What's Missing?: Destiny version

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What's Missing?: Destiny version

Post  ZamuelNow on Thu Aug 01, 2013 4:57 pm

Similar to other versions of this topic, figuring what all you can't make in the system. For this one, it might be best to look at individual characters who theoretically don't have a matching Destiny.

Twilight Sparkle and Pinkie Pie are covered. Technically, Twilight has multiple options.
The healing aspect of Fluttershy is covered but the pet owner portion is not. There's a possibility it may be in the works due to the recent addition of the Companion utilities but for the moment one isn't available.
While a reflavored Rockstar might work for the popular/socialite aspect of Rarity, there's the lack of an option for business owners.
Rainbow Dash is in an interesting position where she's either fine (the newly discussed Destiny or reflavored Rockstar) or she's still in need considering her weather control and status as an athlete.
Similar to Dash, Applejack is in an either/or situation where she'll be fine with the upcoming Destiny or she's still in need of one as a farmer.
While it may be more plot buffs than numerical superiority, some sort of princess/royalty/monarch option should be available.
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Re: What's Missing?: Destiny version

Post  sunbeam on Thu Aug 01, 2013 6:02 pm

While not necessarily a farmer, I'd like to point out the awesomeness that is Zarhon's "Nature's Avatar" Destiny, which fills in the nature angle:

Nature's Avatar:
Nature's Avatar - Destiny

Level 4 - Nature's Healer
You are attuned with the vegetation and plants that surround you, acting as their healer and ally, in exchange for a unique link with the forces of nature. You gain the talent "Speak With Nature" and the following talent.

Green Hooves - 3/day
Utilizing the powers of nature, you can revitalize plants back from withering/wilting/death into full health, or cause them to suddenly grow at an accelerated rate, advancing by a single stage of their natural cycle (for instance, you can cause a tree's fruits to ripen, a vegetable to grow in size, a flower to blossom, a seed to sprout into a sapling...).

Level 7 - Nature's Envoy
Your bond grows stronger as you are bestowed powers to help your green friends spread across the world. You can now use "Speak With Nature" at will, and you gain the following utilities:

Nature Finds a Way - 2/day
Immediately cause a flower, plant, vegetable, fruit, herb, or tree of your choice to appear out of any type of ground or soil (including those impossible to grow plants on) within 10 feet of you, instantly growing/blossoming to full size.

Fertile Hooves - 2/day
For the next 30 minutes, you cause lush vegetation and plants to rapidly grow and bloom anywhere you walk, provided the ground allows for such to grow upon. The plants created depend on what the local flora would be, and can include flowers, grass, weeds, moss, lichens, mushrooms, saplings, bushes, and other such small, simple plants.

Level 10 - Nature's Avatar
Your bond with nature is a symphony of greenery, beauty, and vital power. You can now use Fertile Hooves and Green Hooves at will. You also gain access to the following utility:

Nature's Miracle - 1/day
Preparation time: 5 minutes
You emit a surge of pure natural energy within a 1 mile radius. All plants and vegetation already present within this range instantly grow into perfect specimens of themselves, blooming into lush, pristine plants, ripe with gorgeous flowers, fruits and vegetables. All other surfaces (including barren, constructed, or infertile ones) are covered in thick vegetation (as though affected by "Fertile Hooves") for the next 2 hours*, after which they vanish. In addition, when you use this talent, plants within 30 feet of the initial casting area will animate, becoming temporarily sentient and mobile, and will your orders for the next hour. Animated plants de-animate if they would enter combat. Any plants grown from the use of this ability are made temporarily immune to any elements directly dangerous to plantlife (e.g. fire, acid, toxins) for its 2 hour duration.

*Buildings are covered with blossoming ivy, rock floors and walls are covered in grass, flowers or moss, etc...

I don't have anything premade that I know of for a Business owner destiny, but I'd like to point out that most cutthroat business policies can be synonymous with the mob, so we could build a mobster destiny straight from The Godfather and keep in mind that we want it to apply to normal businesspeople, too.

