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| #1SerenaDawnAug 17, 2008 12:18:18 | I've been really impressed with the support we got from this forum, both from the readers and from the Wizard staff that frequent it. I wanted to post a few details on the progress of Amethyst 4ED: We have a lifepath, which some of you know we started back in June. Recently, the Forgotten Realms book announced Backgrounds, which are similar. Ours is a bit more complicated, as they allow a greater range of feats later and/or a design alteration which could affect your character's path in a class. At 1st level, you choose ONE lifepath. It can never change and affects how your character lives through life. It does not force your journey, only influence it. Certain paths free up a whole group of new feats unique to that path. Some may even allow a paragon path also unique to that lifepath. What's important to note is that these are not balanced with others nor are they all the same. They are mostly regional though a few of the disciplines and supernatural lifepaths are not bound by a location. Some have a half dozen feats available while others have none. There are about 35 lifepaths. We should have about 10-16 paragon paths but they won't be tied to a specific class. They won't even have recommendations. They are based from lifepath, not the classes. So a Custodian going into Fighter, Ranger, Rogue, or Warlord, could still go into the Scholar Warden paragon path because the prerequsitie for the paragon path is being a custodian, and not the class. You can still choose their paragon paths, but why would you want to? :D The book may feel techan-heavy only because we are not bothering making new fantasy classes since the 4.0 ED covered itself so well. Equipment is proving easier than I thought. The way it works is that weapons are built around magic items but not presented as such. If you remember tech levels from the 3.5 game, they are back. Only this time, instead of just determining rarity and disruption chance, they also denote a weapon's enhancement bonus to hit and damage. It might not make sense on the surface until you understand that a plasma pistol and an autoloader do the same damage. But an autoloader is a TL0 weapon and the plasma pistol is TL6, so right there, the plasma weapon does +6 damage. In addition, to supplement the Weapon Properties section of the 4ED PHB, we've added new ones to apply to these weapons. They include: Laser, Plasma, Gauss, etc. Techans have a limited selection of items, weapons, and armor. Why? There are no custom items. A plasma weapon does not start at +1 enhancement and move up to +6. You have a gunpowder autoloader at 1st level and save up for the +5 plasma when you hit 21st level. This ended up balancing rather nicely. However, I can't in clean conscious make 40 different types of unique armor. As a result, there are only 23 different variations of techan armor. Of course, you can buy fantasy scale or leather. The majority of these techan suits occur at paragon and epic levels. This was not the real concern. The concern was all the other magical items in the book. There is no technological equivalent of +6 cloak of protection or gauntlets of ogre power. Sure, we have micromachine injections that will offer some options but these also somewhat rare (at least they should be). We have infrared goggles to offer nightvision and light benders for invisibility but we can't just start making excuses for technology because it will just appear like we are redressing magic as technology (I am sure there is some philosophical point hiding here somewhere...maybe a quote from one of Arthur C. Clarke's three laws). I wanted to make it appear plausible. Therefore, the number of items with enhancement bonuses is rather limited. Micromachines and Armor fill in the rest. Beyond what I mentioned about the MM Injections being able to replicate a few items (enhancement bonuses to Fort, Will, and Ref for example), Armor is the real balance for echa. High tech level armor combines the benefits of several items, not just armor. Our power armor, for example, not only offer bonuses to AC, but to Fort and Ref as well. They also offer bonuses to Acrobat rolls, Athletic rolls; many have fire and/or cold resistance. The big ones even have +1 reach. The higher Tech Level armors will appear severely over-priced as a result. That's it for now... |
| #2SerenaDawnAug 18, 2008 10:26:29 | Damaskans![]() Dealing with some of the fluff with Amethyst, I wanted to bring up Damaskans first. Damaskans are the de-facto primary non-human race of Amethyst. They are the most numerous, the most often seen, and the ones that mingle the most with other races, notably mankind. Like all the races in the setting, Damaskans are created part from boyhood fantasies, part from historical relevance, and part from philosophical metaphor. As many know, all the civilized races in Amethyst (save for man) are members of a greater kingdom called fae. If you were to use formal nomenclature towards it, the original fae would the domain all others came from, as well as the name of the first species, now since extinct. Narros, chaparran, and laudenian would comprise of the relevant families with damaskans, tenenbri, and gimfen all falling into the category of genus. Damaskans, themselves, can be broken into both Canam and Lauropa damaskans with gimfen, puggs, and gobbs breaking off further down. Damaskans were the first species to form after the first schism. This first schism occurred slowly as the original fae turned initially into laudenians, then later into chaparrans and finally Narros—the only three races broken directly from the original stock. Damaskans came from laudenians, emerging smaller, more naïve, and shorter lived than their ancestors. Their creation also sparked the widespread fear among older fae that the ultimate path of all of them would be to alter and change into other forms, most of whom they considered to be inferior. The Laudenians were the first to encounter this but we’ll deal with how they reacted when I talk about them. The damaskans were not actually dumber but did not have the grasp of magic their parents did. They also were shorter lived but actually more agile than the slender laudenians. Damaskans don’t need more than 400 calories a day to function perfectly and weigh not much more than 60 lbs. Beyond this, they were still very reminiscent of the parents they broke from. It’s in their emotional traits did they mark their differences. Damaskans are not paranoid like many others. As the damaskan family of fae continued branching, they became more sociable. Unfortunately, this eventually turned into violence as marauding camps of gobbs and puggs would force themselves into the societies of others. Because damaskans were “blessed” with slightly shorter lifespans, they were compensated with a fiercer reproductive cycle than the laudenians or chaparrans. This resulted in a sudden surge of damaskans worldwide, eventually surpassing all others put together. This was also amplified by the social behavior, which encouraged the mingling of foreigners. Where tribes of chaparrans or laudenians would keep to themselves, damaskan villages would often mix their populations. By the time of the Ixindar migration, damaskans were in the hundreds of thousands worldwide, yet few damaskans were turned to corruption with the arrival of Mengus. On the other hand, chaparrans and laudenians lost nearly half their numbers with chaparrans suffering the most. This could be connected to the idea that the corruption affected the oldest races first. Using that assumption, the feral lower species would be nearly immune. Damaskans, along with narros, took on the mantle of defense to protect the civil forces of good against the encroaching shadow of evil and their population dwindled in that war. Meanwhile, damaskans continued to develop their culture. In the early days, their youth forced them to absorb traditions from their elders. These customs were rejected when the damaskans found their own voice. They possessed strength with engineering even the narros could not match. The narros knew stonework and could carve great fortresses in mountains but could not come close to the city planning of damaskans. In centuries, cities of towering spires and perfect construction dotted the globe. Their shorter lifespan also gave to their drive of knowledge. Laudenians seldom write anything down because memories don’t fade and those that remember seldom die. Damaskans embraced the concept of knowledge retention and proceeded to write everything down. At first, this emerged with scrolls, but later bookbinding would find its way. Laudenians were not alone in the concern of species degradation and damaskans were soon breaking into gimfen, puggs, gobbs, and others. Each branch was more social and shorter lived, finally ending in the puggs whom barely live more than 10 years and could produce offspring every month (which they did often). Damaskans did nothing to offset this trend and their faith in their continued survival laid simply in the footprint they had already established in the world. Proud members of royalty like Ellenthose Telurian and Ravenar Limshau rallied masses into their kingdoms. The exodus caused the single greatest loss of life in damaskan history. Many could not manage the journey into the world of dreams when the Hammer fell. They were still the most numerous of all the refugees but had still lost the most. Upon their arrival in the modern world of Earth, two distinctive camps emerged. Ravenar Limshau was a progressive ruler, still encouraging the mingling of foreigners and the pushing of knowledge, believing the future of the fae depended on keeping their eyes open. Telurian was a conservative that pulled her people back to their roots, embracing older ways and encouraging more isolation with proven traditions. On the exodus, by design or by accident, the two rulers emerged on two different sides of the globe. Ellenthose and her loyals found land west of the Dragons in Lauropa, and Ravenar appeared in a massive field in the center of Canam. In the thousand years since arriving, both sets of damaskans have taken distinctive turns, which have altered their culture as well as their physical appearances. Damasia in Lauropa is an expanding city of needle-like spires where Limshau in Canam is marked by a tight organized puzzle of leveled buildings bound in by walls. Damasia had no neighbors to speak of other than the archons of Dracontia. Limshau was surrounded on nearly every side by growing human settlements. Limshau made a point to contact them and attempt diplomacy. They formed alliances with Kannos and later, Abidan. Ravenar’s descendant, Limshau III, approached the bastion of Angel and came to realize the extent of the human footprint before their own cataclysm brought them down. Limshau was an exotic—an elf with aged wisdom and strengths no human could replicate. His charisma, as well as his familiar physical characteristics which bore similarities to the Asian population in Angel, resulted in a huge following of wide-eyed and romantic supporters trailing behind as he returned to his empire. This influx encouraged more humans from struggling villages across the entire continent. Despite the encouragement to welcome outsiders, damaskans, like all fae, are skittish to bond with those they don’t understand. Despite whimsical pursuits and the nonstop of exposure to mankind, there are still very few bonds of damaskan and human. It did not change a certain influence, which altered Limshau damaskans. They now have dark hair to the Damasian blonde. They also obsess over details and organization while Damasians are more like their laudenian ancestors and handle affairs more loosely. All damaskans still possessed a lingering mistrust of newcomers. They loathe vocal outbursts, distractions, and the need to fill silence with conversations. Humans got to calling damaskans “elves”, a term they also apply to other fae races, though not as exclusively. This is because, in Canam, the gimfen and damaskans are usually the only fae any humans ever encounter. They resemble the traditional elves nearly to a tee. They are romantic and kind and are the pursuit of many suitors, though they often encountered failure. From a story perspective, damaskans represent the pubescent goals of adults dreaming about their youth. Because of their position in the world, and specifically Canam, they are under the crosshairs of many of dire intent. They are the focus of hate from the dark halves of humanity, symbolizing the various minorities hunted down because of their differences or positions in society. Because they are the de-facto elves, and the poster-images of all non-humans, they are the most victimized by the monsters of men. When the slavers in Baruch Malkut print posters with reward for capture, they show an image of a damaskan. Because of their progressive and alternate views of society, they have been declared infidels, demons, or generally inferior. Damaskans, like all fae, don’t fall into the feral instincts like man (because fae were never animals). They don’t have the overpowering drive to reproduce or envy what others possess. They don’t have addictive personalities and are not bound by greed or selfishness. They are comfortable with their own boundaries and don’t try to push their values on other so don’t have laws against drug use, prostitution, or homosexuality. This places them at the centre of hatred for a variety of immature and racist eyes. In that, damaskans are a surrogate for every minority in humanity that has been victimized or abused. The fact that damaskans are peaceful, wise, and beautiful (at least, in my opinion), makes such symbol even the more jarring. Other humans like all of those living in Limshau as well as the allied human lands of Abidan and Kannos do not understand this machine of hatred that is being fueled. Baruch Malkut has turned the machine into a profit by enslaving elves to serve their own needs. Damaskans learned quickly that humans are all different. Unlike fae, where a species will share similar ideas and dispositions regardless of where they were raised, humans are bound by those around them. Damaskans despise the people of Malkut but trust those from other realms. Humans are still welcome within their walls and elves are still known to take human mates, sacrificing part of their lifespan to that of the shorter-lived spouse. Although the standard elf of the setting, damaskans are by no means simple or boring. Their obsession with knowledge and the challenge and duty of combating the evils done against them makes them one of the most interesting races to play. |
| #3blu_skreemAug 18, 2008 13:07:48 | Any chance you have a release date? I'm getting more and more interested the more you post about Amethyst. I'm going to have to pick this up as soon as possible. |
| #4SerenaDawnAug 18, 2008 20:19:39 | For reasons which are "actually" out of my control, I cannot reveal the release date at this time. We...okay I...am working frantically to make stage 2 Beta (which involves the science fiction side of the story) ready for playtesting by the end of September. I would also like to thank WOTC for tolerating my posts here. They have been a real boost in ways they can't imagine. Talk again soon. |
| #5Arawn76Aug 19, 2008 12:43:32 | It's good to see someone putting something out that's noy just reskinned material. |
| #6SerenaDawnAug 21, 2008 12:47:11 | Well, thanks. We are trying to make something different... I am sure someone will follow-up and claim its Shadowrun and I won't get into another conversation how the two games share very little in common. Anyways...where was I... Oh yes...the table.... So, here is how we set it up. We got this huge 4 foot by 8-foot table in the middle of my living room. On it is a huge 9-foot long wet-erase grid-sheet that also doubles as our dungeon and combat grid-map (yes, which is as awesome as it sounds). On that, we have written each of our four techan classes with lines for each power level (Encounter, Daily, Utility). Then we have printed up 200+ techan powers and are assigning them locations. Several (actually a quite a few) will carry over to several different classes. This is not due because of laziness but because all the techan classes share a core concept. In the world of fantasy, techans must work together. I will have more for the weekend 'cause I wanted techan classes ready for testing by Monday. We are still finalizing the names to. I have a few of my favorite powers below... System Shock Attack The creature has no idea how deadly your last strike was. It continues wandering about the battlefield, unaware of the level of pain it’s about to experience when the shock wears off. Daily * Martial, Sniper, Weapon Standard Action Ranged Weapon Target: One creature Attack: Dexterity vs. AC Hit: 1 [W] + Dexterity modifier damage and the creature is dazed (save ends) Effect: The moment the target stops being dazed, it takes an additional 4 [W] damage. Meat Shield Utility You can see the dilated pupils of the enemy in front. Before the body slumps to the soil, you grab its shoulder and hold it up as cover. Encounter * Martial Free Action Melee Touch Requirement: You must have killed a medium sized creature in an adjacent square this round. Effect: You hold the target in place. It provides cover. Only you can gain the effects of the shield. The meat shield cannot move but you can move around it. You can only use one-handed small arms while holding onto the shield. Sustain Minor: If you let go, the meat shield drops. Use the Mil Dot Utility You balance every aspect of your weapon, including compensating for range, gravity and wind. Daily * Martial, Sniper, Weapon Standard Action Personal Effect: Double both the normal and the long range of your weapon until the end of your round. Natural Healer Field Expert Utility There’s an arrow in your head. Whatever you do, don’t laugh. Encounter (Special) * Healing, Martial Standard Action Melee touch Special: You can use Natural Healer as many times during an encounter as your Wisdom modifier. Requirement: You must be trained in Heal. Target: You or one ally. Effect: You or the ally can spend a healing surge and regain additional hit points equal to the total skill bonus of your Heal skill. |
| #7ChrisTheSAug 21, 2008 14:00:34 | Question: after you release the 4e version, will the old version still be available? |
| #8Cyber-DaveAug 21, 2008 22:40:42 | We have a lifepath, which some of you know we started back in June. Recently, the Forgotten Realms book announced Backgrounds, which are similar. Ours is a bit more complicated, as they allow a greater range of feats later and/or a design alteration which could affect your character's path in a class. At 1st level, you choose ONE lifepath. It can never change and affects how your character lives through life. It does not force your journey, only influence it. Certain paths free up a whole group of new feats unique to that path. Some may even allow a paragon path also unique to that lifepath. What's important to note is that these are not balanced with others nor are they all the same. They are mostly regional though a few of the disciplines and supernatural lifepaths are not bound by a location. Some have a half dozen feats available while others have none. There are about 35 lifepaths. I like the sound of everything, except that the lifepath's are not balanced against each other. This means that some lifepaths will always seem more appealing than others... I'm not too keen on that idea. |
| #9SerenaDawnAug 23, 2008 2:19:15 | To quote Zorg, "You're so wrong...let me explain.." When I say they are unbalanced, I don't mean that one path has, let's say, a bonus to damage with melee weapons and another has, Ohhhh, a natural talent for calligraphy. I mean they are very different in their approach. Where the Forgotten Realms Background concept deals primarily with skills and maybe the odd resistance or two, there are some lifepaths which are exquisitely (yes, I chose the word exquisitely) detailed. But they are not all the same. Let me take three examples: DOPPELSHIDO Path: Discipline Prerequisite: Narros, Strength 16 BENEFITS Double-Form: If wielding a weapon two-handed, you are counted as wielding two weapons for the purposes of applying the benefit of two-weapon feats. Choose one of the following weapons to be used with Double-Form: Any versatile weapon OR Any two-handed, non-reach weapon You must be proficient with chosen weapon. Your chosen weapon is the only type of weapon you can receive these bonuses from. You may purchase magical versions later but the specific weapon type cannot be changed. So, this one allows the alteration of certain conditions with attack powers but really...it’s more a style issue. At the very best, it saves you on money in buying a second magic weapon later and offers a +1 to damage and AC if you select the right feats. Not a huge bonus. But you also have to be a Narros (dwarf). KINETASSANA Path: Discipline Prerequisite: Tenenbri, Wisdom 14, Dexterity 14 BENEFITS Snap-Draw: If you select the Quick-Draw feat, you gain a feat bonus to initiative checks equal to 2 + your Wisdom bonus. You can only withdraw a melee weapon if taking advantage of this alteration. Propriocepting Posture: If you ready an action as an immediate reaction to an enemy’s move into an adjacent square, you gain a bonus to hit equal to your Wisdom bonus on your first attack roll with that strike. With this one, you gain an additional bonus to initiative if you select the right feat and the other ability only comes into play on a very unique situation. LIBRARIAN Path: Regional Prerequisites: From Limshau BENEFITS Branch Expertise: You gain a +1 to History (Limshau and surrounding areas). You also gain an additional +1 to either Arcana, History (pick another named location in Canam), or Religion. Selected Lore: Choose any number of creatures from the Amethyst Bestiary or from the MONSTER MANUAL equal to your Intelligence Bonus. You are an expert on said creatures and pass all DC20 knowledge skills when recalling about their lore. Now, this one seems the least powerful. You gain bonuses to a few skills. But the second ability has astounding role playing potential for those willing to take it on. Also, this path has more feats attached to it, which require this path as a prerequisite. Ninety percent of all our new feats are lifepath specific. With the librarian, one can increase the number of creatures, increase the DC, or even gain a bonus to hit one of those creatures. Now, it should be noted, this is not ANY librarian, but one specifically from a city of books called Limshau. How is that? |
| #10SerenaDawnAug 23, 2008 12:30:31 | Question: after you release the 4e version, will the old version still be available? Oh, crap, there was another question. It will depend, of course, when this one is released (which, I have said, I am unable to reveal currently). If it is released after January, then the 3.5 will have been buried long before. If it were to come out by (throwing it out there) November, it would be sold up until the day the 4.0 was released and would be retired that moment to be compliant with GSL stipulations. On that, let me say the 3.5 is a mighty good value. The 4.0 book is not nearly as dense. I would wager it will have half the words as the 3.5 edition, easily. It will be under 300 pages compared to the 400 pages of the 3.5 edition and not cover as much of the setting. We are doing this because we are now...umm...smart....about our business model. Plus, we had some help from an industry expert on how to proceed. Are we being lazy? Certainly not. For one, I am ankle deep (I wish I was joking) in class powers for our four techan classes. I re-wrote much of the new book and we should have 20-30 peices of artwork new to this edition along with a new cover. |
| #11JohnLynchAug 24, 2008 0:31:18 | I am sure someone will follow-up and claim its Shadowrun If its half as interesting as your campaign sounds I might have to give it a look ;) Just a question: Are you following the Wizard model for the Campaign Setting (DM guide and a separate player's guide)? It will be under 300 pages compared to the 400 pages of the 3.5 edition and not cover as much of the setting. We are doing this because we are now...umm...smart....about our business model. Would you be willing to go into a bit more detail by what you mean here? Have you cut out 100 pages that weren't worth the increase in price tag to try to get more people to buy a cheaper book? If you don't want to say that's fine. I just found it an interesting quote. |
| #12SerenaDawnAug 24, 2008 21:03:26 | If its half as interesting as your campaign sounds I might have to give it a look ;) The first book will be the core book, which will cover most of the broader concepts of the setting, introduce lifepaths, new skills, and feats. Some monsters and the basic tenants of the setting. As you have successfully guessed, it will be followed up by both a Player's books and a DMG book, which will explore the setting even more. The first book, the 3.5 edition, was 373,366 words. Yeah...let me repeat that...Three hundred and seventy-three thousand, three hundred and sixty-six words--a feat so impressive, I AM FORCED TO SPELL IT OUT IN ITS ENTIRETY! Despite rave reviews even our greatest praise thought the book was a little big. Yes, we want to keep the price low, but we also have a lot more work. Considering what we are doing with the 4ED version, if we threw everything the 3.5 had into the 4ED version, it would be even larger than 373000 words. I hope that answers the question... |
| #13JohnLynchAug 25, 2008 5:41:39 | Thanks for the info I didn't expect you to say that you had 3 books worth of information! (I think your smart comment makes more sense in that context). I thought at best you'd have a Player's book, a DMG book and then possibly a few splat books for DMs (in the vein of Sharn: City of Towers or Draconomicon: Chromatic Dragons). I'm quite curious to see what will be in the Player's book if the core book willcover most of the broader concepts of the setting, introduce lifepaths, new skills, and feats. Some monsters and the basic tenants of the setting. I mean besides monsters, all of those things sound like exactly what you'd expect in the player's book. So it should be interesting ![]() |
| #14SerenaDawnAug 25, 2008 18:57:40 | Dude, if you only knew... ![]() The 3.5 Amethyst book, which is propably being expanded into four books with a total page count more than three times the 3.5 edition, only covers North and South America... Think about it... Oh yeah. I have the entire planet already planned out. Think of the first book like the Campaign book for Eberron or or Midnight. Further books will explore enemy factions, political strife, and the like. This does not include modules, where you should expect one immediatly upon the release of the first book. Of course, everything is a work in progress, and things may change as time goes on, so don't take anything I say here as gospel. Now, Techan classes are done and we are searching for playtesters. I am going to dive back into it with paragon paths. Me out... |
| #15JohnLynchAug 26, 2008 11:24:11 | The 3.5 Amethyst book, which is propably being expanded into four books with a total page count more than three times the 3.5 edition, only covers North and South America... Holy crap! To be honest I thought as an American (at least I'm assuming you are ;) I assume everyone online is American until proven otherwise) you would only be detailing America because its the area you know best. For example if I were to be making Amethyst instead of you, I probably wouldn't be creating a book that outlines how Africa has been affected. Because I wouldn't feel comfortable that I know enough about the country. Of course, everything is a work in progress, and things may change as time goes on, so don't take anything I say here as gospel. Of course Thanks for the post. |
| #16ChrisTheSAug 26, 2008 12:24:20 | I just went and got a copy of the current one yesterday... is there any chance of the maps being redone for the new version? Only, it's nigh-impossible to read a lot of the text on them currently, what with it being ornate black font on mottled black/grey background. Also, is there any move being made towards making the setting a little more open to expansion, allowing people to slot new D&D material in easily when it's released? |
| #17SerenaDawnAug 26, 2008 23:24:36 | (Pheww) Creating 4 new classes for 4ED in two weeks is not something I recommend to anyone wanting a life. ![]() Okay...what were you asking? Oh--right. Firstly, I am Canadian with a Portuguese heritage. I also consider myself a learned man. I started with North America because...I honestly don't know why I chose it. It just happened. Africa, you say? People ask me sometimes, "What happens in my country?" I have been asked by people in South Africa, Finland, Portugal, and China. I could tell you what Africa is like...but that would ruin the surprise... ![]() Maps? Redone? Okay...let me let a cat out of the bag... Only one artist from the old 3.5 book is being kept for the 4ED. That's Nick Greenwood. Greenwood did all our chapter starts, all our races and classes--basically 90% of all the artwork in the book. Not only is he doing new artwork, but all those pieces he did for the 3.5 are being carried through as well. Jaime Jones's work will be seen but probably used as covers for future books, same as Katherine Dinger's contributions. ...I am going somewhere with this. The one artist who will not be featured in the 4ED version is the artist that did two interior monsters (Kodiak and Thornshroud) as well as all the maps. I was not happy at all with what was delivered. We won't be bothering with detailed maps with the next book. Nick is doing a new stylized two-page spread map of all of Western and Eastern Canam. We went through birthing pains with the 3.5 and certain decisions were made that I regret. I will not be making those again. Not denouncing the old maps. They were...ok...but I expected more. Still, it’s better than no maps at all. And yes, I noted how hard the titles were to read. |
| #18SerenaDawnAug 27, 2008 2:55:52 | Amethyst monsters are better than you... This is the Pugg... The Pugg is two feet tall and hideous. The Pugg has sex five times a day. It has four mates. You probably don’t even have one. The Pugg…is better than you. This is the Neirryd Riverblessed... The Neirryd is the most beautiful creature on the planet. Mortals search their whole lives looking for one. You want her to like you…but she doesn’t…because you’re dumb. The Neirryd…is better than you. This is the Rookxs Wrathshroud... The Rookxs is a demonic creature that can suck out your life force to use it to power its necrotic abilities. You suck at math. The Rookxs Wrathshroud…is better than you. This is the Dojenn... The Dojenn is blind. The Dojenn is ugly and mean. But it also can walk on walls. Can you walk on walls? No, you can’t. The Dojenn…is better than you. This is the Chiggoth... The Chiggoth…Well…the Chiggoth is twenty times larger than you. It steps on you…then it eats you. The Chiggoth is better than everybody. ![]() |
| #19ChrisTheSAug 27, 2008 8:42:30 | I can sympathize with people wanting to know what happened to 'home,' given that pretty much the first thing I gravitated towards was the section that explains that mine's been overrun by kobolds... yip yip. Any word on the second question, or is that classified still? ![]() |
| #20SerenaDawnAug 27, 2008 14:06:34 | Well, honestly, I am a little confused at the question. Can you clarify? Are you referring to future Amethyst books or future D&D books? |
| #21ChrisTheSAug 27, 2008 23:39:24 | I mean future D&D books. I get the impression from the original book that you really don't intend it to be modular (for instance, someone trying to add psionics to their game might throw the setting for a loop, it not really being either science or magic: likewise, much of the Complete series can't be used because of the limits on spellcasting). The 4e approach, on the other hand, is inherently modular, and when new material is released months and years down the road, people are going to want to use it with their favorite settings. Do you expect the setting to be flexible enough to handle an influx of new stuff every so often without requiring major adjustment (obviously not everything is going to work smoothly, see previous example re: psionics, but generally speaking)? |
| #22SerenaDawnAug 28, 2008 4:35:04 | I mean future D&D books. I get the impression from the original book that you really don't intend it to be modular (for instance, someone trying to add psionics to their game might throw the setting for a loop, it not really being either science or magic: likewise, much of the Complete series can't be used because of the limits on spellcasting). The 4e approach, on the other hand, is inherently modular, and when new material is released months and years down the road, people are going to want to use it with their favorite settings. Do you expect the setting to be flexible enough to handle an influx of new stuff every so often without requiring major adjustment (obviously not everything is going to work smoothly, see previous example re: psionics, but generally speaking)? Ahhhh...Ok...That does deserve an answer. There are two forms of Amethyst: Mine and yours. I can declare what is in the official Amethyst and what is not. That does not change what you do with your game. I got a guy on the playtest who has a group including a Kodiak and a Gimfen from Amethyst gaming with a Dragonborn and Tiefling, which would never happen in the real Amethyst as there are no Dragonborn and Tieflings in Amethyst. You play your game as you wish. The 3.5 book detailed what monsters were in the official version of that game. Since we are making a lot more original monsters, the number of official D&D monsters has decreased substantially for the 4ED game. This spreads to the Player's side as well. The official Amethyst has no Clerics and no Warlocks but it won't stop a DM from allowing it in his or her game. It all depends on how much you want your game to match what's presented in the book. So for the 4ED core PHB, we said Fighters, Rangers, Rogues, Warlords, and Wizards are in. The others are out. We also said certain Rituals were out. We declared ALL PHB races were out, replaced by our own. So that answers part of what people may be asking. Unlike Eberron, which was "everything included and more", Amethyst is attempting to be a totally original fantasy setting, which means certain elements have to change. But you asked about future books...and that is a point we discussed at length. This is why we didn't bother making a single new fantasy class. Why bother? WOTC will do it for us and we can support the D&D franchise that way. There are rumours PHBII will have Barbarian, Druid, and Monk among others. A DM is can make whatever judgement calls he or she wants for their game. I can safely say that all Martial class will be welcome. Druid may be as well. Any spellcasting classes will be problematic (given our definition magic). Our setting has its own races, so any monster or races that have developed an actual civilization won't appear in the official Amethyst. As these future books are released, we'll post on our site what elements can appear in a "canon" Amethyst game. I imagine some buyers may care while others will do as they like. Like I mentioned in an earlier post, someone might just buy the game and pull out our techans classes and create a science-fiction RPG with no fantasy elements whatsoever—which is starting to look like a selling point. If there is a weakness with Amethyst, it is because it is not designed to be a modular 100% compatible D&D role-playing game (like Eberron). It is designed to be a story setting where you can have role-playing adventures within it (closer to Midnight in its application). As the game has been developed over SIX YEARS...(cough), it has been modified repeatedly to make it more original, which has resulted in many of the D&D and clichéd fantasy staples being removed. The first game, as it was built in 2002, was just like Eberron. It has evolved since then to be more than a simple RPG campaign setting packed full of dungeon crawls. It’s meant to be a plausible, living, breathing setting with its own distinct voice. So...ahem...yeah, there will be opportunities to use future D&D books with Amethyst but we can't say for sure as to what extent until we read them. That’s a page long explanation for me saying, “I dunno.” |
| #23ChrisTheSAug 28, 2008 9:05:19 | Hey, I've known some doctoral theses that take longer to say it Good answer, though, thanks. I suppose any inconsistencies can be easily chalked up to "it doesn't have to make sense, just roll with it."Now hopefully Wizards will design 4e psionics in such a way that I can have one interact with a techan group and watch them panic until they realize that their equipment is still working... *evil chuckle* Then again, when I run I might end up just going back a thousand years and using it as a variation on Hellgate:London, so who knows... |
| #24SerenaDawnAug 28, 2008 16:32:43 | Just understand and be prepared when we introduce ideas that deal with these books later one. Psionics? We have a plan for that because the implications and impact on the setting are quite severe. I would hate to release a book that contradicts your game. ![]() Oh and setting the game in another time period? Already thought of that to and I hope some people try it. Alas, once again, we have not clarified these events, so I hope I don't dissapoint you, whether in the future or the past ;) |
| #25raptor112Aug 29, 2008 18:23:35 | Hey so far I am enjoying the preview of whats to come (I think the game sounds more like RIFTS but in a good way. I don't know shadowrun though so....) You mentioned that you can take the fantasy elements out and just run it as a scifi game. What about taking out the your fantasy elements and introducing your tech/scifi elements to a homebrewed world? I have been looking for some decent tech rules forever (found plenty with great flavor but still haven't found one with rules that I like) and I am hoping that your game will entice me enough to try and run 4th edition. Also any word on the names of the Techan classes? |
| #26theonlyjettAug 29, 2008 20:46:33 | I think the game sounds more like RIFTS but in a good way. Took the words out of my fingers. With that in mind, are there going to be power armor and maybe large or huge size robot vehicles? Incoherent rambling: Show I would think that using the current level scale as a guide could basically outline the AC and damage output of these. For instance, fighting in power armor could be the equivalent to fighting around 5 levels higher than the PC currently is. Large robots 10 and huge 15. So a level 15 PC could have access to power armor that makes them effectively level 20. Anything huge and bigger can even have built in skill challenges for medium characters facing them (the old cutting armor and inserting grenade trick or whatever) when you have nothing that size also. I don't know, just rambling. I can't wait for this product and the potential 4e modern/future. |
| #27raptor112Aug 29, 2008 21:11:19 | Another question I have (yeah I know I should wait till I get the answer to the first set but I'm impatient) I read about how your tech can be disrupted by the proximity to magical effects, now in 4th edition is this a way to balance out tech items with magical items to keep them on par with each other or is it more like a hazard that techans have to face in the big bad world? Or more simply put if I put your tech anad techan classes in my fantasy world can I strip the distruption effect without upseting the balance of the game? |
| #28SerenaDawnAug 31, 2008 3:31:15 | Well, first things first...I wanted to post a comment about competition, which is based on some of the points you brought up...namely the comparisons made between Amethyst and other settings...I'll answer the other questions after I have had a good night's sleep. ![]() I have often fielded comments comparing Amethyst to a variety of other fantasy/science-fiction settings including Rifts, Shadowrun, Final Fantasy, and Arcanum. I have often found it odd that my friends and I differ on what franchises we defend Amethyst against. I guess it depends on what we take personally. The first accusation (and the most prevalent) was Shadowrun, a game I never actually played. Not only that, I never even read any books on it. I was aware of the setting and knew it was a fantasy/cyberpunk. The concept is neat but it’s not Amethyst. The big difference being is the stark division between science and fantasy. Disruption is a core pillar of the Amethyst setting. The fantasy side was a true-to-book mystical world against the bastions of technology trying to survive. Like Shadowrun, it was set in the real world but Amethyst takes it to a level of detail reaching an obsession. There is a difference between a story being set on Earth and a story being set in the real world. Everything in Amethyst had to make sense and be plausible. Amethyst was not only Earth, but also our world—a world with D&D and Lord of the Rings, a world with increasing ethnic violence and greed over dwindling resources. Amethyst was going to inject a side of philosophy and symbolism in its setting readers could discover if they looked beyond the first later. I always found the Shadowrun accusation more bothering than the others did did. Now Rifts is also set on Earth and set a long time in the future, enough time for the world to forget how it was before (same as Amethyst). My friends never liked Rifts but I always thought it was neat (though I never really ran it enough to even justify the cost of the first book). When comparing it to Rifts, my friends would often be the ones getting bent out of shape. Rifts still had a merging of technology and fantasy in some areas. There was still not the divide that Amethyst was boasting. Rifts was also a dark cyberpunk-styled world and Amethyst was promoting more of a world of wonder outside the walls of technology. Few people ever made Final Fantasy comparisons. Even more than before, Final Fantasy always had a mixing of magic and technology where Amethyst had none. Now Arcanum….man oh man. I never even heard of this game until a few months ago. Hell, I never even played Fallout (same developer). Arcanum is a PC game that was released in 2001. It was a fantasy RPG set in a fictional world. Now this game does have fantasy and technology and actually has disruption. Here was a similar setting I am willing to admit, albeit coincidentally. Where Arcanum differs is that their setting is a fictional world where magic dominated and technology has emerged in its infancy and as it grows, magic fades. Amethyst is the mirror opposite in application. Once again, it is set in the real world and magic is returning to it after man had reached a significant level of technological development and has been fighting a losing battle ever since. Because of my obsessive compulsion about detail, Amethyst also deals with layers of philosophy, chaos theory, particle physics, racism, sexism, and various other issues being tossed around a lot these days. It actually contains sidebars where scientists try to explain the outside world and how it interacts with what they call “reality.” I am hoping people who play in the setting try to make something more out of it other than a simple dungeon crawl. The races are presented to be more than a listing of stats. As stated with a previous post on Damaskans, there are benefits and consequences to every race in the setting. Not only that, but a principle pitch of the setting is the asking of a simple question: Would you give up? Central heating? Internet? Cable TV? Automobiles? Refrigerators? You would have to if you wanted your elves, magic, and dragons. Suddenly, the setting forces people to look at the real-life consequences of their actions. On top of this, you have the world of fantasy broken into a one of chaos and one of order where the order is the corrupting force of evil and the force of chaos is the power where all magic and life stems from. You wrap that all up together; you have a setting, which, I hope, people will look to for something beyond a simple dungeon romp. Of course, if you still want to buy it for you dungeon romp, that’s ok to. |
| #29raptor112Aug 31, 2008 17:18:37 | Hey I wasn't really comparing you to rifts more like saying the things that I like about rifts (namely the fluff) are present in your work, but without the things I hate about rifts (which would be the game mechanic) I can understand though were you or your friends might get a little annoyed at people compairing your game to another game. I have played rifts and well the ALL the game mechanic sucks hardcore. I don't think the concept of game balance is ever involved. I like the scifi meets fantasy concept, always have. I really hope that your stuff is balanced, and can be used outside of the setting (as I do more homebrew then premade settings, mainly cause I can't do them justice) |
| #30SerenaDawnSep 01, 2008 3:40:50 | Hey I wasn't really comparing you to rifts more like saying the things that I like about rifts (namely the fluff) are present in your work, but without the things I hate about rifts (which would be the game mechanic) I can understand though were you or your friends might get a little annoyed at people compairing your game to another game. I have played rifts and well the ALL the game mechanic sucks hardcore. I don't think the concept of game balance is ever involved. I like the scifi meets fantasy concept, always have. I really hope that your stuff is balanced, and can be used outside of the setting (as I do more homebrew then premade settings, mainly cause I can't do them justice) Oh, no worries on our end. I wasn't implying nottin'. I don't know why I take the Shadowrun thing personal...probably because it was the first one done by people rather vocal with no prior experience with our product. I'll do a full write-up on our tech classes soon (we're still locking down one of the names), but to answer your question, I realized as I spent the entire week working on techan classes, that you can ABSOLUTELY remove our techan classes and run a modern game with the mechanics we have created. Now I really hope WOTC does not take insult by that. There is still no word on a 4ED Modern. Ours is a rather unique approach, endorsing a team-based method of gameplay. Ours is also completely military-based, so there are no Personalities or Rockstars and since this game isn't urban-city or cyberpunk, there are no vigilantes or hackers either. This is still a fantasy setting. We DO have 4 core classes, 13 paragon paths and 3 epic destinies done up for them though. Did I mention the 30 pages of equipment (revolvers to railguns, flak jackets to powered armor)? Its a niche system but one I think many people will enjoy just on its own before even reading the awesome setting that's wrapped around it. ...Sorry if it feels like I'm bragging here... |
| #31NylanfsSep 01, 2008 10:50:45 | Have a quick question SD, since the physics of the universe get slightly altered by the presence of magic hense the Distortion effect you were talking about. Does that also work both ways if you have something that is very heavily organized tech make it harder for magic to affect? This was one of the things that really fasinated me about the Arcanum. |
