald, respectively.)
Warlord inspires their teammates, directing attacks and keeping enemies off-balance; a solid support class with a tanky slant.


When do we start?
Pretty much once there's enough players to form a party (3-6,ish) and we've had adequate time to address any questions or concerns.
I check the forums 5-6 days a week, so I should be able to keep up with posting at least every other day.

For playtesting purposes, ideally we want to have at least one of each class, but feel free to double up (ideally, at least pick different subtypes if you do.)

:siren: I expect recruitment to close by June 11th or 12th, at the absolute latest. :siren:


Would you like to know more?
Questions/Comments?

P.d0t fucked around with this message at 22:30 on Jun 10, 2018

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Tricky
Jun 12, 2007

after a great meal i like to lie on the ground and feel like garbage



Adamant Fox, Sage (Monk) 1

Tricky fucked around with this message at 06:16 on Jun 3, 2018

Sion
Oct 16, 2004

"I'm the boss of space. That's plenty."
Fighter (Defender) will allow me to fight for righteousness.

Subjunctive
Sep 12, 2006

✨sparkle and shine✨

Adventurer please, probably Skald.

Emy
Apr 21, 2009


Captain Maria, Warlord (Support) 1

Character sheet posted:

HP max: 32, Reserves per day: 12
Bloodied at: 16, Surge value: 12

Power source: martial.
Core skills: STR (expertise), Athletics (training), Influence (training)
Knowledge and performance skills: local (training, expertise), history (expertise)

Combat Maneuvers:
When you make a successful melee basic attack, you can add one maneuver to the attack; on a critical success, add two maneuvers:
  • Debilitating Strike: [Sustaining] You can Immobilize the target
  • Inspiring Strike: Direct one ally to make a basic attack against an enemy Adjacent to you

Role: Support, Feature: Commander
Special: As long as you are not Dropped, basic attacks made by your allies are Reliable.
Basic Attack: Your basic attacks are Reliable. You can choose to forego the damage of an unsuccessful basic attack, or use your Standard Action, to do one of the following:
  • Spend a Reserve to direct each of your allies to make a basic attack; these attacks must all target the same enemy (of your choosing)
  • Direct each of your allies to Shift
  • Direct one of your allies to Withdraw
  • Apply one of the effects of your Combat Maneuvers to an enemy of your choosing

Class Feature: Inspiring Presence
Off-Turn Action: Whenever an ally makes a basic attack, roll your class die; use the higher of the two rolls to determine if the attack is successful. If both rolls are tied, treat the attack as a critical success.
Special: During each encounter, you can use this ability on each ally only once, regardless of the action type you use for it.
  • Minor Action: Choose one ally who has taken damage. Roll your class die, and have the targeted ally roll theirs; they regain HP equal to the higher of the two results. Any HP above the character’s maximum is lost at the end of the encounter.
  • Standard Action: In addition to the Minor Action benefits, you can also direct the targeted ally to take any Move action, and to make a basic attack (in either order.)

Class Feature: Warlord’s Tactics
You gain Expertise on the attack rolls and damage rolls of melee basic attacks.
When you make a successful melee attack, you can impose Disadvantage on the damage roll, to grant one of the following benefits:
  • You can use the stacked value of this roll in place of the next damage roll against the target of your attack.
  • You can use the stacked value of this roll in place of the next defense roll against the target of your attack.

Emy fucked around with this message at 06:00 on Jun 5, 2018

Rent-a-Bot
Oct 21, 2012

FOOL! DOCTOR DOOM DOES AS HE PLEASES!
:gaz: :gaz: :gaz:
Going to make a Hunter Ranger.

Generic Octopus
Mar 27, 2010
I'll give the pet class (Beastmaster Ranger) a go.

Bee Bonk
Feb 19, 2011


Sketchy Alley Witch posted:

Tansy Daggerdutch
Sage (Wizard) 1


Class Die d4
Maximum HP 24
Bloodied HP 12
Surge Value 4
HP per Reserve 4-20
Reserves/Day 8
Reserve HP/Day 32-160

Knowledge Skills
Dungeon Survival (Shadow) - Training
Streetwise (Shadow) - Training

Core Skills
Persuasion (CHA) - Training
Disguise (CHA) - Training, Expertise
Bluff (CHA) - Training
Insight (CHA) - Training
Open Lock (DEX) - Expertise
Forgery (INT) - Expertise
Disable Device - Expertise

Starting Feature: Nimble Mind
You gain one Specialist Class Feature from the Sage class, as a Class Feature.

Combat Features
Magic Missile
Basic Attack: Your ranged basic attacks gain the following benefits:
You can double roll and stack the damage; if the attack is unsuccessful, deal damage to the target equal to the higher roll.
You can make these attacks as a Minor Action.
Iconic Attack: If you are Open, as a Standard Action you can double roll your Class Die;
you deal damage equal to the lower roll against a number of enemies equal to the stacked value of the roll.

Arcane Armor
As part of your Initiative check, roll your Class Die with Expertise; you can add this result to your Defense rolls.
In addition, during the ensuing encounter, you can negate any damage you would take from an unsuccessful defense roll,
a number of times up to the result of this Class Die roll.

Telekinetic Transposition [Teleport]
Special: When you or any friendly creature benefits from this feature,
the Prone, Incapacitated, Grappled, and Immobilized conditions are removed from the creatures gaining the benefit.
Move Action: You Disengage from any enemies you choose.
Move Action: (If you are Open) you gain High Ground.
Minor Action: You can teleport one ally or one enemy.
Standard Action: You and your allies can Disengage from any enemies they choose.
Skill: When you use this ability as a Standard Action, you can use a combat skill associated with your Specialist Class;
when you do so, you have Expertise on the check. You can change your initiative number to the result of this check,
in addition to any benefit gained if the check is successful. If this number is lower than your current initiative number,
you can take a turn at that initiative count, on the same round you used this action.

Bee Bonk fucked around with this message at 03:53 on Jun 5, 2018

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
Alright, so since it has been asked a couple times already:
  • You start with all of the combat features from your class (and subclass, if applicable)
  • You get your "starting feature" (naturally)
  • :siren:We're going to start at level 1, because YOLO -- so you also get anything that your class gets under the heading "1st Level"

Since we have 7 apps, we'll cut recruitment here.
If anyone drops out before we start, then I'll allow replacements until we're ready -- but otherwise, no more players.

:siren: Please build your characters out to 1st level, and post/edit in a brief summary of your skills and features and whatnot; if you want to link in a separate sheet, Tricky's character is a pretty good example format to follow.

Rent-a-Bot
Oct 21, 2012

FOOL! DOCTOR DOOM DOES AS HE PLEASES!
:gaz: :gaz: :gaz:

Izo Dekarta
Let me know if anything needs fixing.

Generic Octopus
Mar 27, 2010


Marglar & Tunglua are ready for adventure.

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P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
:siren: Gameplay thread is up! :justpost:

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