On the subject of weather control destiny, I don't think anybody is actually fascinated by Weathercrafting enough to take a whole destiny about it. A better choice might be to create an "atmospheric avatar" destiny or a "Lord of the Tides" destiny that gives control over celestial forces, and half the destiny is Weathercrafting and the side talents like thundercrash, while half the destiny is things like lightningborn/thunderborn, metalcraft, and perhaps eventually an intimidation bonus activated by summoning suitably dangerous weather.

Ideas for a companion based destiny, in no particular order:
-grant your companion any two utility talents.
-Obvious route: more racial points.
-Grant your companion a magic point.
-Give it player level stats (7, 7, 7, 7)
-Grant your companion stronger assist bonuses.
I'm having trouble coming up with anything that a player wouldn't prefer to just have themselves. Basically everything I've suggested, except perhaps player-level stats, is something that another destiny would just give to the player themselves.
Any ideas on how to grant the companion unique bonuses?
EDIT: one or two suggestions popped into my head.
-You have access to the companion's racial features.
-The companion chooses one utility talent it may use. While the companion is touching you, you gain the benefits of the talent as well (this includes an extra X/day clip of uses, if applicable. So if your companion uses light trap, it could grab you, and then you could use light trap once as well).
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Re: What's Missing?: Destiny version

Post  Zarhon on Thu Aug 01, 2013 9:46 pm

I think I could make a destiny that captures the original intention of the Explorer destiny - namely, being a Indiana Jones style adventurer.

Of the suggested destinies, there's also the "Airship Captain", "Corruptor", "Ninja" and "Shadow Master" destinies but I can't find them at the moment.

As far as the current destinies go, I think the "Vile Villain" destiny and the "Planeshaper" destinies need a bit of work.

Vile Villain's minion is kinda iffy in its minion choice (namely, the redshirt one seems far too superior to the more-trouble-than-worth clumsy one) and a minor benefit at best compared to other destinies (or even to the companion utility), the lvl4 is similarly quite situational, and the lvl10 seems really hard to actually implement the "dungeon" in question. And the weirdest part of the bunch is that it doesn't even come with the "villainous laughter" utility! It's also bit oriented around social situations a large majority of the time.

Planeshaper destiny's lvl4 might is essentially "fabricate" with the addition of MP usage. There's not much clarification on how the two interact either. It's lvl 7, Planeswalk, is weird in that it allows you to only go to the realm once a day, which severely limits your own ability to shape it. It's also subject to "campaign time" - the slower time passes in-game, the less benefit you get from the destiny. It's also the ONLY way to enter your plane, even at lvl10, and you can't do stuff in your plane when you're not in it. There should be some "at will entry" options available for the owner...
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Re: What's Missing?: Destiny version

Post  Ramsus on Thu Aug 01, 2013 10:09 pm

Someone could also re-work my old Weather Weaver destiny.
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Re: What's Missing?: Destiny version

Post  Hayatecooper on Thu Aug 01, 2013 10:58 pm

Well... if your looking for Ninja
Ninja Destiny:

Ninjutsu Training - Ninjas Alone

"You have dedicated yourself to the way of the Ninja. Stealth, precision and speed are your goals, unfortunately you're not perfect yet, but you have to start somewhere right?"

Level 4:
Level 4 - Learning to Vanish
You have finally been given the tools of the ninja and something in the back of your mind tells you exactly how to use them. Gain the following utility talents.  

Smoke bomb [Created by Zarhon]
3/Day
Create a smokescreen that covers a 25 foot area with the caster at the center, preventing any perception checks or vision for 30 seconds for all within it. Other abilities may still be utilized, though suffer a -5 penalty if vision is required. The caster is unaffected by this ability.

Blinding Egg
1/day
You throw a hollowed out egg filled with powder or glass into the face of a creature. They become blind(-15 to perception checks and -5 to all other checks) until they can find a way to clean out their eyes and are unable to focus on anything else until they do.

Lvl 7:
Level 7 - The Way of the Ninja
Your training is going well and thanks to careful study your powers of stealth and speed are greatly increased. Gain +2 attribute points to spend as you see fit. You also gain the following Utility talents:

Sleeping Darts
1/day
Range: 30 feet
You launch a poison dart towards a target creature. Target creature becomes poisoned and must make an Endurance check of DC25. If they succeed they are disoriented and take a -5 penalty to skill checks for the next hour. If they fail they are immediately knocked unconscious and if in the air will fall in such a way as not to be harmed.