| #32SerenaDawnSep 03, 2008 13:27:33 | THE BIG NEWS. TECHNOLOGY IS HERE IN 4ED We’ve spent the better part of a month on nearly 100 pages of new crunch dealing with the other side of the coin—techa. This is the side of humanity that refuses to accept the new rules of fantasy and clings onto the old-world of science and normality. These rules were developed to be independent to keep the worlds of reality and fantasy separate. In Amethyst, the disruption of technology by fantasy is a core tenant of the setting. It is not placed there entirely for balance issues (although originally, it had its genesis in that reasoning). It is meant to create a setting that is different from other techno-fantasies. Disruption only occurs one way. Magic breaks down science. This is because the setting is about the assault of one world by another. If they both broke each other down equally, eventually there would be a harmony, as a balance would eventually form. Magic is not really magic, but the invasion of ulterior rules of science. These alterations cause disruption. Disruption is not some magic wand—wait…technically, it can be. Let me try this again. Disruption is not some undefined radius of voodoo that makes machines go wacko. It is a side effect of these new and changed rules that allow effects that people can ascribe to magic. As a result, there is no way for technology to radiant some normality about it. This is part of the core idea of chaos within the setting. There is a conflict of order and chaos. For order to win, everything must be the same and perfectly organized. For chaos to win, it only needs to change…one thing. This is why technology always loses. The only way for technology to win against magic is to push out all the users of magic from the land…or wipe them out altogether. The flow from the chaos gate of Attricana reflects off the living and not the dead; so, push out the magical creatures and the overall intensity of magic drops. If they were equal, this conflict would not seem so desperate for the side of technology. The setting makes it perfectly clear that technology has been fighting a losing battle for nearly 500 years and has only reached a stalemate by throwing up walls and keeping all the magic users out. Those inside the walls either live out their lives in ignorance or take an interest in this outside world by either joining it or plotting out its destruction. This is where the title of the book comes into play (but more on that later). We considered reducing disruption as an annoyance but in the end, it came back to the foreground, albeit now as a single roll. It only affects technology and not fantasy and the higher the tech, the greater the chance of disruption. Disruption can cause items to not work for several rounds or an entire encounter. It may also cause an item to break down completely. Is it required for gameplay? Technically, you don’t have to do anything in your game. Once again…my Amethyst…your Amethyst. I don’t believe the techan game is broken if you decide to forget the rules except that a pillar of the setting is their separation, meaning I would still not recommend clerics with plasma blasters or paladins with an enchanted Holy Railcannon. Could you remove the techan section and create your own science fiction game? This is the most asked question of late. And the answer is ABSOLUTELY. Rules dealing with disruption feature only heavily in one class, but it is still only half that class. With the wonders that are available power options, simply don’t select the powers dealing with disruption. The other classes rarely mention disruption at all. So we have created a (hopefully) 100% compatible Science Fiction 4ED plug-in for all your 4ED needs. I will say as a disclaimer (despite what some have said or read), that this is NOT 4ED Modern. It just isn’t. It’s a science fiction add-on. You cannot be a 28th level Personality or Negotiator. We have not offered a +6 .357 magnum or a +5 Flak Jacket. You also cannot create a first level character with powered armour and a plasma carbine. It deals with scaling technology, meaning Lasers are +4, +5, and +6 and traditional firearms are +zero, +1, +2 and +3. Of course, this system could be house ruled to just say a +6 .357 magnum exists…but for balance sakes, you have to explain why it also costs a million gold. Still, as stated, it is a complete Science Fiction element that can actually stand on its own. It’s designed for Amethyst but you can insert the techan classes into ANY D&D game. We have not added any new rules to the fantasy side to make techans incompatible with other D&D games. So drop some colonial marines against some demons, throw some Mobile Infantry against some kruthik—there is no limit of what you can do. |
| #33argent_mantleSep 03, 2008 18:05:27 | In my Amethyst game, the technology that functions, does so because it exists in very large quantity and ordered state within the technological centers. In the middle of the technological bastions, I am doing something a bit different with magic, than the core game suggests. I am using a rule that for general purposes gives the area an SR, all spells are resisted. What this basically means is that an Echan character can't want into town and cast enough magic missiles to disrupt the Techan city as a whole. (carefully explained by a player who said that was a goal if one of the cities annoyed him). Additionally, I use a common sense rule that certain laws of physics continue to apply. I.e. a bullet in motion, doesn't fall out of the air because momentum and inertia are suspended when it crosses into an EDF. The gun may not fire any longer, but the bullet keeps flying. |
| #34SerenaDawnSep 05, 2008 1:40:03 | In total, there are four techan classes. Like D&D, they are the best of their profession and are combat orientated. They have a handful of their own feats but not as many as you might thinkg as many of the D&D feats still apply. The same goes for skills. 4ED intentionally made skills compact and streamlined rather than convoluted. So we only have 4 new skills (Demolition, Engineer, Sciences, and Vehicle Operation). On the other hand, we have 36 pages of weapons, grenades, and armour. Weapons are offered through a narrow spectrum of enhancement. Plasma weapons are not available until +5. Revolvers are available at +0. Magnetic weapons have bonuses against cover and have a high-crit. Plasma weapon can inflict additional fire damage on a critical hit. These are but some of the many weapons offered. Tactical Body Armour is available at +2 and Power Armour starts at +3. Of course, you don’t have to have Power Armour. There are stealth suits as well. We have about a dozen vehicles but all the city transports are gone. All we have now are the lumbering, echan transports, which basically start as giant caravans that reach to sizes that would make Jawa Sandcrawlers weep. So with no more gilding the lily and no further adieu, I present to you your techan classes. Grounder: The grounder is your primary hitter. As a grounder, your speciality is with wearing the most powerful armour and wielding the most powerful weaponry. Everyone has firearm proficiencies but you are adept with the use of auto weapons. With auto and heavy auto weapons, you can perform ranged burst attacks and create area denial zones enemies cannot pass through without getting hit. Your utility actions are mostly ally based where you can support adjacent friends when they are hurt including moving them from combat. A group of just Grounders is not worthless as they can support themselves on the front line. Marshal: Often the commander of a group, the marshal is the observer and controller, and often enough, the puppeteer. As a marshall, your attacks are related to the grounder’s, save for the area effect attacks from heavy auto weapons. You hit as hard with the same weapons but your strength comes with your application of combat tactics, allowing you to shuffle allies and even enemies around the battlefield (although more the former than the latter). You also have a lot of combat boosting powers to keep allies alive. The others will not complain about you pulling your weight when you use a power that allows everyone else a bonus ranged attack. Operator: The operator is the support member of a group, though not a slouch at all in combat situations. As an Operator, you have the biggest responsibility. This is because you are not a specialist. You are a generalist. Not only can you handle yourself in combat, you are sole the one person that can keep technology functional. You know how to recover items from disruption and make quick repairs when an item breaks. That’s not all; you are also gifted with medical training and can heal nearly as well as any divine holy man. Not enough, well how about the fact you can modify your weapons to fire further with more damage. Did I mention you probably also drive the car? Stalker: Stalker is all about the being on your own. Though still a part of a team, you are best when separate. This comes from two distinct build options. The first is fast movement and close burst attacks from small arms. You can slide through enemy lines and fire multiple shots at point-blank range. You can break up an enemy flank dramatically this way, or you can be more subtle. This comes from the second build…sniper. You can take on the role as the long range support specialist. You can fire at distance, causing debilitating effects on enemy targets before they even get in range. Further options include moving by stealth and delivering a single kill on a target before the encounter can even begin. As you move into Paragon paths, there are thirteen available including two snipers paths, two pistol/gunslinger paths, a medic, a mechanic, an infantry support specialist, and one that simply likes breaking people’s necks. Of the eight epic destinies we’ve offered, five of them can apply to techans including a military promotion, free company general, and my personal favourite…machine of war… Immortality? Heck no…you’re a nihilist. That’s 4 classes with nearly 300 powers, 13 paragon paths, 5 epic destinies, all adding up to a pretty cool techan section, and I hope worthwhile of your investment… I’ll end this with a few of my favourite powers: Just Got the Wind Knocked Out Grounder Utility 22 What? Nah, nah, I’m doing just fine. Daily * Healing, Martial Immediate Reaction Personal Trigger: You suffer damage from any attack. Effect: You ignore the damage and any effects from that attack for as many rounds as 2+ your Constitution modifier. Special: After the time period expires (or at the end of the encounter), you suffer the damage and the effects from the attack. Watch Your Back Marshal Attack 13 You call for an assist from a comrade that takes care of the enemy behind you Encounter * Martial, Weapon Standard Action Ranged Weapon Requirement: You must be flanked by two creatures. Target: One creature flanking you. Attack: Dexterity vs. AC Hit: 3 [W] + Dexterity modifier damage. Special: Any ally in line of sight makes a ranged basic attack on the other creature flanking you. Ally receives a +2 bonus to attack. Gauss Weapon Tweak Operator Attack 27 You play with the accelerator, increasing the kinetic energy of the weapon. You think it has something to do with the linear or homopolar motors powering the magnetic…honestly, you’re not exactly sure. Encounter * Martial, Weapon Standard Attack Ranged Weapon Requirement: You must be wielding a rail or coil weapon. Target: One creature Attack: Dexterity vs. AC. Ignore all cover penalties. Hit: 4 [W] + Dexterity modifier damage and the target suffers 10 ongoing damage. Clean Kill Stalker Attack 29 The first shot wasn’t intended to kill the target but just to bring its head around for the final shot. Daily * Martial, Sniper, Weapon Standard Action Ranged Weapon Target: One creature up to double your weapon’s long range. Attack: Wisdom +2 vs. AC Hit: 2 [W] damage. Effect: If the first attack hits, make a follow-up attack. The target is helpless for this attack and it follows the effects of a Coup de Grace. Attack: Wisdom vs. AC Hit: 3 [W] + Wisdom modifier damage Miss: Normal damage with the first strike. No secondary strike. |
| #35SerenaDawnSep 07, 2008 13:31:05 | Making things more difficult... If you open the player’s handbook, you will see two pages that represent the elvish and dwarven scripts—-the basis of their written language. Of course, what it really boils down to is just a simple substitution cipher. Twenty-six letters and 10 numbers. Why is that? Ten digits, sure, but 26 letters. Less than a half-dozen languages in the world are like that (go head, check…I’ll wait). So why would a fantasy language have to follow that form. To that end, we are redoing ALL the languages in Amethyst. Gone are EVERY language from Players Handbook. Yup, all of them. You can make up any excuse you want for when you you include monsters from the Monster manual. Here is our list: Adonnic, Argose, Chaparra, Corrupt, Damasan, English, Englo-Lingo, Ferran, Guttoran, Ignotan, Indic, Laudenian, Narroni, Old Fae, Onsespeak, Paggin, Romanic, Semetic, Sinitic, Slavic, and Tenenbra. Each language is described, explaining if it is a pictographic language or a logographic language, whether it is stress-timed or syllable-timed. Point is, these fae languages are not English-based, another cliché I want to smash. Seriously, though English is the most widely spoken language on Earth, but it is not the one language the majority of the planet calls its mother tongue. On that list, its third. Yup, third. Guess what the other two are. Chinese? No good, specific. Mandarin. Better, guess the second. Punjabi? Wrong. Arabic? Close but no. Think about conquering empires. Spanish? There you go. Remember hundreds of years ago when Europe divided the planet? Spain got all of South America…you know, not counting that teabag part of Brazil that speaks Portugeese (my parent’s tongue). To that end, some Fae languages’ written form resemble Chinese or Japanese; the narros script is based of Korean. Laudenian is based off of Aramaic. The Tenenbri tongue is part of their echo-location. The new draconic language, Adonnic (also called Pleroma), rises from the page in three dimensions, making its natural development a virtual impossibility. I hope this begins to shed light on how we are approaching this setting—-by taking every single cliché of fantasy, and DnD specifically, and turning it on its ear. By addressing the setting as a real-world concept, we must look at issues like this. Oh, and did you notice there was no Common? |
| #36ChrisTheSSep 07, 2008 17:37:43 | Mmmmm... my linguist's heart is all aflutter. I'm going to have to go put more formaldehyde in its jar ![]() |
| #37NylanfsSep 07, 2008 21:03:06 | Hmm, that's all good. I love linguistics, but doesn't that branch into the whole "can't redefine" issues? |
| #38SerenaDawnSep 08, 2008 16:07:53 | Hmm, that's all good. I love linguistics, but doesn't that branch into the whole "can't redefine" issues? Good point but one I had addressed before (but worthy of repeat). You cannot define or redefine but it does say you can add definitions as long as you don't remove the previous definition or redefine the application of the refference. Translation of this means that you cannot create a monster and call in "Languages" or create a mermaid creature and called it a "Dragonborn". You could technically give your dragonborn wings as long as you don't redefine what a dragonborn is. Sooooo the biggest point about the SRD is the lack of the word "remove." You can remove elements and replace them with other ones as long as the name is changed and you don't redefine its parent entry (if it has one). Languages are in the SRD so we cannot define or redefine what Languages are. Just the same, we cannot redefine draconic (the language used for all magic in Amethyst). So, since we already messed with languages in the first game, we felt it was prudent to start from ground zero. So we "remove" all the languages listed and replace them with our own without using any of their names (Draconic goes by Pleroma). We have not altered the definition of "Languages", just added new ones and removed the old ones. I hope that clarifies the issue. ![]() |
| #39NylanfsSep 08, 2008 18:27:27 | Actually I was thinking that it would be slightly re-defining the races since you would be altering the race information in regards to the languages. I completely agree you can chose to ignore &/or remove entire isolated concepts and objects, like languages. But it gets trickey when they are referenced by other objects. In this case races. |
| #40SerenaDawnSep 09, 2008 1:44:20 | Actually I was thinking that it would be slightly re-defining the races since you would be altering the race information in regards to the languages. That is assuming we are using the same races. Amethyst replaces every single 4ED race with our own. Didn't I mention this? Should I go over them? Either way, since we have our own races, we don't have to worry about altering old ones. |
| #41NylanfsSep 09, 2008 5:05:00 | Okay, I might have missed you saying that. Then no worries then. ;) |
| #42ChrisTheSSep 09, 2008 13:03:29 | Still leaves humans, of course (unless you're making 'echan humans' and 'techan humans' in place of the standard). |
| #43SerenaDawnSep 10, 2008 3:08:07 | No...remember, we can add definitions as long as we don't redefine the entry. Oure elves are way different than their elves, so we had to rename them. Our humans are still human. Nothing changes except we have "added" a new definitions to them. Pretty good mumbo-jumbo, eh? Anyways... There have been a slew of 4ed products released as well as on the horizon. I kept a keen eye on these releases and wondered how they could release them so fast and be safe from the inevitable erratas on their product. Then I realized how many pages they were and are...48, 60, 105. 30,000 words. 70,000 words. Then I felt better why we were not going to make the October minimum release date for GSL compliant products. At its current count, the Amethyst 4ED core rulebook passed 204,000 words today, which would make it larger than the DnD Player's Handbook. I can't really give a page count estimate because we have no finalized art and no layout. I mean, if you add it all up, it ends up around 235 but that's not including an index or contents or the afortmentioned artwork...and the book is still not done. Yessss, yes, yes, yes--I know the 3.5 Amethyst had 373,000 words and 399 pages but we really don't want our readers to go blind. I think, honestly, one of the reasons we didn't score more noms for the ennies was that no one wanted to read a 400 page book in a week (keep thinking that, buddy). So, the writing continues. Obviously, some of this is being held back. Even now, we are planning on more monsters above the budgeted ones already set aside for this book. The issue I have is that, as I said, I am still not done. Not only is there background fiction for monsters yet to come, but we also plan on an adventure to be included in the book as well. I'll keep you guys and gals informed on how this plays out... Me out. |
| #44GMforPowergamersSep 10, 2008 3:28:02 | I hope you don't mind, but I am looking forward to your books, but I have a few quastions about some things you said...Just Got the Wind Knocked Out Grounder Utility 22 1)Why it is 2+ con mod. it seams to me it should be until your next turn ends, then have a sustain minnor for 1 extra turn or so. Atleast that is how most effects I see are. Watch Your Back Marshal Attack 13 2) Shouldn't that be "Watch my back" becuse you are calling someoen else to help you? Disruption only occurs one way. Magic breaks down science. This is because the setting is about the assault of one world by another. If they both broke each other down equally, eventually there would be a harmony, as a balance would eventually form. Magic is not really magic, but the invasion of ulterior rules of science. These alterations cause disruption. Disruption is not some magic wand—wait…technically, it can be. Let me try this again. Disruption is not some undefined radius of voodoo that makes machines go wacko. It is a side effect of these new and changed rules that allow effects that people can ascribe to magic. 3) is this a balance factor? as in Is your Tech more powerful then equal level magic? If this were removed from someoens home game would it require going over the whole system to rebalance your tech? |
| #45SerenaDawnSep 10, 2008 15:25:05 | I hope you don't mind, but I am looking forward to your books, but I have a few quastions about some things you said... Good questions... 1) Of the 300+ powers and abilities spread over these classes, we have dozens which last until the end of the next turn or is sustained as a minor action. "Just got the wind knocked out" is a perfect example of us thinking slightly askew from the norm. When we created these powers, I really didn't want them to be "War/hit/hard slash"--some useless name to denote another variation of weapon damage with a shift and/or effect. I wanted the majority of these powers to reflect a specific idea. So this power is a result of you getting hit by a major attack and being able to shrug it off temporarily like the hero you are. One round is somewhat useless for a 22nd level daily power and a sustain minor is also little clumsy. So, in this case, we decided to create a set number of rounds before you keel over. Just because 4ED laid down the foundation, doesn't mean we have to built the same house as them. 2) Good point 3) No. An argument my group had (literally) was that one of us insisted that disruption be a balancing factor for techa and I was insisting it couldn't... because it can't. Its too random and if it is made to be a balancing issue, it could backfire and cause a situation that could eliminate the entire group on the basis of one roll. In the end, I believed myself in the right because it DOES allow alternative games where players and DMs can ignore this rule. So disruption is not a factor in the balance of technology and fantasy. It is purely a rule that reflects a core pillar of the setting to explain why magic and technology do not get along. To ignore it does remove a tenant of the setting but if you want to do so, it is entirely up to you. It also gives the operator class something to do other than shoot and heal people (although I understand some people will claim that is enough). Does that help? |
| #46ChrisTheSSep 10, 2008 15:43:02 | I always feel bad for doing this... but I've seen it several times in your posts and in the book itself, and it does kind of stand out to me... A 'tenant' is someone who does not own their place of residence/business. When referring to a defining philosophy or concept, you're talking about a 'tenet.' *cringes* Sorry... |
| #47raptor112Sep 10, 2008 15:43:51 | Good questions... I was curious about this power too, but I would of thought as a daily power it would of lasted for the rest of the encounter cause even 2 rounds+ Con mod sounds too weak for a 22nd level daily power? thanks for your time, Raptor112 |
| #48theonlyjettSep 10, 2008 16:04:28 | Just my $0.02. Not in any design or development teams here, but I prefer making "Just Got the Wind Knocked Out" last until the end of the encounter, you know, when the adrenaline rush goes away, which would be when there's no more percieved danger. Of course, that's just seems to be cooler. I have no idea if there's already too many similar powers or what the effect at that level would mean. But yeah, definately cooler. And there certainly does have to be a balance between "balance" and "cool." |
| #49SerenaDawnSep 10, 2008 18:02:28 | I always feel bad for doing this... but I've seen it several times in your posts and in the book itself, and it does kind of stand out to me... You see, this is the problem with spell checkers. I spell it tenat...my autocorrect switches it to tenant...when it’s actually tenet. This is why I have a new editor with this new book. I should also point I have a huge personal issue with my spelling. I think it has something to do with the lack of proper typing classes when I was young...or maybe the flagrant use of forcepts during my birth--who is to say. My grammar seldom requires work but my spelling is often atrocious. You should actually SEE me type. I have issues with "lose" and "loose" and the proper spelling of "meanwhile / meenwhile." We all have our weaknesses. I never claimed to be Harlan Ellison. As for the abilities: Remember. We have not even gone through playtesting yet. Our groups have not received the initial packages so many of these are likely to change. I'll look into the modification of "Just got the wind knocked out of me" but personally, holding it until the end of the encounter seems too powerful to me. One of our epic destinies has a similar utility as well and I want to keep them differentiated. Thanks for the advice, by the way. All of you. |
| #50ChrisTheSSep 10, 2008 21:21:28 | Spelling, at least, can be corrected on the user end, if one owns the PDF and a copy of Acrobat Pro. Since I had to redo the bookmarks on my copy anyway, I've been making my own edits as I read. |
| #51SerenaDawnSep 14, 2008 2:43:34 | "Do you accept electrum?" "We accept silver, copper, gold, and huge bags of sh#$, but no sir, not electrum." Blatant clichés aside, I am here to talk money, specifically the point of currency. Now, we're not going to remove the gold piece or the copper or the famous platinum. A stamped piece of currency worth its weight in the mineral it is made from is actually a realistic approach. So in that regard, things don't change. We do have names for various coins just for giggles and fluff. Copper/Brass/Bronze Coins (=1 CP) Abidan / Limshau / Gimfen Penny Baruch Malkut Copper Kannos Kuedo Narros Copper Tooth Orchis Casten Torquill Pence Silver Coins (=1SP) Abidan Dagot Kannos Kroenan Baruch Malkut Silver Gimfen Pebble Limshau Carmot Orchis Noman Narros Silver Finger Torquill Tence Gold Coins (=1GP) Abidan Sovereign Kannos Kannon Baruch Malkut Dollar Gimfen Gold Stone Limshau Chryso Narros Golden Foot Torquill Pound We did have an issue with techan currency and we added rules dealing with that. It would be great to think that one could pass into the walls of a city of industry with a bag of gold and buy a laser gun. Alas, it is not that simple. Not only do bastions not accept gold, but they also do not accept tender from other bastions. Because of bastions' desperate need for resources, currency is printed on the cheapest of materials. They all commonly feature a half-plastic/half paper medium impossible to copy with more than 300 counterfeit measures including holographic imagery and computer encoding. Each has special imprinting from its home Bastion. For the sake of clarity, these moneys are given the term Universal Credits, for they represent the legal tender of all bastion currency. Various Bastion Currencies: Angel Dollar, Mann Credit, Sierra Madre Bar, Selkirk Pound, York Dollar. Although you cannot trade one bastion currency for another bastion currency, they are all considered equal in value in regards to echan currency. You may not convert UC to echan currency but you can convert echan currency to UC. This is because echan currency is worth the value of its mineral and since they are usable materials, bastions are always in the need for them. The Unfortunate Side Effect of Treasure: Alas, unlike echans, techan characters will seldom (if ever) find their technology in the lair of a dragon or any other creature for that matter. This means techans must return to a bastion to re-arm and upgrade their technology. Nothing they find in field will applicable to them. If they gain a level in a dungeon, they won’t conveniently find a higher level weapon after they slay the next big monster. In long, protracted adventures, this may create problems. Vehicles are a wise base of operations as they may hold many times over the ammunition capacity a single techan character. This may solve the unfortunate issue of ammunition but not about the eventually need to upgrade technology and the lack of being able to apply found treasure immediately in the field. Alas, the echan wilderness is not called a wasteland by the techans for nothing. The DM has options to offset this. In the end, very little is more satisfying than returning to a bastion with your holds overflowing with gold. Note: One final word. Just a shout out to Scott Rouse for his efforts with the GSL. Amazingly enough, we at DiasEx found the confines of the GSL a catalyst for a more original setting and hope he understands there are many of the silent masses thanking him for his work on the revision--an appeasement Wizards was under no obligation to offer. I am not sure if he reads these...but thanks Scott. |
| #52Arawn76Sep 14, 2008 4:49:04 | Note: One final word. Just a shout out to Scott Rouse for his efforts with the GSL. Amazingly enough, we at DiasEx found the confines of the GSL a catalyst for a more original setting and hope he understands there are many of the silent masses thanking him for his work on the revision--an appeasement Wizards was under no obligation to offer. I am not sure if he reads these...but thanks Scott. You SD are a class act. I already intend to buy Amethyst, but I like knowing that I'm buying from people with a little dignity and a realistic outlook on thinks. Incidentally MORE SPOILERS!! Yes some is never enough ;) |
| #53SerenaDawnSep 16, 2008 16:19:38 | History of a Game. Part 1: I wanted to take a moment to talk about the history of Amethyst…in the real world, that is. Amethyst began in the shower after I had watched the film Dragonslayer. Yes, that long ago. Okay, the film was on CBC and it was probably 1994 or ‘95. I had this strange habit when I was young where I would take ideas I had seen on television that was not science fiction and skew it into science fiction. I considered a setting where dragons would rise up from the ashes of a nuclear holocaust and humans were forced into walled cities to survive. Now, this was years before the film Reign of Fire would be released. There was no real fantasy in the setting save for the dragons. All the human characters lived in the various walled cities scattered over the planet. There were no elves, no demons, and no disruption. These dragons were not just monsters but the classic fantasy iterations with heightened intelligence, shape changing, and basic magical powers. They could speak and were both benign and wicked. The story dealt with one bastion, Angel, and its constant attack from a family of evil dragons to the south. There was an Asian city within Angel where a Chinese dragon was thought to be hiding. That creature was the one called Amethyst. I honestly could not tell you why I thought of that name at the time. Maybe I thought it was just cool. I wrote a short treatment and had some ideas in mind. I shelved the idea as I was trying to be a screenwriter (and that worked out AMAZINGLY) and Amethyst was a little much for spec script. Then Reign of Fire came out and I got annoyed and forgot about Amethyst, I thought permanently. Now, I had given up role-playing. I did not have a reliable group anymore and a girlfriend at the time that didn’t approve of it. The last game I had done was one from the late ‘90s. It was a science fiction game called Pathfinder (seeeeeee…). It ran for nearly two years and collapsed before its final plotline could be resolved. That’s a common point for many RPG campaigns (am I right, DMs of the world?). Not long after, I was forced out of my gaming group because of internal politics (It’s an old story. Gamers start dating, wackiness ensues, etc). I had attempted it again but every time, it never lasted more than a session. I figured I had outgrown it. Then 2002 came. About this time, my friend, Chris Brown, returned from the south, hoping to rehook with old friends and start gaming again. He really wanted to try the new version of D&D everyone had been playing where he lived. I was never as much a diehard fan of fantasy like I was for science fiction. I agreed to do my Alien-FUZION game for him and a few other friends. It was an enjoyable game that ran for over a year. By the end of the Campaign’s 2nd season (I had planned for four…yes, that’s how I run my games), Chris convinced me to take a short break and run a D&D game. He claimed the new 3.0 rules had resurrected the franchise. In the end, the Alien-FUZION game collapsed (as they always do, right? RIGHT?). One player lost his backbone and dropped out from spousal pressure. The others wanted to try something new. I insisted on bringing in a friend from a previous game, Brian Duffels. With Glen Waughtel, Chris Brown, and Mike Alborn, we had a group. I wanted some originality with the setting so I looked over my old story treatments for inspiration…and Amethyst was the only one. Chris quickly kyboshed the idea of creating science fiction characters because he really wanted to play a mage. So instead, the setting became Amethyst with the 3.0 D&D setting crammed into it. I didn’t even change the names. Monsters were everywhere and bastions had a real hard time surviving. We introduced Saints as a science fiction villain and gebermach as a demon armor that killed Brian’s character’s family. Straight forward enough. Fairly soon, Mike would leave, Glen would leave, replaced soon by Conan Veitch and Rene Landry. At this point, it was still a traditional techno fantasy, where wizards could wield lasers if they wanted to. One player did, and I quickly found out how broken the game could get when technology and magic was used side by side. |
| #54SerenaDawnSep 18, 2008 21:59:46 | History of a Game. Part 2: Throughout all of this, I never thought of Amethyst as a serious setting. I set it on Earth because the original treatment was set on earth. It was easy to mess with. There was not much of a story, just an obvious McGuffin to keep the players moving place to place. Then I ran into David Fidler. My best friend from years past, we had drifted apart because he went to university and I went to college. We bumped into each other again at work and I told him I had been dragged back into role-playing from nearly a 3-year hiatus. He asked what the setting was and I explained, “It’s a techno fantasy not unlike final fantasy except that the world of fantasy and science don’t mingle at all…in fact, they actively disrupt each other’s existence.” He said, “Wow, that sounds quite original.” And I replied, “Yeah…you’re right.” I didn’t tell him at that point that the last part didn’t exist until it leapt from the lips. That was what I needed…the final mark of the setting to make it original. It cured a massive setting flaw in the story where science should be able to overwhelm magic. It also answered many problems, gave motivations to people on the other side, and fixed a glaring game mechanic. I began a huge retroactive shift in the setting. As a casualty, Rene left the group but the others would stay for the duration, eventually taking on Mike McMullen in replacement. The setting was still too much like D&D but I eventually uploaded what I had onto the same site where my Alien FUZION game sat. After the campaign finished two and a half years later—yes finished, actually finished—I began a second edition to be posted online. I also began working on a Ghost in the Shell D20 game, which is still online today. While I was working the second edition, I began another round of setting alterations, taking out more of the D&D cliché and inserting more original content. I was also planning on a third d20 free RPG, for The Matrix. Amethyst was a collection of ideas based on original concepts and other inspired from artwork I had seen online. I had gotten permission from several artists to use their artwork for free on my page. Some of these names are quite well known in the industry. The first were Jaime Jones and Katherine Dinger, and eventually more threw in their support (Roman Kochnev, Fredrick Ramqvist, Christopher Vacher, John Wallin and a dozen others). When I started working on the second edition, I had also gotten Derrek Herring, Andy Simmons, and Nick Greenwood. Despite being allowed to use their art for free for my free game, Amethyst still had no original art to call its own. By the fall of 2006, my finances were in trouble, and I was lacking direction. I was part of a car club, which became one of the most foolish endeavours of my life. It cost excessively much with a reward that never reached the level of investment. I love cars; I really do, always will. I just don’t like many of the people that pursue the passion enough to want to join a club. I recovered myself financially around the same time my original crew got together once again to start a second Amethyst game (after a 15-month break where we played the GITS game). This one would be set 500 years after the original Amethyst. Called Logos, it would be based off the new setting, not the original game that played years earlier. After seeing the potential of Print-On-Demand, and the slew of electronic PDF RPGs on the market, I conversed with Conan about publishing Amethyst for real. He supported the move. It would still be six months before my finances were in a position where I could save money to publish such a book. Plans for the Second Edition were shelved and I started nearly from the ground up once again to develop the setting as an original 3.5 game. I approached possible artists and the first few I asked were the first to show their support initially. Most of them were busy but like the concept. Who knew this one little game published free could orbit around and net them money? My plan was to publish the game and not consider its profit potential. I wanted the game to be the best it could be. Progress moved smoothly as the game grew. Eventually, I needed a black and white artist but found few. One of the original artists that supported me with free work offered his talents for B+W. This would be Nick Greenwood, which would eventually be the most productive relationship I have had outside of my local gaming group. The setting was still evolving. Disruption was only an electromagnetic pulse, allowing the use of enchanted traditional firearms and steam power, giving Amethyst a Steampunk layer. I realized that this still didn’t work with that I wanted and altered the setting again, taking out even this compromise. Now all technology above 18th century would break down. Anything more complicated than a windmill was vulnerable, and I had to lay down reasons for all this to occur. Now the motivation for those following technology was even more important. Then 4ED was announced. We were admittedly not pleased. We spent the better part of 13 months creating a kick-ass 3.5 variation that was unique without overly breaking the system. We contemplated holding back by the confusion from WOTC made making a decision impossible. I decided I didn’t want to waist all the work that had been done with the 3.5 version. We would release it and see what response it got and wait and see how the landscape changed with the release of 4ED. SerenaDawn had developed a massive hit ratio and the popularity of Amethyst initially bled from there. I was still perfecting the setting, only leaving enough of the traditional D&D clichés in order for the mechanics to work. After the release of 4ED, everyone associated with the project supported the move. We had three options: Jump onto 4ED, jump onto a variant like True20 or C&C, or create our own OGL-based setting. In the end, it came down to either an original OGL, which we almost did, or 4ED. After the GSL, I realized how 4ED was perfect for our needs. It made me (made me) rip out the remaining D&D clichés and create Amethyst as it was original intended. Just over a year ago, my friends handed me George RR Martin’s Game of Thrones and I was floored. I decided to put my screenwriting days behind me and try writing a novel again. I began writing a novel for Amethyst, which also evolved the setting substantially. Part found its way into the 3.5 Amethyst but even those were re-written after the 3.5 book was published. Which brings us to the present. Amethyst is now 4ED, my novel is being edited, and I have a purpose. With hopes, as we get close to final publication, an agent will pick up the novel and gain some synergy for publication. Only time will tell. |
| #55blu_skreemSep 19, 2008 0:59:59 | I am loving this thread. thanks for the update. I know I will be waiting for Amethyst. |
| #56SerenaDawnSep 22, 2008 2:57:23 | By the end of the weekend we're be nearing the end of the primary draft. I once said to my staff that if we didn't make the October release but we worked our asses off, then I can at least say we are putting out one hell of a product that will justify the time spent and validate the patience fans have invested with us. By today, we hit 255,000 words, that’s 50,000 words more than the DnD PHB. We are going to be removing certain elements (a race, a few feats, paragon path or two) to get us in our page budget. These sections are not being deleted; they're only being culled into the next book. I finished rituals and unique magic items and am currently polishing monsters with Jibblets. He still has nearly a dozen more monsters to go, half of which will probably be cut for a later book (sorry Jibbs). Expect an announcement dealing with our planned release date hopefully soon. Also, by next week, we'll have a complete playtesting package ready for those interested. I mentioned rituals. I didn't mention Foundation Spells. Foundation Spells were a game balancing effect we messed with in the 3.5 version. In order to fix issues we had with escalation of power levels (something still not addressed to my satisfaction with Pathfinder), we capped spells at 6th level and selected only a handful of spells from 7 to 9 to become foundation spells. To use a foundation spell, you had to have acquired an anchor--kind of a semi-unique magic item which contains the essence of the spell. We had thoughts of taking them out altogether but I really enjoyed the idea of wizards leading quests to foreign lands to find a unique spell. The way this works is that Foundation Spells require their anchor in hand to cast. They come in two different forms: Rituals and Powers. Rituals are just like normal rituals except they also require the anchor in hand when casting. Power Foundation Spells are swappable powers for your class. They have a level suggestion, just like any other magic item, and with the wizard Foundation Mage epic destiny, you can swap out an existing power with this foundation spell. Like before, you must have the anchor in hand to cast. They are more powerful than the spell they are replacing and have costs to their casting. Here is one from our list: TRICKSTER’S BULLET It is no simple orb. It does not reflect the future or foresee the falls of kings. You hold up the silver sphere to the enemy. You whisper the word and it leaps from your hand, eviscerating your enemies from the sheer force of its inertia. It continues to bounce and penetrate enemies. Such a simple sphere could cut down an entire army. Level: 21 Class: Power Anchor: A silver sphere. Effect: You gain Trickster’s Bullet as an alternative daily attack power. Trickster’s Bullet Foundation Attack 19 Daily * Arcane, Foundation, Implement Standard Action Ranged 10 Primary Target: One creature Attack: Intelligence vs. Reflex Hit: 3d10 + Intelligence modifier damage and the target is knocked prone. Secondary Target: One creature except the primary target. The target cannot be more than 10 squares from the primary target (but can be more than 10 squares from you). Attack: Intelligence vs. Reflex Hit: 3d10 + Intelligence modifier damage and the target is knocked prone. Tertiary Target: One creature except the secondary target. The target cannot be more than 10 squares from the secondary target (but can be more than 10 squares from you). Attack: Intelligence vs. Reflex Hit: 3d10 + Intelligence modifier damage and the target is knocked prone. Sustain Standard: You may sustain as many additional rounds of continuous fire from Trickster’s bullet equal to your Intelligence modifier. Sacrifice: You must hit ten targets with Trickster’s Bullet before your time runs out or the sphere will return to you with the same velocity. You are helpless for this attack. If you hit ten times, the sphere returns to you safely. History: Unlike other foundation spells, there is documented evidence of this one’s existence and use. A narros general in command of the armed forced of the Fargon city of Jareg Devonen, Kingsman Lanis, was able to employ such a device against an invading force of skeggs into his land. The spectacle was witnessed by a shaman of a kodiak village of significant strength, who promptly fell to his knees and swore loyalty to the narros from then on. When Lanis died several years later, the sphere was bequeathed to his daughter, but the artifact was never found. A similar, or perhaps the same sphere, was spotted in use by a group of pagus in an assault across Tethuss nearly a century later. The wizard in control of the sphere did not fully understand the potential of the device and when an errant arrow missed his ear and distracted the pagus, the sphere recoiled back and killed him instantly. The body and the sphere fell into the lack and were never recovered. |
| #57ChrisTheSSep 25, 2008 14:26:25 | Sweet! Are there going to be foundation powers for a variety of levels, or are they going to be limited only to the higher ones? |
| #58GMforPowergamersSep 25, 2008 17:24:05 | TRICKSTER’S BULLET this has me a little afiad for the balance... lets look at other 19th level spells Acid Wave 5d6+int mod Cloudkill 1D10+int overtime Disintagrate 5D10 +int mod and ongoing Tenicales 2d10 +int mod and entangle this does as much damage per hit as the 1 time only acid wave, more then the area cloud kill and evards... It targets 3 creatures per round (chosen so no messy AoE your own allies) The balanceing point is it damages you too if you are not careful...well lets look at 4e balance they claim you should hit 50% of the tiime, so you need to make 20 att rolls to hit 10 times (aVRAGE) meaning you need a +7 Int mod to sustain it longenough to not hit you...if it does hit you, you are helpless so it auto crits... 30+int mod+ xd6s damage seams like a big hit for not having killed enough people... I am going to take some real time to try to think through the balance here...on one hand it requares the item so it needs a boost, on the other it needs to not totaly over power...also it needs a drawback, but I am not sure how I feel abbout this one damageing you... I am not saying it is unbalanced, just that I am unsure and am still thinking it through with the 4e mind set, if you guys could share some of your own thoughts it might make me feel a little better... (still holding out hope this will be a bad ass setting) |
| #59jarkelSep 25, 2008 18:50:01 | Trickster's Bullet is definately over powered in my opinion. If you check ranger, their level 19 daily power is almost identical to a single attack from Trickster's Bullet, except that it in addition does a pushback, and on miss does half damage and a knock prone. What you need to remember is that knock prone means that this power can weaken the 3 targets against enemy attacks, and limit their ability to fight for the next round severly. And in addition knock prone knocks flying creates out of the air. This much damage combined with a ranged knock prone (very rare, especially for one that has no size limit on target) should not be capable of hitting so many enemies, not only per round, but to allow it to hit round after round is rather over powered as well. Perhaps limit it to only one attack per round, and have the damage to self occur on the first miss which also terminates the sustain. This would still be a very power in this case, allowing you to very effectivly pin down one target for a sustained number of rounds, while still doing respectable damage. Anyway, that is just my opinion. |
| #60SerenaDawnSep 27, 2008 23:57:22 | The one thing I love about this forum over the others is the intelligence of its posts. I know, I know, you might accuse me of pandering, but I mean it. I am not saying ENWorld or RPGNet are not intelligent...they just don’t say much. No one posts on our blog either. I have always found it interesting that many RPGs don’t post progress reports. They keep everything tight-lipped because of a fear that if something is released that is half done, people reading will make snap-judgements and declare the entire project crap. There are many occasions in the PC Gaming community of games releasing demos that sucked and never recovered; but there are others that post early previews, changed a few things, a created something that many people enjoyed. I think of earlier this year when we posted sketches, just sketches, of our final artwork for the 3.5 version and gained a reputation based on some pencil ideas that were not yet finalized. We never received a negative complaint. This was not due to me but a really awesome artist named Nick Greenwood, who I now call the John Howe of Amethyst. But this post always seems to have replies from people who really (really) want this project to be the best that they are hoping it will be. I think that’s great. I have never had a negative post on here or anywhere else...okay...well...there was that one guy that got annoyed at our GodHatesElves viral campaign...oh, and the other guy that hated our fictional dedication that claimed Amethyst was based on real scientific data...oh and that one guy that posted a 1-star review on RPGNow that was later removed by the RPGNow staff because they felt he hadn’t actually read the book (I like that one). Okay, so we do have our critics...but they are not posting now...and they’re not posting here (yet). We didn’t even get flack for switching over to 4.0ed, something I was certain was going to happen. Nothing. People either didn’t care or they did but understood why we had to do it. So it may not come as a surprise to those that have read this far that not only do we appreciate these comments, but we listen to them as well. We may not always agree but we understand that these posts are not people cutting us down. You all seem to want this project to be good and I appreciate that. So, that being said, I know you will all understand that many of these previews are early stage. With the first draft actually done, we are going back and seeing all the stupid sh@$ we’ve written. Sometimes its goofy grammar (I admitted I have bad spelling, maybe even a mild dyslexia...or just ham-fat-fingers), sometimes it’s a minor alteration. Already we have made large changes to a few ideas, and I haven’t even gotten to the foundation spells yet. At this point, we like what we’ve done with our techan classes and our races have few problems, but we have modified several elements within the classes, totally screwed with one of them, and made a few alterations to lifepaths and equipment. Thankfully, nothing yet has occurred which has forced us to throw anything out. I will admit that we would throw out elements if we felt they weren’t working. For Foundation Spells, these were always meant to be quest items—a reason for a voyage, and not something a player just got for free. They were something you fought and almost died to earn. Not only that, it was more powerful than the slot it filled, though you could only achieve it at a level when other abilities were as or almost as powerful. The question is: does the sacrifice counterbalance the slight increase in power the spell offers? This point was brought up by someone dealing with disruption, where we said disruption was not required to balance technology and was only a fluff point those pulling the techans out of Amethyst could ignore. We are not going that direction with foundation spells and like the idea of a spell that requires a sacrifice—which, by the way, is a fluff part of the novel I am trying to incorporate. This may not work and we may scale them back so the spell is different but not more powerful then the level it is acquired at. The plan was for them to be the outcome of a wizard’s final journey, something more tangible and believable than that goofy “demispell” idea. Foundation Mage is an Epic Destiny but not the only one for Wizard. I am looking at ways for other people to use them as well, making them strange magical relics rather than spells. Like I said, it’s a work in progress. At 251,700 words, this first draft is done. Now, we test, retest, cut and modify until we have something that’s print-worthy. Truthfully, nothing would test the system more and find all the mistakes than to post these rules online and have all of you read it over and offer advice. Unfortunately, that’s just not an option. It’s not that I don’t trust those who post...it’s those you don’t. ![]() I leave you today, with something special. Nick has been tiredly working on new artwork and I am hoping his sketches of final works will generate the same buzz the old sketches did. Here are two of my favourites...and yes, it was hard to choose. ![]() ![]() |
