Wednesday, August 4, 2010

Repost: Esper Class v. alpha

As the old download link is, it seems, broken:

Esper v. alpha

5 comments:

David The Archmage said...

It's interesting... did you have any thoughts on how many talents an Esper would start with?

The penalty to the rolls, that number gets added to the dice roll, correct? And I don't think an additional penalty of 1 to the roll would be a bad idea if the Esper used a power the previous round.

Did you have any thoughts on how many different tiers of powers there would be, or a limit to the number of powers they could learn? Was the idea 1/level of any power they have access to? So even if they were high level they could use the 1 new power to learn a lower level power?

taichara said...

@David:

It's interesting... did you have any thoughts on how many talents an Esper would start with?

Tis right there in the class table, Talents Known (and the note attached to the table). I still haven't decided if they should start with one or two ...


The penalty to the rolls, that number gets added to the dice roll, correct? And I don't think an additional penalty of 1 to the roll would be a bad idea if the Esper used a power the previous round.

Added to the dice roll, yes.

I'm not necessarily fond of adding a penalty for consecutive powers; it feels a little too punishing for an extended combat. I may tinker with it when/if I manage to playtest, though.


Did you have any thoughts on how many different tiers of powers there would be, or a limit to the number of powers they could learn? Was the idea 1/level of any power they have access to? So even if they were high level they could use the 1 new power to learn a lower level power?

Espers are limited to the number of powers listed on the Powers Known section of their class table.

The number of different tiers I haven't settled on, because it depends on how many levels the class might wind up being designed for (20, the RC's 36, etc etc). I was leaning towards four at one point but I don't know if I'll roll with it. We're pretty solid with the tinkering around with Red Box, so it hasn't been a pressing concern ... X3

And they can indeed choose their talent gained per level from any tier they have access to, yes --

David The Archmage said...

Tis right there in the class table, Talents Known (and the note attached to the table). I still haven't decided if they should start with one or two ...

Must finish coffee... Though I think starting with 2 wouldn't be out of line.

I'm not necessarily fond of adding a penalty for consecutive powers; it feels a little too punishing for an extended combat.

I can see that. Looking at the penalties chart again, I think that being charmed would be way more of a hindrance than being paralyzed.

The number of different tiers I haven't settled on...

Did you have any ideas as to what powers might be in the higher tiers?

taichara said...

@David:

I can see that. Looking at the penalties chart again, I think that being charmed would be way more of a hindrance than being paralyzed.

Depends on the campaign, I guess; that's an artefact of my own. *sheeps* Some forms of 'paralysis' shut you down almost altogether, including mentally (sort of like a 'lesser petrification'). I'll have to edit and/or clarify in the next version if I post one.


Did you have any ideas as to what powers might be in the higher tiers?

More of the same, really: creation abilities, manipulation abilities, some mental/emotional effects. Some direct damage but nothing as spectacular as spellcasters although I may allow field temperature effects (slowly heating/freezing an area). Psychoportation will squeak in somewhere ...

dnaworks said...

Anyone able to download the doc? I keep getting timeouts ...