Ninja Agility
2/day
You can run on or stand on any surface, ignoring gravity while you do, you can see(run along walls, along the ceiling, up tree trunks etc, etc) for the next 10 minutes without needing to roll a skill check. The DC for any Athletics or Acrobatics checks you do make during that 10 minutes becomes your skill modifier in that skill +5.

Level 10:
Level 10 - Ninjutsu Master
You have now mastered all the tricks of the trade. You are the leader of your clan or maybe just a sole Ninja who wanders the land to get things done, either way you are the best of the best.

You’ve become a legendary figure that many whisper about and your skill and speed is second to none. You gain the following Passive ability, and Utilities talents.

Ninja Stealth.
Passive Aura
You have learned how to hide in plain sight, to look like you belong. You gain +10 to hiding yourself in an open area, milling crowd or behind something that no pony should be able to reasonably hide behind (For example a lamp-post or under a cobblestone).  

Log Substitute
Their is nothing more entertaining then when an opponent strikes wood when they try and harm you.
2/day
range - 5 feet
Trigger - You would be harmed in any way outside combat
A log with a smiley face gets destroyed or harmed instead of you. You find yourself moved into a location that isn’t as harmful.
(For example. A guy shoots at you, his arrow hits a log and you are now somewhere with lots of cover. A bridge collapses a couple of steps on, a log falls and you find yourself back at the start of the bridge on solid ground.)

Perfect Decoy
2/day
Trigger: A Non-Ally creature manages to spot you or one ally with a perception check
Effect: Leave a puppet or straw doll where you, or an ally in your line of sight, were. The creature targeted with this ability immediately moves to a different location within 10 feet that you can see. The creature who was spotted may automatically trigger Smoke bomb even if they don’t have it, leaving a cloud of haze at their last location.


have someone testing this currently, he seems to be enjoying it.

What we really need is a Robot Destiny, so here's my suggestion for that. (Not that great... but maybe it can be a working point?)
Robot Destiny:

Robotics Experiment - Pony Bots Rollout!
You are a mechanical genius! And you will sacrifice your own body to show those other fools who doubted it.
Level 4:

Level 4 - Robotic Parts
You’ve managed to create some form of robotic part for yourself. Gain one of the following body enhancements:
1. Mechanical eye: The mechanical eye allows you to judge distances with great accuracy as well as flip between, normal, night and infra-red vision. You can also magnify your vision to gain +5 to spotting any small details; a makers mark on a vase or a small blood drop on the floor.

2. Booster boots!
1/day
While wearing the Booster Boots a pony can gain a +10 bonus to jumping over any distance or object, they also take no falling damage provided they can roll an acrobatics check land on their feet.

Level 7:
level 7 - Iron-Pony go!
You managed to scrounge up the parts over the course of your journey and create your own robotic suit or exoskeleton, with a built in version of your level four destiny.  Your suit, which can be taken on and off, ups your strength twice per day making it possible for you to pick up 1,000lb with your hooves without any difficulty for 10 minutes and and will permanently shield you from any outside weather conditions due to it’s central heating/air conditioning.

You also gain the following utility talent while wearing the suit
Magical beam
10/day
Fire a magical beam of energy, you may roll an Arcana check with a +3 bonus to destroy any no living object your size or smaller. You may also use it to set small fires or give objects an electric shock.

Lvl 10:
Level 10 - True Cyborg
Just having a suit isn’t enough for you any more. Machines are the way of the future and you plan on being their to see it happen. Are you a fallout brainbot, or something more akin to Blackjack(FOE:PH)? Either way you’ve become more machine than pony.

Twice per day you can now lift up to 2000 pounds and thrice per day any mechanics check you make is a natural 20, but won’t trigger a CMC. You also gain the following Racial traits.

Mechanical
You are considered a magical construct. You do not age, nor do you need to eat, sleep, or drink or breathe. If a character would make a heal check to heal you, they make a mechanics or arcana check instead. With the proper resources (DM’s discretion), any severed part of your body may be reattached or recreated with the proper resources, so long as you have not been killed and any crippling injury can be repaired with the proper resources.