| #61GMforPowergamersSep 28, 2008 0:45:36 | The one thing I love about this forum over the others is the intelligence of its posts. I know, I know, you might accuse me of pandering, but I mean it. I am not saying ENWorld or RPGNet are not intelligent...they just don’t say much. No one posts on our blog either. I am glad you took my post that way, I do want to see this work out...and I can already tell I might have the wrong idea here to coompair those foundation spells too. For Foundation Spells, these were always meant to be quest items—a reason for a voyage, and not something a player just got for free. They were something you fought and almost died to earn. Not only that, it was more powerful than the slot it filled, though you could only achieve it at a level when other abilities were as or almost as powerful. The question is: does the sacrifice counterbalance the slight increase in power the spell offers? now that I see them more as a maguffin or Artafact for the GM to place, not an item to be made or bought Iam going to reevaluate my look at them... |
| #62SerenaDawnOct 04, 2008 0:45:25 | I know. Not much has been said in the past few days. As you might have read here already, the book is done but now needs testing. Artwork is currently flowing down from the mountain as the long train of testing begins. For those that have already received the play testing package, we have made so many changes to the rules, we are not able to release an update file and will actually have to print up a whole new set of rules. This comes down to game balance issues mostly, though we did make some changes to starting techan classes that offer a few more build options. I also had to make significant changes to equipment. With a hard-line cut-off of 195,000 words, give or take, and 256 pages for the first book, we are looking at what can be moved aside for now to offer the best value while still conveying why we think this setting is so special. The setting detail, also called framing fiction, also called “fluff”, will still be a strong component and one I am unwilling to compromise in favour of rule crunch. There will be an announcement soon regarding the release date. On that day, we will unveil our new company logo and the product plan for the future. Once you all read that announcement, I think you will understand why we have been so cautious about timetables. I would hate to announce something we couldn’t deliver on. One thing I have been wondering about is if people would rather have the skeletal framework for large-scale campaigns the DMs can design and customize themselves or they would rather have dungeon crawls using our races and monsters. Amethyst encourages larger story-arcs and vast, encompassing storylines and I hope to challenge storytellers out there to take our setting and create an original tale that takes characters across the world, uncovering a great mystery, meeting strange new people...and killing them. So what’ll it be? A skeletal framework for a campaign or a classic dungeon crawl? I should add that we have created techan characters to test our system. Obviously, we are injecting our own unique brand of humour into the affair. I play a character named Steven Van Damme, Conan has created a gimfen (Halfling) called Sgt Reginald Steele Esquire and Schuyler has entered the fray with Alexander Cosmonaut---yes, you heard right...Alexander...Cosmonaut. Oh, and Amethyst’s first book has a name. We can’t and don’t really want to call it core rulebook, so as of this week, it has been titled... Amethyst: Foundation |
| #63SerenaDawnOct 05, 2008 18:35:03 | A question posed I realized I should answer concerns the setting differences between the 3.5 Amethyst and the 4.0 Amethyst. Would there be any? Should there be any? The answer is yes on both accounts. The follow-up question could be what but the important question that should be asked is why. The answer is that we had to make certain sacrifices with the old system to accommodate the rules. This may sound weird considering the limitations of the GSL. Here’s how our logic works: Our old 3.5 system required the ownership of the 3.5 core books or an understanding of the OGL rules. We had planned with our next edition to completely reprint the OGL and make significant changes to it in order to accommodate our ideas. We were going to redo all the spells, remove base attack bonus, and create about 40 new monsters. So you can understand that moving to the 4.0 saved us quite bit of trouble while also allowing us to maintain our vision. Amethyst was intended to be mediocre in magic power and despite the spell names and descriptions in 4.0, are not unbalanced compared to martial classes. A base class can’t cast a wish or a true resurrection. With rituals, we can remove what we don’t like them and not break anything. We could add and remove elements and not modify what was in place. So what are the actual fluff differences between 3.5 and 4.0? The old game removed all the races and replaced them, so that hasn’t changed. What was added were clarifications on certain issues with races. The rules now reflect their true form and most were heavily modified. Narros are no longer redressed dwarves and laudenians are now no longer useless. Damaskans, though the de facto elves of the setting, carry over none of the abilities of the 4.0 elf. They are closer now to what they were originally intended. We never added fluff to classes so that hasn’t changed. Lifepaths are a different story. These replace “class focus” while also offering significantly new setting background. While Custodians come from the old book, most others are brand new and offer expanded fluff on the various roles characters can play. It dives deeper into certain nations and cultures. The same goes for paragon paths. Instead of only a handful, we have over a dozen, all of which are setting specific. Where before we had Urmage and Janoahn Knight, now we also have Order of Abraham, Crimson Leaf, Scholar Warden, Koana Academic, and Mutaharrik Captain. Epic destinies are also setting specific and include Foundation Mage and Lord of a Free House. Techan classes are no longer redresses from D20 modern and were built from the ground up. I always had an issue allowing clerics in the setting and now we have been able to remove them (as always needing a cleric is not mandatory anymore) and replace them with supernatural lifepaths like Incarnate and Vivicator. Foundation spells, once a patch to allow high level spells, can finally now become the rare artifacts they were intended to be (well…not actual artifacts, we call them relics…legalese). Probably the biggest change was the removal of classic D & D monsters being replaced with our own. This is where how I mentioned the GSL helped us comes into play. If we could alter entries, we very well might have kept kobolds and goblins in the game, though they never actually matched our ideas of how we wanted them presented. We would have to modify their history, their lore, and their stats. Now we can throw them out of the setting, introduce our Puggs and Boggs, and separate the setting even more from classic Dungeons & Dragons. We don’t have to redress a Blue dragon and call it a Cancer dragon. We can now make it how we wanted it. In the end, as I mentioned once before, where the 3.5 Amethyst was at about 80% of the canon setting, 4.0 is closer to 95%. It isn’t perfect. We do somewhat ignore how flamboyant certain attack powers get because they are kept within the confines of the encounter. We also allow most monsters from the D & D monster manual even though the majority of them would never be seen. Like I said before, there are two Amethyst: Mine and Yours. Finally, there are the big secrets. The 3.5 core Amethyst does reveal more than the 4.0 version. So for those who have read the old book, I will warn you and say more changes were made beyond what is presented in the first 4.0 book, Foundation. We only touch upon the demons/Shemjaza. Expect a few changes with them. The same can be said about the Saints, which are getting nearly a total facelift in culture and history, though they will not be introduced until a later book. Here’s something interesting...Shotguns Shotgun: Shotguns impact with tremendous force at close range but this stopping power diminishes rapidly. They are fairly distinct and few models are on the market. Critical: On a critical hit, the target is knocked prone. Special: Shotguns do +3 damage if fired at 2 squares or closer. Weapon Prof. Damage Range Price Weight Clip Cell Level TL Shotgun +2 1d10 10/20 40 10 lb. 6 -- 1 0 |
| #64GMforPowergamersOct 05, 2008 20:35:09 | Here’s something interesting...Shotguns Wow...that is so perfect I could so see that as a sup weapon... very nice |
| #65SerenaDawnOct 08, 2008 2:00:33 | Cool....I'll post s'more weapons sometime... Time to give credit where credit’s due. Although I have talked artwork before, I don’t think I have personally done it justice...so here I go, without a net. When Amethyst was in its infancy, I went searching around for inspiration. Online artwork was a good place to start. I toured through GFX, Deviant art, Epilogue. During my surfing, I came across dozens of artists that reflected what I was looking for. At first, I used them for personal use only for my gaming group. As I moved the game online, I sought permission from these artists to use their work with Amethyst (it was free at this point). It is funny to note several of these talents have gone on to much bigger things. Some of them were already big. Let me start by saying these artists know perfectly well people download their images and are using them in ways where the artist should receive some compensation or at least permission. So when I contacted these artists with requests to use their artwork for a free RPG, you would be surprised how many said yes. Not only that, they were appreciative by simply being asked. Just ask and most will say yes. In fact, in the five years I have been following online artwork and getting permission to use artwork for these free projects, only two have said no. One was some Hollywood matte painter. You might think, “Of course, that person would say no,” but you’d be wrong. I had two other matte painters that said yes. The first contacted was William Campbell of Spinefinger designs. William was one of those artists that inspired concepts that didn’t exist until I saw his work. Art fell into two categories: Art that I was looking to represent something specific or art that inspires something that didn’t yet exist. Often times, the idea that comes from the piece doesn’t resemble anything like the concept I explore, while other times they are creepingly similar. I did this for months, acquiring hundreds of images, many of which I abandon as my tastes narrowed and matured. I even got permission to use some terragen images by a talented artist who name escapes me now. Many of these moved on as I shifted from digital renders and moved towards digital paintings. William is now working for Kaos studies, recent publisher of Frontlines: Fuels of War. The second artist I contact was Jaime Jones, a young and talented painter with some astonishing work. He also said yes and expressed an interest in the setting, even to the point of doing free work for it (that never ended paying off but funny story on that one). Katherine Dinger was another artist I also got permission from in the early days. Jaime Jones would get a job working for Arenanet with Guild Wars and Katherine Dinger became a principle artist on George RR Martin’s Song of Ice and Fire RPG and CCG, also being featured in Midnight. Fredrick Ramqvist (Magic: The Gathering), John Wallin (Chronicles of Riddick: Escape from Butcher Bay and Gears of War), and Christopher Vacher (a gaggle of Disney films—yeah, a matter painter; I told you) all allowed me to use their personal work for free. Other fantastic names followed like Gary Tonge, Seung Ho Henrik, Roman Kochnev, Hampus Gimfalk, and Andy Simmons. Fairly soon, I moved the game online as a free RPG and began seeking out even more artwork, but this time, art that fit and flowed with the others. Gone would be the renders, replaced with a more classic style that didn’t jar with the others. Dinger and Jones, Gimfalk and Kochnev all were kept around. This time, mere months before going online with the 2nd edition free Amethyst, I had acquired Derek Herring, Marek 'Prasa' Hlavaty, Martin Bland, and a gentleman by the name of Nick Greenwood. As mentioned previously, this second edition never saw the light of day. It was abandoned and I threw down a challenge to my friends in creating a legit version of Amethyst that could be published, albeit on the internet. We needed art and we couldn’t use a single piece we had acquired because all of those were dependant on use not making money. I could buy the rights to them, but I felt it would be stronger to ask these supporting artists for original work. What better way to reward someone support like coming back and commissioning them with money...real money. Obviously, the first people I contact were the first that said yes: William Campbell, Katherine Dinger, and Jaime Jones. A second round went out to Derek Herring, Andy Simmons, Marek Hlavaty, and Nick Greenwood. Being a fan of other artists that didn’t respond to my requests, I did so anyway and mailed out inquiries to Keith Thompson and Jason Engle. Because of Campbell’s obligation to Fuels of War, he was too busy, as was Herring and Hlavaty. Jones still wanted to be part of the project despite his full time job but could only finish four pieces. Dinger would throw down with 8. Our biggest issue at this point was format. We originally tried to justify only a handful of color images, including a cover. Jones got the cover, which he dove into with both feet…and promptly vanished into for four months. Apparently, artists like cutting to the last second before delivering. Give an artist six months and he’ll go on vacation for five. Better to give goals like “three by this week” then repeat every week thereafter. Either way, Jones didn’t want to do Black and White and we knew the majority of the book would be. Because color cost so much more, we needed to find a B+W artist. Alas, all the artists I had acquired only do color and I had to real fight to find one that would take the cut in commission. On our end, Black & White represented a classic time of RPGs. We don’t need color. Have we all been spoiled? Yes…and I was cheap. Well, not cheap. I simply didn’t have the money for dozens of color images. When Keith Thompson expressed interest, we were overjoyed…then we saw his rates and gloom began to set in. I’m not kidding folks, his B+W was twice as much as Jones’s color. We accepted we may only have five or six images for the 3.5 Amethyst. God bless Nick Greenwood. End part 1 |
| #66SerenaDawnOct 11, 2008 0:57:26 | Nick Greenwood has an immense strength with organic illustrations that cannot be compared. He is able to switch formats with ease and has mastered both without flaw. He did work for Goodman Games and Green Ronin. It was a dwarf monk that had caught my attention. Nick liked my proposal and offered a rate that was competitive and relative to the others (other meaning artist that could do black and white, but just didn’t want to). I initially offered Nick 25 pieces. These were half page sprawls of races, a few chapter starts and the like. Then we started getting images. Two half-page commissions became nine ¼-page commissions. Ten half-page chapter starts became eighteen. Fairly soon, Nick’s commission ballooned to fifty. My budget exploded as some of the most impressive artwork I had ever seen starting flowing down. I couldn’t help myself. This was Amethyst. I had found the one eye that could match my voice. On the basis of just his sketches, we were getting acclaim from people checking our posts. When the finals came down, we were slack-jawed. We never expected in any dream that we would have this much artwork with this much quality for our publication. Every review posted praised the art, wondering how such high quality work could appear under a new company first book. We don’t have a staff of dozens. We have no office. This is about the joy of the work and I could tell early on that Nick loved what he did. Through the expression of a few muddled ideas and hackneyed words, Nick was able to channel exactly what I was picturing, often times delivering something I wasn’t even expecting. Oh yes, not all of them were perfect, but my obsession of perfection was shared by him. If something didn’t feel right, I would tell him…often times resulting in several new sketches until we finally got the one that worked. I have a rejected folder of images I like to keep. Most of those were so good, we ended up ordering them as well. When we order an image that is 100% there, no need letting the one that is 98% there go to waste.![]() In the end, a commission I asked from an acclaimed artist fell through (a professional with a signed contract is expected to deliver and not ignore emails…how sad) and so that got passed onto Nick as well. A good chunk of the work he did for Amethyst, including his seldom seen alternate cover, can be found at his site at http://www.nick-greenwood.com/. The 3.5 book is not perfect. Beyond my unchecked spelling mistakes (insert baby crying), it features some artwork I am not personally happy with. With the 4.0 edition, we committed ourselves to not make any compromises. Although we could have acquired a shotgun blast of artists to handle dozens of commission all at once (like everyone does it), we decided not to. Why can’t there be a singular voice to the artwork. It’s one thing about the Palladium games I always appreciated was the singular style of its art. Many games, even big ones, have been criticized for having an inconsistency with their art, ranging from the evocative and beautiful to the absolute embarrassing, often within a page flip. ![]() This is one aspect of the game I gloat about…because I am not the one doing the drawing. I could not see doing this project with anyone else with the pencil and paint. I can see that dedication in the artwork for the 4.0 edition. I rarely reject anything. Nick usually does it himself, having taken a personal investment in the final quality. There is no phoning in of any talent, forcing us to live up the artwork he presents. For a signature piece for Thornshroud, Nick must have gone through a dozen sketches before he even let me look at them. The final is nothing short of magnificent in its own revolting way. Nick is also doing to cover for the 4.0 Ed, and I can’t wait to see what he bring to that. My common comparison, without making too many allegations, associates Nick’s relation to Amethyst as John Howe to Lord of the Rings. Howe, a Canadian artist out of Vancouver, is the closest name associated with the franchise other than Tolkien himself (and now Peter Jackson, of course). Along with Alan Lee, Howe created many of the most striking visuals of the entire franchise. All of this, and I have never even met Nick. No idea if he is short, tall, black, white, Sasquatch. I know little more other than from the dedication of his work and the fact he is extremely productive—he has four daughters. Practice though I have, I have failed to even get married. All I have to show for the last two years was a persistent eye twitch which has not gone away and a book with a brilliant artist behind it. I leave you with a snippet of one of the new final by Nick... ![]() |
| #67quiterjon_dupOct 11, 2008 12:01:08 | Here is one from our list: For Foundation Spells, these were always meant to be quest items—a reason for a voyage, and not something a player just got for free. They were something you fought and almost died to earn. Not only that, it was more powerful than the slot it filled, though you could only achieve it at a level when other abilities were as or almost as powerful. The question is: does the sacrifice counterbalance the slight increase in power the spell offers? This point was brought up by someone dealing with disruption, where we said disruption was not required to balance technology and was only a fluff point those pulling the techans out of Amethyst could ignore. We are not going that direction with foundation spells and like the idea of a spell that requires a sacrifice—which, by the way, is a fluff part of the novel I am trying to incorporate. This may not work and we may scale them back so the spell is different but not more powerful then the level it is acquired at. The plan was for them to be the outcome of a wizard’s final journey, something more tangible and believable than that goofy “demispell” idea. Foundation Mage is an Epic Destiny but not the only one for Wizard. I am looking at ways for other people to use them as well, making them strange magical relics rather than spells. Like I said, it’s a work in progress. This style of comments has always made me hesitant of 3pp. According to Trickster's Bullet you need to hit 10 targets in order to be 'free' of the reprisal attack. I'm not seeing too many people wanting to go 'quest' for this who wont be able to make the required attacks. At 9d10 per round needing 4 rounds that's 36d10 damage, but you think that is only a slight increase in power the spell offers? |
| #68SerenaDawnOct 11, 2008 19:27:04 | Remember that Trickster's Bullet is three attacks per round...and the average wizard could have an Intelligence modifier of +4 to +5 at this point, giving them 15 chances to hit ten times. Now, since this post was made, Trickster's bullet has been modified, reducing its damage to 2d10 and its duration to 1+Int Modifier. We do listen to you guys. ![]() And there is now a feat that allows anyone to use such an artifact when it is found. It's important to note that 3PP products, can do one of two things (in my opinon): Produce something derivative or take a chance with something fresh. With the later, risks are often taken. We are doing so here, creating a new form of rare magic item, science-fiction-based classes, and a setting that tries to not be like every other setting. Love us or hate us (please love us), but we hope to at least be on your minds when the book comes out. |
| #69quiterjon_dupOct 12, 2008 11:42:41 | Even at 2d10 per hit with less Intelligence needed now... By the time you can go 'quest' for this item you can have a 26+ in Intelligence. Making use of this item with a 26 Intelligence is: 9rds x 6d10 = 54d10 vs the minimum needed to be 'safe' with the item: 16 intelligence: 4rds x 6d10 = 24d10 The amount of damage doesn't bother me all that much, but when coupled with what you have for the shotgun is does look a bit overpowered. Shotgun: Shotguns impact with tremendous force at close range but this stopping power diminishes rapidly. They are fairly distinct and few models are on the market. Critical: On a critical hit, the target is knocked prone. Special: Shotguns do +3 damage if fired at 2 squares or closer. Weapon Prof. Damage Range Price Weight Clip Cell Level TL Shotgun +2 1d10 10/20 40 10 lb. 6 -- 1 0 My gaming group was waiting for some others to arrive a while ago. While we were waiting one of them was talking about the Modern game he plays in on Saturdays, which lead us to how piddly the damage is for modern weapons when people have so many hitpoints. That lead a couple of us to the think how well 4e would be as a modern game. I would rewrite your shotgun to be more like this: Shotgun: Shotguns impact with tremendous force at close range but this stopping power diminishes rapidly. They are fairly distinct and few models are on the market. Critical: On a critical hit, the target is knocked prone. Special: Shotguns do +3 damage per die if fired at 5 squares or closer. Weapon Prof. Damage Range Price Weight Clip Cell Level TL Shotgun +2 2d12 5/20 40 10 lb. 6 -- 1 0 couple that with say: Double Pump Special-Ops Attack 1 with two shots nothing stands back up. Encounter ✦ Martial,Weapon Standard Action: weapon Requirement: You must be wielding a weapon with the semi quality Targets: One or two creatures Attack: Strength vs. AC Hit: 2[W] damage per attack. Increase damage to 3[W] at 21st level. That makes a shotgun do 4d12/4d12 and at 5 squares or less it's 4d12+12 x 2 |
| #70SerenaDawnOct 12, 2008 13:06:46 | The amount of damage doesn't bother me all that much, but when coupled with what you have for the shotgun is does look a bit overpowered. I think you are missing something here. Trickster's bullet is a replacement daily attack power. Shotguns are a weapon used with existing attack powers. Your shotgun would be the most powerful weapon in the game when its used with a 29th level 6[W] damage daily. Now, we do actually have alternate attack powers with certain weapons. We have unique weapons which can only be used with ranged basic attacks and we have grenades and planted explosives which have their own unique power, but to add an alternative attack power for shotguns for everyone I think would be overly complicated. On the other hand, our Grounder class DOES have both a "Big Bore Blast" Encounter Power and a "Grapeshot" Encounter Power which requires the use of a shotgun. Your Douple Pump is also missing a level. Also, no powers other than At-Will scale themselves at 21st level. But, like I said, I am not one to ignore comments and a playtester already reccomended dropping the 1+ Int for Trickster back to just Int. Beyond that, we are happy where the power stands. |
| #71quiterjon_dupOct 12, 2008 18:08:50 | Double Pump is twin strike with some words changed. I assumed Trickster's Bullet was a replacement daily. Even with losing the 1+ Int it still lasts 8 rounds or more. How many combats will be lasting 8+ rounds? Whoever has Trickster's Bullet will just be using that Daily for the whole combat. I fail to see the loss of that daily as a detriment to the character's effectiveness for the whole day. As for the damage of the shotgun, we had come up with other weapons as well .22- 2d4 9mm- 2d6 .50 3d8 and so on Armor has a dice rating. Flak vest: 2d6: any weapon of lesser die doesn't penetrate, equal die subtracts the number indicated, and higher die attacks ignore the armor. But heck we were just postulating. Though we do find it nice to see a .50 cal sniper rifle doing 18d8 with a shot. |
| #72SerenaDawnOct 12, 2008 21:46:20 | The problem with your idea in regards to our front is that it forces an alteration to combat rules which a GSL-compliant product cannot do. We have two weapons, specialty and normal. Normal weapons can be used with class powers, speciality weapons can only be used with a ranged basic attack. Our most powerful normal weapons, hands down, are the two-handed Heavy Weapons, of which the most powerful inflicts 1d10. That's it...1d10. This week, I'll go into details on how we made techan weapons, which should clarify things. |
| #73SerenaDawnOct 13, 2008 10:07:43 | On Sunday, October 19th, there will be a special announcement regarding Amethyst: Foundation. Check one of the running forum threads or our development forum on that day for important information regarding the future of Amethyst including a release date. It’s the biggest announcement we will have until the actual release and our new company logo. Can’t tell you anymore about it until then. |
| #74GMforPowergamersOct 13, 2008 14:03:42 | We do listen to you guys. I want to shake your hand...I think WotC needs people like you, people who realize these boards are a great FREE think tank...hopefully you also know when to tell us to shove it..becuse we are not always right eaither It's important to note that 3PP products, can do one of two things (in my opinon): Produce something derivative or take a chance with something fresh. With the later, risks are often taken. from my experence the first one is used longer over the life of the edtion, but the second one sells better and is used MUCH more in the short time... We are doing so here, creating a new form of rare magic item, science-fiction-based classes, and a setting that tries to not be like every other setting. You took not only the risky road, but the hardest as well, setting yourself up for eaither a HUGE win...or well lets not talk about that... Love us or hate us (please love us), but we hope to at least be on your minds when the book comes out. Ironicly I already see that those two chooses are problt the only ones..love or hate with nothing in between. So far so good though Keep up the good work, and lets hope this is the next big thing... |
| #75SerenaDawnOct 15, 2008 1:20:47 | Thanks GMFPG. I appreciate it. And on that, let my volunteer that I came close to working for AEG, Inversion, Gold Rush, and Louis Porter Jnr. Designs, all of which fell though for a variety of reasons including the shift towards the 3.0 OGL, the collapse of companies, and on one occasion, a misplaced email. Ok...let me start with evidence of the extent of our geekness. We got to talking about Albert Camus, the Pulitzer Prize winning author, renowned for his novels about existentialism. His novel, the Stranger, comments on the nonexistence of god and the point is that life has no meaning. Albert Camus died on a car accident three years after winning the Pulitzer and I added at the end of the conversation, “not that it matters...” making it the longest time to a joke about nihilism I have personally encountered. We are all horrific geeks. Okay....weapons. We have pistols, classed as one-handed small-arms. These ALL do around 1d6 damage. They are light and can be used in adjacent squares without provoking opportunity attacks. Rifles and other longarms are classed as two-handed small-arms. Their damage ranges from 1d8 to 1d10. They do provoke opportunity attacks and if you move faster than shift, you suffer a penalty to ranged attacks (A grounder option can remove this penalty). Heavy weapons, which are just that, cannot be moved in the same round they are fired (a grounder option can allow limited movement). Their damage is between 1d8 to 1d10 as well but usually have larger ammo capacities and additional capabilities (like Heavy Auto). This does not actually convey the differences between the weapons. For one, where magic has 6 levels of enhancement, technology has 6 tech levels from basic chemical firearms (TL0-2) to plasma weapons (TL5-6). So, like magic, you add the tech level to attack and damage rolls. Also like magic items, higher tech items also have additional abilities dependant on their type. Gauss, for example, which are weapons like coilguns and railguns (TL4-5), have the following abilities: Gauss: These weapons fire extremely fast and deliver astounding kinetic potential. Critical: 1d6 damage per tech level. Special: Gauss weapons reduce cover penalties by 2. Rail special rule: If a rail (rail only) weapon shell kills a target with a critical hit, the shell continues on a straight path from the weapon, making a single free attack on any target in direct line of attack in the weapon’s range. This may only occur once per shot. There are similar properties for Laser, Pincher, Plasma, Shotgun, Sonic, etc. Some properties are applied only with certain powers. For example, an “Auto” weapon offers benefits with the Burst Fire feat and can be used with powers with the Auto keyword. Similarly, there is also a Sniper weapon that can be used with powers with a Sniper keyword. In all of these, our weapons are used just like D&D classic weapons in every way. And yes, there are combinations of these powers. There are both “Auto Lasers” and “Sniper Gauss” weapons. We also offer a unique selection of weapons that can only be used with a ranged basic attack. These are weapons that have specific properties which act like power features. A good example is the extremely powerful TL6 Vapor rifle… Critical: +8 damage per tech level Effect: This weapon does not require a roll for damage. It inflicts maximum [W] damage with every strike. The only real exception to these rules is those of Grenades and planted explosives, which have their own unique power anyone can use: Planted Explosives Attack Alternate Attack The enemy strays to close to your plant and the explosion hopefully will go off as planned. At-Will * Martial, Weapon Standard Action Special Requirement: You must have succeeded in your Demolitions skill check. Special: Refer to the table above for damage, range, and area burst. Target: All creatures in burst. Attack: Intelligence vs. Reflex. Add the Tech Level of the detonator to all attack rolls. Hit: 1 [W] + Dexterity modifier damage. Increase to 2 [W] + Dexterity modifier damage at 21st level. Miss: Half damage for those in burst Special: All classes may use this power as an alternative basic attack. Next time, I’ll talk about Power Armor. And just to remind you, big announcement on Sunday, October 19th. |
| #76SerenaDawnOct 17, 2008 15:41:33 | Earlier this week, I talked about weapons, now I shall deal with armour. Techan armour is laid down the same way as techan weapons. At later levels, we have Aramid Survival Suits, Nanotech Combat Armours, and Combat Exoskeletons. The big point being addressed with armour is that they fill in several different roles. There is no such thing as magical cloaks. Advanced armour, like power armour, counts as multiple items. Mobile Motor Armour, for example.... Defense Bonus: Gain the Armor’s TL as an item bonus to Fortitude Defense and AC. Gain half the armor’s TL (rounded down) as an item bonus to Reflex Defense. Large or Agile: The armor can either be medium and agile or large and intimidating. If Agile, the armor gains a +2 item bonus to all acrobatic rolls and a +2 item bonus to athletics when performing a jump. If Large, the armor gains +1 reach. Both armors can wield two-handed weapons as one handed. Resistances: Gain the armor’s TL as resist to cold and fire. Mobile Motor Armour starts at Tech Level 4 (TL4 or +4 enhancement) and continues up to TL6 (or +6). It counts as multiple items if chosen at a higher level. Some larger armour even has temporary hit points, their own base speed and built in weapons. Of course, they cost a fortune. Although we would love to offer actual mecha, we’ll save those for a later book. ![]() Two more days until our announcement... Me out. |
| #77viktor_von_doomOct 17, 2008 16:06:39 | Can't wait. |
| #78SerenaDawnOct 21, 2008 2:00:28 | Obviously, the big news is out. Shortly after our Honourable Mention at the ’08 Ennies, we began negotiations with Goodman Games to distribute Amethyst to the masses. This was a great opportunity and one we had no intention in passing. Of course, we couldn’t release the details on the agreement until we signed the line which was dotted. Even then, we needed to ensure all the “I”s were dotted and the “T”s crossed. And then we needed the proper moment to make a solid impression. As stated, we have not compromised our setting in any way and there have been no demands placed on us to change the setting beyond the intentions we had already planned upon. I can’t say we are throwing more into this than before as a result. I don’t do anything half-ass…which may explain the daunting 275,000 words of the 3.5 Edition. It is not our plans to create one book and fade into the background. We are already in the planning stages and have created content for three future books, not including any modules on the horizon. So, we have a release date, a book length, and a battle strategy. I am making it a commitment to attend GenCon and meet many of those that have supported us since our April release. I can’t really convey properly how confident we are with this 4.0 Edition. We had our second Techan battle and we were blown away at how fun it was. The aspect of teamwork was really present and we hope others will pick up on that as well. We’re not finished by a significant margin. Aspects of the game are not finalized and we are still figuring out what will be included in this first book. I hope to keep people’s interest in the coming months. In case you didn’t know, you can check the announcement here Me out. |
| #79SerenaDawnOct 25, 2008 16:44:22 | The lack of posts this week has not been over us working too hard. Though we have, we always have time to chat. No, the real reason was a computer failure. What happened was that we were planning on a podcast to show off the gaming potential of techan classes. We had Goodman Games' DGC module, Sellswords of Punjar and were going to record our techan characters' progression through this simple and small dungeon. Suffice to say, it was memorable. It was funny, insightful, and we learned a lot about our system and where it needs to be improved. But it does show how the group works together to combat a threat. Two hours into the podcast, my computer reboot. I lost the entire recording and everything has been going downhill ever since. The next morning, I took the computer to get fixed and they have had it since Thursday. It’s currently sitting disconnected as I am at work, typing away on my break. I have not been able to receive or send out any emails so my apologies for anyone that has tried to get a hold of me. Normal operations should resume Sunday, the 25th. One a side note, I have gone over the techan classes and made a major rework of several powers. We have nearly a dozen pages of revisions and additions to these classes, all coming from the last two weeks of playtesting. Those on the playtesting group should check the Development forum as there will be a downloadable file of the changes. Equipment has also been tweaked. Expect a major change to both Operator and Stalker. Me Out. |
| #80SerenaDawnOct 29, 2008 18:48:37 | Okay, here's the deal: The guys and I sat down with Goodman's Sellswords of Punjar adventure but played the dungeon crawl with 4 techan classes. The first podcast got lost so this one recaps the first session and dives right into combat. Listen as four rifle/pistol/pipewrench weilding techans wade through the slums of the city's underground, battle accountants and theives, and somehow redirect an Otyugh into fighting on their side. This is a three part podcast. Here is a list of the characters: Sgt Ruttigar Howard -- A 3 foot tall Marshall from the Bastion of Mann. He specializes in redirecting enemies and granting allies additional attacks. Einokchuk -- A grounder armed with an assault rifle and a pistol, trained in laying down area denial powers to prevent an enemy's advance. Hugh Mann, the 3rd -- An Operator trained as a mechanic, even though the group is carrying Tech Level 0 technology and the only weapon that can disrupt is his own. He does still have abilities that boosts the capacity of his own technology. Lamb Shanks -- A sniper-build Stalker in a dungeon where none of his sniper abilities can be used. He quickly rebuilds himself as a two pistol combat guru. PODCAST |
| #81SerenaDawnOct 31, 2008 4:18:45 | As I overcome a strange three-day virus that thankfully coincided with three days off I had (yeah), I have gone over the book for a third time and made yet another series of changes based on the experience of our playtesting. I played around with weapons again, added a few more items, included a Techan Adventurer's Kit (which was lacking and needed), and played around with the techan At-Wills. Altogether, the groups is really responding well to this altered approach to gameplay--based around movement and teamwork rather than singular grinding combat. This week, we made a decision to remove Epic Destinies and everything relating to them from the first book. The reason came from a need to cut something that is being replaced by an included adventure. We're not removing the epic levels of techan classes as that would make them incomplete. We figured it would be better to remove large sections rather than nitpick through the book and cut the uniqueness of the book. Besides, with a second volume already being written for release in the same year, it’s not like players will get to Epic destinies before the second book comes out. It would just be better to have all the epic destinies in one spot than break them up over two books. As stated in the press release, there will be a module released on the heels of the core book. That's being written as we speak. We hope to tie in the included adventure with this module and the adventure being written for Free RPG Day. Can't say more about this adventure other than it's inspired by a classic. As a teaser today, I leave you with...A Flamethrower Flamethrower: This weapon shrunk in size over many years. Though still two-handed, it no longer requires an unsafe nozzle to an even more hazardous backpack. Modern flamethrowers keep their tank mounted under the weapon stock. The tank is comprised of a relatively safe solid fuel. When combined with air, it actually reacts into an expanding foam. A small battery compresses air in a separate chamber. The foam enters the final chamber and when allowed to uncompress, sprays out in liquid form. A final magnesium igniter at its barrel sends the superheated stream of flame to its target. Despite rumors and urban legends, both older and modern flamethrower tanks do not explode easily if ruptured or if a spark flicks nearby. If the weapon tank is ruptured, the foam would break and spray but not automatically ignite. Even older models would only burst like aerosol cans and not violently explode. Property: Target/s takes 4 ongoing damage (save ends). This damage is not cumulative with consecutive hits. This weapon can only be used with ranged basic attack. Attack: Each creature in a burst3 area in weapon range. Critical: +1d6 fire damage per tech level |
| #82SerenaDawnNov 05, 2008 17:57:20 | As we polish up the core book and the starter adventure, we've begun to look into the future (to coin a phrase) at our next book and the first module, due to be released around the same time as Foundation. As promised, we are applying our own unique style to everything, despite certain concedes that are needed to be made in a module's construction. Despite having some classic dungeon crawl themes (like ludicrous traps and numerous though seemingly random and illogical placed monsters), we are still pushing for a plot-heavy adventure that's still easy enough for any green player to run through. As always, DMs create their own level of involvement--about how much of the module they are going to use and how many they are going to ignore. Even though these first modules have yet to be named, we can reveal certain elements of what to expect. The first one is a classic mystery that blends into science fiction and finally into horror. The module is a tribute and homage to a classic Gygax adventure some of you may be aware of, called Expedition to Barrier Peaks. I have a copy of said module but will not be re-reading it. Rather, I just plan on taking its lead in doing something with my own brand of adventure and story. When I say I have a copy of the module, I mean I really do have a first printing, dated 1981, not the reprint in Realms of Horror many years later, including the cheesy color art and mammoth maps that required four screens! I hope to pay service to a few other beloved or derived franchises with this module like Alien, Outland, and even Event Horizon. I'm already about a quarter into the module. Not much has happened with the core rulebook. As I was saying earlier, I think the majority of any issues would occur with character creation and equipment and once we are happy with that, the rest should fall together. Not willing to rest upon those achievements, we are already working with the GSL limitations to expand possibilities for this game and possible future products from the company. Oh, and heavens forbid anyone should take anything we say with any merit, but from a bunch of Canadian hosers to all citizens of the United States, I would like to say that regardless of who you voted for, you made your voices heard by, as the President Elect said Tuesday, "rejecting the myth of their generation's apathy." Job well done. |
