In the interest of making the Fighter and Thief as fun/interesting to play as the Cleric and Magic-User, I’m rethinking their moves. Here’s a new draft of the Fighter; opinions wanted.
https://www.dropbox.com/s/k5uw73ixe2552mg/FotF_moves_fighter_draft2.pdf?dl=0
I’m not sure how I feel about “The opposition is interested only in you until you’re incapacitated”. That seems too…absolute? I guess? I feel like a rider like “or a larger threat presents itself” makes more sense there.
Oh, and on the multiclass moves: is the move just the permission to start taking that class’s moves next level, or does it mean that if you meet the prereq taking that move gets you the new class move as well?
Point taken on the opposition’s interest and its limits, will reconsider wording of that one.
Re: multiclassing, you get the new class starting moves when you take the multiclass move. Will rewrite the multiclass moves to be more clear about that.
On “conditions”: is there a list or is it like debilities for opponents?
EDIT: what are the limits to “veteran”? Does it mean the fighter can roll any hit die (even multiclass) as b(2d10)? Does that mean anytime he rolls a d10 he can roll twice and choose the better result?
Sub
Raul Fontoura, the conditions are fictional, there’s no list; and I’ve rewritten Veteran to read, “When you roll your hit die during Level Up, roll 2d10 and use the better result.”
Looking good 🙂
Some possible tweaks:
Shieldbearer:
If damage from this attack exceeds your total armor, you take that damage and your shield is destroyed.
Parry:
When you wield a favored melee weapon and roll a 7-9 to Fight, instead of dealing your damage you may spend 1 mettle to subtract your damage roll from your foe’s attack.
Ideas for Seek Revenge:
– Widen the trigger to cover any sort of harm, physical or otherwise (e.g. you killed my sister!)
– The Wisdom burnt cannot be recovered until the foe is defeated
Templar:
If you have devoted your life to serving a specific deity
Scoundrel:
If you have committed a duplicitous act knowing it would harm an innocent person, you may begin multiclassing as a Thief
Thanks, Michael D, these are great notes.
And just spotted a crucial word missing from one of those:
Shieldbearer:
If damage from this attack exceeds your total armor, you take the excess damage and your shield is destroyed.
A question regarding “youdeal damage with a favored weapon”; these two options have the same cost:
* Increase the amount of damage dealt by 1 for each mettle spent
* Permanently reduce your foe’s Armor by 1 for each mettle spent
It looks like reducing the armor permanently seems to be a way better choice (unless that + 1 damage means immediate victory). The rest of the party and the Fighter will benefit from the -1 armor as if it was a 1 damage – but for the entire fight.
Am I reading something wrong?
Well, it’s only a better option if the target has armor.
I could change the second option to “Permanently reduce your foe’s Armor by 1 for each mettle spent, if your damage roll exceeds their Armor” which would make it more of a gamble?
Or raise the price of the armor reduction. E.g.:
Permanently reduce your foe’s Armor by 1 for every 2 mettle spent
I still have to bring the game to the table – so my advice is strictly limited to what I saw in that move.
The value of adding 1 harm is easy to “calculate” and it’s proportional only to how many hit points your target has.
The value of reducing armor might vary: if there’s three characters against a single opponent, reducing armor means giving + 1 harm to each of the characters. Which is a great option, BTW, I’d love it to stay in the playbook!
But with a proper price or limitation…
The “if your damage roll exceeds their Armor” gamble sounds good. It might overlap a bit with Smash but the price for Smash is different – just make sure to clarify if both can trigger at once.
Otherwise, add maybe some delay? If the fights are not too long, a greater advantage next round (armor reduction) might be leveled against a smaller advantage this round (add damage).
Again, I am probably not the best to give advice because I haven’t read the entire game. Would it be too much to increase the damage to + 2 for the first option? Like:
* + 2 harm (now)
* reduce armor by 1 (from next round)
Anyway, since I already wrote way too much for a single comment, I’ll just put a line more to say I am loving what I’ve read and seen so far both of FotF and PW!!!