More than Meets the Eye (3) – 1/Day
This ability functions as the “create crazy contraption” utility talent, except your body transforms into the contraption.
[*]

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Re: What's Missing?: Destiny version

Post  Ramsus on Thu Aug 01, 2013 11:04 pm

I dunno about having an Arcana check bonus for people who most likely don't have good Arcana. (Or rather we can only assume they have Mechanics.)

Also, the level 10 feature is pretty useless for anyone with those racial traits already. So, we still need a destiny for robots.
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Re: What's Missing?: Destiny version

Post  Hayatecooper on Thu Aug 01, 2013 11:18 pm

Point, lvl 10 is sorta like the lvl 4 for Shape Shifter.
Hmm...
I'll give it some more thought.
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Re: What's Missing?: Destiny version

Post  Zarhon on Fri Aug 02, 2013 1:03 am

Here's my Indiana Jones concept!

Indie Adventure-seeker:
Indie Adventure-seeker
You are inspired by the fantastic experiences offered only by those who engage in Derring-do. As such, you have gained a unique, obstacle-solving mentality, and a particular array of skills.

Level 4:
Level 4 - Pathfinder
Among the more trivial of the skills you earned is the ability to know where and when to be at the right place, at the right time, as well as a indispensable array of tools. You gain the following talents.

All-Purpose Tool - 1/day
You pull out a tool that would be perfect for the given task or situation at hand. For as long as you have it, it provides a +10 bonus to the specific activity it was summoned to aid, and a +5 bonus to any other activities that it would be useful for*. The tool lasts until replaced by another use of this ability, or for up to three skill checks total.

Situational Awareness - 1/Session
When given an option or dilemma between any two choices, paths or options you can take in a situation, you may ask the DM for advice on the matter. They truthfully explain/offer both a single "benefit" and "drawback" that the choosing/implementation of such would provide, at their own discretion. These can be details the individual has yet to encounter/experience/know about, or already knows of, and are generally relevant to the matter at hand.**

*For instance, when you need to break down a wall, you may summon a hammer and get a +10 bonus, but using the hammer to knock someone out, or to hammer in a nail, provides only a +5 bonus.
**For instance, you may be told that taking a left turn in a maze will lead to a faster exit, but is more dangerous, and that taking a right turn would take longer but is safe.
Level 7:
Level 7 - Daring Devil
You no longer fear the common mistakes or injuries brought forth by bad luck or lack of fitness and bodily ability, and have made yourself an expert in the art of terrain traversing. You gain the following abilities.

Ponykour / Parkour
You never suffer any situational penalties to stunt-like, bodily, or acrobatic feats involving climbing, jumping, leaping, swimming, running, balancing, hanging by objects and supporting one's weight. In addition, you automatically provide assistance bonuses related to such tasks, and may re-roll a critical failure in such activities, once a day.

Unlikely Implement - 2/day
Pick any object, creature, tool, or other tangible element you can see, that is not harmful to touch, and similar size as you or smaller. For a chosen skill check, you may utilize that element to your advantage without harm to yourself or allies, providing you a skill check bonus of a value of 5, 10, 15, or 20, depending on the effectiveness and "severity" of the effect.*

*For instance, you may utilize a pit full of deadly, toxic scorpions as risk-free projectiles for a +10 bonus, use a hostile creature's body as a bludgeon for a +5, manipulate the water contained within a dam for a +20 surfing bonus...
Level 10:
Level 10 - Uncaged Explorer
If it's there, you've been there. If it's hidden, you know where to find it, and how to get to it. It may be dangerous and mad, but to you, it's merely another thrill and challenge to overcome. Your Ponykour/Parkour ability may now reroll critical failures at will, your Unlikely Implement ability is now 4/day and no longer restricted by size or harmfulness**, and you gain the following ability.

Winging it - 1/Day
Activate a utility talent that neither you nor the rest of the party own, free of cost, and ignoring prerequisite requirements.

**For instance, you may now apply it to utilize a gargantuan sand-worm as a battering ram, safely utilizes globules of magma without tools...

And for a bonus, have something CMC related!

Cutie Mark Crusader:
Cutie Mark Crusader
Prerequisite: No Cutie Mark / Expert Skill
You may be young, and talentless, and a bit lacking in wisdom, but that doesn't mean you can't try your best! Who needs "talent" anyway?