| #83SerenaDawnNov 09, 2008 2:01:21 | The second podcast should be up Sunday. The final draft of Amethyst Foundation was completed this week and no we proofread. Meenwhile, I wanted to pass along a Glossary of terms used in Amethyst: GLOSSARY A.E. (After Enchantment): The progress of time in this new era. The game begins for many in the year 508 A.E., just a little over 500 years from when the White gate reopened. Arkonnia: The same region occupied by the old Continent of Africa in old Earth. Alternate Quantum Vibrational States: The generic title to any physical state out of phase with our own. "Echans" or magical folk call this state etherealness—being of this reality but not, where you can observe the real world, but exist separately. The real world may or may not detect you and may or may not be able to interact. "Techans" or techa-Folk progressed little in this field. A few bastions discovered a way for machines to enter this state so that they could pass through walls and slip past guard towers without detection. This is advantageous over simply being invisible because Etherealness displaces the subject out of the material reality altogether. Some scientists refer to the realms beyond the gates also as Alternate Quantum Vibrational States and claim the EDF derives from this. Attricana: The term given to the enchanted realm existing beyond the white portal. It is often referred to as the gateway itself. Bastion States: Sanctuaries of man's old ways. These are massive technological cities usually heavily fortified and densely populated. Most are echaphobic and forbid the use of magic within its walls. Each bastion stands as its own country, with very little to no contact with the outside world or even other bastions. Blinder: A common derogative nickname mages and other magically imbued individuals call techans. Canam: The continent previously occupied by Canada, the USA, and Mexico. It is commonly separated into Eastern Canam and Western Canam. Corpus Continuity: The belief held by many echans and techans, corpus continuity postulates the similarities in enchanted species of fae and the evolved species of man proves the existence of God. The humanoid form comprising binocular vision, binaural hearing, base ten appendages, erect stature, and mammalian physiology matches the fae species exactly, a species not evolved from primate, but formed from magic itself. With the exception of the pointed ears and the variation of fae species when they branch into subspecies, there still remain remarkable similarities scientists cannot explain to this day. Because fae arose first, many believers of corpus continuity also subscribe to echalogical influence. Dragons: The first species to achieve high intelligence on Earth. They were originally dinosaurs touched with magic and coaxed into a greater form. No one knows how they achieved such power. They were the first race under Attricana, followed some time later by the first fae. Earth: The common name for the world everything resides on. It’s odd that many timelines refer to "before the first hammer" and "after the second hammer," eluding that the time between (about 65 million years) simply did not count. Echa: The slang given to magic or 'enchantment'. It often refers to visual use of magic (spells and magically infused items). Echalogical Influence: The manipulation / influence via the previous echan age of Terros on mankind's evolution and cultural development. Various theories exist attempting to explain why the previous age of Terros matches those of literature and mythology of humanity's past. One theory points to inherited knowledge, through genetics or fragments of lost magic, converting into mythology. Mythology altered over time, but many truths survived to this day. This theory remains popular among many trying to explain how dragons, elves, and magic exist in this world once previously only found in books of fiction. Echan: Someone touched by magic or using magic. This term often refers to humans specifically embracing the path of enchantment. Echans still consider this ugly bastardization of "Enchantment" derogatory. Unfortunately, it stuck. Echagenics / Echalogy: The study in both echa and techa cultures of the similarities between humanity and its recorded history against the fae, dragons, and their recorded history. This analyzes the obvious physical similarities between fae and man in conjunction with historical coincidences in their religions, legends, and mythologies. Theologians studying echalogy are referred to as echalogians. They claim much progress, ascertaining the similarities to the will of creation. Studying echagenics in techan cultures remains an uninspired field bearing little fruit. They admit too many coincidences exist between the time of Terros (old Earth) and modern Earth and are confounded with the numerous references on the world of Terros in mankind's mythology and religious dogma. After a thousand years of study, a firm, scientific answer has yet to arrive. A popular theory recently accepted pointed to a remnant of magical knowledge passing through time like inherited genes. This field coined the term "echalogical influence." EDF - Enchanted Disruption Field: The enchantment disruption field prevents radio communication and disrupts electronic circuits like an electro-magnetic pulse when extremely powerful magic is nearby. It also carries the tendency of jamming many mechanical devices more complicated than a windmill. Evolved Races: These are the few species of Earth science created through natural selection. These are the species untouched by magic, even though they can still possess and use it. Man is an evolved race. If both gates were closed, only the evolved races would remain. Obviously, humans and fae bear many similarities on almost every level. Popular theories point to residual background magic (like radiation) that continued to influence the planet even when the gate was closed. This is vital to echalogical influence. Fae: The first species born naturally from magic after the dragons. All dominant magical races derive from them. Many races claim to be of the original stock and no known original fae live today. The fae descendant races include the narros, laudenian, gimfen, damaskan, tenenbri, tilen, sylphids, puggs, etc. The oldest race to not make that claim is the titans. First Hammer: The first impact that destroyed the dinosaurs and ended the first reign of magic. It struck what would be called Mexico and initiated the Cretaceous-Tertiary extinction event. Inosi: The region of Earth previously referred to as India. Indoaus: The region of land previously occupied by Australia and Indonesia. Ixindar: The name given to the realm existing through the black gate, where evil and hate lurks. The evil fiends set up a nation around it called Kakodomania. Kakodomania: An obsidian glass spreads from Ixindar. In modern times, this realm envelops most of central Slav. Under permanent darkness, nothing entering returns the same. The Reluctant Wall borders the land of Shemjaza. Lauropa: The term given to the region covering all of old Europe and western Slavic countries. Second Hammer: The second impact that destroyed the technological empire of man. It struck Siberia, exactly where Ixindar lay buried. Slav: Often separated into Western and Eastern Slav, this region on Earth covers the majority of China and the entire Russian / Slavic region. Southam: The region of Earth occupied by South America. Spawn Races: Enchanted creatures emerging from previous animal forms. Most of these are young races, birthed when the gate reopened. Very few develop any form of culture Terros: What many non-human echans used to call Earth. The similarity of Terros and Terra (as well as Eoroe, Araa, and half a dozen other similar expressions tied to Earth in human languages) is one point of many connecting threads between the time of old Earth and new Earth. Most species separate the old time to the new time by identifying Terros as the time before, and Earth, the time after. Only laudenians refer to modern Earth as Terros. Techa: The slang term given to the technology of man and is usually reserved for the bastions and their machines. Techan: One using technology. Unlike echans, techans do not find their title derogatory. |
| #84Cyber-DaveNov 10, 2008 18:21:06 | Ok, so, I have a question for you about the 4e Amethyst project. I have been keeping a fairly careful eye on it... mainly because of your techan work. I'm kind of interested in using Amethyst not to run a sci-fantasy game, but a strait sci-fi game. However, due the way you have set up technology, it seems like that might be difficult. For example, it seems that your mechanics will not lend themselves well to a game where the standard technology level starts above the typical chemical firearms. For example, what about a game where laser or gauss/rail weapons are the standard fare? Do you see your system being capable of running such a game? If all characters (and NPC's) are given the ability to start with both armor and weapons of the same progress level, will the game still run properly even at lower levels? |
| #85Cyber-DaveNov 11, 2008 20:42:07 | Ugggggh. Now I have gotten really excited about the setting. I HATE that. I get all excited about a setting... and suddenly I can't get it out of my head, but I can not purchase it until next year. Grrr!!! Anyways, are the standard 4e fantasy classes going to be used in this setting as well? |
| #86SerenaDawnNov 11, 2008 22:15:52 | Oh, wow, a question...and a great damned question. It really is. It’s also coincidental given conversations within our group these last two weeks. Yes, Amethyst involves scaling technology with enhancement levels. It fits and matches the setting. Those wanting a traditional pure science fiction game may not be able to work the Amethyst approach into their own. Maybe all the weapons are lasers or maybe you want a low tech approach and stick with basic firearms. I have been thinking of the potential since, at this point, there is no one else tackling pure science fiction with 4th ED. I hope to use Amethyst as a road map in creating other games in this same vein. The success of Amethyst will also help pave a path for future project which will, I think, push the system in more ways than even Amethyst claims to. Of course, I can’t go into details yet about future projects as Amethyst must find its legs before diving into new directions. I will be honest as say Amethyst is not being presented as a universal sci-fi game for anyone to use. We are designing it to fit a distinct setting five years in the making. We have to stick to our guns in that regard, to coin a phrase. Later projects may have another approach to the material So, it’s not the answer you were hoping for and despite its possibilities, I know the Amethyst techan classes won’t fit everyone’s needs. Meanwhile, we posted part 2 of our Techan Podcast, where our techan heroes conclude their battle with the bums, grubbs, and a senile otyugh. After its conclusion, listen to the extents the players will go to acquire treasure. I won't ruin the surprise but it does involve a flashlight and a human suppository... |
| #87SerenaDawnNov 13, 2008 3:01:29 | Ugggggh. Now I have gotten really excited about the setting. I HATE that. I get all excited about a setting... and suddenly I can't get it out of my head, but I can not purchase it until next year. Grrr!!! Oh hell yeah. Half the book is still fantasy. We are not including new ones since the player's hanbook does them well enough. We have the lifepaths, new paragon paths. Don't worry...there is still plenty of fantasy still in the book. |
| #88SerenaDawnNov 15, 2008 1:56:12 | Never before had I ever encounter such bizarre gameplay like these past few weeks playtesting. One aspect of our podcasts I elect not to include involves conversations as we find breaks in our system. Quite often, though, what I discover is that a player had not read a power entirely before using it, often resulting in far-reaching effects that would appear broken. I know they are not cheating because this is not really a game, just a playtest, but every once and a while, I can see players wanting their side to win more than analyzing why they could be losing. It dawns on me that there is much more trust involved in 4th ED than in 3rd ED. You have to trust the players that they have only used their encounter powers once. You have to believe them when they say they have not cooked off their dailies yet. I find it ironic since accusations of deception from players to players resulted in the largest retroactive continuity shift in this game universe in the first place—the signature (and possible notorious) disruption rule. Last game test, we tackled the Umbra Drake, the final boss in Sellswords of Punjar. It nearly destroyed them. Once the group got out of the tight confines of the dungeon and onto the roofs of the town, everything changed and the group was able to finally take it down…but not before nearly losing two team members. By the end of the evening, I went back and downtuned some of the later powers and rewrote the sniper’s marksman rules. Heavy weapons have been expanded. We have hollered to bleeding ears about how techans require teamwork. They also need room to move. In narrow confines, it’s difficult to bring enough firepower to bear. In the open, a techan group can be a serious threat. As it was, in the single-square wide hallways and 4-square sized rooms of Punjar, it was a constant struggle to survive. By this point, I believe we are 90% from being completely ready on the techan side. It was the biggest job with the highest potential for errors. After we feel the system works, we hope to use that as a road map for other modern and science-fiction-based 4th ED games. The success of Amethyst will help us plot out that path. MARKSMAN TALENT When using powers with the Sniper keyword, you gain the ability to inflict additional effects depending on how much you defeat your enemy’s defense by. Enemy’s Defense Beaten by Additional Effect 5 Target is slowed for one round 7 Target is weakened for one round. 10 Target is dazed for one round. 14 Target is knocked prone. If the target is already suffering from the same effect when applying this condition, than the target fails its next saving throw against the effect. You only apply one condition listed above per attack and may choose which condition goes into effect you are able to (e.g.: If you beat the enemy’s defense by 7, you may inflict slowed or weakened, but not dazed). If you score a critical hit, you must still determine by how much you bit the enemy’s defense by. You may decide to use Marksman Talent after resolving an attack. You can employ Marksman Talent as many times per an Encounter as your Wisdom modifier. |
| #89SerenaDawnNov 21, 2008 5:35:20 | With a busy week ahead of us, blog posts have been lacking, so I apologize. Everyone should expect a Module for Free RPG Day on June 20th. The real thought going through my mind (and yes, only one at a time) is the potential of science fiction role playing. Our group (as they have been going grinding through Punjar) has been talking about possibilities of future products. For me, I have always loved science fiction. I grew up with, not D&D primarily, but Mekton and Cyberpunk 2020. Anyone that knows me, is fully aware of my past with RTG and their Interlock and FUZION systems. I’d still be writing for that system if 3.0 hadn’t re-written every rule about role playing. Since then, hard science fiction has fallen on the wayside a tad and it bothers me. As I look over the 4ED landscape in front of me, I have noticed a marked lack of hard science fiction. Some fear breaking GSL stipulations while others claim that science fiction role playing is a fading if not dead genre. Some of you have been expecting a 4th Edition Modern, a title seemingly meant only for memories. Some have even hoped that Amethyst would fill that niche--a hope we are trying to satisfy. I won’t claim Amethyst is just about technology. Technology only accounts for about 30% of the setting, as it occupies around 30% of the final book (I am totally pulling that guess out of my posterior). In many ways, the setting can be reduced to a world where a fantasy role playing game and a science fiction role playing game are at war with each other. I guess who wins will determine our next game line. I never played Star Frontiers despite owning the first edition box. Never played Gamma World either and I owned that first edition as well. Played West End’s Star Wars quite bit and enjoyed the experience. I did manage to run a handful of sessions of Rifts but I gave up when the first of the World Books started coming out. Back then, Palladium also had Robotech and we really wore those books down, regardless of my feelings on their system. Although I owned and read Leading Edge’s Aliens game, I never ran a session. No, for us, it was R. Talsorian. We ran homebrew sessions of Mekton and Cyberpunk 2020 for years. It was my bread and butter and when they opened Fuzion for legal use, I jumped at the chance. Those games occupied my entire role playing life from the late 80s to early 90s. Alas, a friend convinced me GURPS was the solution for Pathfinder (my mid 90s homebrew game) and I was forced to adopt that system for two damned years. Beyond that exception, it was RTG’s family of books, of which the Bubblegum Crisis RPG would be the last I would purchase. I guess we all have shelves of books of games we never played. Along with the one’s I just mentioned, there was Mechwarrior, Battletech (yes, I know, but not connected), WOTC’s Star Wars, and D20 Modern, though the latter I would use as reference for both Ghost in the Shell and the 3.5Ed Amethyst. Personally, I never thought D20 Modern was well constructed. First level characters were a joke and it had an abysmal currency system. Now, it looks like the prospect of 4th ED Modern may be dead…but Amethyst was never coming close to being 4th ED Modern. At the very least, it was science fiction 4th ED. Some of you have asked how universal Amethyst’s system is and I believe it’s about 90% where anyone would want it (yes, another number, I pulling right from my colon). It would require some house ruling to adapt it but I believe I could do so with a solitary page. The job would not be difficult. I guess the challenge and question fielded is can someone make a GSL compliant 4th Edition hard science fiction game? I think so. |
| #90Cyber-DaveNov 22, 2008 12:13:08 | You know, I have been thinking about something along the same lines, but with a slightly different twist. I have been thinking: what works better for sci-fi gaming, the Star Wars Saga system or the 4e system. I have decided that it depends on the type of setting. I think the Saga system would work better for a "hard" sci-fi setting. Stuff like cyberpunk just fits better with the Saga system (in my opinion). Basically, any setting where the character is a hero, but they will never be a "demi-god." I think 4e works better for a sci-fantasy game, or gothic sci-fi game. Something like warhammer 40k would definitely work better with the 4e system in my opinion. That being said, I think both systems would work equally well at representing a post-apocalyptic sci-fi game, though depending on which system you chose the game would have a slightly more "down to earth gritty" feel or an "epic legends after legendary times" feel. As for settings that fall somewhere in between, say a PnP version of something like Gears of War, I think both systems would work equally well (and would highlight different elements of such a setting). Anyways, hope my musings were helpful to your own. And come out with Amethyst already! :P You have no idea how excited I have gotten over Amethyst while reading the material you have put up here. Guess I will just have to sit back, be patient, and play my "hard" sci-fi (or, at least, as hard as a setting can be that features prominent use of psychic capabilities :P) Land of Nod setting until you do. :D Though, if you happened to drop by and check out my Land of Nod setting, I would love to hear a game developers opinion... ;) |
| #91slarsNov 23, 2008 5:55:14 | I have to admit to a high level of giddiness regarding Amethyst 4ed. It seems to be, from what I have read herein, exactly the sort of setting I have been wanting to dabble in as a DM. It seems very promising, both as a significant departure from your standard fantasy-based fare, and as a product going through the rigors of testing and re-testing. I'm not so sure that a sci-fi 4ed is dead, though. I think 4ed shocked a great number of people with its radical changes to the system. While you folks working on Amethyst seem to be able to handle the changes and work them nicely into your creation, I'm sure a great number of designers are scratching their heads and trying to figure out how to work the sci-fi angle within the new confines of 4ed. Perhaps the answer is in the Star Wars Saga system, but I would prefer something with a little harder edge to it, along the lines of a re-thought Traveller or some-such. Anyhow, keep up the good work on Amethyst. I anxiously await its arrival in the coming year. |
| #92Cyber-DaveNov 23, 2008 12:21:31 | P.S. A personal request for Amethyst: Please, please, please, include some sort of non-magical non-combat mechanical system similar to the ritual system for techan players. Rituals are one of the key ways characters can interact with non-combat encounters in a meaningful and interesting way. However, rituals are magical. D&D 4e sorely lacks a non-magical way to do something similar. Now, for standard D&D, this might not be totally awful. It is a highly magical setting after all. But Amethyst is about the war between magic and technology. If one of the key methods of interacting with non-combat encounters is magical, and anti-magic players don't get some sort of non-magical version of the mechanic to replace its use, that leaves characters who want to avoid touching magic sorely lacking in meaningful mechanics that interact with non-combat encounters... |
| #93Cyber-DaveNov 24, 2008 14:49:51 | Question: Will Amethyst include rules for cybernetics? |
| #94SerenaDawnNov 25, 2008 2:41:09 | First: Will Amethyst feature cybernetics? No, and for good reason. Amethyst is neither Rifts nor Shadowrun. It is not cyberpunk. Since you don’t have severed limbs in 4th ED, there is no need to include them unless using them for augmentation. That being said, it is not like we’re scared of that. When I did Ghost in the Shell D20, I went ballistic on cybernetics, so I know how to write them. I just chose to keep them out of Amethyst because I wanted to ensure a separation between Amethyst and other fantasy titles on the market. Higher TL bastions have nano-recovery units that repair damaged tissue and we do have micro-machine injections that actually offer permanent boosts and basically replace the bonuses offered by magical headgear in 4th ED. Let’s be serious, though…if I wanted cybernetics, it wouldn’t be hard. I got power armour…is that good enough? Second: Non-Combat rules. Do we have any? Well, there are no mirrors for rituals with technology. That being said, we do have stunt rules for vehicles, the disruption of technology, and… well… explosives… DEMOLITIONS (Intelligence) Trained skill only. You can set and disarm explosives. This includes all manners of mechanical and electronic detonators. Setting a simple explosive to blow up at a certain spot doesn't require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device. Attacking with Explosives: Using Demolitions involves setting an explosive prematurely to an engagement or during one. Setting Explosives: Setting explosives takes a standard action in combat or can be used as part of a skill challenge. Wiring Explosives Together: DC15 for every additional block wired up. Additional blocks increase damage and burst (See Grenades and Explosives). Timed Detonator: DC10+2 / Tech Level of detonator to set timed explosives. Timed explosives detonate at a set time and cannot be prematurely detonated. Remote Detonator: DC15+2 / Tech Level of detonator to set up a wired or wireless detonator. You may detonate an explosive by using a minor action. You may also detonate it as a readied action. Triggered Explosives: DC15+2 / Tech Level of detonator to set up a triggered detonator which explodes when certain conditions arise. These detonate on their own and do not require a minor or a readied action. They go off when a target either crosses over it, or before it moves out of its burst area. Failure: Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed. You can make an explosive difficult to disarm. To do so, make a skill check and your roll is equal to the disarm DC. You cannot detonate explosives when wiring them together. A failure with wiring explosives together means the extra explosives will not go off and additional time may be required to retry. Proper Placement: You can carefully set the explosive in such a way to do maximum damage. If you beat the DC roll by 5 or more, you gain +2 damage from the explosive. If you beat the DC roll by 10 or more, you gain an additional +4 damage from the explosive. Disarm Explosive Device: Disarming an explosive that has been set to go off requires a demolitions check. The DM can decide a DC or make a skill check of who planted the explosive. The DC to disarm is the Demolition roll made when it was set. If you fail the check, you do not disarm the explosive. If you fail by 10 or more, the explosive goes off. Special: You can take 10 when using the demolitions skill in the setting of explosives, not in the disarming or when in a combat encounter. The DM may allow you to take 10 in disarming if there is enough time to do so. Bide Time: If you miss the DC on a timed explosive by 4 or less, you push the detonator trigger point back one round. General Detonator Demolitions DC Heroic Tier 20 Paragon Tier 30 Epic Tier 35 Third: I will divulge that the work on Amethyst, and the success that hopefully follows it, will be used as a road map for a ruleset which will deliver everything you have all been asking for in a hard science fiction, GSL-compliant, 4th Edition game. I cannot say more than that other than fan support will be key in this regard. Though I won’t reveal the name of the product, I can divulge our internal designation for the ruleset: The Ladder. |
| #95Cyber-DaveNov 25, 2008 16:24:57 | Very neat... One question though, I am a little confused on one count. You have a bunch of DC's listed, and then you have a table with DC's listed by tier. But, by reading over the rules you wrote, I'm really not sure how those DC's are connected to the rest of the demolition rules. When are the General Detonator Demolitions by tier DC used? |
| #96SerenaDawnNov 25, 2008 16:51:24 | Ahh...the word "Disarm" appears to be missing... These are generic DCs for disarming explosives without the DM having to create a demolitions DC by rolling for an NPC. Hope that clears it up? |
| #97Cyber-DaveNov 25, 2008 18:44:21 | Neat. Very neat. I'm very excited for all of this. Very. Can't wait to own my copy of the book. I wish it had cybernetics though. :P I guess I can always make some for myself. Is the book going to include Techan vehicles? I am going to assume yes (due to the presence of vehicle stunt rules :P). Man I can't wait to play a sci-fantasy game. ![]() |
| #98SerenaDawnNov 28, 2008 0:04:49 | Yes...we have vehicles. They are not flying cars or hover bikes. Most of them are ETVs, or Echan Terrain Vehicles, which are motorhome-sized fortified SUVs designed to bully and plow their way through the fantasy wilderness. Some have tires, some have tank treads. Some carry five people, others can handle fifty. Most aren't much bigger than a really fat bus but a few may feel like you're driving Yankee Stadium around the country. We don't have many rules for them. We have feats which offer bonuses and even additional vehicle-based powers and rules dealing with acceleration and crashing. If you’re expecting that convoluted chase table from D20 Modern, I am sorry to disappoint you. ![]() |
| #99Cyber-DaveNov 28, 2008 4:56:15 | Yes...we have vehicles. They are not flying cars or hover bikes. Most of them are ETVs, or Echan Terrain Vehicles, which are motorhome-sized fortified SUVs designed to bully and plow their way through the fantasy wilderness. Some have tires, some have tank treads. Some carry five people, others can handle fifty. Most aren't much bigger than a really fat bus but a few may feel like you're driving Yankee Stadium around the country. We don't have many rules for them. We have feats which offer bonuses and even additional vehicle-based powers and rules dealing with acceleration and crashing. If you’re expecting that convoluted chase table from D20 Modern, I am sorry to disappoint you. Nah. The rules from d20 Modern (for vehicles) were not very good. Star Wars Saga did a much better job of it. |
| #100Kord%E2%80%99s_BoonNov 30, 2008 3:49:01 | Looks very promising, thank you for keeping us up to date and including the community, will be purchasing a copy when it becomes available. And I’m with Cyber-Dave on the d20 vehicle combat, nearly gave myself an aneurysm running a chase scene. |
| #101SerenaDawnDec 04, 2008 22:14:07 | I do apologize for the delays to the site of late. Priority was on the book. The final polish on the writing of Amethyst is done. Now it's in the hands of layout, artwork, and graphic design. Like everything in life, we're not sure if it's ready...but I don't think anyone on our position would say "Nope, no more testing, we're good." Heck no, we could test for another 12 months and still see other parts of the game untested or unproven. But we are confident with the results, and that's what's important. We're already 80,000 words into the second book and a third into the first module. Someone was mentioning out of combat rules. Spurned by that, I went back into the Engineer skill and added this: Building Technology: If you have the time and the parts but are nowhere near a bastion or a market that sells technology, you may try to build the item from scratch. You can only build items with a rated tech level (0-6). You must have the item’s cost in widgets (not the UC, the widgets) on hand. You must meet the level requirement for said item as well. The item’s level is also the time in days it takes to build the item. You need at least six hours of work on the item for it to be considered a day’s work. You cannot speed up this process but you can take your time. At the end of each day, you must make an Engineer roll to beat the build DC. If you beat the DC, you count the day in question towards the time required to build the item. You can take 10 on this roll. The DC is 15 + 2 x the item’s tech level. --Creating grenades takes half the time. --Vehicles take twice as long and require a facility. --For techan armor, you must meet the listed price and the time for construction is the two highest values added together. --You cannot build demolitions, medical, or repair kits. You cannot build boosters or medical injections. --Items without a listed level take 1 day to construct. --Ammunition’s tech level is equal to the weapon it is made for. Failure: If you fail, the work time is wasted (1 day) but the widgets are not. |
| #102SerenaDawnDec 06, 2008 20:23:16 | Recently, I realized that some people may be confused by the indicated roles of our techan classes. In our attempt to think outside the box of traditional classes, we realized our classes may not fit into the ironclad rules listed in the player’s handbook. Some playtesters mentioned being confused by our listed roles in comparison to the definition. The PHB mentions healing, support, offense, defensive, support, and focused defence. These are detailed into four roles: Controller, Defender, Leader, and Striker. But we didn’t feel the techans needed to fit these roles exactly. So let’s break it down: Grounder: The Grounder has the hit points of a fighter and the high kill abilities also associated with one. So you would assume Defender. But he also has the capacity to lay area effects at a distance. He cannot mark but can prevent enemies form attacking him or others. This would make it closer to a Controller. We decided upon Defender because, in the end, the Grounder is the heavy hitter. Marshall: The Marshall and the Warlord are similar and so you would assume Leader…but our Marshall is deficient in healing and is able to not only move allies but enemies as well. In spirit, he is still a leader, though he is also a defender as well. Operator: The operator is a heavy healer but he is not a leader. He cannot inspire, he lacks good defence and is not as trained in assisting allies as a Grounder and Marshal. We listed him as a controller because of his ability to ensure the stability of the group. Stalker: The Stralker is listed as a Striker since he can deliver devastating damage to single targets but he also can commit to close attacks that strike multiple enemies at once. But he can also deliver status affects with his sniper attacks, making him closer to a controller. I know, we could create new roles, but I figured that was unnecessary. With techans I hope players will read them thoroughly and understand the method of our madness. If I could see an argument for changing Operator from Controller to Leader but that that would be against what we think an Operator is designed for. I can see further complications with this in the future and we may end up introducing new roles that better explain our intents. Another point brought up deals with the mixing of techans and echans (science-fiction and fantasy). Like I said, we designed the techans to operate on their own without mixing with fantasy players. The disruption rules support this but that doesn’t mean a group can’t try it. You can pick-and-mix whatever you like but some of these classes may not work well with others unless they are armed with machine gunes. For example, the Marshall has dozens of abilities that grant him and allies ranged basic attacks, a useless feature if the Marshal is surrounded by fighters and paladins. A Grounder is a heavy ranged attacker with support abilities that help other ranged attackers nearby, another useless feature if the grounder is the only one at range. Amazingly enough, a Grounder would not be a fighter in a fantasy party but a Wizard (another argument for them being a Controller rather than a Defender). A Marshall could replace a Warlord but would very much be bad at it. The same goes for Operator but he, at least, would be a welcomed and vital healer if a Cleric was nowhere to be found. A striker is the only class, I think, which would be able to hold his own if alone in a fantasy party. They have few supporting powers and feature a set of unique abilities no other fantasy player has. It would be a challenge but I believe that’s half the fun. |
| #103Cpt_MichaDec 12, 2008 8:42:05 | Consider this thread subscribed. I didn't really read too much into Amethyst until fairly recently. (like within the last week) So while I knew of it's existence I didn't know what it was about. I get this whole Modern Fantasy vibe from it. Is that about right? I'm working on a similar project for my group... which I'll probably scrap in favor of this. (Or at least take this as a basis and add in my own tweaks) Also, can you do one small favor? Just a lil one? Can you break up your Damaskans entry so it's not one huge wall of text? It'd make it much easier to read. I like this world so far from what I'm reading but I can only bring myself to read the Damaskans in spurts. Thanks. |
| #104SerenaDawnDec 13, 2008 2:40:08 | I'll try to keep it down in the future... "Mission to Marsh" Yes, that is the current internal name of our Free RPG Day module. We are not going for a clichéd dungeon romp but a nonstop scrub of gunfire from beginning to end as a group of gun-toting techans find themselves trapped in a wasteland and are forced to dive deeper into danger to recover a missing piece of technology they need to survive. The module will include 5 techan characters at 6th level pre-generated players can just dive right into. AND in case anyone is in the Prince George area, Conan and myself will be each running the module for anyone interested at Great White Entertainment. Meanwhile, despite the fact the game is done and off to layout, we are still testing the system. Alas, we've already found a couple issues that need clarifying but nothing currently that breaks the system or requires anything more than an erratum. For one, we list Demolitions as an Intelligence-based skill everywhere except under the Operator class, where it is listed as Wisdom. Stuff like that. Oh...and we have a FOURTH Techan Podcast, which concludes our group's foray into Punjar. This is the funniest podcast we have ever recorded. We have trouble listening to it ourselves. If you listen to any of them, listen to this one. They players come across the biggest threat yet and I do everything in my power to kill them... http://www.diasexmachina.com/Techan-Podcast4.mp3 |
| #105Cpt_MichaDec 15, 2008 13:14:52 | Oh it's not the length itself that makes it hard to read, it's the lack of paragraph spacing. Just makes it a lot less reader friendly than it should be is all. Make the posts as long as you like, just make sure you space out your paragraphs. That way your loyal readers can read the posts easier. (your later posts seem to have spaced out the paragraphs fortunately ;) )Keep up the good work! |
| #106theinterzonemantraDec 16, 2008 19:15:54 | Well, I'm excited. Can't wait to try this out once my current campaign is done with. |
| #107SerenaDawnDec 24, 2008 18:41:54 | In an effort to keep the word count down and make room for more artwork, we are pulling Medical injections from the book for now. They will pop up in the next one. Meanwhile, we have played around outside of the box s'more and created new powers for a few classes to replace some duplicates which are shared between them. This includes Operator attack powers that do no damage and massive heavy automatic burst attacks that only do 1 point of damage. We also got a look at our final cover. As I have often said to friends, family...and people I pass in the street, that we have been blessed with a great artist/collaborator in Nick Greenwood. He is responsible for 90% of the artwork in the 3.5 book, nearly 100% in the 4.0 book, including out new cover. Suffice to say, this looks amazing. What's particularly interesting is that it is a full 16x11 wrap-around and unlike others you might have seen, there is activity through the entire image. People whose opinion really shouldn't matter have convinced me to start a MySpace and Face Book account. I am not sure why. The face book page gets all the attention currently. I am uploading old and new Amethyst artwork there. You’ll find it under my full name of Chris Dias. As a final sign-off before Christmas, I leave a gift...one ENTIRE Paragon Path... Merry Christmas (by the way, this one isn't finalized yet): MUTAHARRIK CAPTAIN Leading the Kannos Kavalry are the Mutaharrik Captains. You have probably spent more hours on your horse than others have on their own feet. Regardless if you raised your steed from birth or bought it from a stable, as an elite from Kannos, you can whip any animal for combat within a week. You do not afford yourself anymore luxuries than the men under your command. You wear the same light armor, ride a horse with no barding, and charge alongside the line rather than behind it. You and your animal are now one combined spirit and you are no longer even required to whistle for its attention or whip it to speed. It only requires a few words or a nudge. It may even act on its own if you require it. The elite order of Kannos officers forego all other pleasantries in favor of their bond. You don’t bother with wives or children. It has even been said a Captain’s steed lives for the entire life of its master, dying the second its Captain does. Prerequisites: Kavalier or Halfmaster lifepath. You must also return to Kannos for promotion. You must own a large natural beast as a mount. You must have selected the mounted combat feat. MUTAHARRIK CAPTAIN PATH FEATURES Whisperer (11th level): Any riding horse you own becomes a warhorse. It is only a warhorse while under your command. Your warhorse gains +2 movement during a Trample attack. High Ground (11th level): You gain a +1 to attack with a melee weapon to adjacent foes if you are on your mount. You also no longer provoke opportunity attacks if you fire ranged weapons while on your mount. Master Warhorse (16th level): If you spend an action point before initiating a trample attack while on your mount, you gain no additional action, but your mount ignores all opportunity attacks during said trample and it and you have Combat Advantage against anyone you strike until the end of your round. MUTAHARRIK CAPTAIN EXPLOITS Plow through the Lines Mutaharrik Captain Attack 11 You assault through an enemy’s flank, slashing down at those that move away from your steed’s assault. Encounter * Martial, Weapon Standard Action Melee Weapon Requirement: You must be mounted. Target: All targets in reach during the horse’s trample. Effect: Your horse initiates a trample attack. Every target in your reach during the trample can be attacked by a melee weapon. Attack: Strength vs. AC. Hit: 1[W] + Strength Modifier Special: This is not a charge attack so does not gain the Charger bonus with a warhorse when initiating a charge. Equestrian Charge Mutaharrik Captain Utility 12 You leap from you mount, over the heads of your enemies, and land without injury. Encounter * Martial, Mounted Move Action Personal Effect: If your mount moves more than 4 squares either as an attack (charge or trample) or a move action, you can jump from your mount as a move action. You are considered running for the jump and gain a +5 bonus to the Athletics roll. Pick an unoccupied square in range to land into. You provoke no opportunity attacks as you jump or land. Unbridled Loyalty Mutaharrik Captain Attack 20 You need a quick escape in a dire situation and your mount is more than happy to comply. As the animal charges in, you take advantage of the distraction. Daily * Martial, Weapon Standard Action Melee Weapon Requirement: You and your mount must be separated but within range of the animal’s trample attack. Effect: Your mount initiates a trample attack and passes either by an adjacent square to you or through your occupied square. You suffer no damage from the trample. Target: Any creature that is knocked prone by the trample and in reach from the square you occupy. Attack: Strength vs. AC. (+2 for Combat Advantage) You score a critical on a natural roll of 19 or 20. Hit: 3[W] + Strength Modifier. Special: As the animal tramples by, you mount it. It continues its trample attack if it has any remaining movement. |
| #108olfactatronDec 26, 2008 14:41:40 | System Shock Attack This should be After Effect: The target takes 4[W] damage. Unless your intention for the power was to work with any dazed effect the target might be suffering, not just the one from a successful hit from this power. |
| #109SerenaDawnDec 26, 2008 15:40:42 | Heyyyyy....good catch. I can see how that could be viewed that way. Good thing I can still retro that stuff. Where were you when we were playtesting> You should get on the next game's testing when we announce it in 5 days. And, in case you were wondering, System Shock had been modified significantly since this original post... ![]() |
| #110farmer42_dupDec 26, 2008 17:45:21 | And, in case you were wondering, System Shock had been modified significantly since this original post... Where would one go about signing up for this...testing? |
| #111SerenaDawnDec 27, 2008 18:52:33 | Where would be our site. When would be after the annoucement is made and be sure before making a commitment. You don't know what we have in store. Anyone wager to guess? ![]() |
| #112SerenaDawnDec 30, 2008 22:59:27 | Funny thing happened on the way to the blog Yesterday was a big day for us. After 27 months, we finally concluded our Amethyst game. Of course, we were not playing Amethyst anymore but the second chapter after Amethyst. No, this is not the second book coming out late 2009. That’s still original Amethyst. Every book we are doing for the initial Amethyst run (about 4) deals with only the first three seasons of the original Amethyst campaign (there were 4 seasons). There is a lot to cover. All of it loosely based on the original campaign I ran with my players (one of which is still with the project). That lasted two and a half years. What we have been playing recently is the next chapter in a grand arc of which Amethyst is only one part. It still is Amethyst with the same setting and same rules. I have mentioned it before in a previous blog. It was an interesting game with an ending I think I could have done better. But I digress. As I have closing this one chapter, I have been buzzing along with several others. There are two other writing projects due on the 15th I am polishing up. Meanwhile, we’re revving up the press release of our next product line. I know...I said two games. Here is how we work: I am spontaneous and my friends slap me. Seriously, what actually happened was that one project pushed itself to the foreground to such an amazing degree as to shove the other right off our 2009 line-up. It’s still being made but occasionally, you get an idea which is so impressive, there is just this little voice that confirms it. I get that sometimes. I think other people do as well. It reminds me of a Carl Sagan quote which... I actually can’t recall specifically. Basically this idea started off based from an old game of mine and a sudden inspiration pushed it into a direction that, when I shared it with the others, got an amazing reaction. Now they all want a piece of it and we can’t wait to start working on it. I really hope you can feel our enthusiasm for it when we announce it in a few days. So the second project, though it will be developed this year, may not be released until the next. Besides, we still have more from Amethyst including more sourcebooks and modules. As for a timetable, we’re going to be researching back-story for this new game (yes, it requires research) for the next month to two months while also developing a basic framework for the rules and classes. A prototype to be tested won’t occur, I imagine, until Amethyst is released, then we will offer basic rules to playtesters based solely on illogical and unreasonable conditions no one but us will understand. Pssssst...I gave you all a little hint on what this game is...or rather what it’s based on. |
| #113farmer42_dupDec 30, 2008 23:22:01 | Oh! My guess is something along the lines of Contact... Or maybe a Mars focus... Or...Cannabis? |
| #114SerenaDawnDec 31, 2008 13:54:56 | Cannabis? |
| #115farmer42_dupDec 31, 2008 14:11:54 | Cannabis? It was a joke. Sagan was an advocate for the legalization of cannabis, going so far as to pseudonymously writing an essay about the the merits of smoking it. |
| #116SerenaDawnDec 31, 2008 14:28:27 | I also thought it was a subtle remark considering that largest fantasy nation in Amethyst has vast fields of cannabis for a variety of purposes, none of which are for inhalation. Interesting guess...Well...only a day or so before you'll have your answer... |
| #117Hocus-SmokusDec 31, 2008 23:26:59 | Or...Cannabis? You now have my undivided attention :D |
| #118SerenaDawnJan 04, 2009 3:35:08 | The comments on NeuroSpasta have been amazingly supportive and I hope it continues to spread. It really seems like there are quite a few of you out there that had been waiting for something like this to come around. Though we have a lot of the ideas in place, other responsibilities beckon us away until at least the 15th, when we start going full time into this. Meanwhile, while carousing through Amethyst, yet again, I found I had listed 3 new skills when in truth, we had added 4. Sigh...just goes to show that some things still get missed. I fixed that little nugget and moved on. Meanwhile, Conan and his extremely significant other have been working on a new character sheet designed exclusively for Amethyst (making room for techan skills, lifepaths, and the sort). I have been spell-checking. Nick Greenwood finished our cover... ...yes...he finished our cover. Wanna see? Well...you can't...sorry. Have to leave something for a surprise. I will clip these two images for ya. These are EXTREMELY small crops of the full image. The originals are ginourmous. ![]() ![]() |
| #119SerenaDawnJan 08, 2009 16:24:41 | These Pagus…are making me thirsty It will be interesting to see how our Free RPG turns out. I think it is as much of a challenge to players as it is to the GM. As stated before, it will have additional downloadable content which includes 5 premade techan characters and three additional encounters a GM can add to flesh out the module and extend the mounting tension before its conclusion. I was dreaming of Gears of War the other day. This is strange considering I have neither played the game for any real length of time nor even own an Xbox. The dream was interesting enough and when I had woken, I had drilled my fingernails into my palm from a clenched fist. Apparently, the game is frustrating in every format. Upon recollection, I started to understand something about Amethyst. If playing as a techan party, a DM could recreate ANY first person shooter that has ever been made. From Doom, to Quake, to Half Life to Fear, to Gears of War, you begin with basic weapon, travel through a landscape killing monsters, all the while upgrading your weapons from crowbars and shotguns to plasma cannons and rocket launchers. Gears of War has an additional similarity because of its cooperative format—where multiple players can team up to tackle the game instead of trying to take each other out. In Amethyst, the players start with TL0 rifles and pistols and by the time they reach epic, they have upgraded to power armour, thumper rifles, and rail cannons. Although it was not our intent to create the possibilities of such empty storytelling, a group could go into the game with that mentality. This also means a GM could recreate nearly any one of these franchises with Amethyst with little to no modifications. Of them, I think Fear would be my favourite to see recreated using these rules. It was my favourite of those games. |
| #120Cyber-DaveJan 08, 2009 21:00:09 | I had actually thought of something along very similar lines... except I was thinking of Fallout. For some reason, I never seem to run into the more powerful energy weapons until later in the game. :P |
| #121SerenaDawnJan 11, 2009 22:55:12 | Six more images exclusive to the new Amethyst 4.0 RPG have been uploaded. Where are they? They are not here. Three of them can be found on Nick Greenwood's official page. The other three are on my facebook page. ![]() We finished the FREE RPG module, Hearts of Chaos last week. The primary adventure has three 5th level encounters, 1 puzzle, and a significant amount of role playing opportunities. The downloadable package available before FREE RPG day will have three more encounters and four pregenerated techan characters. And let me tell you, the United Nations Charter is an astoundingly interesting read. I plan on the same level of obsessive detail over NeuroSpasta as I am about everything else I do. For example, I just outlined in loose note form how the Security Council gets reformed after an Emergency Special Session is convened to ratify Article 29 dealing with veto power over the permanent five members. Follow any of that? |
| #122Cyber-DaveJan 11, 2009 23:16:25 | If you keep making me cream my pants like this, I am going to start sending you my cleaning bill... I am starting to think your posts should come with an advisory warning. Excessively cool and exciting content ahead...:P |
| #123ieattrollsforbreakfastJan 13, 2009 11:08:22 | And let me tell you, the United Nations Charter is an astoundingly interesting read. I plan on the same level of obsessive detail over NeuroSpasta as I am about everything else I do. For example, I just outlined in loose note form how the Security Council gets reformed after an Emergency Special Session is convened to ratify Article 29 dealing with veto power over the permanent five members. Follow any of that? This is pretty much exactly why I'm so interested in Amethyst as a setting. :D |
