Working on elemental creatures for the next alpha doc of Interwoven, and I may have accidentally done a Killer Instinct...
Working on elemental creatures for the next alpha doc of Interwoven, and I may have accidentally done a Killer Instinct...
Generic stat blocks are fantastic for others to run their own stuff, in theory, but admittedly making sure a stat block is generic and accessible cuts down on some of the aspects of the system most in need of testing. Not to mention other stuff that's more setting specific.
Chipping away at adding creatures to Interwoven, which currently has over 65 stat blocks as well as guidance on making creatures from the lowest levels to the highest. At the moment though, I can't help but wonder if that's enough for the base alpha and I should spend more time on playtest stuff...
Seeing Gecqua slander already and I will not stand for it. Be nice to new squishy friend.
Legitimate question in an attempt to reign in scope creep: How many creature statblocks do you expect or want to see in playtest material for a system?
Experimenting with creature balance for Interwoven, and under current projections upper end max level monsters could have upwards of 1,200HP.... Which sees absurd until I remember that I've seen level 1 characters do 70 damage in a single hit. #ttrpg #interwoven
it's true
The biggest factor leading to the debate is how NPCs and creatures would be handled, as there are examples and options presented that work for them but that are not hard and fast binds on character creation. My wife's character being potentially proficient in mischief totally isn't a factor.
Debating some ways to handle skills in Interwoven. Currently there are no set skills, only broad groups for how skills are defined ie Influence/Crafting/Movement/etc. and characters determine what they're actually good at along those lines. Considering a more static system, but it's not certain.
It's almost alarming how often I start writing down a mechanic, subsystem or idea and then realize how much it may or may not have been inspired by MTG mechanics. Had an idea for how to handle some magic items that's a mix of Level and Crew with a bit of Planeswalker thrown in. #ttrpg #interwoven
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Finally got an update out for Interwoven, including quick PDFs with full level breakdowns and spell lists for 12 of the 13 classes in the system so far. Alchemist needs a bit more baking and seasoning with the item system. #ttrpg #interwoven
Nothing has made me think 'perhaps I've gone too far' more than putting together a reference PDF for the Bard alone, including all feats and spells, and having it hit 50 pages after some simple formatting...
#ttrpg #interwoven
I have two creatives inside me: the one who wants to keep things secret until it's ready to be shared, and the other constantly craving to spoil everything about it before I even start working on it
Finalizing various spell lists, and it is not lost on me that sorcerers in Interwoven can potentially set up a check point, soft reset issues, and hit undo on problems. Cheaters. #ttrpg
Working on setting spell lists and fleshing out those resources for characters. Every time I settle on a list for a class there's a very loud voice in the back of my head screaming
Just about finished working on the 13th class for Interwoven, the Witch. After a spell system update there won't be much more to overhaul before putting the next alpha doc out.
Witch has some... interesting inspirations. #ttrpg
As life gets wild and I see others thriving where I'm trying to start I often ask myself why I even try to be creative.
The answer is always 'No matter how amazing someone else's work is, it will never be for everyone. No matter what your work is, it will always be for someone.
Finished is better than good.
Finished is better than good.
Finished is better than good.......
But new features/classes/rebalances though...
Updated:
Alchemist, Bard, Cleric, Conduit, Invoker, Mechanist, Rogue, Sage, Sorcerer, Warden, Warlock, Warrior, Witch
Still largely up in the air, but solidifying. Maybe. #ttrpg #Interwoven
In continuing to update and rework various classes I've reached an impasse on what was the Channeler and is being reworked to focus more on summoning and using natural spirits over channeling energy. Summoner, or Evoker? Leaning towards the latter.
Working on rebalancing a little bit of everything in Interwoven, and I'm curious on whether it would be better to do a generic creature collection, or focus on establishing a setting with its own bestiary and a layout of how to build creatures and everything else? #ttrpg
Every playtest session I run of Interwoven is a reminder that A: Things are in need of a lot of revision and B: I have very little time to do so.
Every playtest session I've run this week has left me more awake than when I started. I'd consider that a good sign.
Another playtest session down with a 2 player party, and aside from some clarifications and pain points with the character sheet things seem to be clicking. Leveling up went quick and has at least one player stoked. This is coming while I'm doing some overhauls, but it's still exhilarating. #ttrpg
Current Interwoven classes:
Alchemist, Bard, Channeler, Cleric, Elementalist, Magus, Occultist, Rogue, Sage, Sorcerer, Warden, Warrior.
Projected Interwoven classes:
Alchemist, Bard, Cleric, Conduit, Psion, Rogue, Sage, Sorcerer, Summoner, Warden, Warlock, Warrior, Witch
With room for more. #ttrpg
I love how often I'll listen to an episode of the Eldritch Lorecast or another podcast and hear wishes or issues with D&D that are already addressed in Interwoven
Playtest with a group new to the system went well. The group was half the size of an expected party, but going directly from combat to a skill challenge seemed to go smoothly with the biggest issue brought up being cross-talk. Solid session, even if it was only an hour long. #ttrpg #interwoven
I've been really hesitant to add resurrection spells and mechanics to Interwoven to make death feel actually impactful. The only surefire way to raise the dead so far has been the Alchemist's capstone, which is a philosopher's stone. With the Tier 7 spell Resurrection, sometimes dead is better.
It feels so good to actually get to playtest Interwoven again, and with some new players in addition to previous playtesters. Some minor hiccups and some confusion regarding niche interactions being the worst things to come up in an alpha playtest is pretty solid IMO. #ttrpg
I am once again considering retooling the classes and I really shouldn't. Thinking of expanding the Technical aspect of class design to better line up with the other 4 aspects, Martial, Divine, Arcane and Primordial, but really don't think a full 5th list of hundreds of arts is needed. #ttrpg