Level 4:
Level 4- Baby Steps
Now, since you're not particularly good at anything, doesn't mean you're 'bad' at anything, either! No harm in trying, but no harm in preventing the worst, after all! You gain the following abilities.

Victory through tenacity - 2/session - Reaction
Preparation time: Varies
Trigger: You fail a skill check.
Effect: You may spend the preparation time, equaling to 30+5d30 minutes, to complete the failed skill check, preventing the failure and achieving a bare minimum of success. You must be completely uninterrupted during this time (interruptions include combat, immediate threats, severe harm, ailments, starvation, unconsciousness...), otherwise the attempt fails.

Whoops - 1/day - Interrupt
Trigger: You or an ally critically fail a skill check, or assist check.
Effect: You may re-roll the skill check, applying your lowest skill bonus + 1d6.
Level 7:
Level 7 - Getting Serious
Well, you're still lacking success, but not for lack of trying! Guess it's time to kick it up a notch!
Never blame the tool - 3/day - Interrupt
Trigger: You would fail a skill check
Effect: Immediately conjure up a tool of choice, appropriate for the task at hand. This provides a variable bonus to the skill check, between 5 and 15, at DM discretion.

Improwizardry - 5/day
When attempting a skill check or assist check, you may substitute any skill check bonus for any other skill check bonus, regardless of task, circumstance or situation. You lose the benefits of situational bonuses if the tasks and chosen skills are wholly unrelated.
Level 10:
Level 10 - Blissfully unaware
Somehow, unknown to even you, you have entered the levels of the impossible. You unknowingly create a void of talent, altering probability and reality around you to achieve the impossible, but to no benefit to yourself, much to your frustration. You gain the following ability.

Achievements in Ignorance - 1/Session
When you trigger a critical failure in a skill or assist check, you may choose to cause one of the following:
-) All allies you can see immediately gain a critical success for their next self-initiated (or DM-initiated, if they so wish) skill check. This cannot trigger cutie mark criticals. It must be utilized within 30 minutes, or the benefit is lost.
-) Any non-ally creatures you can see suffer a critical failure to their next skill checks.


Last edited by Zarhon on Fri Aug 02, 2013 1:28 am; edited 1 time in total
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Re: What's Missing?: Destiny version

Post  Ramsus on Fri Aug 02, 2013 1:12 am

Giving people automatic successes on future skill checks is pretty much always going to lead to really stupid broken applications.
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Re: What's Missing?: Destiny version

Post  Philadelphus on Fri Aug 02, 2013 1:22 am

ZamuelNow wrote:While a reflavored Rockstar might work for the popular/socialite aspect of Rarity, there's the lack of an option for business owners.
...
Similar to Dash, Applejack is in an either/or situation where she'll be fine with the upcoming Destiny or she's still in need of one as a farmer.

You know, if you write it generically enough, you could create a "business owner" destiny that could fit both with a little reflavoring. They both are basically business owners, just in different fields (pun not intended, but funny now that I see it). Though the problem is that there's not much call for a business owner's destiny, because there's no official non-combat use for money in this system (which would probably be the main reason you'd want to have a business, for the cash flow). Perhaps if there were non-combat equipment it could be spent on...

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Re: What's Missing?: Destiny version

Post  Whiteeyes on Fri Aug 02, 2013 2:17 pm

The CMC destiny is perfect for a friend of mine with horrible luck on rolls. It rewards him for his inability to succeed! For him it's a no-lose scenario.
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Re: What's Missing?: Destiny version

Post  kajisora on Fri Aug 02, 2013 3:31 pm

Philadelphus wrote:
ZamuelNow wrote:While a reflavored Rockstar might work for the popular/socialite aspect of Rarity, there's the lack of an option for business owners.
...
Similar to Dash, Applejack is in an either/or situation where she'll be fine with the upcoming Destiny or she's still in need of one as a farmer.

You know, if you write it generically enough, you could create a "business owner" destiny that could fit both with a little reflavoring. They both are basically business owners, just in different fields (pun not intended, but funny now that I see it). Though the problem is that there's not much call for a business owner's destiny, because there's no official non-combat use for money in this system (which would probably be the main reason you'd want to have a business, for the cash flow). Perhaps if there were non-combat equipment it could be spent on...