| #124SerenaDawnJan 18, 2009 2:26:29 | The last lingering threads of Amethyst were sewed into place today. How it is now is how it shall be. I didn’t realize until this week that a large part of our techan—and thus, our science-fiction element—is based entirely on the success of one new rule. Yes, we added lifepaths, but those were easy and seen in so many other games already (actually, I’ve only seen it in Forgotten Realms, but the statement is probably sound). Ranged weapons…we’re not breaking the system adding them in. No, the real test will be people’s response to autofire. The entire rapid-fire system is very very touchy and it was the most ardently tested of any new rules in the game. How would a system like 4ED incorporate rules for burst fire. You can’t just make it a power…it’s got to be more than that. But it also can’t be overly complicated. In the end, we used a combination of powers and feats to establish what we wanted. If successful, NeuroSpasta will incorporate this same mechanic. Basically, it involves 1 feat, the burst fire feat. It allows you to fire five shots per attack roll and adding 1 more point of damage. Seems easy enough. The problem is, of course, that you need a weapon capable of firing those additional shots…soooo, you need Auto weapons. But the rate of fire for an AK-47 and a M134 Mini-Gun are radically different, forcing us to create a second class of weapon, the Heavy Auto. Heavy Auto weapons require a minimum strength to lift without a mount, you can’t move and shoot on the same round, but it does fire twice as many rounds as an auto weapon and does more damage depending on what tier your character is in. Not only that, we have dozens of powers (mostly Grounder) that specifically require Auto weapons and these powers carry additional effects based on if you wield an Auto or a Heavy Auto weapon. Auto weapons can be fired on the same round your character moves, but he suffers a penalty to hit if he does anything but shift (so if he fires and then attempts to move, he can shift only). We are simplifying it a bit here. There are a few more bits we haven’t mentioned (can’t tell you all the tricks, yet, right?). What kinds of powers, you ask? Good question. The Grounder, though our heavy hitter, has two unique builds: One is a direct-fire on specific targets and the other lays down area effects. You can probably see where the Heavy Auto can come into play. Using combination of feats and powers, a Heavy Auto weapon has the potential of firing, quite literally, hundreds of rounds in a single standard action. Okay…not hundreds…maybe over a hundred…assuming you use a large area effect power…like this one: Clearing the Room Grounder Attack 13 Your weapon fires back so fast and so loudly, most enemies recoil just from the noise. Encounter * Auto, Martial, Weapon Standard Action Ranged 5 Target: One, two, or three creatures Attack: Dexterity vs. AC, three attacks Hit: 1 [W] + Dexterity modifier damage and target is pushed back 2 squares. Targets that cannot move further back than 2 squares suffer an additional 2 [W] damage. Special: If you use a heavy auto weapon, targets are pushed back 4 squares and suffer additional damage if they cannot move further back than 4 squares. |
| #125QuintariusJan 18, 2009 5:50:34 | I'm not sure but there MAY be a misshap in this power: (My english isn't natural so bear with me please ;) I will discuss the normal Hit Line: Targets that cannot move further back than 2 squares suffer an additional 2 [W] damage. What does this mean? Does it mean that if you have no free square behind you that you get 2[W]? Or should it mean "If the target can't be pushed the full 2 squares it suffers an additional 2[W]" (making it 3[W])? |
| #126Cyber-DaveJan 18, 2009 9:49:49 | I'm not sure but there MAY be a misshap in this power: It means that if the target can't be pushed back 2 full squares it suffers an extra 2[w] damage for a total of 3[w] damage. But I can see how the word "further" does make things a little confusing. After all, the power does not allow you to push someone back "further" then 2 squares... it only lets you push someone back 2 squares. |
| #127QuintariusJan 18, 2009 10:16:15 | *nods* as far as I know the book isn't out there, maybe Serena wants to clarify the rule before it goes to print ;) Just wanted to help |
| #128SerenaDawnJan 18, 2009 14:20:57 | Wow...like 12 playtesters understood that one. Yes. If you can't be pushed the full distance, you take the additional damage. ![]() Alas, she's past that point so if this is unbelievably confusing, it will be in the errata. |
| #129Cyber-DaveJan 18, 2009 14:33:47 | Its not incredibly confusing. The intent behind it is pretty clear. However, if one focuses purely on the syntax, which is what people who don't know English as a first language will do, it comes across confusing. After all, how do you push a character more then 2/4 squares with a power that only allows you to push the character 2/4 squares? In most situations it would not matter. But, in the rare situation where you do push a character 2/4 squares up against a wall, as you would not be able to push that character more than 2/4 squares, the odd player/DM might believe that the power is supposed to then deal extra damage (even though the number of squares listed have been moved) because you would not be able to push the target "further" then the listed amount. Its really not a big deal. Every game I have ever played has something like that in it. Just release it in errata and everything will be kosher. |
| #130QuintariusJan 18, 2009 23:54:19 | Well my motherlanguage is german, so you know what that means ;) I somehow recognized the intend of the rule, but thought because it might be confusing i thought i said what i thought, no ill intend...intended Oh and there is a difference between understanding a rule and having a ruleslawyer before me ;) |
| #131Cyber-DaveJan 19, 2009 0:02:54 | Well my motherlanguage is german, so you know what that means ;) I don't think anyone thought you had any ill intent. It was actually a really good catch. I was just telling SerenaDawn why I figured you caught it and nobody else, until now, did. Its the sort of thing that someone who does not speak English as their first language is more likely to catch. Not because you are wrong... you are right. Its was just such a well hidden catch that I think most people just read right over it without really analyzing the language of the sentence. Sort of like reading over and over a typo, but inserting the word you expect to be there because the typo is so close, so you never catch it. |
| #132SerenaDawnJan 25, 2009 0:32:26 | You would think now that Amethyst has moved onto the next step that things would temper. They have not. Now we are looking ahead with NeuroSpasta as well as polishing off the artwork demands. In total, we have twice the artwork from the original 3.5 edition of Amethyst with the majority of work that I was personally not happy with removed for the 4th Edition. I can’t say all this artwork will make it into the new book. For one, we have certain monsters drawn that won’t appear in until the second book. We got Jeremy Simmons on board. This guy is a really prolific cartographer and artist and he is handling all our dungeons as well as our character sheet. Ah, yes, character sheet. I am going on a limb and saying that I have not felt comfortable with any 4.0 character currently out and I have seen a few. So we are designing one that 1) feels efficient, and 2) fits with both our fantasy and techan characters. I hope to get back into talking about races again soon. I started with Damaskans and want to continue with all of them in time. Meanwhile, I have been trying to wrap my head around the Israel-Arab conflict for NeuroSpasta...yeah, you read right. It’s difficult to develop a possible outcome after 60 years that won’t totally **** off someone. You have to get used to the fact that some people just won’t like what you are selling. Though Amethyst had four 4-star reviews on RPGNow, we did have that one 1-star review that was deleted by the Staff because they felt the reviewer was simply mean spirited They also thought that he hadn’t fully read the book. He accused Amethyst of having a “Creationist” agenda. Yeah...a creationist agenda. Beyond DEM’s religious views (which are our own, if we have them), I can safely say there was never a Creationist agenda. In fact, quite the opposite. Still...I can’t lie and say there was not an agenda. Amethyst always had a lot to say about the world and the people living in it. Yes, it does paint mankind in a colourful image but I feel that’s realistic. We have surfed through the landscape of criticism surprisingly unscathed. We have yet to slam against any condemnation about the dealing of our subject matter—another reason why I am not worried about our use of modern religion in a 4ED GSL-compatible game. NeuroSpasta does aim the reticle a little closer to home, however, but I am still not worried. |
| #133Cyber-DaveJan 25, 2009 17:24:15 | Oh man, tackling the Israeli-Arab conflict... youch. That one draws lines across which families argue. Israel isn't just divided between Jews and Arabs, its divided between right and left wing Jews, and right and left wing Arabs. Its a subject I intentionally avoid talking about with family because of the shouting matches it usually leads to. I'm almost scared to read that chapter of the book... |
| #134SerenaDawnJan 28, 2009 18:56:17 | Guns Guns Guns I could go into a commentary about violence in games. I could mention that I have never even held a gun and that I have no desire to hold one, let alone fire or own, regardless of design or purpose. I am, and will forever be, a happy ignorant city-boy, never questioning the ingredients of my bratwurst (minced flower petals). That being said, there will always be a level of violence in the majority of our interactive entertainment. When it comes down to violence, you either wield firearms, blades, bows, or your own talented appendages. Amethyst allows for all of those. Thankfully, our friends at WOTC offered us most of these. Our primary responsibility is to supply the first one...guns. We have mentioned before that Amethyst deals with increasing tech levels (TL) which coincides with enhancement levels—and the two figured are equal and function identically. So where a 9mm autoloader would be TL0, a phase plasma rifle would be TL5 or 6. That being said, there are 9mm weapons at both TL1 and TL2 and some advanced firearms (like caseless and electronically stacked projectiles) at TL3 and TL4 but the most powerful weapons are those able to cremate someone’s skin, like our TL6 vapour rifle. Because this technology derives from separate and independent bastion states, a TL1 weapon from one city could look radically different than a TL1 weapon from another, despite operating exactly the same. As a result, it would be impossible to supply artwork for all of them. When you account for the different TLs and the difference variety of weapons, I have calculated we actually have...155 weapons...wow...I didn’t think it was that high. This allows substantial amount of personality to any weapons a character possesses. They could, especially at later level, vastly conflicts designs in gear and weapons. They could have two identical gauss pistols from two different bastions and they could look totally different. I mean you have the typical... ![]() The advanced... ![]() And...well...the bizarre... ![]() Speaking of which, the vapour rifle is part of a strange class of weapons we have called Speciality Weapon which can only be used with Ranged Basic Attacks. Given this limit, we are able to play with the rules that we established for the rest of them. Here is the Vapour Rifle as an example... ![]() Vapor Rifle Critical: +8 damage per tech level Effect: This weapon does not require a roll for damage. It inflicts maximum [W] damage with every strike. |
| #135JohnLynchFeb 01, 2009 1:55:03 | Six more images exclusive to the new Amethyst 4.0 RPG have been uploaded. Where are they? They are not here. Three of them can be found on Nick Greenwood's official page. The other three are on my facebook page. I'm going to be extremely disappointed if no Amethyst games get started in my area Having played quite a bit more then I had when 4e first came out, I now realise I haven't played enough to DM. So I really hope others are as excited in Amethyst as I am.the real test will be people’s response to autofire. The entire rapid-fire system is very very touchy and it was the most ardently tested of any new rules in the game. From my understanding under the GSL-standard, only your games can have your rapid-fire system rules. I'm curious if you'll be giving other developers access to it free of charge so they can build sci-fi related books that have items which are compatible with your settings? Given how easy it is to break I'm guessing no, but it would be interesting to see a wealth of compatible sci-fi/modern books released for 4th ed. |
| #136crenshaw13Feb 02, 2009 9:59:02 | Having played quite a bit more then I had when 4e first came out, I now realise I haven't played enough to DM. And you never will with that attitude! :D Gamers are a forgiving lot - if they know you are a newbie DM, they will give you some slack. So GO FOR IT! ![]() |
| #137SerenaDawnFeb 03, 2009 2:08:18 | I'm going to be extremely disappointed if no Amethyst games get started in my area Well, I will be running games from my home town but I guess you would have to be here... Technically, I don't believe you can copyright game mechanics. Either case, we won't be releasing a file of our rules for free. We won't stop other people from creating their homebrew games from our system, obviously. I also doubt other publishers would want to use our system when they can simply make their own "enhanced" version of the GSL themselves. I don't see a plethora of science-fiction games out but maybe that will change once Amethyst is released. I am much more paranoid over my intellectual property of the Amethyst setting over the rules we make. Seriously, the rule additions are pedestrian compare to my interest in its setting. The same goes for NeuroSpasta, which is being built upon the Amethyst foundation and it, as result, is even more adaptable to any number of science-fiction games. And yet, the setting is far more interesting to me. So like a good game designer, I haven't actually answered your question. ![]() |
| #138SerenaDawnFeb 05, 2009 0:55:59 | We have vehicles…yes we have vehicles. Vehicles take a backseat in Amethyst, something we decided early on. They are meant to punctuate a battle. They either drive in and ram something and the characters file out or you jump in and hit the accelerator for a quick getaway. They have stats and we have skills for their use (“Vehicle Operation”) but it was the least tested part of the entire process. I didn’t see a lot of opportunities for the vehicles to be active in combat. For one, they are fairly big and expensive and important to be put into harm’s way. Our vehicles are not your standard cars and bikes. Most of them are ETVs. ETV stands for Echan Terrain Vehicle—insulated juggernauts that plough their way through fantasy, sealed off from the outside magic so the squishy humans and power system are safe inside. Some are not much larger than hummers, like the scrambler, while others are mammoth mobile bases, like the behemoth. Some have weapon mounts while others don’t. Some are designed for agility while many break and scar the environment as they thunder along. Some have wheels--four to eight--and some have tank treads. Some have rechargeable power packs with photovoltaic cells; some use a nuclear reactor. We don’t have classes based around vehicles. We offer a variety of vehicle-based feats. A few offer additional bonuses while others include a new vehicle based utility or attack power. Vehicle Operation can be used for hard manoeuvres and stunt driving. Here is a pair of driver power feats Hull-Down Prerequisite: Paragon Benefit: You gain Hull-Down as a feat power. Hull-Down Feat Power You find a spot in the terrain where your vehicle gains an advantage against incoming fire. Daily * Martial, Vehicle Minor Action Personal Requirement: Finish a move and stop the vehicle this round. Effect: The vehicle gains cover from ranged attacks and area and burst effects until the vehicle moves again. Jump the Crash Benefit: You gain Jump the Crash as a feat power. Jump the Crash Feat Power Just before the end, you jump from a potential disaster. Daily * Martial, Vehicle, Weapon No Action Personal Trigger: You are in a vehicle that crashes. Effect: Shift 4 squares from point of impact and take no damage. You may pass through enemy occupied squares. You may then make a ranged basic attack at any point during the jump. There are about six of these but, in the end, vehicle combat was not the priority in Amethyst so the rules may appear a little glossed over. NeuroSpasta will step from this baseline and include a slightly more complicated car-combat system…but, saying that, NeuroSpasta doesn’t have a nuke truck… ![]() Nuke Truck: In order to combat the EDF interference outside their walls, Angel R&D created a vehicle with its own shielded micro-nuclear fission power pack. The result is an extremely expensive and risky long-range carrier simply dubbed "the nuke truck." The reactor, though miniature, does supply a full 1-year lifespan of power until needing service. Because of the reduced degradation of Uranium-235 in EDF and its increased resistance to shedding neutrons, scientists switched to Radium 226 and Thorium 232, which accelerate their decay while in magic. Since these materials cannot be found easily in nature, the only way to service and re-supply a nuke truck involves taking it to one of only two breeder reactors in Canam, one in York and the other in Angel. The breeder reactors expel more fissionable materials than they receive, but the process is not cheap and a full service and re-supply of a nuke truck takes a week and costs 25000 UC. The advantages are plain to see. This makes the vehicle sustain itself indefinitely save for the service. The extensive radiation shielding virtually removes a chance of shorting out in EDF. |
| #139ieattrollsforbreakfastFeb 05, 2009 10:02:57 | Jump the Crash Awesome. ![]() --- I'd normally have deep reservations about granting daily powers with feats, but given that the powers are fairly weak and highly situational, it looks ok to me. On an entirely unrelated note, is the book being printed in colour? If not, how are you marking at-will, encounter and daily powers (if at all)? |
| #140AnimeSniperFeb 05, 2009 13:40:51 | We have vehicles…yes we have vehicles. Vehicles take a backseat in Amethyst, something we decided early on. They are meant to punctuate a battle. They either drive in and ram something and the characters file out or you jump in and hit the accelerator for a quick getaway. They have stats and we have skills for their use (“Vehicle Operation”) but it was the least tested part of the entire process. I didn’t see a lot of opportunities for the vehicles to be active in combat. For one, they are fairly big and expensive and important to be put into harm’s way. I imagined, don't ask why, an huge APC with a cow-catcher type plow barreling through a barricade before deploying troops wearing Magic resistant/insulated Power Armor... I have tech on the brain syndrome apparently Very nice though and will probably buy the hardback when its released. |
| #141SerenaDawnFeb 05, 2009 22:55:09 | Funny you say that. I just sent an email to the artist asking him to the replace the flat shovel with a wedge-shaped cowcatcher or plow. ;) |
| #142SerenaDawnFeb 15, 2009 2:51:58 | Gimfen![]() Gimfen are both the kindest and the most controversial race in all of amethyst, more so than even the tilen. Although not a single voice has ever spoken in objection to their introduction, elements of their profile carry undertones readers may find unsettling. They are the de-facto Halflings of Amethyst. In literature, they are reflections of the playful and kind fairies that build toys and shoes as well as the annoying little elves that bother a family while they sleep. In various books and films, they are often presented as children, to reflect their playful dispositions, but also because it is easier to cast children as short fantasy creatures than adults or even those affected by dwarfism. Though the gimfen don't have wings, they are the most aloof and playful and innocent of the fae races in Amethyst…at least the ones the rest of the planet has had any exposure to. In comparison, all other fae races are dull and serious way too often. Gimfen represent this common seen element in fantasy literature--childlike creatures whose intents, though mischievous or inquisitive, are rarely malicious. Despite not having overly large shoe sizes, the gimfen take pride in their nonchalant attitude towards life, indulging in whatever vices they desire from petty theft to recreational drug use, thus part of their controversial nature (more on that later). Gimfen are one of the last fae branches. What once started as the statuesque laudenians moved onto the damaskans. The gimfen are a late step from this branch and despite some claims, never developed a branch to another species later. The three main divergences of the original fae became the chaparrans (mostly feminine), narros (mostly masculine), and damaskans. The latter, though not having a gender dominance, were more social to each other and outsiders and when the gimfen broke from the damaskans, they emerged greatly amplified if this trait. The damaskans would also eventually have branches with the skeggs, boggs, and the feral puggs. Gimfen share with the boggs and puggs an overt joy of life in general. Gimfen believe themselves the eventual final form all fae should aspire to become. They have yet to devolve into a lower form and have coincidentally gained an ability unique to their species many others both envy and decry. The entire fae species, being a creation of magic and not evolved, lack the instinctual drive to reproduce or dominate the land and others they see. This obsessive push is a feature of evolved animals like man. This is why humanity created an industrial age in the same span of time while the fae were riding horses and brachiating between trees. But the gimfen, though not sharing the human's obsession for advancement, do share their curiosity. This caused the gimfen to begin asking questions no one else had until that point. In the short time they were on Earth before being banished to Attricana like all the other fae, they acquired knowledge no of the others had even dreamed. They added leaf springs to wagons, discovered the basics of chemical explosives, and even proposed the basics of steam power. Although much slower than humanity, the gimfen were beginning to develop technology. Alas, the EDF prevented them from pursuing past this point but, upon their return to Earth and their discovery of humanity, were able to springboard past this hurdle. In the modern age, the gimfen still have no idea how the majority of human technology works. They can recreate it but still have problems understanding the intricate nature of it all. They also do no generate the magical disruption field as all fae despite being a creation of magic. They can never be a replacement for humanity but are still the only species of fae able to enter bastions without breaking everything, by disruption that is. This has created a minor schism in gimfen society. There are those agrarian gimfen that keep to the old ways, maintaining farms and living in small houses, drinking and partying to the morning's rise. They keep no obligations and despise restrictions and bureaucracy whenever they find it. On the other side are the growing ratios that have embraced the machine. If you were to give them a Model T, they could recreate a Model-T but would take a thousand years before they could build a Prius. Even with that limitation, these gimfen had surrounded themselves with machines and gadgets, most of which don't work. Their society reflects this and nowhere is this more clear than in the grind towers--mammoth buildings sprouting from the soil that mark the towns and cities of the subterranean, mechanically adept fae. The people within them are adorned with a variety of ugly and shuddering machinery. The gimfen developed their bizarre talent to be able to reverse-engineer nearly everything they find and rebuild it with immunity to disruption. However, the task creates a device so clumsy and finicky that said gimfen is the only one able to use it. So with one race, the gimfen represent not only the playful miniature elves of legend and lore but the tinkering and mechanically inclined as well--wrapped in a package we hope will be attractive to players. The only aspect that can never change is their appearance. Gimfen appear as children through their lives and though no taller than 4 feet, also never look a day over 15 until they shuffle on. Even still, they look even younger reaching adulthood and remain that way for hundreds of years. This only changes in the last few days and weeks of their life, as their age literally rushes onto their skin and they grow feeble and frail just before the end of their natural lives. But until then, they are gifted with the miracle all others envy. This presents the uncomfortable conundrum. Regardless of their path, be it tinkerer, thief, soldier, serial-killer, etc, gimfen always present the childish image, making the application of many of these roles uncomfortable (or further uncomfortable). It presents an enigma, one recently dealt with in a minor degree in The Curious Case of Benjamin Button (a film I recommend despite comments about the film's length). How does someone’s outward appearance affect how you address them? This is not about being ugly or fat but strictly how you age. In a scene in the film, Button is a toddler of 7 but with the face and body of a 73 year old trying to have a friendship with a 7 year-old girl. We are bothered by it as are those who don't know about Button's origin, but to him, this is who he connects to. When the roles are reversed, the film jumps away from a similar conflict. Button (played by Pitt) is seen in his teens, then again at 10 (played by another actor). The following scenes pass by quickly and the similar uncomfortable atmosphere we picked up early in the film is not repeated. Gimfen don't age backwards. They never age at all, so a gimfen adult of 250 years could still have the face of a 14 year old. This makes their presence on the battlefield a little disturbing. Similarly, as all fae are romantic, nearly every race has intermarried at least at one point with another race, including man. If you met a gimfen young in life, you would grow old but the gimfen would stop just before society would deem it acceptable to pursue them romantically. Yet it does happen. Hell, in Amethyst, all pairings are possible. In the novel, a nymph is seen married to a bear (That's a reference to Russian mythos for those unaware). To push this even further, in the game, there is a paragon path for gimfen called a Redcap, which turns your average diminutive gimfen into a jumping blender of death, all the while smiling and cackling like playground child. When the races began to get established, I looked at the gimfen as the riskiest endeavor. I thought of literature, how they were presented in the various fictions of the world, and also, honestly, how they could easily be presented in a film without breaking the bank (yes, I actually had thought of that). Unlike the 3.5 Gimfen, which were clones of Halflings, our new variation is distinct with abilities all their own. They are still not my favorite race but they are no longer my least favorite and they offer great opportunities...if one is able to overcome one uncomfortable hurdle... |
| #143Cyber-DaveFeb 20, 2009 20:15:55 | So what is the ETA on Amethyst in print now? |
| #144SerenaDawnFeb 21, 2009 1:18:17 | Print is still scheduled for GenCon. Currently, there is no reason to suspect that will change. April is still looking good for PDF. Meenwhile, we have a new character sheet which should work for both fantasy and science fiction characters. |
| #145Cyber-DaveFeb 21, 2009 22:19:46 | Print is still scheduled for GenCon. Currently, there is no reason to suspect that will change. April is still looking good for PDF. Meenwhile, we have a new character sheet which should work for both fantasy and science fiction characters. What month is GenCon in? |
| #146SerenaDawnFeb 22, 2009 2:33:30 | August... Just so everyone knows where we're at: As Amethyst chugs along to its release, we already have nearly 90 pages written for the second book. I won't go into any details as yet because the feedback we receive from the first volume will dictate how much work will be required for the second. For now, what we CAN confirm is that there will be at least 1 additional race as well as lifepaths and paragon paths for that race. Our previously discussed Foundation Spells will finally make their presence known as well as Amethyst-unique epic destinies. We got some new monsters and perhaps, just perhaps, the Saints from the 3.5 book will FINALLY reveal themselves. We may also open the setting to Southam (South America). Other possibilities include finally going a little evil and opening up racial templates for pagus as well as corrupt lifepaths and paragon paths. |
| #147Cyber-DaveFeb 24, 2009 16:02:11 | Urrrg. August is so far away! ![]() |
| #148SerenaDawnMar 11, 2009 20:40:08 | By popular demand, we have recut all four techan podcasts into a single Best Of Podcast with all the funniest moments cut into a single file. Hope you all enjoy it. |
| #149SerenaDawnMar 14, 2009 23:25:58 | With a new GSL on the scene, a few people have been asking if the D20 3.5 version of Amethyst will be put back on sale. The removal of article 6 of the GSL would obviously allow it. The answer is no, we won’t be putting the 3.5 version back on sale...at least not officially. Obviously, the main reason is that we don’t want to divert attention away from the 4.0 Edition version of Amethyst due in a couple months. I also believe this new version is much closer to the actual Amethyst as I conceived it. Now that being said, we do still have a dozen or so softcovers in a box in storage. We were using them as personal stock but there are still some mint, shrink-wrapped to cardboard. Those wanting them should contact DiasExMachina personally and we can organize a donation and we’ll respond with a few books. Once these last few copies are gone, they are gone forever, never to be sold again. One of the elements of the old book you’ll never see are the old maps. A lot of people know I was not terribly happy with our maps from the 3.5 book. With a new edition comes a new cartographer, Jeremy Simmons. He’s done work for Goodman, Bastion Press, and Monte Cook. He has replaced our pencil world map with a full color digital one. We won’t have the zoomed sections in this book (they’ll be in the second) but at least we’ll have a full two-page color spread in this first book. Jeremy did a real bang up job and we all look forward to working with him further, both in Amethyst and in NeuroSpasta. He has tackled the dungeon maps for the included module as well as the free-RPG in June. He also made our character sheet as well. |
| #150SerenaDawnMar 22, 2009 22:52:04 | Yes, after many months of teasing, we are finally ready to release the NEW AMETHYST COVER! Of course, this one lacks the DEM and Goodman logo, a subtitle, borders, and even a proper title layer, leaving just the cover and all its glory. ![]() |
| #151SerenaDawnApr 01, 2009 1:06:50 | It is good that a few people read these because as you all should be aware... ...Goodman Games is releasing From Here to There, a compilation of small adventures meant to...ahem...”bridge” points between encounters of a bigger adventure or campaign. Yes, yours truly is one of the writers of this module. I hope everyone will have a chance to get this. I enjoyed the hell out of the experience. http://www.goodman-games.com/5351preview.html Meanwhile, I should let you know that I have seen the final version of the Amethyst FreeRPG, Hearts of Chaos. It looks fantastic. Also...although it’s unfortunate, Amethyst’s release has been pushed back to May. Sorry folks. Couldn’t be avoided. |
| #152SerenaDawnApr 12, 2009 4:12:06 | Sorry for the delays. I just spend the last week giving the core book a final polish along with the help of our editor before it goes to layout. This gave me on last opportunity to fix any issues we might have had. I can't say every spelling mistake and punctuation error was fixed but I will say most of them have been. Actually the real benefit has been the work on NeuroSpasta. I didn't take a break after finishing Amethyst; I jumped right into the next game. I carried over the rules I needed from the previous game and started creating another 200 powers. Getting the opportunity to touch up Amethyst one more time, I was able to put back the elements I carried from Amethyst to NeuroSpasta BACK into Amethyst, not revised with the experience of the intervening months. These include certain wordings to prevent confusion but the big alteration was with ground vehicles. We admitted kinda playing it loose with vehicles with Amethyst but we knew we needed a more strict set of rules of NeuroSpasta. Well, I took this opening to insert the new NeuroSpasta vehicle rules into Amethyst, to give players more options and to make vehicle combat more appealing and more realistic (well, as realistic as we can get). We'll have more info on exact releases quite shortly, I imagine. |
| #153PobmanApr 12, 2009 4:59:31 | Sorry for the delays. I just spend the last week giving the core book a final polish along with the help of our editor before it goes to layout. This gave me on last opportunity to fix any issues we might have had. I can't say every spelling mistake and punctuation error was fixed but I will say most of them have been. Actually the real benefit has been the work on NeuroSpasta. I didn't take a break after finishing Amethyst; I jumped right into the next game. I carried over the rules I needed from the previous game and started creating another 200 powers. Getting the opportunity to touch up Amethyst one more time, I was able to put back the elements I carried from Amethyst to NeuroSpasta BACK into Amethyst, not revised with the experience of the intervening months. These include certain wordings to prevent confusion but the big alteration was with ground vehicles. We admitted kinda playing it loose with vehicles with Amethyst but we knew we needed a more strict set of rules of NeuroSpasta. Well, I took this opening to insert the new NeuroSpasta vehicle rules into Amethyst, to give players more options and to make vehicle combat more appealing and more realistic (well, as realistic as we can get). We'll have more info on exact releases quite shortly, I imagine. Awesome. I can't wait for this. Are you still on schedule for May? |
| #154ChandrakApr 12, 2009 20:44:10 | Delays to improve a product are always a good thing imo Hoping to see it in May, since our group should be finishing up our current module, so Amethyst coming out then would be perfect. |
| #155Cyber-DaveApr 29, 2009 10:33:12 | So... is a PDF release still slotted for May? |
| #156ChandrakMay 02, 2009 20:58:09 | I'd like to echo Cyber-Dave's question - are we still up for a May release for the PDF, or has it been canceled? I noticed yesterday that the PDF version is no longer listed anywhere on Goodman Games' products website, though the print version is still listed for Gen Con. |
| #157MechaPilotMay 02, 2009 21:02:56 | Will it be strictly a PDF release, or is there a physical book release coming as well? People may consider me a bit outdated, but I tend to prefer my reference materials in book form. |
| #158Cyber-DaveMay 03, 2009 0:23:24 | A print version is coming at GenCon. |
| #159SerenaDawnMay 07, 2009 4:05:36 | As we try to balance a financial system in NeuroSpasta, I decided to finally make a post. I haven't much to report. NeuroSpasta's playtest kit is being pieced together. We are looking for ways for people to spend their money (cybernetics, vehicles, weapons, etc). I still cannot fully go into details as the delays with Amethyst. As stated, the editing has been completed and it’s currently in the layout phase. It will be for sale in PDF and print though the exact day cannot be locked down. On another topic, totally related, I have had a look at our free-rpg module, Hearts of Chaos. It looks pretty impressive. You get two books in one, with it being bundled with Goodman's Hero's handbook: Immortal Heroes. The other book is reversed and upside down. Fans are encouraged (really encouraged) to download the premade characters when they become available. The limited edition art print made by Nick Greenwood is the cover of this new module. |
| #160NylanfsMay 07, 2009 10:49:45 | Hey SD, I just wondered if you had thought of a conversion guide from the 4e system to the Pathfinder Roleplaying system so that people could have the option of 4e or 35e/PFRPG. EDIT: I should clarify I was refering to the NeuroSpasta setting, I imagine the old Amethyst book would still be good for PFRPG. |
| #161goodmMay 09, 2009 18:25:28 | Awesome. I can't wait for this. Are you still on schedule for May? Hi guys, Just wanted to give a quick update. We're plugging away, but a book of this magnitude and quality is taking longer than expected to complete. I took the PDF edition off the Upcoming Releases page until I have a more firm release date. Don't worry, it's still in progress. We'll keep you updated as to a final release date as it comes along. In the meantime, find a store near you that is participating in Free RPG Day so you can see the first printed material for Amethyst - and for free! |
| #162pamelaMay 12, 2009 13:52:47 | The only 3pp material I ever bought before was related to Ravenloft, but I am definitely going to be buying this when it becomes available. Thank you, SerenaDawn and goodm. ![]() |
| #163SerenaDawnMay 20, 2009 14:58:26 | No prob Pam And thanks Goodman for his response. So what have we been doing? Well, for one, we have a couple articles to appear in upcoming issues of Level Up. The first details the basics of the setting and won't include much (if any) fluff. The second, hopefully for August, should have some never-before-seen crunch which will not be found in the primary rulebook. As always, Nick will be supplying art for both those articles. I wrote them both personally. The second will detail a new race, along with a paragon path and a monster tied into that race. Sorry that I don't have a definitive lock on the release. Once I know, you'll know. It should be noted that the second book has already been planned and I would say it was probably half-way finished...but I won't even begin to talk releases date for that one. Did I mention I have had a chance to look at the freeRPGDay module we have? I know I did. Mentioning it again...it's awesome. Make sure you ask your local hobby or game store to sign up for this event. I know I asked my local store and they forgot...twice. I had to tell them again yesterday. You know they procrastinate. |
| #164SerenaDawnMay 26, 2009 3:43:56 | Just so everyone knows http://www.goodman-games.com/FRPGD09-amethyst.html Wheels are moving... Like I said, I think it looks great. Check out the link and make sure your game store gets it. |
| #165SerenaDawnMay 27, 2009 17:57:05 | AND another.... http://www.goodmangames.com/9102preview.html That's the latest issue of Level Up... ![]() Oh and the image for the Free RPG in case you don't like clicking links ![]() ![]() |
| #166SerenaDawnJun 01, 2009 4:26:45 | June Marks two important events. One is the release of the Amethyst FreeRPGDay module, Hearts of Chaos. The second is the publication of the second issue of Goodman's Level Up magazine, which features an article on Amethyst. The article features some of my best writing. I tried to lock down in under 2500 words everything about Amethyst I love. I tried to write from what I know, as if selling it to myself rather than trying to imagine what readers would want me to say. There are no rules in the article, just pure setting and imagination. All the aspects of the setting are touched upon but even this does not fully encapsulate everything we are trying to achieve. All the work we put into the four techan classes or the new races or paragon paths was time consuming and enjoyable but it's the setting that I have the most fun writing for. It's not often a role playing game is released that tries to inject a heavy dose of philosophy in its presentation. It is more than the simple conflict of chaos and order (order being the force of evil and chaos being the force of good) but also about freedom of choice. I am dealing with similar issues in NeuroSpasta but that game directly goes after consumerism and the definition of a democracy in a growing capitalist society (yeah, you just read that). Amethyst proposes what kind of choices people would make when faced with the possibilities of not being tied down to any ethnicity, any government, or any religion. Even your own genes can't claim control of your actions as the fae run against the normal inclinations of a biological creature. Humans wandering the world of magic are placed under that same pressure. In bastions, people have the reliability and safety of technology so they can live longer and happier, but they are by no means free. The chaos of the world around--the very freedom of endless possibilities--actually keeps those people trapped. The freedom of anarchy keeps those in bastions from being completely un-tethered. They would claim this is the sacrifice one must make. If you want to be content and safe, certain liberties need to be lifted...not unlike certain controversies occurring around the world today. In the real world, we see government regulations lifted in exchange for a free market, which ends up creating chaos, forcing governments back in to regulate it. In Amethyst, bastions are formed from a united need to survive and maintain the traditions of technological man and with the parables to their old ways, the people may believe themselves in a democracy but they are not, as their desires and wants as well as their need for safety dictates the actions of their leaders. Politicians, meanwhile, maintain power over their population by using their fear of the outside world to limit their liberties. Those in the fantasy world, despite being under equal threats, have an expanding landscape to their own. Limshau and Abidan, for example, are ruled under positive ideologies, with an optimistic view of the future. It makes you wonder what kind of world we would have if you were to remove all borders, ethnic conflicts, and erase the rampant consumerism the free market has make us believe is necessary. In many ways the order/chaos conflict of Amethyst can also be read as a clash between freedom and suppression--where the freedom is the limitless scope of imagination and the suppression is the maturity of the individual into the role of pacified consumer. And this is a role playing games, folks... |
| #167pamelaJun 02, 2009 11:23:39 | Ah, definitely a fellow Canadian...;) |
| #168SerenaDawnJun 26, 2009 4:00:15 | A great review got posted with our friends at Gnomes Stew |
| #169SerenaDawnAug 12, 2009 4:10:05 | For the past three weeks, I have been fielding comments that the damage output of our weapons is too low--that they should be way higher than a crossbow or longbow. Despite my simple arguments, people still seem to think that a 13 gram bullet should be doing more damage than a 450 gram arrow...and not a single increase in die damage (1d6 to 1d8). We are talking if a longbow does 1d10, then an M16 should be doing 3d6. Firstly, you have to understand how much energy they carry. Bullets have a lot of energy in their release, but they are light. A knife or an arrow moves a lot slower, but they weigh a heck of a lot more. An arrow has its shaft to carry additional energy in a way your arm does when it pushes in a blade. This why arrows and knives can actually penetrate most bullet proof vests. If you have ever seen an arrow in slow-motion, you'll notice it flexing as it passes through the air. When it impacts, that stored energy in the shaft (flexional energy, I looked it up) causes it to straighten, transferring that power back into its tip. It's more than the fact that arrow tips are pointy and most bullets are not (or at least not as). In fact, mass can have as much or a greater impact on damage to the target than velocity. Expert bowman had seen the damage potential of their tools, penetrating deeper than even high powered rifles. Consider this thought experiment. Fire a baseball to bowling pins and see if that ball can carry enough energy to knock all 10 pins...compare that to the slow speed of a rolling 16 lbs resin ball. And don't bring up the Hollywood effect of people being thrown off their feet. Anyone who watches Mythbusters knows...it all just wires. That being said, even though a baseball can hit harder with a baseball when thrown by a MLB pitcher than an archer's arrow, the baseball probably won't get through plate mail. The shape does matter. Now, at some point, velocity does become an issue. For those still paying attention, it's called hydraulic force. This is the shock wave that resonates from a bullet hit in the soft tissue after impact. This causes the internal bleeding and bruising and what not. Arrows, though large, are never fired with enough velocity to create significant hydraulic shock (it actually deals with momentum, and yes, momentum and velocity is different). However, this depends on a variety of issues including range and point of impact. A bullet looses momentum quickly but we can't factor that in the rules. Additionally, we can't include body locations, which can also greatly affect the amount of tissue damage. So we have a balance. Despite the bullet carrying amazing power, the arrow will penetrate further. That is fact. It's proven. The bullet can cause wound damage from hydraulic shock because of its velocity, which an arrow cannot replicate. This is also fact, also proven. We also balance this with the fact that a GREATSWORD does 2d6 damage. This is a gigantic chunk of sharpened steel that carries penetration and blunt force trauma. It can kill you without even breaking skin. Sooo...Pistols do 1d4-1d6, rifles do 1d8 to 1d10, and heavy weapons do 1d10 and up. Here is an example I found online. If one fills a 5 gallon plastic pail with sand and fires both a .357 magnum and a heavy hunting arrow at it, the bullet will be stopped by the sand, while the arrow will penetrate the pail completely. The .357 magnum handgun has a 158 grain bullet traveling at 1250 fps, for a momentum of 0.83 slug-feet per second, and a kinetic energy of 520 foot-pounds. A 710 grain arrow at 183 fps has only 0.57 slug-feet per second of momentum, and a mere 52 foot-pounds of kinetic energy. These are actual combinations used to demonstrate the penetration power of a heavy hunting arrow. A major factor between the bullet and the arrow is the increased resistance force met by the higher velocity bullet. While the bullet has ten times more kinetic energy, and 37.5% more momentum, than the arrow, it's almost seven times higher velocity causes the bullet to be met by nearly fifty times as great a resistance force as that encountered by the arrow! Another major factor between the handgun’s bullet and the arrow is the longer time period of the arrow’s impulse; which results from its higher mass. Though the arrow is traveling much slower than the bullet, and has less momentum than the bullet, it derives a greater percentage of the momentum it does possess from its mass. It is "heavier". The heavier (and lower velocity) arrow “decelerates” more slowly than the bullet or, if one prefers, it has a longer time period over which the force acts. Force multiplied by the time it acts equals the impulse. The heavier arrow retains a higher percentage of its force for a longer period of time than does the bullet. The bullet’s total net disposable force, though very high relative to the arrow, is entirely dissipated in milliseconds. Can I put this to bed now? ![]() (Thanks to Ed Ashby for his science) |
| #170SerenaDawnAug 27, 2009 23:50:26 | We here and DEM made a movie to showcase Amethyst's artwork.... |
| #171pamelaAug 28, 2009 13:24:27 | SerenaDawn, when IS the game coming out - September or October? Goodman Games is listing both dates. Also, did the game debut at GenCon? I had thought I'd heard they were going to but have heard nothing since. |
| #172SerenaDawnAug 29, 2009 1:21:53 |
Looking like October We were not at GenCon but Goodman was and was handing out more copies of the Hearts of Chaos module as well as selling issue 2 of Level Up, which Amethyst is featured... Writing ... Finished Art ... Finished Editing ... Finished Layout ... Finished
Printing. Only one step to go. Right now, we are just seeing if our final draft fits in our allotted space. I will add that I was able to include several story segments from new novel to help flesh out the setting, something I know of you have been asking and hoping about. As stated, we are a little over budget but we are discussing ways to fit everything we want in.
