Daemons, Teamwork, and Stormbringer… oh my!

Threads regarding the game, but not specific rules queries or resources.

Daemons, Teamwork, and Stormbringer… oh my!

Postby Boneguard » Thu Sep 04, 2014 12:04 am

AuthorDan wrote:So during the playtest we have been tinkering with the fell daemon, our rather ornery extraplanar swordsman, and the power behind Stormbringeresque daemonic weapons.

Basically he was very much overpowered – mainly because (even though daemonology does have its drawbacks) it granted far greater skill than any starting character (specifically, a dedicated swordsman) could possibly possess. The new incarnation is a lot more reasonable, but also has some advantages we think make more sense.

Basically it comes down to the teamwork rules: The daemon is assisting the wielder, but its help is limited by the wielder’s own skill, speed and musculature. Here’s the new rule:

The daemon provides expert advice and assistance. It increases your skill with the blade by +3 ranks, to a maximum of its own rank of skill (currently that’s 6). This means that the more YOU know, the more IT can do… So a novice gains rank 3 skill in war sword (perfectly respectable), but put it in the hands of an already professional swordsman (R3) and it raises them to a veteran (R6).

Those bonus +3 ranks count towards the damage calculation, and a handy +15% chance to hit as well (not to mention its ability to burst into flame!), which feels more in line with the daemon helping, and gives more of a reason for daemonologists to actually summon the arrogant little swine to fight physically on their behalf (more interraction with wierd daemons always being good!) so it can apply its full ranks and score in a battle.

This also handily clarifies something we didn’t explicitly mention in the playtest doc – namely that it’s the PC’s AGL and STR that’s being used when you fight with a fell blade, not the daemon’s own.

Any thoughts?


AuthorDan wrote:As a side point, we think this rule might be something we can apply in other situations too.

For example: A grimoire of ruinc lore written by a magi (rank 7 geomancer): A mere apprentice can only understand so much (their R1 is raised to R4), but a professional can get so much more benefit from the knowledge within. Same might go for a book of strategy or the detailed schematic of a Thief Lord's deathtrap.


Ant wrote:Well on first thought, how does a starting character get the quality of artefact to bind a deamon into?

Other than that I like the limit - but what happens when a superb (R6+) swordsman uses the deamon blade?


shorty_monster wrote:It could only go up to a maximum of its own ranks, so no real change apart from the bursting into flame stuff.


AuthorDan wrote:
Ant wrote:Well on first thought, how does a starting character get the quality of artefact to bind a deamon into?


Pay for it out of strarting cash. You can afford one or two, as long as the daemon isn't super powerful.

Ant wrote:Other than that I like the limit - but what happens when a superb (R6+) swordsman uses the deamon blade?


Then you are already as good as the daemon, so it really doesn't help you at all (aside from bursting into flame at your command). Or of course, you need to find a more skilled fell daemon...


AuthorDan wrote:
shorty_monster wrote:It could only go up to a maximum of its own ranks, so no real change apart from the bursting into flame stuff.


Difference being, our hyperthetical daemonologist. In order to get the full benefit, he'd need to ALSO be practised in the blade (his own rank 3, +3 for the sword). If he has no sword skill, then he only gets to use 3 ranks of its skill.

Obviously he could invest in some sword skill... but it doesn't make even a skill-less fumble-fingered wastrel into a veteran instantly.
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