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I never know how much I should share about myself and my own situation in things like this. You all deserve to know what's going on with me, but I also don't want to turn things into my personal story when you're here for the gaming, but for context my family has been having a lot of health struggles these past couple months that's resulted in multiple hospital stays for my wife, which is part of why work on these rules has been going so slowly. Those health troubles are finally starting to pass, however, and I'm hoping to send a lot of game design your way very quickly to make up for it.

Ironically, the first thing I've got to show you now is the Medicine Sphere.

The medicine sphere is a new creation, being similar to but not the same as things found in alchemy and just basic rules in the previous game. It also fits squarely into what I've been working on as far as how to make the game usable for those who want to delve into a tight focus on this issue, but also be usable for those who want to gloss over it. We played around with just having 'spend charges from a medicine bag to do stuff', and I've opted for a more granular approach to using different medical and alchemical items without hopefully being too much.

I also think I created the combat acupuncturist and battle yoga instructor builds? Y'all can take a look and let me know if I'm going interesting or out in left field, I'm genuinely not sure which.

More coming hopefully by the end of this week, thank you all for staying with me.

Adam

Comments

Terodon

My question for medicine as a mundane skill, and for magical healing as well, is "What does this do that the other doesn't do?" Ideally, they should compliment one another, and neither should make the other complete. A party that has just one should be able to handle MOST things, but not always as fully or as efficiently as one that has both, while a few rare effects might demand that both be involved. Looking at the sphere now, I'm curious about a couple of things. Not in the "I don't think this works but am being polite" way, but rather, I'd need to see the numbers in action to get a sense of it. Just from the Guile + Int rolls, looks good so far, but I wonder how it'd stack against someone at the same level using bleed damage regularly, for example. I really like the bonus effects on the Wellness talents, and it makes me smile to picture a mendicant using Open Hand with Guile.