Imagine pre-orders will be made available soon. What's soon? Couldn't tell you. I will say that many of the things we have learned with NeuroSpasta has been retrofitted back into Amethyst, including clearer burst fire rules and easier move and fire guidelines.
Also, me and Conan will be taking a group of experience 4th Edition gamers with NO experience in Amethyst and sending them through the paces of Hearts of Chaos with the final edition of Amethyst's rules. That will be recorded as a podcast. We hope this one will not be as insane as the techan podcast earlier this year.
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| #173pamelaAug 29, 2009 3:44:57 | |
| #174SerenaDawnSep 08, 2009 3:31:32 | Big and good news from DEM and Goodman. Amethyst - Foundations is expanding. Originally, we had stated the first book will clock in at 256 pages. Because of all the STUFF we are packing in on this book, we have decided to expand this to 288 pages. This newer length will include story segments (a popular request) and the Amethyst character sheet. It will also have a full color map of Canam on the inside cover. I imagine the next thing you'll hear from us regarding Amethyst will be is release date...and then the race is on!
Don't forget the 2nd issue of Level Up has an article involving Amethyst. The third issue will as well.
I'll try to add some meat to these blogs again soon. By busy with another project. |
| #175SerenaDawnSep 24, 2009 1:48:28 |
There have been significant diversions of late which have prevented me from updating the site and for that, I apologize. We're working on the front and back cover composition for Amethyst currently. We're already starting a small erratum for the final product but so far, it is only three points. This is thanks to the NeuroSpasta playtest, which is populated by 5 times the number of testers as the Amethyst playtest. As we stated before, Amethyst - Foundations has been expanded to 288 pages. It now includes an introductory module and four pre-generated techan characters. Just to cover what is included for those still paying attention: Six new races (chaparran, damaskan, gimfen, laudenian, narros, tilen), four techan classes (grounder, marshall, operator, stalker), nineteen paragon paths, 200+ techan weapons, and 30+ new monsters. This in addition to the setting, which I personally think is the product's greatest strength. As many already know, the second issue of Level Up has a non-crunch article on Amethyst written by yours truly. The third issue ALSO has an Amethyst article. This one introduces a race mentioned but not expanded in the core rulebook, the tenenbri. The article introduces the race, several lifepaths, and a monster anathema which is branched from the tenenbri race. Oh, we're not done yet. The fourth issue ALSO is going to have an article, this one dealing with Amethyst epic destinies. Once again, these are all techan-based.
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| #176pamelaSep 25, 2009 11:49:31 | Thank you for the updates, SerenaDawn; I'm really looking forward to this! |
| #177Cyber-DaveSep 27, 2009 13:18:50 | So any news of a print release date as of yet? |
| #178SerenaDawnOct 04, 2009 22:21:44 | I won't attempt and lock down a date until I am asbolutely sure it will be met. Me and the powers that be have been discussing matters over our two product lines, Amethyst and NeuroSpasta. As we have already revealed, playtest feedback from the Hearts of Chaos FreeRPG module prompted us to address certain lingering issues with our firearm combat rules. With the advent of our significant playtest size for NeuroSpasta, I have been able to incorporate even more revisions without the need of a pesky errata. These are not broken rules, something I need to make perfectly clear. These are expansions and concepts we didn’t believe needed to be addressed. Feedback from our playtesters has convinced us there would be no reason in keeping them out. One such concept, as some have read prior, is for damaging structures with explosives. There are many more trickling in. For those still patiently waiting for our seminal GSL cyberpunk, testers are still in character creation. I foresee an extended playtesting period. So, for those hoping for a definitive release date, I don’t want to lead you on with such a locked date. As for Amethyst, with the expansion of the main book from 256 to 288 pages, we are doing more than just making pictures bigger (although we are doing that), we are going to be expanding elements of the game taken from the aforementioned NeuroSpasta. This will involve going back a step and playing with the layout to fit these revisions into place. The cover is still chugging along and I sincerely hope to have that available for all to see quite soon. The promotion of Amethyst will also be revving up soon. We are going to be recording another podcast along with sending out preview copies to various websites to look over and report on. Next week, I am going to be posting hard crunch rules on Amethyst’s combat system and how it has evolved from the version seen in Hearts of Chaos to the revised edition seen in both NeuroSpasta and the final Amethyst-Foundations sourcebook. Oh yeah, and this is awesome... www.wizards.com/dnd/Partnerships.aspx |
| #179ChrisTheSOct 05, 2009 12:07:15 | Well, take your time. I'm officially despairing of ever playing 4e with my group again, so I'm in no hurry anymore... |
| #180SerenaDawnOct 11, 2009 1:21:11 | Oh Chris, why? What happened?
Anyways...as promised, I am releasing detailed information on our modern combat system. This should give you an idea which way are heading. For those that acquired our Hearts of Chaos module, you will notice differences. These have been revised from feedback... WEAPON GROUPS I'll talk about weapon properties next... |
| #181ChrisTheSOct 15, 2009 20:54:33 | I'm just fed up with people saying how they'll play 4th if they have to, but they really prefer 3rd edition. Our latest game session (which was not even D&D, and the subject still came up) was just the last straw - if they're not dedicated to enjoying the game I don't think it's worth the effort to run it for them. I'll have a better chance after I move back to BC next year... on our drive back from Vancouver yesterday my wife and I amused ourselves by fortifying the Fraser valley against ravening hordes. |
| #182SerenaDawnOct 18, 2009 15:51:15 | I won't offer names, but one of my playtesters blows up stuff, more likely works with people who blow up stuff. I can say this career is legal, upwardly mobile, and part of the government. That being said, we have been working hard in exploring the options available for explosives. This includes the setting and disarming of bombs. We had added in recently rules for wiring explosives together and catching collateral explosives (like gas barrels) in the initial blast. You can even set an explosive which requires a skill challenge to disarm... Here are examples from our entries from the Weapons chapter and Skills chapter...these rules are going into both NeuroSpasta and Amethyst.
GRENADES & EXPLOSIVES DEMOLITIONS (Intelligence) |
| #183SerenaDawnOct 25, 2009 2:55:07 | As promised...
WEAPON PROPERTIES In addition the properties listed in the D&D PLAYER’S HANDBOOK, Weapons in NeuroSpasta and Amethyst can also carry these additional features: Auto: A weapon with the auto property can fire one round of ammunition per attack roll with any ranged attack power without an auto keyword. You fire five rounds of ammunition per attack roll with attack powers with the auto keyword. An auto weapon is not a heavy auto weapon. Heavy auto weapons are weapons with much higher firing rates. Burst: Burst weapons, when they impact on a target or a square, do their damage as burst 1 or more. Burst weapons are specialty weapons. Special: You can use blast weapons only with a ranged basic attack. Conceal: These weapons are so small, they offer a +2 bonus to Sleight of Hand checks to conceal them. Gauss: Coil and rail weapons involve a process by accelerating metal shells using magnetism. The specific process is complicated and both coil-based and rail-based technology fire their shells using different means. These weapons discharge extremely fast and deliver astounding kinetic potential. Property: Gauss weapons reduce cover penalties by 2. Additionally, if you roll the maximum result on any of your damage dice on a hit, all other damage dice on that same hit gain a +1 bonus to damage. This is cumulative if other rolls are maximum as well. Rail special rule: If a rail (rail only) weapon shell kills a target with a critical hit, the shell continues on a straight path from the weapon, making a single free attack on one target in direct line of attack in the weapon’s range. This may only occur once per round of ammunition. This is a ranged basic attack and cannot be part of a power (or an at-will power being used as a ranged basic attack) Grenade: Grenades use their own form of attack that depends on the specific grenades. Refer to grenades later. Guided: These weapons assist in aiming after being fired and can even make a secondary attack if the first one misses. Power (Encounter): No Action. Before firing, you can either grant your attack a +5 power bonus to attack or allow a reroll if the attack misses. Heavy Auto: These larger weapons have no single shot option. They always fire at least ten rounds of ammunition per attack roll, regardless of the power being used. If you fire a heavy auto weapon with a non-auto power, the additional ammunition used is wasted. Some attack powers have additional abilities when firing weapons with the heavy auto property. Heavy auto weapons not mounted require a Str 13 to use. Heavy auto weapons are all heavy weapons. Property: Heavy auto weapons inflict additional damage as the firer becomes more experienced using these kinds of weapons. A heavy auto weapon inflicts a +1 enhancement bonus to damage with every successful strike. At 21st level, it increases to +2 damage. This is in addition to extra damage from the Burst Fire feat. You must be proficient with the weapon to gain this damage bonus. Pincher: These weapons deliver an electromagnetic pulse that disrupts any item that requires a battery or an electric current to operate. Property: This weapon delivers lightning damage with every strike. If any lightning damage penetrates past AP and is inflicted on the target you can activate one of the following powers (you can only do one per hit): Power (At-Will): Free action. Target suffers a -2 penalty to all saving throws until the beginning of your turn. This penalty does not compound. Power (Encounter): Free action. The target is stunned until the beginning of your turn. Power (Daily): Free action. The target is stunned (save ends). Power (Daily): Free action. Targeted vehicle suffers a -5 penalty to all Vehicle Operation skill checks (save ends). The vehicle brakes every round until it saves. Shotgun: Shotguns impact with tremendous force at close range, but this stopping power diminishes rapidly. They are fairly distinct and few models are on the market. Critical: On a critical hit, the target is knocked prone. Special: Shotguns do +2 damage if fired at 2 squares or closer. At long range, they only deliver half damage. Sniper: These weapons contain advanced targeting systems for long-range fire. Power (Daily): Free action. If you hit, add +5 to attack for the purposes of Marksman Talent. Special: Sniper weapons list two bonuses for proficiency. You only receive the full proficiency bonus if you use a move action to aim. The full proficiency bonus ends if you move or are moved. The effect does not expire otherwise. Self Propelled Projectile (SPP): SPP weapons are small rockets fired from pistols or rifles that continue to accelerate after an initial air compression push fires them from the shell. Although more expensive, they proved useful for engagements when range mattered. The ammunition for SPP weapons are known as sabot rounds as the shell ejected breaks apart and the contained self-propelled projectile ignites, breaking from its seal. All SPP weapons can fire underwater, though their range is half. They have definitive advantages, such as explosive warheads and guidance systems. Power (Daily): Free action. Before firing, you may decide to re-roll a miss or gain a +5 to your attack roll.
Oh yes, there are more... |
| #184Cyber-DaveOct 28, 2009 0:23:24 |
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| #185SerenaDawnNov 12, 2009 0:24:38 | My internet was cut off this week for reasons which will take too long to explain. So as I shift providers, I am going to have sporadic communication with the outside world. Everything should be back and running by November 20th. However, I can now finally announce something I had been sitting on for a few weeks. Dias Ex Machina & Goodman Games will be releasing a mini-module similar to the Hearts of Chaos module introduced at free RPG day. This new adventure, Biohazard, is not set in the Amethyst canon universe. Instead, it is intended to showcase what you can do with our new technology-based rules outside of the setting for all those readers out there interested in home-brewing your own techno-fantasy or pure science fiction adventure. Biohazard introduces the latest phase of our rule revisions so those already familiar with our Hearts of Chaos module should read these over to see the new changes and alterations based on feedback received. Those with issues with that system should check out the latest version as we have addressed and fixed many of the problems you reported and we found ourselves. As before, there are five pregenerated characters using our four techan characters included in the Amethyst rulebook. What is the module about, you ask? Good question. The answer is simple…zombie apocalypse. Our latest module has the players take control of a modern/near future Special Forces team called SPIDER as they are stranded in a small town being overrun by hordes of running and screaming infected. Biohazard includes five new monsters, from infected animals and guards to gargantuan behemoths. It includes rules for burst fire, grenades, and planted explosives. Although many of the impending encounters involve small numbers of opponents, the final battles contain dozens upon dozens of swarming undead as the players fight to escape the infestation. The module attempts to play homage to the recent wash of zombie movies, games, and novels on the market. Clichés and melodrama are the norm. It is important to mention that the rules in Biohazard, like the ones in Hearts of Chaos, are still being tested. To that end, we invite all players and readers to post their comments and advice on the forums of either company’s sites. The final rules based on this feedback will find themselves in the final book upon printing. Of course, the leads us to the final point, price. Biohazard will be released FREE TO ALL. That’s right. Everyone is invited to download this module and run your own zombie apocalypse. In only a few short months, we will have yet another free module showcasing what our new classes can do, this time with paragon builds as a precursor to the final release of the main sourcebook. Amethyst is more than just powered armor and plasma rifles. Half the book is still fantasy with numerous new races, lifepaths, and paragon paths. Expect Biohazard within a few weeks. Me out.
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| #186SerenaDawnNov 22, 2009 20:19:30 | The Irony of Avatar... Just came back from 2012 and saw the latest trailer for Avatar. I had seen it online weeks ago, of course, but it reminded me of a featurette I had seen hours earlier on the official movie page, which talked about the technology used by mankind in the film. I have been an apologist for the film as most of my friends have discounted Avatar was a tired retread of a plot seen a dozen times prior, from Pocahontas and The Last Samurai, to Lawrence of Arabia and the recent animated Battle for Terra. I have some faith that it will rise above its cliché and be entertaining. I am bringing this up because of this featurette. Now Avatar does pit the high technology of man against the primitive ways of the alien Navi. Mankind flaunts fanjet attack vehicles and powered armor. On the surface, there is an element of Amethyst to all of it. Of course, we pit technology against magic, a far more even conflict. Specifically, this featurette refers to a concept often ignored in these films. Carl Sagan and Arthur C. Clarke said it best (and no, this was not dealt with the featurette, only suggested) that an race capable of interstellar travel arriving at a new world incapable of interstellar travel would appear so technologically advanced that not only would they appear as gods, but the level of technology would be so vast superior that a conflict would be hopeless for the lesser advanced species. If you can travel faster than light, then no race of bows and beasts can measure up, no matter what regional advantage they may boast. Avatar apparently acknowledges this point and tries to propose that the world of Pandora as one with magnetic fields so strong that it not only allows the suspension of massive rocks disobeying gravity, but it...ahem...disrupts the high technology mankind used to traverse the vastness of space to arrive here. As a result, instead of plasma weapons and gravity tanks, there are fanjets and chemical propelled projectiles. So...as technology increases, the greater the chance it won't function. This includes a scene of the pilot of a fanjet complaining about the lack of proper radar. Annoyed? Not particularly. Beyond the fact that I hope this will finally dismiss the accusations comparing Amethyst to Shadowrun, Avatar doesn't deal with the philosophical points proposed by Amethyst...that and the entire "magic is cool" idea. This is not to say that I don't think Avatar and Amethyst share several points. I think visually Avatar could very well share moments where it blurs the line with Amethyst. Biohazard is finishing layout and several websites will be receiving previews of this adventure this week, before it gets posted. Meanwhile, NeuroSpasta continues its drive for detail. I just made South Africa fall to a Military Junta and the land from the Congo to Rwanda just got turned into a no-man's land called Hetgwauge, the African myth of Hell. Oh, and I wiped out The Netherlands...sorry guys. That's what you get for being below the water line.
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| #187PobmanNov 23, 2009 9:54:24 | Hi, I know that you guys don't want to state a release date until you are absolutley sure that you are going to make it and I respect that. I wouldn't want to buy a product whose creators aren't completely satisfied with putting it out for release. However, I was wondering whether I should be dropping hints to my wife to get this for me for Christmas or not. It's my birthday in February so if it's not out until after Christmas I can wait. ![]() Cheers Paul |
| #188SerenaDawnJan 04, 2010 10:38:12 | It's been a month and we're finally back. I didn't want to post useless drivel during the shopping season and have something worthwhile when the time was right. For one, stage 2 of NeuroSpasta playtesting just began. This involves not only all the updated rules from the past five months of testing but now all the setting detail as well. On the Amethyst front, the Biohazard module I had once promised for November is finally finished. Copies have been mailed out to several websites and expect it available both here and at Goodman Games relatively soon. As promised, this module is free and showcases the new modern combat rules being utilized in both Amethyst and NeuroSpasta. Gamers are encouraged to post their feedback on our forums to make the final product of Amethyst the best it can be. Additionally, starting this week, DEM will be starting a series of video commentaries dealing with the development of its artwork. Both myself and Nick Greenwood contributed to the video. No, you won't be seeing us. Instead, you will see some of Amethyst's best artwork from early sketches to their final forms. There are dozens of pieces never before seen.
The first part is available here www.youtube.com/watch?v=Z6uVFKYgNuY
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| #189SerenaDawnJan 08, 2010 2:39:47 | Part 2 of our Amethyst Retrospective is now online. Once again, its Nick and I. www.youtube.com/watch?v=mk9eV-cXizw |
| #190bone_nagaJan 08, 2010 14:54:19 | That artwork is just absolutely outstanding. I can't wait to see the final product. |
| #191SerenaDawnJan 10, 2010 4:47:28 | Thanks bone. Here is part 3 www.youtube.com/watch?v=XZBU9YEqkno |
| #192SerenaDawnJan 13, 2010 2:16:50 | Part 4 of our 5 part series on out Amethyst Artist Retrospective is now online. Meanwhile, over with our friends at Emerald Press, they have announced a cool surprise regarding Amethyst in their premiere podcast of CALive. Oh yeah, and Goodman's Coming Soon page lists Amethyst with a pre-order price of $34.99. We are working on a package for those who pre-order the game before the release. |
| #193bone_nagaJan 13, 2010 12:29:39 | Will Amethyst be available in pdf too? |
| #194SerenaDawnJan 15, 2010 1:40:07 | I imagine yes but not the same day as the print release. Goodman and I have always been promoters of physical books. I may be wrong but our original conversation many months ago pointed to a delayed PDF after the physical books went to the shelves. In a side, the 5th and last part of our Amethyst Artist Retrospective is now online... www.youtube.com/watch?v=T9dtgtuO3NA |
| #195SerenaDawnJan 19, 2010 23:41:22 | Granting Combat AdvantageAs promised, this week marks the release of the Biohazard Playtest Module, showing off the current edition of Amethyst's science fiction rules. Thanks to Emerald Press for slipping this puppy into the latest issue of Combat Advantage. For those not subscribing, we will be posting the module on our site and Goodman's site next week...but don't wait. Head on over to Emerald and download it NOW! |
| #196SerenaDawnJan 21, 2010 22:13:34 | Got some reviews to share... www.neuroglyphgames.com/?p=1112 "Overall, the BioHazard Playtest Module is a very impressive demonstration into just how inventive the Amethyst Setting & Rule System is going to be. It’s also an excellent example of the Author’s imagination and game-design skills, taking the existing DnD 4e ruleset and taking it to a fun new place that will entice Players and Game Masters of science fiction, horror, and modern genres to the 4e experience." www.gnomestew.com/reviews/free-stuff-bio... "Biohazard is a fun, action-packed adventure, that plays well, and a highly entertaining. The adventure can be run in a single evening, and can make nice break from your normal game. If you have any interest in what a 4e modern game would be like; this is the game for you." |
| #197SerenaDawnFeb 01, 2010 2:31:16 | Our 3.5 Version of Amethyst listed nine playtesters. The 4th Edition boasts around 50. It just goes to show that if it's worth doing, it's worth doing well. So I want to take a moment and credit those playtesters which gave their time to ensure a high quality product... Michael Andaluz Charla Anderson Daryl Anderson Miquel Creus Bassas Pamela Bennett Trevor Bennett Jeff Berndt Gary Bratzel Eric Braun Chris Brown Greg Brown Jason Brown Jordi Martin Castany Andrew Cermak Schuyler Den Dulk Chris Dias Pere Rodriguez Franch Jordi Franch Ventura Marc Franch Ventura Glen Gratton Aaron Hengst R William Herschler David Hoyer Jennifer Hoyer Steve Hoyer Christopher Hunt Ian Hunt Jordi Sala Ibars Geoffrey Lamb Tiffany Lamb Edward William Martin Paul Johnson Cameron Lauder Robert Mann Alan Mills Mike McMullen Michael Murphy Jon Ohman Jewel Sandeen Kiara Sandeen Sean Sandeen Brad Scoble Marc Sonnenberger Clarence Sterling Tim Sullivan Sean Thompson Chris Tyler Ivolytch Tzulusky Marina Ursa Phil Vecchione |
| #198SerenaDawnFeb 07, 2010 12:36:14 | Got something cool to share... The final cover of Amethyst--what to look for on the shelves when it comes out...![]() |
| #199SerenaDawnFeb 17, 2010 19:46:55 | I wanted to discuss something I posted on another thread on RPGNet...there has been a lot of discussion on the possibilities of gamers creating their own original setting utilizing our rules. Turns out this is easier than it appears. As a result, I am going to attempt to include a new section in the new book detailing on how to do that. Here are the highlights of what I am thinking... If you wish to keep the technology relatively low, you can choose to either create higher enhancement levels for low tech items or bestow free enhancements, thus removing the need to always acquire higher level weapons. Realistically, this only works if you allow magical firearms in your setting (see later for details). Otherwise, it makes more sense to allow players to retain their original level 1 weapons and offer free enhancements to coincide with the character's capacity to use the weapon better (the gun isn't magically getting better, just the character's skill with it). Armor works the same way. You can permit magical technology or bestow enhancement based on character level as said character gains more experience. You must however, consider financial rewards when employing automatic enhancement. Players would not require as much money because they wouldn't need to upgrade their weapons and armor. Employing powerful weapons like plasma throwers and rail cannons (all Tech Levels higher than 0), require you to scale back their enhancements if introducing them at first level. Not only do weapons like railcannons begin at enhancement +4, they also feature abilities which may throw the balance of power if employed by a first level character. There are several solutions when wishing to use high tech weapons in a low-level game. The first deals with simply rebranding low tech weapons. Perhaps all weapons are energy weapons and the high tech varieties are simply much more powerful versions of these smaller designs. If you want to remove the need for characters to purchase weapons repeatedly throughout their lives (like mentioned above with low tech games), you could use the same system above with one additional rule dealing with when the character acquires the weapon's special feature. The only character class to be affected with a homebrew game is the Operator. This is an easy fix as a player just needs to avoid selecting any class powers which mention or deal with disruption. Allowing fantasy classes to utilize technology is also a simple proposition. Depending on your setting, you may permit certain classes to have proficiencies in firearms. The general rule being that if a class has a proficiency only in simple ranged weapons, they may also have a proficiency in one-handed small arms. Those classes proficient in military ranged weapons may also have proficiencies in both one-handed and two-handed small arms. Heavy weapons may be a more difficult notion to explain away without the player selecting the proficiency feat later on. As a result, it is quiet easy to allow a Ranger to employ both one-handed and two-handed firearms with all of her ranged attack powers. Similarly, a useful rule could also be implemented to allow the Rogue the capacity to assume that all one-handed small arms also count as a hand crossbow (for the purposes of sneak attack and powers). This later rule can be employed in canon Amethyst as well for a techan character wanting more stealth and close-quarters assassination over the Stalker class. Similarly, there is nothing to stop your custom game from throwing out the disruption rules with magical races and creating a techan group populated by orcs, elves, and dwarves. |
| #200SerenaDawnFeb 19, 2010 14:23:30 | Amethyst is now available through Alliance distribution. Which means your FLGS (Friendly Local Game Store) can no order it in. So if I ever asked anything from anyone, now is the time. Call or go down to your FLGS and ask that they carry Amethyst. The Product Number is GMG4370 Amethyst through Goodman Games |
| #201SerenaDawnFeb 24, 2010 12:37:10 | LivingDice.com has posted exclusive coverage of Amethyst including portions of the final cover and its first chapter. This is the most extensive coverage yet! |
| #202pamelaFeb 27, 2010 6:05:24 | Has the cover been changed again? If so, I'm glad - I personally didn't care for the other one and this one is much cooler. I'm really looking forward to this! :D |
| #203SerenaDawnFeb 28, 2010 14:14:59 | Changed again? Again... Hmm... Do you mean from the dark painted look to the Greenwood cover or from the original cover to this slightly modified one? What issue did you have with the last one. I'll probably agree with you. ![]() |
| #204SerenaDawnMar 01, 2010 2:44:33 | I think I talk too much. Todd from Emerald Press doesn't think so. He interviewed me on CALive a few weeks ago and it finally got posted this week. The link follows. Maybe I just don't like the sound of my own voice.
We talk about the history of Amethyst and upcoming April release, mention NeuroSpasta briefly and dive into why players (at least mine) appear predisposed to create characters that beget the end of days. Maybe it's just my players that find satisfaction in the creation the antichrist... |
| #205pamelaMar 01, 2010 12:05:58 | Changed again? Again... Hmm... Do you mean from the dark painted look to the Greenwood cover or from the original cover to this slightly modified one? What issue did you have with the last one. I'll probably agree with you. I actually had to go back through the thread to find your hints on the cover and saw that they were indeed taken from the present cover. But wasn't the elf in black going to be the cover? I wasn't a fan of the elf in black; too much like 'cheesecake' for my taste. NOT that it was going to stop me from buying Amethyst of course! ![]() |
| #206The_SilverswordMar 01, 2010 18:16:37 | Ive been looking foward to this one for awhile now, I'll probably hold out for the PDF, my wife never yells at me for taking up space on the bookshelf when I get PDFs. |
| #207SerenaDawnMar 02, 2010 0:26:30 | Well, firstly, the elf is actually a demon shemjaza. More on that later. Second, she was destined originally for the back cover but our publisher felt the military general made the front too "sci-fi" and not enough "fantasy". It's ironic since Amethyst received substantial praise from female gamers because of our responsibility and treatment of the fairer sex...and then we do this. The first draft of the cover was more decent and it just transitioned this way almost by accident. If I had to do things differently, I would have gone with my other cover idea, but that will be seen with the second book. We talk about that on our youtube videos. |
| #208SerenaDawnMar 05, 2010 20:44:50 | One of the complaints I am actually looking forward to fielding involves the usage of ammunition. Last session, my rogue activated a close burst ranged ability involving thrown daggers but hadn’t accounted for the number of daggers required to fulfill the power. He was trying to make the argument that ammunition usage is not covered in the rules. You use the power and disregard the specifics. He was joking. I wasn’t laughing. The idea of one bullet per attack roll seems pretty basic—following the same logic of one arrow per attack roll for the ranger or rogue. But where the ranger only fires one arrow at a time (mostly at least), a stalker or a grounder have the capacity of firing multiple weapons multiple times. I asked both my group and my playtesters if our ammunition usage was too strict. The unanimous response was “no”. You can increase damage with Akimbo, a feat which uses the same ammunition in your secondary hand as your primary hand. You can do likewise with the Burst Fire feat, which increases rate of fire to 5 shots per attack roll with autofire weapons instead of 1. If you are wielding machine pistols, these values stack. However, as clearly seen, you just went from using 1 shot per attack roll to 10 shots per attack roll. Despite what you might think, I discovered to my amazement, that players were willingly using this additional ammunition for a very mild increase in damage. Then comes Passing Kill. Passing Kill is a Minor action power which causes 1 point of damage. Add in Akimbo and Rapid Fire, and it increases to an impressive 3 points of damage. So…10 shots = 3 points of damage for a minor action power. Take into account your standard attack power and you can see where ammunition usage can go out of control. Players may bit--…complain that ammunition usage is too high, that it’s not worth the extra ammo. Well here is the response: You don’t have to do it. If you are down to your last few clips, don’t use the extra ammo. Conserve. From playing first-person-shooters, the idea of conservation may seem foreign, especially in an environment where players can just pick up randomly fallen clips as they venture through a hostile landscape. In the real world, this doesn’t occur, especially in the fantasy landscape of Amethyst, where you have only what you take with you. So three weeks ago, I started my THIRD Amethyst campaign, dubbed “Cradle” (long story). We’ve been running these games since 2002. My co-writer and friend, Conan, selected a two-pistol Stalker build and was impressed in himself with his 270 rounds of ammunition (9 clips worth for his dual machine pistols) he acquired at 1st level. With both Akimbo and Burst Fire, he had the capacity to rain some impressive damage upon his foes. He was also confident his supply would carry for the duration of the dungeon module I was starting them on. He employed Passing Kill and Boundary Threshold on a regular basis and after the VERY FIRST battle against a group of Boggs, Conan was slack-jawed at his ammunition usage. He had used 40 rounds in the first battle. 14% of his entire supply gone on the opening encounter. With no capacity to reload until they get back to a town, Conan realized that Passing Kill’s balance is the severe ammunition usage for the promise of a mild increase in the damage he inflicts in a turn. Ammo is quite cheap but not free. He also has a limit on how much he can carry. We are now into our third session in this dungeon and the module is just hitting the half way point. Conan will be surely out of bullets by the end current battle. Player pressure has prevented him from avoiding the use of Passing Kill. When I informed him a certain enemy had only 3 hit points left, instead of letting one of the other three players (all of whom went before the monster) make the killing blow/shot, Conan activated Passing Kill, fired 10 shots of ammunition, did 3 points of damage, and claimed the kill as his own…because he’s a player…and he’s stupid. This didn’t occur once. It happened numerous times throughout the day. Point is ammunition is part of the balance of Amethyst and our modern rules as a whole. Yes, we have massive powers which can lay huge effects across many enemies. But to do so requires significant ammunition to accomplish. When I considered that ammunition usage may be a bit steep, I looked at the number of bullets spent in an average conflict in our real world…and I realized we were still somewhat frugal. |
| #209ceiling90Mar 05, 2010 21:57:53 | So does the balance go wonky if, as a DM I think that ammunition tracking is too much of a headache? I mean I like that ammunition plays a significant role in battles and the like, but in the current game; I'm not sure that people actually track how many arrows thier ranger really goes through... I mean the last time I played/DMed I think I assumed that as long as the players regularly restocked on ammunition, they always had enough on hand. |
| #210SerenaDawnMar 07, 2010 16:03:57 | That's a good question. What can we take out? Which of our new rules for applying modern technology to 4th Edition can a GM ignore (or alter) without affecting game balance. In truth, there are only a few rules we added, mostly dealing with moving and firing with heavy weapons. We didn’t insert armor penetration or hardness or the resilience of cover (we do that in NeuroSpasta). But if a group believes a certain rule is uninteresting or too complicated, can it be removed without breaking the game? This topic was discussed at length in the development of the rules. One co-developer insisted that our disruption rules be a game-balancing effect. The rest of us were adamant that this not be the case. As I stated in an earlier post, disruption rules are optional (even in an Amethyst game) and should only be implemented if the group is being irresponsible with their technology in the fantasy world. You can ignore them as you see fit, regardless of which game you are running. Other rules of question include ammunition usage, move and fire penalties with two-handed weapons, and the advanced rules regarding explosives and vehicle combat. Everything else in the book are based on rules already present in the GSL, so removing them is ignoring rules from core D&D (so do so at your peril). I believe whole heartedly that players keep track of ammunition as its acquisition and management is a key issue of the Amethyst setting. However, this may not be a necessary if you are running a modern setting with these same rules. I still would prefer people track their ammunition as it does force an additional level of skill. If a GM is expected to track the hit points of a dozen monsters, I am certain said GM can ask his/her players to track how many bullets they fire. If you are reenacting the Mogadishu conflict of Black Hawk Dawn, I would still suggest you enforce the tracking of ammunition usage. If you have to do that when playing Fallout 3, you can do it here. It’s simple common sense. Now that being said, if you still insist on claiming this rule as clumsy, you can still ignore it without breaking game balance. The only power I think it would affect would by the aforementioned Passing Kill power available to the Stalker. I could consider amending it to a move action but personally, I wouldn’t bother. So technically, ammunition usage can go. Move and fire rules are present only to offer realism to those untrained in how to effectively use two-handed and heavy weapons. This is why these move and fire rules are ignored with the grounder class. You can choose to disregard them for all classes, but then the grounder looses a class feature (as it is shared by the whole party now). I would still insist heavy weapon incur an attack penalty when moved. Once again, it’s not game balance. It’s just common sense. Vehicle Rules are complicated and only present for those wishing to take advantage of it. With these, I figured there were too options: Not make them detailed and offer the opinion we didn’t care or make them detailed and allow you to make the judgment on how you wish to implement them. If you just want a basic skill challenge without the math, please go right ahead. Explosives may feel complicated but they are actually only there when someone dives into their use. Meaning, if a PC doesn’t take the Demolitions skill and purchase the necessary explosives and detonators, he/she would never encounter the complicated layers of planting explosives. Finally, I’ll end off with several rules which I DO believe would break game balance if they were ignored. The first and most obvious one deals with firearm damage. Beyond the argument comparing damage outputs of arrows versus firearms (ignoring their damage in comparison to melee weapons), some people still insist that a bullet should do two or three times more damage than a sword. Obviously adjusting these damage values would greatly affect game balance. The same goes for our unique weapons. These are speciality weapons which can only be used with a ranged basic attack. If you choose to overlook this rule and allow their use with an encounter or a daily power, the results would be…well…biblical. Here is another argument toward using ammunition. Let’s say your character finds a high tech weapon (higher tech = higher enhancement) early on. This can be a plot point or a connection to his or her back-story. I am doing this currently in my Amethyst game. By using ammunition (in this case, an energy cell), you allow that PC a weapon that is impressive and potentially game breaking…until it runs out. I made it perfectly clear to a player that was given a +5 Plasma pistol that once said weapon runs out of shots (he has used about 4 of its 10 charges already); he will not find another power cell until ohhh....about level 20. I also then don’t have to worry about him being near a store which could sell technology that high when he achieves that level. |
| #211ceiling90Mar 07, 2010 17:03:56 | I mean, not having reading the other rules yet (I can't seem to find the book anywhere save for Goodman games (who have it listed at all)), ammunition for me was the only realy contention. I mean it's kinda unfun for a class who heavily uses range weapons, all of sudden have to figure out some other means to an end when they run out of ammunition (this all really depends on your play style and story style too), so often times, as long as my players say "I went and stocked up", I don't worry too much about thier ammunition. On the other hand, I do track special ammunition, and in your example I'd do the same. I was just wondering about it. Thanks. |
| #212SerenaDawnMar 10, 2010 1:08:38 | I mean, not having reading the other rules yet (I can't seem to find the book anywhere save for Goodman games (who have it listed at all)), ammunition for me was the only realy contention. I mean it's kinda unfun for a class who heavily uses range weapons, all of sudden have to figure out some other means to an end when they run out of ammunition (this all really depends on your play style and story style too), so often times, as long as my players say "I went and stocked up", I don't worry too much about thier ammunition. On the other hand, I do track special ammunition, and in your example I'd do the same. I was just wondering about it. Thanks. The book is being released in April. You can pre-order from Goodman or go to your FLGS and "insist" (politely) they carry it. Actually, I am looking forward to next session where my Stalker runs out of ammo. Thankfully, he has a basic melee attack and blades on his pistols.... What? Yes, blades on his pistols. You can purchase bayonet plugs and can fit them on nearly any type of gun. You should always have a backup plan.... So if you want to not care about ammo, I would still garnish their treasure as an "ammo tax"... ...Hmm...ammo tax. I'll have to include that. |
| #213ChrisTheSMar 10, 2010 14:23:51 | And why didn't the pregens in Hearts of Chaos have bayonet plugs? It would have saved me so much aggravation at the hands of my players... |
| #214bone_nagaMar 10, 2010 15:33:15 | Here's an idea that might help you. DISCLAIMER: This has not been playtested, just an idea I got from reading a few posts. Basically, this came about from someone else's homebrew firearms rules, and I will try to slightly adapt it to Amethyst/Neurospasta. The general idea was that heroes only seem to run out of ammo when it is inconvenient for them. To model this, they generally had unlimited ammo, until they rolled a natural 1, at which point they needed to reload. Since there are ways to increase ammo usage, like Akimbo, I would add the rule that any ability that uses extra ammo without requiring extra attack rolls increases the chance of ammo shortage by 1. So someone using Akimbo would need to reload on a natural 1 or 2 instead of a natural 1. Now that still doesn't handle the issue of ammo costs being figured into the money characters earn, or the possibility of running out of ammo in the middle of a firefight. Normally, you track ammo but not clips/magazines. In a more abstract system like this, however, you could do the opposite: keep track of how many clips the character has while not counting each individual bullet. This lends itself to a more cinematic game, (hopefully) maintains some balance as far as cost and consumption (as well as giving players reason to sometimes not use ammo-burning abilities), and while it still requires some tracking, players are much more likely to forget individual bullets (especially when they have multiple weapons or abilities that change ammo consumption) than they are to forget that they went through an entire clip/magazine/belt/whatever. As a side note, this should not change ammo tracking for special weapons like grenades, rocket launchers, etc. Like I said, not playtested at all, just something I figured might be something along the lines of what you're looking for. |
| #215SerenaDawnMar 13, 2010 1:02:56 | I have been going through this with my players for the past week, including my player who is dangerously close to running out of bullets. First, the GM does not track ammunition when playing techan monsters. There is a rule in place similar to what Bone offered. We have a techan monster that is forced to pause if rolling a natural 1. Second, it is up to the GM how deligent he wishes to be enforcing ammunition usage. We talked it over and we all decided...that the current traditional ammunition usage is perfectly fine. If the GM has to track the hit points and attack bonuses of a half dozen monsters, I think we can ask the player to track a single ammunition number. So we won't change the rule for official book. We MAY (or may not) include optional rules in the second book. The issue is two-fold. One, there is ammunition per clip...and second, there's ammunition total. The only thing I am open to is ammunition total replenishment, not clip capacity. Players should still at least account for their rounds per clip. Ignoring that would be...unrealistic. ![]() |
| #216SerenaDawnMar 17, 2010 19:00:20 | Gamers that pre-order Amethyst either through Goodman Games or your friendly local game store will now receive exclusive downloadable content (DLC, commonly seen with modern computer games). The DLC package is over 100 MB and includes these awesome bonuses:--Two adventures including the Hearts of Chaos 2009 FreeRPGDay module --A user-editable Amethyst character sheet --Six high-res images suitable for poster printing --A massive two-page full-color world map --And last but certainly not least, the entire original 3.5 Edition of the Amethyst RPG which was released in 2008 to glowing reviews Place your pre-order with your local retailer today! Offer expires May 1, 2010. |
| #217ceiling90Mar 17, 2010 21:38:00 | Oh that's awesome. Is there any chance this book would make it to larger chain stores like books a million or even Barnes and Nobles (almost all the BN's near me went away... and I only really have BAM and Amazon left..) since I don't think I have a friendly game store anywhere near me. |
| #218ChrisTheSMar 18, 2010 17:31:58 | Any possibility of a landscape-orientation sheet, for people who don't use paper anymore? |
| #219SerenaDawnMar 21, 2010 10:41:43 | Chris, I don't know what that is? What do you mean Landscape-orientated for people who don't use paper? I mean, the map is landscape proportion because it is wide, but I don't know what that has to do with using paper? ![]() Ceiling90, I'll get you those answers as soon as I get them... |
| #220ieattrollsforbreakfastMar 22, 2010 7:14:01 | Chris, I don't know what that is? What do you mean Landscape-orientated for people who don't use paper? I mean, the map is landscape proportion because it is wide, but I don't know what that has to do with using paper? I think he means a character sheet to use on a computer monitor, which are more convenient if you don't have to scroll or zoom out to see all the sheet. |
| #221SerenaDawnMar 25, 2010 3:17:02 | Damned, that would have been a good idea. ![]() No, it's the same sheet that's at the back of the book, only with editable fields. Couple interesting tidbits this week. Lots of good responses from the offer of DLC for those who pre-order. As result, I have expanded the DLC from 120 megs to 150 megs. There is now more artwork and a file containing original fiction set in the Amethyst setting. I made a few final minor tweaks to the combat engine based on some more additional Biohazard feedback. The book is set and is heading to printers. Based on that thought, Amethyst is now open for reviews. Anyone wanting to get on the list, should contact me, along with the blog, site, or publication you represent. |
| #222ChrisTheSMar 26, 2010 12:20:58 | Oh well - I'm on a widescreen monitor anyway, so I'd probably end up making my own in any case. |
| #223SerenaDawnMar 28, 2010 23:56:57 | Amethyst - Foundations has gone to the printers. REPEAT. Amethyst - Foundations has gone to the printers. It will be in stores either late April or early May. It will be out by the Ennie cut off and will be submitted for recognition. Thanks to everyone who has support us. |
| #224bone_nagaMar 30, 2010 15:54:54 | Any word on when the pdf will be released (please tell me a pdf is being released)? I ordered a hardcopy of course, but I don't like dragging my books overseas with me. |
| #225SerenaDawnApr 01, 2010 3:28:14 | I believe the PDF is released the same day as the print copy, which should be days before the end of April in order to make the Ennie deadline (yes...Ennie). The first chapter of Amethyst is now available from Goodman Games. A somewhat annoying grammar mistake slapping me in the face on the first page has been fixed in the final print. You can read on the basic setting and the concepts presented. |
| #226SerenaDawnApr 10, 2010 4:35:19 | We always brag about what's in Amethyst (classes, races, etc), but what's NOT in Amethyst?