Some actual non-combat items (and/or something to spend cash on) would be nice...
As a possible second for AJ, first thing I think of is something like a "Hard Worker" destiny. I'm thinking maybe a souped-up FK, an extra bonus to rolls if you have time to prepare, bonuses to fixing broken objects etc. Stuff that SEEMS boring at first glance, but has real practical benefits.
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Re: What's Missing?: Destiny version

Post  Ramsus on Fri Aug 02, 2013 3:54 pm

Why are you guys talking about spending combat item "money" in non-combat? That "money" (and perhaps even the items) don't even exist IC. I don't see a problem with a Destiny that relates to IC money but, it certainly shouldn't interact with combat items in any way.
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Re: What's Missing?: Destiny version

Post  ZamuelNow on Fri Aug 02, 2013 5:39 pm

Some campaigns treat the gold from combat items as actual gold so the GM both has other stuff the players can buy and gives them extra gold for things done. I think an actual destiny should abstract the concept out, focusing on Sweet & Elite style story recognition and maybe things like acquired property.
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Re: What's Missing?: Destiny version

Post  Paper Shadow on Fri Aug 02, 2013 5:41 pm

ZamuelNow wrote:Some campaigns treat the gold from combat items as actual gold so the GM both has other stuff the players can buy and gives them extra gold for things done.
Well, some campaigns treat the gold wrong! :P

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Re: What's Missing?: Destiny version

Post  Ramsus on Fri Aug 02, 2013 5:57 pm

lol Paper. It's fine that GMs do whatever they like for their games but, Destinies should be things that can work for any game (especially those run without any special home rules).
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Re: What's Missing?: Destiny version

Post  Stairc -Dan Felder on Fri Aug 02, 2013 7:14 pm

Paper Shadow wrote:
ZamuelNow wrote:Some campaigns treat the gold from combat items as actual gold so the GM both has other stuff the players can buy and gives them extra gold for things done.
Well, some campaigns treat the gold wrong! Razz

 I suppose my campaigns tend to number among those then. I treat the gold as actual gold too. =)

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Re: What's Missing?: Destiny version

Post  kajisora on Fri Aug 02, 2013 7:16 pm

Ramsus wrote:Why are you guys talking about spending combat item "money" in non-combat? That "money" (and perhaps even the items) don't even exist IC. I don't see a problem with a Destiny that relates to IC money but, it certainly shouldn't interact with combat items in any way.
Well they shouldn't.
But it should still be possible for a character to acquire non-combat cash, and have something to spend it on.
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Re: What's Missing?: Destiny version

Post  Stairc -Dan Felder on Fri Aug 02, 2013 7:19 pm

Money is a seriously sticky wicket - as flavor-wise it makes complete sense to spend it on both combat and nonbat things. It's currency after all. But if we encourage that, it breaks the separation between combat and nonbat.

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Re: What's Missing?: Destiny version

Post  kajisora on Fri Aug 02, 2013 7:41 pm

It might not completely fit flavor-wise, but I find no problem in keeping the two completely separate.
Combat money is just "level-appropriate points to spend on combat items"
The other is "assorted metallic objects in my inventory. Give them to merchants, they give you useful stuff"
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Re: What's Missing?: Destiny version

Post  Stairc -Dan Felder on Fri Aug 02, 2013 7:42 pm

Indeed. However, I find that players tend to like getting a bunch of treasure in a dragon's hoard and then buying a cool sword.

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Re: What's Missing?: Destiny version

Post  Ramsus on Sat Aug 03, 2013 4:05 am

Ok teleportation destiny? Here's my idea. Note the lack of flavor. Because that's not my forte with these things.

Traveler:
Traveler
Flavor text goes here.

Level 4:
Level 4 - Location, Location, Location!
Flavor text goes here.

You gain the Teleportation Utility talent, gain an additional daily use of the Phase Step utility talent if you possess it, and an additional use of Thattaway! even if you do not.
Level 7:
Level 7 - Bamf
Flavor text goes here.

