Recidivist

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Dimirag
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Re: Recidivist

Post Sun Sep 12, 2021 2:26 pm

SmootRK wrote: Sun Sep 12, 2021 1:48 pm Not sure i can pronounce that. Lol
Me neither :lol:
Never heard of that term.
Its common in my country (Reincidente) but its the first time I see it in English.

The problems to me are that it automatically makes the character an ex-prisoner, and it does not sounds "fighter", its more "thief" oriented.
WS still seem "wrong" to me, should be toned down.

Also
Recidivists are dishonorable fighters who will stab their opponents in the back
The class should either have the Backstabbing special ability or different description.
I would give them BS instead of WP and be done.

The "Malice Abilities" should be in either alphabetical or MP cost order.
Deflect damage: Recidivist experts are making sure they can take punishment just as much as they can dish it out. For half their movement, a Recidivist 6 on incoming damage when the Malice Point is used.
They are able to take punishment, but the ability implies that they learn to not get hit. Also, the half movement cost seems inefficient.

Menacing Presence: It has no cost, if that is the idea, it should be with the other special abilities.

Dishonorable Strike: See my point above on BS.

Time Stop: No need for the level requirement, as no character of less than 5 level will have the necessary points.
Also, making it work "freely" for other of the same class seems excessive.

Free Roam: Can the walk on water or lava?

Fearless Striker: Should be with the other special abilities or have a MP cost.

Master of Dishonor: Names a backstab blow, should be Dishonorable Strike unless BS is added.
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
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TrickyNikki
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Re: Recidivist

Post Wed Sep 22, 2021 12:20 pm

Hey There,

I have now changed a couple of things according to your specifications. I did not change two aspects, however.

The Order of abilities was kept the same, as they are in the sequence of level progression.

Deflect Damage was also left untouched. This ability was designed this way to:
1. Combat the mobility of the Recidivist later, when they get Free Roam;
2. Simulate the idea of great warriors who take a hit and it looks like nothing happened to them;
3. Eliminate the ability of the Recidivist from being too focused on dishing out damage all the time as I want them also to be able to take risks more, thinking they can soak some damages if they can.

Therefor, it seems to function like this in the current play-testing which I would call a success :)

Let me know what you guys think :)
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Dimirag
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Joined: Thu Oct 06, 2011 1:24 pm
Location: Buenos Aires (C.A.B.A.), Argentina
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Re: Recidivist

Post Wed Sep 22, 2021 4:40 pm

a Recidivist 6 on incoming damage when the Malice Point is used.
I guess it should be something like "a Recidivist ignores 6 points of incoming damage when the Malice Point is used."
It should also state some rules:
1- how long the ability work?
2- can the pc benefit from several uses at the same time?
3- Is it used on your turn or can be used when attacked?
As for the "half movement", does it means the character gets to reduce its movement while using the ability? Otherwise the pc is using a "half action" of an action that its not the most used while on melee combat (movement).
TrickyNikki wrote: Wed Sep 22, 2021 12:20 pm The Order of abilities was kept the same, as they are in the sequence of level progression.
I think you should put the Malice abilities separated from the other ones (Menacing Presence, Precisive* Strike, Fearless Striker, and Master of Dishonor), as they are now, it seems they are part of the Malice Point special ability.

*Shouldn't it be "Precise"?
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
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