Well from a setting perspective, and if we are talking strictly canon, no outside civilized races other than ones we endorse. So no elves or dwarves other than our elves and dwarves. No eladrin or tieflings. No gods, period, which leads into the reason why we don't have paladins or clerics in this setting. Divinity is still a matter of faith without proof. When someone asks if a party is unbalanced without such heavy healers, I look to my current Amethyst group. They seem to do just fine without them (we have some lifepaths which should help for those really desperate for some healing feeling). Of course, this has not stopped playtesters from ignoring these guidelines, which is fine. I know one guy running an Amethyst game with a tiefling in the party.
What else? Since we messed around with wizards, all other spellcasters are out. That's pretty much it for PHB. As for monsters, if they are based on mythology, they are in Amethyst as long as we HAVEN'T replaced them already. So there are no goblins, bugbears, or orcs, because we have boggs, skeggs, and pagus. No kobolds...puggs. We have our own dragons as well. However, we didn't replace trolls or gargoyles. The idea being that if the monster is in anyway social (they form communities, regardless of their stability), they won't be seen here unless we create them.
But the real meat of the post is what the actual book lacks. We keep our monsters around Heroic tier so you will find few to none in paragon and epic. Although we have full classes (1-30) and we have paragon paths, we do not have epic destinies. These were all written but eventually removed because of space concerns (I could remove artwork or story fluff...but I really didn't want to do that). Certain races not often seen in Canam have also been omitted. We mention the tenenbri a lot in the game but don't offer them as a race option. The same goes for pagus or half-pagus races--listed as monsters but not as an available race.
Another interesting omission is evil. Yes, we took out evil. Originally, we had numerous lifepaths, races, and paragon paths for those wishing to take the dark path of Ixindar. These were also omitted but not on any ethical reason. It was logical to remove them all as they could still find themselves bundled together with an expansion supplement later.
One strange side effect of these deleted items is that they are propping up in other places. Issue 3 of Level Up Magazine features the tenenbri race, along with unique lifepaths, paragon paths, and a monster based off their lineage. If memory recalls, issue 4 will also feature content for Amethyst not available in the Foundations core book.
So you can expect to still see these concepts and rules eventually. Once again, it's all hinging on the success of the first book. |
| #227ChrisTheSApr 13, 2010 23:08:21 | Why no clerics, given that they were in the 3.5 version? Or is Mahan now a particularly devout Warlord instead? |
| #228SerenaDawnApr 14, 2010 0:27:22 | RE: In the new book, look under lifepaths for "Vivicator." That being said, Mahan would be a warlord, absolutely. Clerics were put in but I was not hot in the idea. We relented, to be honest, something we didn't have to do with the 4th Edition. I felt it was important. Obviously I don't need to mention Neuroglyphand his review of Amethyst. Part 1 is up now; part 2 should be up by the time most people read this. It is, however, not the only review of Amethyst which has hit the net. Matt Staggs over at Realms of Fantasy (yes, THE Realms of Fantasy) has reviewed Amethyst for their May/June issue, but you can read it now here. Watch out for extensive coverage with Gnome's Stewthis month as well. In other news, our swag package for pre-orders is getting larger. Now, for those not noticing, all our press releases (as well as our flyer) advertise over 100+ megs of files in our DLC package for those that pre-order Amethyst through your FLGS or throughGoodman's site, but Goodman's main page accidentally indicated it was 300+ megs. Well thankfully, that typo became reality. Because we are switching to a private downloading site, we are able to make this DLC package larger, close to if not exceeding the 300+ meg promise thrown down by Goodman's page. I will offer up more detail as I nail down the specifics. So...more free stuff. That's good, right? |
| #229ChrisTheSApr 14, 2010 10:15:20 | Oi. Glad I've got a 1TB drive for all my gaming stuff... |
| #230SerenaDawnApr 17, 2010 2:10:37 | In Neuroglyph's praise of Amethyst, he did voice some criticisms I would like to address. The first, and I placed it there for a reason (thanks Justified) deals with the character roles we assigned our techan classes. We eventually decided to double title our classes (Defender/Controller, Defender/Leader, etc). Now, Mike stated that the Grounder is a strange Defender because he doesn't have an at-will ability to mark targets. Now, he DOES have some marking abilities (about three or four if I recall through the class) but the reason we assigned the Defender position (beyond the fact that marking is not specifically mentioned as being a requirement) was the fact that the Grounder has the capacity to defend his position and prevent enemy advancement. Area Denial allows you to shoot enemies that get too close. Meat Shield allows you to hold up in a defense position as well. He is also a controller as he can lay down area affects to multiple enemies. The Marshall is a Defender/Leader and he totally fills that as he DOES have an at-will which marks and he does alter the combat field by moving both allies and enemies around the combat field. He does have some healing but it is insignificant to the Warlord equivalent. The Operator is labeled Leader/Striker. Massive healing means leader but Striker? Strikers inflict heavy damage to single targets. Well, the Operator has one of the most powerful at-will's you will ever find, Weapon Savant. He also has other powerful single target abilities like Pattern Recognition, Weak Spot, Disruption Blast--in fact most of this attack powers involve single target attacks with some inflicting condition. Now that being said, the Stalker is listed as being a Defender/Striker....yup, that's wrong. He's a Controller/Striker. Oh well. Mistakes do occasionally occur. ![]() Now, as for the Non-AC bonuses, if you take a real close look at the techan classes, you'll notice their Will Saves don't get much better with time compared to fantasy characters. Other than drugs and a few implants, it was hard to create items which can boost these. So we wrote in a fluff piece indicating that techans were especially resistant to enchantment and offered them all a +2 bonus to Will Defense. That was basically it. Additionally, Mike brings up the common issue people have--the removal of divine classes. Firstly, from a crunch point of view, the alteration of these classes to confine into Amethyst's view of "non-gods" may be interpreted as redefining--something the GSL states clearly we cannot do. Second, canon Amethyst has wizards and magical items (both natural and forged). It even has alchemy and although a few people exhibit some natural powers, there is nothing in the setting which allows someone to bond with a gate. The mentality being that I don't see clerics in Middle Earth. I don't see clerics in Harry Potter. Do I sacrifice setting integrity for crunch or do I follow the canon and simply say, no clerics? I just felt spinning the rules around to find an excuse for Warlocks and Clerics was just that...an excuse. Amethyst is intended to be a medium to low magic setting, and if there are all these power casters walking around, the entire setting falls into the absurd...in my opinion. Spellcasters in Amethyst are intended to be rare. Many people try, but not a lot of them succeed. As one character says in the novel... "If everyone could wave a wand, there'd be anarchy." |
| #231ChandrakApr 18, 2010 18:55:16 | So, on the subject of pre-order goodies for Amethyst. . . I'm hoping the included adventures are not Hearts of Chaos and Biohazard? Both of those were fantastic, and I'd love to see more. |
| #232SerenaDawnApr 20, 2010 16:00:49 | So, on the subject of pre-order goodies for Amethyst. . . I'm hoping the included adventures are not Hearts of Chaos and Biohazard? Both of those were fantastic, and I'd love to see more. They are, to be honest. Basically, the way we put together the DLC, I hunted through every morsel of media we had and put them together. So the first thing to put in were the modules and downloadable additions for those modules. Then podcasts, high res images of the maps, covers, and other color peices included in the main book. Then a character sheet with user-defined fields--that was a given. Finally, the real treat, the entire 3.5 Amethyst book DEM released in 2008. We don't put in a retail value for these because the majority of them don't have one. But I will say it is the compiled result of 2 years working on this project. Trust me, I would make it 600 megs if I thought you guys would actually be able to download that much. I would slap on hi-def versions of our movies...wait...I'm actually doing that...well, one of them at least. |
| #233SerenaDawnApr 20, 2010 16:01:07 | Something which has been brought up a lot recently deals with canon and non-canon classes and races from later WOTC publications. We state with the first PHB which classes are canon and which are not--the guide being that divine classes are all out and the only arcane class is Wizard. This actually extends to further publications as well. Amethyst has always been a low-to-medium magic setting. There is powerful magic but it's rare. So there should only be one arcane character per group.
As for races, the same rule applies--no races other than our own...so let's go back to classes.
Let's look first at Player's Handbook 2:
Avenger: A divine class so no.
Barbarian: This is the tricky one. While there is nothing to really prevent someone from choosing barbarian, it's something you would never see in my personal Amethyst game...at least if my players were good guys. Many of the nations in Amethyst are too civilized to really have them. Still, I won't say they are non-canon. If anything, I would avoid making these human. Chaparrans, pagus, sure.
Bards: If these guys were charismatic leaders with the power to sway the masses with their words (like the way we altered them for Amethyst 3.5 or how Goodman presented them in their book last year), I wouldn't mind...but PHB2 makes them spellcasters...so they're out.
Druid: Druids were present in the 3.5 Amethyst and we have lifepaths which emulate some of their powers. This is another tough one. I would definitely see them with the condition that they are rarer than wizards and nearly always non-human (once again, chaparrans being the best suggestion).
Invoker: This is another divine class so they are out.
Shaman: Another primal class and like Barbarians, would be well suited to the wilder races (chaparrans, pagus). This is another rarity but not against canon.
Sorcerer: Nope.
Warden: This one's good but still another common sight with wilder races.
So in conclusion, we can see how this is going. Arcane and Divine classes are always out. Primal classes are optional on the condition the fluff matches. I recommend connecting them to wilder race in Amethyst like Pagus, Half Pagus, and Chaparrans and some humans. You would never see a primal class with Damaskans, Laudenians, or humans from a kingdom or free house.
Now to Players Handbook 3:
Here is a shock...I could see allowing Minotaur. It is a mythological creature based on real legends...so I could see allowing it in canon.
Now PHB3 introduces Psionic classes. It should be noted that psionics don't technically break canon, but we don't explain why. For now, let me say that they are not a common sight and would be the rarest class in the game.
Ardent: As stated, we would allow Ardent...though we cannot say why yet.
Battlemind: Same as above...
Monk: Despite being called psionics, Monks are good.
Psion: Kinda pushing it, this one. Just saying. I would avoid it and keep with the other three.
Runepriest: Divine...waaait. Not necessarily. If you homebrew a rule swapping divine runs for Pleroma...I could see allowing it. This would be really rare and I would only allow it if a player was really begging.
Seeker: Returning to the Primal conversation with PHB2, this can be included, though it would be rare and more accustomed to wilder races.
So PHB3 spices things up a bit. For one, we make an exception for Runepriest and give a provisional tolerance to the psionic classes on the condition they be allowed sparingly.
After all is said in done, of the 14 classes in between PHB2 and 3, ten are good to go, though some are more well suited than others. Personally, I would allow any primal classes if the player wanted to play chaparran. But beyond that, I would recommend my player group stick with the staples.
In a strange sense of irony, it should be noted that (with the exception of the necromancer), the classes in both Forgotten Heroes: Scythe and Shroud and Forgotten Heroes: Fang, Fist, and Song are all allowed. And it's not just because they are also published by Goodman.
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| #234ChandrakApr 21, 2010 16:42:56 |
Ahh, oh well. I was hoping, but to be honest, what I *really* like from those goodies is, as you said is the real treat, is the 3.5 rulebook. Everything else is just extra. I still play 3.5 on a regular basis as well as 4E, and maybe I can talk my DM into trying it out ![]() Also, a thanks on the post about post PH1 classes - I've been curious about that myself, and am amused to see your guildlines are pretty much about the same conclusions I would've come to. Though I do have related question, which I dont recall seeing you mentioning before - Warlocks are out, for several reasons, which I generally understand. But wouldn't there be a provisional allowance for slightly refuffed Feylocks? I suppose it could lie in reasons that we don't entirely know how powerful Fey are in Amethyst, just that they are there. (Alternatively, I can see that as maybe infringing on GSL guidelines, so you just out them entirely) |
| #235ceiling90Apr 21, 2010 22:50:22 | If the Avenger were re-sourced and re-fluffed, could it work in the setting? |
| #236ChandrakApr 22, 2010 0:55:51 | If the Avenger were re-sourced and re-fluffed, could it work in the setting? Thats probably true of most classes, but they arent allowed to say that due to GSL, I'm fairly sure. |
| #237SerenaDawnApr 22, 2010 21:48:49 | That is exactly right. With wizard, we added rules without redefining them. Taking away god from Clerics is redefining. I DO have a plan for the second book which will allow more options for classes... |
| #238SerenaDawnApr 24, 2010 1:38:02 | OKAY Chandrak, I thought about what else I can throw in and it came to me.... Couple little points, all of them big. Firstly, Gnomes Stew has an article where they thoroughly cover the first four chapters of Foundations. They'll be doing a full review in a couple weeks but this is a great article about the character generation in Amethyst. www.gnomestew.com/reviews/amethyst-sneak... Second, the Pre-Order package has increased yet again. We have created four high-res wallpapers which are being included in the DLC. You can see them below. They won't be available to regular download for some time after the release. They come to us from our resident master painter, Nick Greenwood. I think these are fantastic. |
| #239Cyber-DaveApr 24, 2010 18:10:55 | So how long until the hardcover book gets released? Will it be this month? I remember a while back hearing that it would be released in April... |
| #240SerenaDawnApr 24, 2010 23:52:22 | It was sent to printers last week. Publisher should get it early next week. It will be sent out to the ennie judges the same time. Depending on where you live, it could be a week or two...probably three for me since I am in Canada. |
| #241Cyber-DaveApr 25, 2010 10:17:01 | Sweet. ![]() Looks like I will ahve a purchase lined up soon. Do you know if it will be possible to buy the book via Amazon.ca? If not, is there another online store where I can purchase the book for delivery? |
| #242SerenaDawnApr 28, 2010 2:20:53 | Goodman's site. I know you can purchase it through them. Two things today:
1) I can happily announce that the PDF of Amethyst will have a small difference from its print version. Just to remind, the PDF is being released AFTER the print version, not at the same time (to support local game stores). However, the PDF will be partially in color. That's right, color. The powers are color-coded. The character sheet is in color. The world maps are in color. Even a few images in the book are in color. Not only that, but we are also offering it as a low-ink PDF which reduces strain on inkjet toner. This version has no background imagery, though it does have art.
2) Completely unrelated. From advice from friends, I have joined Webook (www.webook.com). I have posted two "first-pages" so far. One is Amethyst - Aiden's Way (based on game), and the second is a fairy-tale called House of Skye. If any of you are signed up (or plan on signing up), and if you happen to come across any of these, I hope you will give it a favorable score (Amethyst currently has a 62% approval which is REALLY high for that site and for the number of hits I have). |
| #243SerenaDawnMay 02, 2010 6:24:29 | Even though "I" haven't gotten my copy of Amethyst 4.0 yet. Several other people have. This is real fast, since most stores don't even have their stock yet. ![]() One customer sent me a photo... ![]() |
| #244ChandrakMay 02, 2010 7:21:12 | I got mine Friday Very nice,m enjoying the read front-to-back, and definitely looking forward to running this once my group finishes up the E3 module. However, I never recieved any kind of code or instructions for the pre-order stuff - is that coming later, or was it just an oversight? I know the 'pre-order' offer only expired yesterday according to Goodman's site, which means I recieved my copy before it was over, lol. Given the timing of when I ordered and when you posted about adding new things, the preorder package wasnt finished either at the point I placed my order.So I'm just curious how its supposed to work with regards to getting it, before I complain that I was missed or something. |
| #245SerenaDawnMay 02, 2010 14:01:56 | I was just told from the publiser that those people that pre-order directly from the site got theirs sooner. That is not an intentional benefit. It was just how it happened. We offered a list of destionations to the printers and it was just easier to ship those out simultaneosly. Feel good about that. I won't get mine for another week. As for the pre-order. I already received a few emails about it. The moment we have all the emails in for all the pre-orders, the DLC will be sent out to all at once. |
| #246The_SilverswordMay 02, 2010 15:32:18 | I got mine yesterday. I havnt really had the chance to do more than flip through it, but i like what im seein. Love that art work! And theres definitely alot packed in there, Races, Classes, Weapons, Monsters, Setting info, everything you need in one book! |
| #247SerenaDawnMay 02, 2010 20:05:52 | If any of you have better pictures, please post it. That one up there is the best I got for at least another week. ![]() |
| #248The_SilverswordMay 04, 2010 8:55:53 | We're being encouraged to post pictures from the book? Thats ussually a nono isnt it?![]() |
| #249ChandrakMay 04, 2010 17:10:19 | Haha, agree with you on favorite - I spent like 5 mins thinking up various things that could be running through that guy's head. I'll see if I can post some pics of other art I loved later. Takes a bit to get my cellphone camera to synch up with my computer - they don't play well together. EDF at work maybe? So re: DLC, just gotta wait on it and Goodman will send you the info on who to email it to? |
| #250SerenaDawnMay 05, 2010 0:25:56 | No, you dinglebats, Of the book itself, not scans of the artwork. ![]() I don't have a copy yet so I wanted to see how it actually looked and felt. I have to enjoy the fruits of my labour through the hands of its fans. I got the email of the those that preordered it via Goodman's site. They ones that ordered through game stores should be coming soon as well, but that is dependant on the stores more than us. I was going to send these DLCs today...but my internet failed just before leaving on vacation. So it will have to wait for Friday. Sorry guys. |
| #251ChandrakMay 05, 2010 7:25:25 | So it will have to wait for Friday. Sorry guys. Haha no worries I'm not impatient, just want to make sure theres nothing I need to do. |
| #252The_SilverswordMay 05, 2010 15:43:31 | No, you dinglebats, Oh, ohhhhhhh, whoops. |
| #253ChrisTheSMay 05, 2010 21:12:05 | I'll be getting it around the same time as you, then... means I've got another few days to convince the remainder of my group to play my 'hunting necromantically reanimated dinosaurs in the ruins of Drumheller' campaign... |
| #254SerenaDawnMay 07, 2010 1:58:10 | Drumheller? Dude that's awesome... |
| #255ChandrakMay 10, 2010 14:40:08 | Me using one of the DLC Wallpapers (since you wanted some pics ) Sorry about the glare - at the time of the photo, sunlight comes right into my room onto my screen unfortunately.![]() |
| #256SerenaDawnMay 12, 2010 0:14:45 | I use the Pagus/Power Armor one... Amethyst Foundations has JUST squeezed into the deadline for the ENNIES. PHEW! That was close. It was tight, I will admit. I know our subtle and reserved Biohazard Zombie Apocalypse mini-modulewas submitted as well as our Artist Video Podcast. We are up against some stiff competition JUST to be nominated. Just for starters, there's Fantasy Flight's Dark Heresy and Green Ronin's Song of Ice & Fire and a little product from Paizo called Pathfinder. I know I can place Nick Greenwood's art against anyone anywhere, but I also know some people turn a blind eye to B+W artwork, thinking color is the only way to go. I also hope those not playing 4E can still take the written material on its face value. I am very proud of the final result, extremely proud. I will say that if nominated, I will make every effort to personally attend GENCON, disregarding its vast distance from my home town. Those with a good memory (huh?) will remember that Amethyst 3.5, despite having no major distribution, was still acknowledged with an honorable mention. For Cartography, we haveJeremy Simmons, a real veteran. Along with Nick, I think we have a real chance at interior and exterior art. I am really hoping for a cover nod. Nick deserves all the attention he can get. One of the funnier questions on the GENCON application regards what song we would like to be played if we were to win an award. Conan and I were given this question in 2008 when it was a possibility we could get nominated. Taking this very seriously, Conan immediately offered the Underwater Music from Super Mario Bros. Yes that one. We finally settled on a decision which we repeated in our application this year. This time we REALLY took it seriously. We finally settled on You Got the Touch from Stan Bush. We do take the ENNIES seriously and I really really want to win...but that doesn't mean we can't poke a little fun at ourselves. |
| #257ChrisTheSMay 14, 2010 17:11:04 | I shake my fist at Canada Post and their silly 'no mail on Saturdays' policy that means that the earliest the book can now arrive is Monday. Oy, I've had books shipped from Scotland arrive in a more timely manner. |
| #258SerenaDawnMay 16, 2010 19:23:38 | Dude, I am in the same boat. I still haven't got mine and I wrote it. Hopefully, it will be this week. Amethyst will be on shelves in Canada this week or next. |
| #259ChrisTheSMay 17, 2010 9:31:38 | Too late. Already turned into a slathering zombie. |
| #260SerenaDawnMay 20, 2010 2:17:07 | Long month for me. I've been in and out of town on business trips and vacations. I finally came back into town and found my copy of Amethyst: Foundations snuggled in my mailbox. It's bigger than I was expecting, thicker than even the Players Handbook. Have to admit, it looks pretty cool. This week, I direct interested parties toHereBeGamers, an Australian Podcast dedicated to role playing games. They speak highly of Amethyst. I suggest hearing the whole thing but the Amethyst's coverage begins around the 20 minute mark. Also, the pre-order period on Amethyst is now done...because the product is now officially on the shelves. Canadian and international buyers may have to wait a few more days but if you don't see it on the shelf of your local game store, ask them. To coincide with the release, Goodman Games have updated their site. You may notice a new banner. Thanks again to our ever vigilante Nick Greenwood for supplying us with it. On another topic, I want to throw a shout-out (HEY!) to two specific game stores which have gone above and beyond the call of duty in their support of Amethyst. Firstly, I want to mention New Moon Comics out of New Jersey. They have been amazingly enthusiastic in supporting us. I honestly think they had the highest number of preorders of Amethyst. The other store is Strategies Games and Hobbies out of Vancouver, BC, one of the very first stores to EVER support Amethyst, long before I finally met its owner two weeks ago. Thanks guys. |
| #261Cyber-DaveMay 20, 2010 12:55:29 | You have no idea how hard it is to find a store in Toronto that stocks this game. ![]() |
| #262ChrisTheSMay 20, 2010 17:09:19 | Bleh... still not here. I'm definitely not ordering anything direct from Goodman again. If I'd just ordered it through a local store (even the evil shrink-wrapping one) I'd have it by now and even with the evil shrink-wrapping store's 15% markup it'd have been cheaper than what the shipping cost... |
| #263SerenaDawnMay 20, 2010 17:29:04 | Well, I JUST got my direct copy from Goodman yesterday. I THEN received my complimentary copies the day after. So they are going out. I just talked to my LOCAL game store. Since it is now listed in Alliance, Canadian stores can order them. My FLGS, Great White, is ordering 10 for starters, more when it sell through. |
| #264ChandrakMay 22, 2010 2:12:19 | Hope those who preordered get thiers soon! I've got two questions on the setting itself. I noticed that all techan feats require you to be human, but the Gimfen clearly are intended to be able to take those since they have a lifepath for techa and everything, and there would be no way to actually take a techan class for them. The half-fae section also lists a feature for a half-gimfen that isnt in the gimfen racial entry, and by the name of it I'm assuming there was an oversight/misprint or something and the gimfen entry was supposed to have that trait which allowed them to use techan classes and feats? As a side note. . . congrats on great editing, thats the only error I found on reading front to back, and comparatively, WotC books are usually FULL of wierd mistakes. Anyway, in a similar vein, I'm wondering why you required 1-Handed Small Arms, as well as a few other feats, to require only techan humans?. Since there are some very low-TL items that are EDF immune, couldn't an echan character feasibly learn to use at least those? I'm wondering, because my group is going to be starting up an Amethyst game using the adventure in the back, and I think most of the players want to go techan, but one might want to play an echan instead. I'm wondering why the character couldn't for instance, have the techans teach him how to use small arms (i.e. taking the proficiency feat) as backup/long range weapons, and just stick to immune gear if there was any techan gear he was curious about. I don't recall seeing anything about an echan holding techa automatically disrupting it or anything, though I'd assume a wizard carrying a gun on him who casts a spell would definitely call for an EDF roll. However, I didn't see anything really preventing a ranger or a rogue from using a firearm as a backup weapon (or even a primary one, though I'd think that would be pretty rare). I'm on my second read-through now, bouncing around ideas and thus skipping around in chapters, so I may have missed something. Edit: Ah, I do see in the 'Aliens and Cowboys' section it has the suggestion on how to allow firearms for martial classes and the like, and adds the comment that it could be allowable for cannon Amethyst (which is what we'll be going for). |
| #265SerenaDawnMay 22, 2010 2:50:01 | Hope those who preordered get thiers soon! I refer you to page 132 of Racial Feats. Under Gimfen you will find the feat Divine Gift of Mecha. This feat replicates any techan feat. So a gimfen CAN choose techan feats by going through this route. We wanted to do it this way only from a fluff stand point. So...don't worry. We got that covered. ![]() |
| #266ChandrakMay 22, 2010 5:25:10 |
Aha, so I did miss something. Thanks ![]() |
| #267ChrisTheSMay 22, 2010 12:26:28 | Mine finally came yesterday... had a chance to look over it, and I have to say one thing (which is not going to be nice or tactful, unfortunately, but only through absolute bluntness can I fully convey how much this bothers me): The editing in this book stinks. It's worse than White Wolf's. Not just in terms of misprints, layout issues and typography problems (and there are very many of those), but in terms of general expression. This book has waaaaaaay too many useless words in it. You mentioned several times that you didn't have enough room to put everything you want to in the book. You would have a lot more room if you optimized your text. Rules text is often phrased in more complicated ways than necessary, or uses kludgy language (when there are plenty of core examples that do the same thing much more elegantly), and there are numerous places in the descriptive text where I've seen two or three sentences (within the same paragraph) that say exactly the same thing (I've also seen mutually contradictory sentences right next to each other). The organization isn't the most efficient either, particularly in the equipment section (which really ought to have dealt with high-tech items as stat blocks the way 4e deals with magic items, rather than as line items with extended descriptions the way 3e handled all equipment). For $45 total, and the amount of time we've been waiting for it, this is far below the standards of what I deem acceptable in a supposedly polished product. I really like the setting, so rest assured this won't prevent my purchasing of future Amethyst titles (or even Neurospasta), but I sincerely hope that future stuff gets much more thorough editing before going to print. |
| #268ChandrakMay 22, 2010 18:26:33 | Mine finally came yesterday... had a chance to look over it, and I have to say one thing Ok, I'm curious - what typography errors and misprints are you talking about? (Could you give example page #s? ) I can understand if you just don't care for the layout personally, but my copy seems to be extremely consistent all the way through when it comes to descriptions, explainations, and flavor text. I certainly don't see any evidence in my copy of actual errors in layout either - that is to say, places where on one page it does one thing and on other pages it does another. When it comes to power blocks, I could see it being a little annoying that one column is thinner than the other - but at least it uses a consistent method all the way through, so I wouldn't call that an error, since it appears to be made so that the margin art isnt overlapped too much by power entries. I've found a couple of grammar errors here and there in the body of the text, but not anywhere near what WotC leaves in thiers. I'll bite and agree that rules text could be less verbose at times, and that there are occassional redundancies (like I remember a power that had a special limitation that was already part of the core rules so didnt need to be stated), but I hardly expected the book to copy WotC's exact system of rules phrasing. Anyone who's looked at homebrew stuff on the forums can see that the average person who writes homebrew for others has trouble with emulating that in a concise form that prevents powers/features from being used in unexpected ways. Heck, even WotC has trouble preventing that, and in many cases where the rules are rather verbose I think it typically conveys the intent quite well, so I'm content enough with it. Would I give the power entries an A+? Probably not, but certainly an A- for a variety of reasons, not the least of which is quality in comparison to other 3PP material. Thats not to say I don't have a few qualms of my own or anything, but they're really just nitpicks - and like you, certainly nothing to stop me from picking up future stuff. (In fact, I already picked up Level Up #3 just for the Tenebri entry. Could've used a little more crunch I think in that it could've used more racial feats / lifepath, but hopefully that'll come later, and I'm certainly glad I picked it up. Anyway, I'm curious about specifics just to know where you're coming from, and I'm hoping that SerenaDawn can take criticism enough to want to know what people dislike as much as what they like. At some point I'll post a 'review' of my own with a breakdown of various things like production quality and materials quality, as well as things like powergaming crunch vs. roleplaying flavor. Slowly compiling a list in my head. ![]() |
| #269SerenaDawnMay 22, 2010 19:32:34 | I believe in certain situations repetition is necessary. I just returned from a business seminar which went over many ideas over and over and they believed, as I, that repetition is necessary, at least in certain situations.
I could try to explain the reason being because we originally had 40 weapons and I realized I could insert a column of rules to turn those 40 into 120 but by then most of the layout was locked and we were unable to redo that entire chapter.
By the way, I am still open for debate as to why the Grounder is classes as a Defender even though he can’t mark targets? We think it’s not mandatory that they mark targets and that Area Denial is our response to that. |
| #270ChandrakMay 23, 2010 0:29:11 | By the way, I am still open for debate as to why the Grounder is classes as a Defender even though he can’t mark targets? We think it’s not mandatory that they mark targets and that Area Denial is our response to that. Well, my $.02 on the Grounder being a defender is that it fits that role. Essentially, my group has always felt that a Defender is really just a kind of specialized controller, and the Grounder does seem to be pretty good at that generally. At least, when we played Hearts of Chaos, he filled that role well, and the same player that ran him then wants to play a grounder again. Which, on that note. . . we were going over what people wanted to play, and so I've got a few questions on what you would consider 'cannon' and what would be 'non-setting-breaking'. The first is other races as playable (albeit rare), based on your observation on Minotaur being permissible. Changelings are synonymous with Dopplegangers, which are listed as being cannon fae (just as Minotaurs are listed as spawn). Lycanthropes are as well, so would Shifters fit in as a kind of spawn race? Another question that arose was that of techan Warforged - the player in question being willing to suffer disruption as long as his TL wasnt considered too high, and that he could purchase shielding for himself or something. I did notice in 3.5e and 4e there were mentions of Automata, and wondered if Warforged might fall under this category - along with some interesting social issues (Like maybe being considered property of a Bastion or something). Last of all, any plans on making stats for the Kodiak? Several players kinda liked them, interestingly enough. |
| #271ChrisTheSMay 23, 2010 1:14:36 | I actually originally included examples in my complaint, but my wife told me to take them out because they made me sound like a know-it-all... Punctuation is all over the board, mainly in the form of missing periods at the ends of paragraphs (occurs more than ten times that I've noticed, and I haven't been actually scrutinizing it) and inconsistency with hyphenation, especially in sidebars (I first noticed it in the racial entries). Similar inconsistency with indentation, although this seems to primarily affect the earlier sections. Spelling issues, usually of the transposition variety (I know why this happens, since I raised the issue about the last edition, but proofreading should catch 98% of it). An example that sticks out in mind is 'tenenrbi' for 'tenenbri' (twice in the same paragraph). Also the occasional malapropism ('tenant' for 'tenet') which a basic proofreading might miss but which a proper one should catch. Occasionally a section header will fall at the bottom of a column while its text starts on the next column (to be fair, every third-party product does this at some point, but I might as well mention it). Some sections that should be listed together are not (damaskan names), while some sections present mutually contradictory statements in alternating sentences (currency exchange, or lack thereof). Persistent malapropism of 'round' for 'turn' in power durations. Numerous powers (the one I used for an example before, chosen at random, was the Marshal's He Ain't Heavy, which has three Effect lines when one would do) could be consolidated without reducing effectiveness or clarity (I'm all in favor of being as wordy as necessary for clarity, but when you've got, to take another example, the phrase "creature that made the triggering attack" in the target line when "triggering enemy" would do, that doesn't really add anything). Adding "all feats have techan human as a prerequisite" to every techan feat heading, when just putting it in slightly larger text at the start of the techan feats section would have sufficed... (now I'm just dredging up everything that stood out to me while reading, because it's late and I'm tired and I really wish I hadn't brought it up because I hate criticizing people when they can actually hear me...) Also, if you had expanded the weapons that much, my brain would have exploded. I had issues with the equipment section in 3e Amethyst being too dense to comfortably read, I still have issues with it being too dense to comfortably read, and any further density would have caused my gaming shelf to have undergone gravitational collapse. I had actually been assuming that, since you were talking about using magic items as the template for high tech, that high tech items would be presented as stat blocks instead of line items, which would make them much easier to read and reduce the amount of page flipping required to get an item's complete rules to zero... --- The Grounder is actually the one techan class I have no issues with, apart from the one 'take the hit' power (I can't remember its name now) which is basically a 'please bloody me' card... The ability to mark is insignificant next to the power to actively punish people who do what you don't want them to. |
| #272SerenaDawnMay 23, 2010 1:59:16 |
I don't want to challenge your opion, as I respect it, but I need to mention this as I think I am going a little peculiar. I flipped through the book. I honestly cannot find a situation where a header appears at the bottom of one column with a text body beginning on another. There are a couple which have one, two, or three lines of text before moving onto the next column but not a situation where we have an orphan header. Second, we don't have a techan feat header. We have "Techan General Feats", and "Techan Class Feats". Each header has that single-line disclaimer. It's mentioned twice. I can hardly say that is needlessly redundant. In fact, if we did it the other way, we would have a large header for "Techan Feats", then put the disclaimer, and still have headers for "General Techan Feats" and "Techan Class Feats", which means we wouldn't have saved any space at all. When I first read what you typed, it made me think we added that prerequisite to EVERY single feat. I had to go through multiple books to ensure I was going crazy. ![]() By the way, do you do layout or editing? Not being arrogant, but if you are offering to help... ![]() |
| #273ChandrakMay 23, 2010 4:33:45 | I actually originally included examples in my complaint, but my wife told me to take them out because they made me sound like a know-it-all... Hehe, well, I wouldn't say it makes you sound like a know-it-all, just that it makes you seem a little too nitpicky about things the average person doesn't notice. I'd guess first that you either are or have been in A) Editing, B) Graphic Design, or C) Journalism of some kind. Its not intended as anything negative - just an observation having known people in all 3 fields that they tend to notice those little details and are bothered by them, usually much more than the typical consumer would. Likewise, people who have studied those subjects at least a little tend to notice them as well. I certainly never would have noticed the inconsitencies in hyphenation - not that I particularly care about them, but they are there. I can see how they'd bother someone familiar with that sort of thing though. Occasionally a section header will fall at the bottom of a column while its text starts on the next column (to be fair, every third-party product does this at some point, but I might as well mention it). This, I actually know what you're talking about here, but can't say I found any examples of it just flipping through my copy. As SerenaDawn said, there were plenty of instances where there would be a header with only 2-3 few lines beneath, but I didn't see any that ended a column on a header. (And using those 2-3 lines, arguably, is rather necessary for rulebooks in order to not inflate the number of pages by constantly lopping off lines from a page and moving them to the top of the next) Actually, when it comes to the feats, I DO kinda wish the headers were a bit more space-using - but thats really only because I tend to have a poor memory for rules, so spend a lot of times looking things up and without larger or more distinct headers, I find it harder to navigate. Thats more of a personal preference though than anything else. On the subject of requirements. . . to be honest, the normal format kind of is like that in the later books & Dragon Magazine. You'll have an article on a race and every feat will say 'Prerequisite: This race'. I guess thats because in feat sections feats usually just get all lumped together, so there might be some mixed in that don't need the requirement of that race. *Shrug*. It might not be the exact WotC style. . . but it works and does save space. |
| #274ChrisTheSMay 23, 2010 10:35:21 | I'd guess first that you either are or have been in A) Editing, B) Graphic Design, or C) Journalism of some kind. While those are all things I'd like to do, these days people want you to have a specialized degree to do them... I've just got an eye for details. So yes, possibly the average consumer might not notice/care about a lot of this stuff - but it's always better to be on the safe side, as the more errors there are the more likely the average consumer is to notice them (and there are more errors in this than in the typical White Wolf publication, which is the industry's biggest offender in that regard). As a rough estimate, WotC averages one typo/grammar issue every 40 pages (not counting powers sections - and their most common typos are ones involving commas). The industry standard for most publishing houses is an average of one every 25 pages (but they generally have more proofreaders). White Wolf has one every 15 pages on average, sometimes more. This one averaged to one every 5 pages, many of them in rapid succession on the same page (part of that is that the print is so small, but that excuse only goes so far). I flipped through the book. I honestly cannot find a situation where a header appears at the bottom of one column with a text body beginning on another. There are a couple which have one, two, or three lines of text before moving onto the next column but not a situation where we have an orphan header. Page 49 - it does actually have one line below it, but it's a line that should be considered part of the header text - as is the first line on the next page, so it's actually a split header. But, like I said, everybody but WotC does it occasionally, so it's not the biggest of complaints (it's just something I do my best to avoid when I'm putting together my own stuff). By the way, do you do layout or editing? Not being arrogant, but if you are offering to help... Not professionally, but I do have a lot of experience (in fact I've spent at least an hour each over each of these posts). I've done volunteer work on cleaning up peoples' research papers, I offered grammar suggestions on the playtest copy of the Blue Planet RPG (I don't think they actually took them, but there you go), I correct OCR errors in ebooks and reformat community-scanned ones with more elegant formatting, and whenever I homebrew something I use Publisher to do a nice, polished-looking document for it. So if you'd like my help, I'm quite happy to offer it. |
| #275SerenaDawnMay 23, 2010 13:36:43 | So...first week of Amethyst on the shelf. How do I feel? Still paranoid. Oh well, it happens. Canadians will still need to wait a few more days before seeing it on their shelves but it shouldn't be much longer. I know I got mine. On a related topic, I have started up a facebook fanpage dedicated to Amethyst. You can join it here. I plan on updating it with more artwork and exclusive bits as time trudges on. Please show your support, join up, and share it with friends.
Also, to those people wanting to dive into the Hearts of Chaos module (like those getting it as DLC from preordering), I have created updated characters to replace those included in the module. You can find the file here.
The questions have already been rolling in regarding our rules. I will post the important ones as we go along. Why does high level techan armor have multiple levels? Good question. What this means is that the armor counts as multiple items. This is because it does more than just offer an AC bonus. If you buy the armor off the shelf, you can ignore these values. However, if you are making a character at a later level or if you find one and your group is determining who gets it and who doesn't, it's important to know how this armor relates to other items.
What are techan starting currency? Unchanged from Player's Handbook. 100 gp/cr for starting characters.