You may now use Teleportation at will and the Preparation time is now Instantaneous. Additionally choose one of the following:

Noclip
If you possess the Phase Step utility talent you may now use it at will and it has an unlimited duration.

Beacon
When you use Thattaway!, in addition to learning the subject's direction from you, you also learn whether they are within a mile of you, 10 miles of you, 100 miles of you, or farther. Additionally you have a constant sense of their direction and distance from you until you take an extended rest.

Level 10:
Level 10 - Seven League Boots
Flavor text goes here.

Your Teleportation range is now 100 feet. Additionally you may teleport to locations farther away, taking 30 seconds to teleport anywhere within sight, 2 minutes to travel anywhere within a mile, 10 minutes to travel anywhere in a hundred miles, and 1 hour to travel anywhere farther than that. Results may vary when attempting to travel to places that are: outside the solar system*, in other dimensions, inside Discord or discordian areas, or do not technically exist within the setting.

* At GM's discretion. If you're playing in space faring setting it probably shouldn't be an issue.
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Re: What's Missing?: Destiny version

Post  Zarhon on Sat Aug 03, 2013 12:37 pm

The level 4 of it seems a bit bland (nothing new/unique). Beacon seems rather non-useful and makes some of the "tracking" utilities redundant. Both Noclip and the lvl7 teleport upgrade are wholly overpowered for lvl7 destiny features, those fit more to be lvl10. And as far as the long-range teleportation additions go, they are made defunct by the fact that you have to actually see your destination to teleport (thattaway doesn't count as seeing your destination). It's also not clear whether the preparation time from long-range ports is you standing in place, getting ready to teleport, or constantly teleporting until you reach the target (since one or either of those could be "interrupted"). And it kind of doesn't make sense that it takes time, if you can insta-teleport at lvl7 (bringing the question of whether its faster to wait out the preparation time, or to just teleport forwards short distances instantly until you reach the target).
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Re: What's Missing?: Destiny version

Post  Paper Shadow on Sat Aug 03, 2013 4:40 pm

I disagree with a couple things. The Level 4, while somewhat forcing you to take Phase Step for it to be the most useful, definitely isn't bland compared to other Level 4 Destinies. Many Level 4 Destinies just give two utility talents, especially if the destiny is stronger at the later levels. Level 7 Teleportation is fine, although perhaps make the preparation time 6 seconds instead of instantaneous. Noclip is indeed very strong for a Level 7 though, I agree there. I like the idea, but it forces the GM to use magical barricades a lot in order to prevent you from simply going everywhere everyday (same with teleport, but at least with that you have to see where you are going), otherwise the player can just ignore every trap and every encounter. Under the upcoming system, Level 7s are worth three utility talents, so taking the instant-prep time and infinite uses of teleport as two talents, Noclip could do with some tuning. Meanwhile, while I'm not a fan of Thattaway in general, but I do like Beacon, especially the fact you keep knowledge of where the thing you are looking for is, that's nice. I think your main problem with the Level 10 Zarhon is that it seems to clash with Regular Teleportation. I think it would be more clear if the additional teleport stuff was written as a separate utility talent, so it is clear that it doesn't share the same rules as the normal one, such as the varying prep time and not requiring to see the target location for the longer distance teleport. It might need a buff of some sort in order not to have to complete with the Regular Teleport, perhaps allowing you to take your allies with you at the same time? It helps with the destiny possibly causing the party to be constantly split...

I'm confident that maybe after a few tune-ups and added flavour this destiny will be just as good as all the official ones...

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Re: What's Missing?: Destiny version

Post  Ramsus on Sat Aug 03, 2013 7:06 pm

I figured the constant teleporting wouldn't be an issue as if you can do it 5/day you really could already do it any time you needed to, this would just allow you to get more creative with it and use it as your standard mode of movement (if you like). As for always on Phase Step, sorta the same thing but also, by level 7 your GM probably already has to put anything they don't want you to get in easily behind magic barriers and such. A simple locked door or wall is not going to stop the mechanics expert (who can by that point pick any lock and can fabricate walls away) or Magecraft user anyway.

Paper Shadow makes a good point about making the last ability a party teleport as otherwise you are just splitting the party and that's pointless.
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Re: What's Missing?: Destiny version

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