Are the EDF roll modifiers cumulative or not? What that is SUPPOSED to mean is that the number of monsters does not affect the roll, only the number of types of monsters. So that means if there is ONE pagus in the group, the penalty is -1. If there are ten pagus, it is still -1. If there were fifty pagus, boggs, and puggs, it would still be -1. |
| #276MechaPilotMay 23, 2010 18:53:59 | I know I'll be picking up a copy in a few months (my current budget situation makes it impossible to accomplish this sooner). I'm very interested to dive into the modern and post modern tech, particularly to see how various technology items might provide powers to their users. |
| #277SerenaDawnMay 23, 2010 22:50:00 |
Kodiaks are coming in the next book, along with pagus, and tenenbri. |
| #278ChandrakMay 24, 2010 5:36:57 | If he was an AI robot, that would be different...but it is still breaking canon. We were, essentially, planning on making him an AI robot, as opposed to the 'standard' magical warforged. I was under the impression that Robots existed in some Bastions, though after a further reading of the 3.5, I guess they all belong to the same group that MAX belongs to. (Which I won't spoil for others by mentioning in case it was excluded from the 4e version to be inluded later). Effectively, he wanted to be some sort of heavy weapons robot, essentially a grounder who gets periodically upgraded by the operator (explain his gaining levels), with shielded armor determining his 'body type' he is installed in, so to speak. Edit: Also, glad to hear Kodiaks are coming in the next one There's a good motivation to pick the next one up, though I would be doing it even if they werent, I'm sure. |
| #279SerenaDawnMay 24, 2010 15:09:27 |
Well, that's an interesting idea. If you wanted to truly keep it in canon, you would have to wipe the robot's memory as knowledge of the would spoil future events. Additionally, one thing I do stress (especially with later books) is that true sentience only occurs with nature, so a robot could have a high intelligence but a Charisma score next to nothing. He would also have little to no personality. This is not Commander Data so I would honestly avoid the Pinnochio comparisons. If anything, he would be HAL. ...and if you pull any "Johnny 5 is alive" crap in your game, I will personally drive to your house and punch you in the taint. ![]() |
| #280ChandrakMay 24, 2010 17:23:32 |
Forunately, that woun't be an issue ![]() Hehe, yeah it would make sense to have his memory wiped. Thats a particular subject I don't intend to tell my players about anytime soon :P But. . . I'll betcha the player in question would be up for finding his memory suddenly 'activated' at a later date for some sinister plan or something. I've been known to do something like that in my games from time to time, and played such characters as well. I'll put the question of maybe getting a bonus to Int in exchange for starting with a Cha of 8 to him, I think he'd go with that, and I like the idea as a way of showing how he doesn't really have any concept of how to interact properly with others since he's really just a repurposed piece of technology. |
| #281ChrisTheSMay 25, 2010 11:20:44 | Looks like I will be able to run my Drumheller game, as long as I can find at least two more players who can game on Mondays or Tuesdays... now, since I can't afford to wait for the next book, which extant option would you suggest for reflavoring on the off-chance that somebody wants to play a kodiak (highly unlikely, but possible)? I'm leaning toward gnoll, but the stat block also suggests shifter might work. I do have one other geography question about Kannos - specifically, how far from the center of its influence the Drumheller area would be (and thus how extensive I'm going to have to make the undead dinosaur infestation in order for it to be a threat to civilization). |
| #282ChandrakMay 25, 2010 18:02:52 | Well, here I was typing up this post about Homebrew races, and then I went and actually compared what I wrote to the actual Gnoll entry, and they were pretty much the same except for one or two things. So I'd say . . . take Gnoll, make em Str/Con instead of Dex/Con, give em Unstoppable Charge as an encounter racial instead of ferocious charge, change the languages of course, and bam, got yourself a Kodiak. The encounter power could just be a Standard Action 'You make a charge attack and gain X benefits' - nothing complicated. I'll admit, its a bit sloppy on 4E design principles, but it'd get the flavor down as long as your player wanted to play something like a Barbarian or Fighter. Lots of folks have issues with Minotaur because is so niched into being a melee race, but as long as you don't mind that. . . Gnoll works ![]() Now to see what SerenaDawn's real answer is (If he's allowed to give one, hehe) |
| #283SerenaDawnMay 25, 2010 23:03:32 | Or I could just do this: RACIAL TRAITS Average Height: 6’4” – 7’2” Average Weight: 350 -450 lb. Average Starting Age: 15 years. Estimated Life Expectancy: 80 years
Ability Scores: +2 Strength, +2 Constitution. Size: Medium Speed: 6 Vision: Low Light
Languages: Argose, 1 Human Language. Skill Bonuses: +2 Endurance, +2 Athletics
Enraged: When bloodied, you gain a +1 bonus to attack to any targets in adjacent squares at the beginning of your turn. Bear Charge: You gain a +2 attack bonus when making a Bull Rush and the distance pushed and shifted is doubled (2 squares each). Natural Runner: If you drop what you are holding and run with all four limbs, you can run at your speed +4. You are too large and clumsy to ride a mount (and you are not shaped correctly to take a rider) but you can cover 40 miles a day without tiring. Imposing Form: As a kodiak, your body is not shaped like other humanoids. All armor costs +15% more as it must be custom-fit to your body. You are also clumsy with small weapons, suffering a -1 to attack with all weapons you wield one-handed. Natural Weapons: Your claws are powerful weapons. You have a +2 proficiency bonus to attack with them and they do 1d6 damage. At 11th level, your proficiency bonus increases to +4 and they inflict 1d8 damage. At 21st level, the proficiency bonus increases to +6 and they inflict 1d10 damage. You cannot enchant your claws and they do not stack with gauntlets.
!!WARNING!! THIS HAS NOT BEEN CHECKED FOR RULE BALANCE OR EVEN PROPER WORDING. THIS IS PRE-TESTING. |
| #284ChrisTheSMay 26, 2010 0:14:40 | ... that works too... |
| #285twystedspyderMay 26, 2010 11:15:59 |
Ha!That's settled. I'm buying a copy of Amethyst today. |
| #286ChrisTheSMay 27, 2010 10:40:02 | Alternative (save-based) ammunition rules, because the mere idea of tracking ammo on something with a clip size of 100 or more nauseates me: New weapon property: 'Clip X' (assigned to all weapons that have defined clip or cell charge values: X equals clip size / 10 round up, maximum +5. In case of weapons with both clip and cell charge values, use the lower value). Clip X: At the end of any turn during which you make an attack with this weapon, make an ammo saving throw. This save takes a penalty equal to the number of attack rolls you have made with this weapon since the last time you took a rest or failed an ammo save for this weapon. If you are proficient with the weapon, you gain a bonus to this save equal to the listed value (X). If the save fails, you are out of ammo and must take the appropriate action to reload before using the weapon again. Any effect that reduces ammo usage grants a +2 bonus to ammo saves instead; any effect that increases ammo usage inflicts a -2 penalty. And of course, all effects that boost general saving throws apply to ammo saves as well. |
| #287twystedspyderMay 27, 2010 12:21:23 | Drat. My store did not have a copy. No worries, though. They have ordered me one and several of us are going to help implement for an RPG Sunday schedule where I hope to push Amethyst. I have had some concerns with ammo tracking as well. As a DM, I prefer the realism of players actually tracking each individual round, but an alternate mechanic may be something to try out if it becomes cumbersome. I actually anticipate keeping track of my players' available ammunition myself. A lot of extra work for the DM, I know, but I'm looking forward to having a player who hasn't been paying attention make an attack only to hear me say "click-click". ![]() Hm. Would having a natural "1" equate to having to change clips/reload work or is there already a "fumble" system for modern/futuristic weapons? |
| #288ChrisTheSMay 27, 2010 12:49:17 | If that's the only method you're using, it probably wouldn't work (as it would result in Army of Darkness-style situations whereby on average people could fire 19 rounds from a double-barreled shotgun before having to reload). In concert with another system, it's OK (certainly less punitive than most fumble systems people have come up with). |
| #289twystedspyderMay 27, 2010 14:32:09 | Yup. Just a thought as I haven't run the existing rules through their paces yet. |
| #290bone_nagaMay 27, 2010 21:13:26 | If you are able to have a laptop at the game table, that can help ammo tracking immensely, whether through a combat manager, I use a macro in MapTool (and another macro that resets the clip when the character reloads), or even an excel spreadsheet (which you could do manually or make macros for that as well). |
| #291SerenaDawnMay 27, 2010 21:39:05 | We had extensive conversations, both with the playtesters and development staff. We considered a lot of alternate ideas with tracking ammo. The issues always came down to random chance. You have one guy with seemingly unlimited ammo, and another guy who changes clips ever round, both with the same gun. We danced around the idea of an ammo tax. We thought about the idea of ignoring it all together. In the end, my players (of all people) said that tracking ammo the old-fashioned way was just fine. One player is a Stalker with dual pistols. He had no issue tracking his ammo. He burned through 250 rounds in a one module...could have been more, actually. ![]() |
| #292m4kitsuMay 28, 2010 0:35:06 | Despite not planning on carrying it, my FLGS was kind enough to order a copy of Amethyst for me (and since the manager is a player in my Monday 4e game, I'm trying to convince him that he should be carrying it). Despite the editing issues that have come up, I found the book to be a fantastic value overall. In the end, the need for another editing pass didn't detract from readability or clarity of the material, and I actually liked that the book had a different voice to it than the standard WotC fare. This is what erratas and revised print runs are for anyway, to correct. There was only one thing I failed to understand in the book, and I'm hoping someone can clarify it for me: in Equipment, the Light Armors table has two values of Bonus for all but two of the armors. The first number of these pairs seems to match expected values of light armors (assume +dex or int to AC, etc.), but the second values are much higher and don't seem to match up to anything I can find, and these numbers are not explained. What are they? Thanks. |
| #293ChandrakMay 28, 2010 2:23:30 | On the subject of ammo. . . . Having played with the normal rules with both Biohazard and Hearts of Chaos long before release, I can say it's really no real hassle to track them unless you're switching weapons all the time. Also, it adds both realism (which some may not care about), and ties strongly into the setting (That being that you are far, far from what you consider 'civilization' and that parts and replacement gear are limited). Many characters will find they never run out of ammo in a fight, and can just reload between encounters (much like Rangers rarely run out of arrows). Others may enjoy the balancing act between trying to get the most out of thier weapons and thier curent supplies, and it's no different than someone using crossbows without the faster reload feats. (In fact, crossbows are worse, because you have to reload every shot, unlike with the firearms). Also, keep in mind that some things, like rocket launchers, justifiably should have limited clip sizes and ammunition. From a game balance perspective like the one 4E has, things like rockets and grenades are on-par with even some low level encounter powers, and should be tracked just so players aren't using those exculsively because of the AoE they offer. Their ammo should be expensive or hard to come by, so players are faced with the decision to use precious resources for a big burst of damage, or to hoard it away for a harder encounter (like with daily powers). Of course, that's just how I choose to look at it, and how I plan to run my Amethyst game - The choice of when to spend limited resources is something my players really enjoyed when we ran HoC and BioH, and I intend to keep that trend running. |
| #294SerenaDawnMay 28, 2010 3:04:53 |
We are accepting feedback in lieu of a potential errata and this was one of the points mentioned on our site at www.diasexmachina.com . This is an unwanted artifact. If you look to the TL, you will notice the TL is the exact value of the increase armor bonus. Originally, we had no increased Tech Level items for each armor. When we offered higher tech level variations, the need of displaying this value became obsolete. I could have sworn I had those removed but it looks like only the heavy armor entries were deleted. So ignore these values....except for the entry for the Limshau Kawabari. That one is explained. By the way, Chandrak, you like the Kodiak? |
| #295m4kitsuMay 28, 2010 3:47:51 | Ah. My thanks for the swift response! I remembered to look here and Goodman's forums, but didn't think to check yours. Noted and amended! I'll keep a bookmark pointed to those forums for amendments in the future, though I wouldn't mind an official errata .pdf for the convenience of carrying a dead tree version to games when I mightn't otherwise access. These things take time, of course, so the forums are more than adequate in the interim. Again; thanks to Goodman and Dias Ex Machina for a fantastic game -I'm hoping that Amethyst will finally blow the lid off 3PP campaign settings, and you've set a high bar indeed. I can't wait to see what comes of it. |
| #296ChandrakMay 28, 2010 5:31:47 |
I do, for the most part. ![]() However, as someone who has a tendency to frequent the CharOps boards a fair bit though, I'll give a bit of a powergamer's perspective on the math & design. First, the claws need a little work, for two major reasons - the first being that they should be enchantable, and the second being that they need a weapon category. I realize that a Kodiak with enchanted claws does seem a little out of place in Amethyst (at least, it kinda does to me, since they come off as savage and blood-crazed, not wielders of magic). However, its a matter of game balance - a Kodiak using his claws will come off way too low on the accuracy scale at higher levels for many players to be interested in playing one. Simply put, the high proficiency bonus of the Kodiak claws doesn't offset the lack of enhancement bonus enough. At mid paragon levels, someone with a +3 weapon will have a +6 or +7 to hit from weapon, as opposed to the Kodiak's +4. That's a 10-15% decrease in accuracy, which hurts even more in a game where Expertise isn't being given out for free. That same gap continues all the way into epic tier. With the game already having a built in imbalance of hit to AC at higher levels, techan's tendencies to have abnormally high ACs, AND a penalty to one-handed weapons, Kodiak players will have real problems hitting targets compared to other echans. (Also, that doesn't even begin to address the issue of everyone else having special properties, extra crit dice, and item powers for thier weapons when the Kodiak doesn't. So you can see why its far easier to just allow enchants like WotC did with the Gnoll.) The second part is just that the claws need a weapon type & keywords - because many weapon powers / class features key off of or require a specific type of weapon, and you don't want to leave players in the dark as to what they are using. They should also have the offhand keyword as well, so that Kodiak's can be rangers (or tempest barbarians) and pick up appropriate two-weapon fighting feats. Keep in mind what classes would be appropriate when deciding weapon type - Rogues usually can't use heavy blades, but barbarians can use light or heavy just as rangers can. Bear Charge needs re-wording (though I see your disclaimer ), because some players who may be using +push distance and + shift distance items will try and double the bonus they get from those items. It should probably be something along the lines of "When you make a Bull Rush attack, you gain a +2 bonus to the attack roll. If you succeed, you push the target 2 squares instead of 1, and may shift an additional square." That's a little on the verbose side (I'd have to check similar feats for their wording), but it doesn't leave much open to the enterprising rules lawyer.Last of all, I'd caution you on the penalty to one-handed weapons - to some DMs, that might actually include your own claws. Also, while I personally don't mind penalties in a race, it IS generally against standard 4E race design, and a lot of players won't like that. Its one thing to disallow mounts (which IME almost no-one ever uses except for travel, which the Kodiak already has down), but quite another to penalize someone for an entire class of weapons, many of which are required for various class powers and features. Those three things (really two, since you already said wording needed work) are really the only issues I see with it as it. It could be tightened a bit, I think, but its certainly flavorful and gets the idea across. I'd also suggest (as I did earlier), that a tweaked Unstoppable Charge be considered as a racial encounter power of some kind - as long as you don't mind the melee emphasis of the race, it'd make for a good one. |
| #297ChrisTheSMay 28, 2010 8:49:26 | What I would do (actually, what I think should be done to every race with a natural weapon) is to add a note to the claws' description that while they can't be enchanted, they automatically use the innate enhancement bonus from DMG2 whether the campaign applies it across the board or not. Seconded on the penalties - I'm actually houseruling penalties out of the other races (I find them already a bit behind the curve as it is, plus I think it's a bit bizarre that damaskans - the most cosmopolitan fae - have a penalty to Diplomacy while laudenians - the downright xenophobic ones - don't). |
| #298SerenaDawnMay 28, 2010 14:02:48 | Chances are, I'll probably be dropping the natural weapons anyway and doing something different. That kodiak is a two-year old design and is not considered final by any regard. I have had long conversations with people about our approach to races. It's was brought up at RPGNet as well. I won't apologize for our approach but I will offer two important points: 1: They were never designed with the intent to balance with PHB races. 2: They were created with a theme in mind from a role playing perspective, not a game crunch perspective. The penalties are so extremily minor, I am shocked people have issues with them. I never agreed with the new philosophy that everyone be "awesome". White men can't jump...we just have to accept that. ![]() So yes I inserted minor penalties which play around with roleplaying more than anything. They are so minor as to hardly even affect game balance. They weren't put in to counter some bonus they were receiving. So even though you can houserule them away, I don't see why anyone would...I think they are fun if anything. I mean the tenenbri is friggin' BLIND. ![]() |
| #299ChrisTheSMay 28, 2010 14:33:20 | Stop saying you won't apologize for your approach to everything, nobody wants you to |
| #300SerenaDawnMay 28, 2010 20:33:45 |
Well the fact they each can select an at-will as a basic attack is not really overlap. I am sure you are talking about Double Tap. Well, Double Tap is a "fifth" At-Will options because I wanted to add more variety and my group thought that, being all military trained, they could all gain the benefit on this power. Yes, I think there are a few other duplicates but they are pretty few, I think beyond that. |
| #301ChrisTheSMay 28, 2010 20:43:41 | I was actually referring to powers like he ain't heavy and center peel (which are on both the grounder and marshal lists). I wasn't worried about the at-wills because there's really only so much variety you can give a level 1 at-will. So if there's no deep and vital rationale for it on other powers, I'll just tweak happily away ![]() ------------------------ Also, something I noticed as I was doing my edits: the grounder's level 5 daily always have a backup cannot actually be used as written - it's an immediate interrupt that triggers off of an enemy making an opportunity attack, but since enemies can only make opportunity attacks against you on your turn (except in exceptional circumstances) and immediate actions can't be taken on your turn, this power will almost never trigger. I've changed it to a free action and the hit line rider to "and the opportunity attack misses" in my houserule document. |
| #302ChandrakMay 28, 2010 22:05:59 |
Probably a good thing, since most of them aren't used, hehe.
Sure, I understand that. You do a fantastic job with making very distinct races with so much flavor to them – far better than WotC does IMO, but so much of that is in the descriptions, history, names, personalities, and so on, rather than in the actual rules text. Having well-designed crunch for your racial rules text doesn’t have to compete with or negate that, though. Of course, I’m not saying that having penalties in a race’s stat block is bad design or anything. Honestly, I think when its done right, and can really enhance a race in terms of making them feel mechanically different from other races (and after all, mechanically different classes are really what 4E class design is all about. . . no reason that couldn’t extend to races too). The penalties are so extremily minor, I am shocked people have issues with them. I never agreed with the new philosophy that everyone be "awesome". White men can't jump...we just have to accept that. I think it really stems from when some of the penalties come into play. Some, like Bastion lifepath penalties to diplomacy, absolutely make sense in context of the setting. Anyone actually reading the setting will realize that Bastion dwellers really don’t understand the outside world, and that many of them are barely aware of what most of the world is like. Those penalties are entirely justified, and a -1 to a skill IS pretty tame (Likewise, the Chapparran -1 to initiative is pretty harmless). Others though aren’t so minor, even though they make sense within the setting – like the tilen vision penalty in sunlight (and penalty to healing), and gimfem penalties to bullrush. I could maybe lump Tenebri in here as well for their blindness – but I won’t, for things I’ll discuss later in my next, spoiler-hidden wall of text. |
| #303ChandrakMay 28, 2010 23:09:16 | So as not to leave a HUGE wall of text beyond what I’ve already done, I’ll post some stuff in spoiler blocks. Sorry, I was bored and feeling chatty, so it kinda meanders a bit. Skip it if you want – its my soapbox pet peeve from reading too many badly done homebrew rules on the forums, and honestly I like Amethyst as it is. (Even with the grousing about Tilen. One of my players who isn’t the ‘oooh vampires!’ type wants to play one in spite of the penalties, so somethings been done right! ) As ChrisTheS said ‘We just like to say how we’d have done it’. On The Subject Of Design I think you should be careful with crunch design from a marketing perspective - I spend enough time on CharOps/GD/Homebrew to know that a fair portion of players out there really LIKE 4E's design philosophy and highly dislike anything that really deviates from that (including within WotC's own products). When you do deviate from it, it can put people off and they'll tell other people about it, just like those of us who really like Amethyst will tell people to just try it anyway. You have to keep in mind that you are publishing Amethyst as a 4E product, and people will expect it to follow 4E design philosophies. Some will be very angry when they realize the shelled out $40 for something and didn't get what they expected. It was my group's main beef with the Neurospasta playtest - they were expecting some sort of sci-fi 4E setting after having played Biohazard, but its a completely different game, really, because there is so much emphasis on taking something for a roleplaying reason over a gamist reason that anyone approaching it from a gamist perspective can break the rules in half. They got bored with it very, very fast, because we play a high-optimization game and the rules just weren’t balanced. If one of my players had paid $40 for the game we did get, they’d’ve been pretty unhappy. I think that as long as you are marketing Amethyst as a 4E product, you’re going to run into this conflict between the expectations people have about the kind of game 4E is (That is to say, highly based around balance and certain design philosophies), and the kind of setting Amethyst tries to be (That is to say, high emphasis on roleplaying and setting context) as long as you deviate from the core design ideas. You can’t keep everyone happy of course – and in plenty of cases you’ve managed to include roleplaying-centric bonuses and penalties that don’t really detract from the crunch design, and that’s good. But you should be very cautious about doing so, because there are points where I think many players will feel a penalty is nearly crippling (Tilen being a major one). |
| #304SerenaDawnMay 29, 2010 2:33:28 | One of the things I was bouncing around (among a few others I won't mention) is allowing the use of Blood surge more times per encounter, like 2 or 3. I would also add reliable. On the repetition, the Marshal and Grounder are related classes so there was some carry over. It is one of the concepts I am unfortunetly learning. When my group shifted to 4th Edition, our role playing style didn't change. |
| #305ChrisTheSMay 29, 2010 7:31:33 | One of the things I was bouncing around (among a few others I won't mention) is allowing the use of Blood surge more times per encounter, like 2 or 3. I would also add reliable. A +2/tier bonus to sustain the grab wouldn't come amiss either - that was the #1 issue I always had with the dhampyr's blood drain power, since it's childishly easy to escape a grab in this edition... |
| #306SerenaDawnMay 30, 2010 2:27:16 | It can now be shouted from the rafters! The newsreaders are announcing it from their stone pedestals in front of parliament. Our heralds have the notices and are carrying them to the masses. Amethyst Foundations is now on PDF. ![]() Doesn't that look pretty? One thing you might notice as you browse the PDF...is the color. Yes, the powers are color-coded in the PDF. The character sheet at the back is color. The full size map of Canam is in color. There are two color images inside the book (Abidan and Limshau). Click on the many links to acquire your own digital copy... paizo.com/store/downloads/goodmanGames/4... www.rpgnow.com/product_info.php?products... rpg.drivethrustuff.com/product_info.php?... There has been some talk about Amethyst's approach to classes. We admitted that we didn't feel obligated to follow the lead of Wizard's design philosophy. Namely, we didn't feel that we had to create a class which fell into the ironclad role of a leader, defender, controller, or striker. At one point, we actually considered making up new roles. Then we realized that was stupid. Beyond the fact that the Stalker is mislabeled as a Defender/Striker when he is intended to be a Controller/Striker, we really felt that we wanted to create a class that looked cool and then we would try to label it. We had a Grounder which had single target powers and area affects. With area effects, he becomes a controller. With a few marking abilities and the class feature Area Denial, we thought Defender was an appropriate title to hang off him. The healing surges and capacity to grant attacks to allies easily made the Marshal a leader. Healing also gave that same title to Operator. Operator also has some vicious direct fire attacks, also making him a striker. However, we did receive criticism that the Grounder is not a defender as he cannot mark. I never considered that mandatory. His capacity to push enemies from allies and protect the squares said allies inhabit by laying down suppressive fire can be considered a controller or a defender feature. We consider Area Denial a defender feature. If you do have a question or a concern, please come to www.diasexmachina.com, register to the forum, and post it. Let us help you make your gaming experience fair, easy, and balanced. You can also email me personally if you so desire. We are running a FAQ on the site as well. This is not an errata, just a FAQ to clarify certain confusions. |
| #307Cyber-DaveJun 02, 2010 20:10:39 | Well, I just bought me a copy of the PDF. I plan to buy a copy of the book as well, but that will have to wait until either a) I have some cash on me, walk into a local store, and happen to see a copy of the book on the store's shelf or b) I find a new job and my current financial situation improves a little. Basically, I will own a hard copy within a month or two. ![]() P.S. Ok, so, my first few pages into Amethyst and I have to agree: I love the ideas it presents, I find it very fun to read, but it has some editing issues. Millions of humans survived the holocaust they may have assisted in bringing. This is a very awkward sentence. Even the presence of a couple of extra words might have made this sentence a little less hard on the eyes/brain. For example: Millions of humans survived the holocaust they may have assisted in bringing about. That sentence is already a good deal less awkward then what you have written in the published text. Personally, though, I would have gone for something like this: Millions of humans survived the holocaust that humanity may have had a hand in creating. And then we have this: Add to that the flood of peoples only previously believed to exist in fiction. This isn't a sentence. It is a fragment, a subordinate clause. Turned into a full sentence this thought should have probably looked something like this: Added to that, the planet's population has been flooded by races previously believed to only exist in fiction. I love what I have seen so far, but you guys need to hire an editor. P.P.S. Gimfen seem a little underpowered... P.P.P.S. I love how much of the book focuses on RP material as opposed to mechanical material. |
| #308Cyber-DaveJun 02, 2010 22:55:17 | So, something else I have noticed: Techan groups seem like they might have a hell of a time making it through encounters due to the mechanics of the Operator's healing abilities. At low levels, Techan groups will be fine. At high levels, Techan groups will have virtually no ability to heal. 15+5+Wisdom Modifier+ 0 or 2 just doesn't compare with 1/4th of a high level paragon/epic level character's hit points. And almost all "leader" based characters that currently exist actually let you heal 1/4 of your hit points + some additional hit points based on the power being used to heal. I think that the mechanics that you guys chose to use for the Operator's healing abilities are a mistake. I think the game would have been better served by allowing the Operator to heal people by a number based on their target's healing surge value. |
| #309Cyber-DaveJun 02, 2010 23:26:03 | The higher level stalker powers also seem underpowered. I mean, 3/4 [W] damage, for a striker, at epic tier... with daily powers! Really? I even see a couple 1[W] epic tier powers. Ok, I guess... seems a little (read: very) low to me. Yea, looking at the stalker overall, the class seems fairly underwhelming. I mean, at epic tier, even 8 points of ongoing damage is not much. The class just really doesn't seem all that great to me. What am I missing? What makes this class capable of operating as a striker (or any other role)? I am just not seeing it. |
| #310twystedspyderJun 03, 2010 10:39:37 | Picked up my copy last night before the last Encounters session. I haven't had much time to read it over yet, but I've flipped through the books to get an idea of what is in each chapter and have read over most of the race, class and equipment sections. I do like what I see and I'm excited to start running this... One nagging issue, though. Regarding the pre-order bonus. More specifically, pdf character sheets. Can someone please explain the logic of making the form fillable sheet a pre-order exclusive and not a free download? I'm all for pre-order bonuses. I think faithful fans who take a chance on supporting a new game right out of the gate should be rewarded with cool stuff. No question. That being said, should there be no support for players and DMs other than those that pre-ordered? How does that help bring new players to a 3rd party product? No big deal if the new rules didn't add new skills and require detailed ammo tracking, but they do. Let me be clear, though. The lack of character sheet support certainly hasn't spoiled my enthusiasm for this product at all. We will be making characters this weekend even if they have to be written down on graph paper. I'm sure we'll see a downloadable character sheet at some point in the future, but right now the exclusivity just seems a bit ridiculous. |
| #311ChrisTheSJun 03, 2010 10:51:59 | The higher level stalker powers also seem underpowered. As near as I can gather, techans are supposed to be underwhelming due to flavor reasons: if you go out into the world as a techan group, you're supposed to feel as though a swarm of echan field mice is a major threat to your way of life. I have to say it works for that purpose, but it also leads to situations in which a ranger, rogue, or archer warlord takes the appropriate proficiencies and is a better gunman than a person who supposedly has advanced military training... |
| #312twystedspyderJun 03, 2010 11:08:10 | The higher level stalker powers also seem underpowered. Regarding this point. Do we know if the new books will continue to support the existing Techan classes with new powers, feats and build options? I got the impression that the Techan classes are more like hybrid classes, not meant to directly compete with pure Strikers and the like. Those pointy eared freaks with bows need be be seen as a real threat, right? |
| #313Cyber-DaveJun 03, 2010 11:37:16 | The higher level stalker powers also seem underpowered. The Stalker doesn't seem like a decent hybrid build either. Honestly, looking over its powers, it seems so underwhelming that I really don't see a reason to ever play one. Like Chris said, a character would be better off playing a ranger and taking some gun feats... |
| #314twystedspyderJun 03, 2010 11:49:34 | The higher level stalker powers also seem underpowered. Hm. We'll be making some characters this Sunday. I'll make sure to get some opinions from my players regarding the Stalker's potential. |
| #315SerenaDawnJun 03, 2010 13:42:53 | First point: We had an editor... sigh... Simple Stalker answer: I honestly disagree. I do not believe the Stalker is underpowered. His powers were created inspired from similar powers from Ranger. Clean Kill is 3W hit which causes a critical hit. Big Damn Hero is a close burst which does 4W damage. Assasins Bullet has the capacity to do 7W damage. I mean, they will be different than the powers listed but I don't believe the Stalker is an inferior build to Ranger. Beyond that, I can't comment on the prospects of a future errata. And yes, future books will have more powers and feats. |
| #316ChrisTheSJun 03, 2010 14:48:01 | The stalker does seem to be underpowered to me, but not because of the [W] values: more because what most would consider as its main striker feature only works on some of its powers (unless you spend a feat) and only works a maximum of 9 times per encounter (with 6-7 being more likely). Now, chances are in most fights you won't need it more times than that, but it's nice to have the option (especially considering that most of the time you'll be using it against creatures with appropriately comparable defenses, and thus you won't get the best benefit unless you're a very lucky roller). What I'd do/will be doing is: - remove the sniper keyword prerequisites from both Act on Instinct (making it as attractive for multiclassing as the grounder - critical for my purposes, not necessarily for others') and Marksman Talent; - remove the per encounter limit on Marksman Talent; - add a line to Marksman Talent specifying that if you hit the creature with Marksman Talent again, you can replace its current condition with a new one (I don't believe the effects are intended to stack for multiple hits as it is, although I could be wrong); - change the Sniper power keyword so that it eliminates the -2 long range penalty (so it still actually does something, and the feat associated with it doesn't lose its value) --- For the record, the main thing I want to use these rules for, beyond how they're intended, is the DragonStar setting, which has the exact opposite assumptions viz. the combination of technology and magic. Thus, my edits are being made on the assumption that people with normal classes will be multiclassing into tech classes to get ranged weapon powers, and people with tech classes will be multiclassing into normal classes just as extensively. Therefore they have to be more on par with later PHB options (which are somewhat boosted compared to the original offerings), they have to be simplified to reduce the risk of exploitation, they have to work equally well with low-tech and high-tech equipment, they can't be overly dependent on Dexterity (it's ok if they rely on it by default, but that should be able to be changed with additional multiclass feats), and they need hybrid options. As these assumptions do not necessarily mesh with the stated design goals, and also I'm not terribly obsessive about game balance, everyone should take any of my more extreme modification suggestions with a grain of salt. ... now I've got the image in my head of a dragonborn doughboy-style grounder|sorcerer mixing it up on the front lines on some hostile planet with a rifle and bayonet... |
| #317Cyber-DaveJun 03, 2010 15:36:09 | First point: We had an editor... sigh... Assassin's bullet only does 7[w] damage on a very conditional situation: you have to bloody your opponent with the attack. Realistically, the power will usually do only 3[w] damage. Since player's don't know a monster's HP, it is not easy to figure out exactly when you need to make an attack to bloody your target. However, assassin's bullet is not underpowered. That particular power seems to be about right. But lets look at Big Damn Hero. At first it only deals 2d6+Strength mod damage. That is the same as a Wizard at-will. Anyone who was one square away will then get pushed out of range. Only the people who started adjacent to the stalker, AND were hit by the first attack, then suffer an attack that deals 4[w]+mod damage. So, lets compare this to Twin-Strike Tornado... 5[w]+ mod damage to everyone in a 2 square burst, and half damage on a miss. Personally I think that is a good deal more powerful, because I think it is far more likely to deal decent damage to a larger number of targets. Still, hitting with 2 attacks means double the static damage adds, so maybe it all balances out. I suppose Clean Kill is ok. It is 2 attacks, so double the stat mods (except for your stat modifier, which only applies to the second attack). And your second attack will be a critical, which means maximum damage and critical damage dice. It is a decent power, and flavorful. I guess I am just surprised not to see anything like a flat 8[w], 5[w] damage on a miss, attack such as the one possessed by the ranger, or other such high weapon damage attacks that exist in nearly every striker class I have looked over. Mostly though, it is the stalker striker mechanic that I find so lackluster. As opposed to being able to add it once per round you can add it a maximum number of times per encounter as your wisdom modifier. And the damage add doesn't scale in paragon or epic tiers of play. Sure, some higher level powers grant you a bonus to your attack roll for the purposes of the marksman talent ability, but at epic level even ongoing 8 damage is fairly lackluster... and that is the most ongoing damage you will ever be able to add with that ability. A ranger, meanwhile, adds +3d8 (with one feat) in epic levels. He adds +3d6 without a feat. His average damage on +3d6 is 10.5. Even without a feat he is doing more bonus damage per hit than a single tick of that ongoing 8 damage. And realistically speaking, a single tick is all a stalker can ever expect. As the stalker has no real mechanic to impose a penalty to a creatures saves, most creatures will make that save on the first try: a regular monster has a 55% chance to make the save; an elite monster has a 65% chance to make the save; a solo monster has a 80% chance to make the save. Realistically, most monsters will only suffer a single tick of that ongoing damage. This means that the mechanic is a) likely to only receive a single tick of damage, b) doesn't scale its damage with tiers like other striker mechanics, and c) is actually worse when it is used against the very types of high priority monsters that strikers are supposed to be good at taking out/helping the group take out. And this is assuming that the stalker manages to get 8 ongoing damage regularly at epic levels. Truth is, the stalker will not be able to do so. Since the number you need to roll to hit stays fairly static from level 1-30, and if anything raises slightly (making it slightly harder to hit equal level creatures at epic tier), a stalker is far more likely to only be able to reliable impose ongoing 2 damage. Sure, a few daily powers can ensure ongoing 8 damage (if you hit). But if we look at the other strikers we see epic level powers with ongoing 10-30 damage built right into the power. Using an at-will power a stalker can only expect to deal ongoing 2 damage. At epic tier that is laughable. It may as well not exist at all. Which leads me back to the powers. Since the stalker doesn't have any striker damage add class feature that is comparable to the ranger, and his damage add feature is so weak as to practically only exist as flavor, I really compare the stalker powers to the barbarian powers. Both are striker focused classes that will need to largely rely on powers, as opposed to class features, to deal their higher end damage. The barbarian can reliably deal 9[w] damage at epic tier with a daily attack with 1d12 damage weapons. I just don't really feel that the stalker compares to that... But we can agree to disagree. I just wanted to explain where I was coming from. |
| #318Cyber-DaveJun 03, 2010 15:40:02 | By the way, is sharpshooter really only supposed to do 1[w] damage, even at epic tier, or did the line that says that its damage increases to 2[w] damage at epic tier accidentally get missed? |
| #319Cyber-DaveJun 03, 2010 15:49:28 |
Those seem like pretty decent house rules. What I was thinking of doing is just changing the way marksman talent works completely. I would get rid of the rules for marksman's talent, and instead replace those rules with something akin to the assassin's shroud mechanic. The idea being, you aim at a target with your scope, and the longer you aim at your target the more bonus damage you get. I would automatically allow the ability to benefit from the mechanics of the hidden insight feat. However, I would also cause all shrouds to be lost if a character moves or is moved, and add a rule that states that all shrouds must be placed on the same creature or all previouse shrouds placed on another creature are lost. The sniper weapon feature would allow you to automatically drop 2 shrouds on an opponent as a daily item feature. Any power that added +5 to your attack for the purposes of the marksman talent would automatically drop 2 shrouds onto a creature, and a power that added +10 to your attack for the purposes of the marksman talent would automatically drop 4 shrouds onto a creature. Meanwhile, sharpshooter would add +2 to your damage to your target per shroud that it is subject to. |
| #320ChrisTheSJun 03, 2010 15:49:29 | Those seem like pretty decent house rules. What I was thinking of doing is just changing the way marksman talent works completely. I would get rid of the rules for marksman's talent, and instead replace those rules with something akin to the assassin's shroud mechanic. The idea being, you aim at a target with your scope, and the longer you aim at your target the more bonus damage you get. I would probably automatically allow the ability to benefit from the mechanics of the hidden insight feat. However, I would automatically cause all shrouds to be lost if a character moves or is moved. The sniper weapon feature would allow you to automatically drop 2 shrouds on an opponent as a daily item feature. Any power that added +5 to your attack for the purposes of the marksman talent would automatically drop 2 shrouds onto a creature, and a power that added +10 to your attack for the purposes of the marksman talent would automatically drop 4 shrouds onto a creature. Meanwhile, sharpshooter would add +2 to your damage on an attack dealt against a target that is subject to at least 1 shroud, and that bonus to damage would increase to +5 at epic levels. Oooh... that's way more complicated than I would like, and I still like the ongoing damage and the raise mechanic. Plus, having them be lost if the character moves kind of puts out the Woo-esque gun dancer archetype which the class is also supposed to support. Basically, the problem is that if you attack something equal or above your level, you're not going to reliably be able to use the feature. How about changing the table so that it's 2/4/6/8 instead of 2/4/8/12? (or dropping everything down one step so that the level 2 is automatic, and adding a new 12 level that inflicts stun + ongoing damage instead of one or the other) |
| #321Cyber-DaveJun 03, 2010 15:55:34 | Those seem like pretty decent house rules. What I was thinking of doing is just changing the way marksman talent works completely. I would get rid of the rules for marksman's talent, and instead replace those rules with something akin to the assassin's shroud mechanic. The idea being, you aim at a target with your scope, and the longer you aim at your target the more bonus damage you get. I would probably automatically allow the ability to benefit from the mechanics of the hidden insight feat. However, I would automatically cause all shrouds to be lost if a character moves or is moved. The sniper weapon feature would allow you to automatically drop 2 shrouds on an opponent as a daily item feature. Any power that added +5 to your attack for the purposes of the marksman talent would automatically drop 2 shrouds onto a creature, and a power that added +10 to your attack for the purposes of the marksman talent would automatically drop 4 shrouds onto a creature. Meanwhile, sharpshooter would add +2 to your damage on an attack dealt against a target that is subject to at least 1 shroud, and that bonus to damage would increase to +5 at epic levels. Ill give it some more thought and post my additional thoughts in a bit. I am in a bit of a rush because I am currently packing for a trip to the cottage that may be in the process of falling through. Also, up to now I have only really thought about using the assassin's shroud mechanics to replace the marksman talent mechanics (because I think the shroud mechanics do a good job of modeling the effect of aiming through a scope). But I will think about it some more and see what I can come up with. |
| #322ChrisTheSJun 03, 2010 16:02:05 | No hurry. I only just started on tweaking the Marshal today, it'll be well into next week before I can get to the stalker (and it'll probably be months before my game actually starts). |
| #323Cyber-DaveJun 03, 2010 16:48:21 | I would love to see your Marshal tweaks once you are finished with them. I am also considering how the Operator needs to be tweaked, because his healing skills are potentially way to strong at heroic tier and way to weak at epic tier as is... |
| #324ChrisTheSJun 03, 2010 17:43:23 | I'm almost tempted for my Dragonstar conversion to completely scrap the operator, fold its medic powers into the Marshal, and rebuild it as a summoner-type controller working with vehicles and drones. |
| #325SerenaDawnJun 03, 2010 19:54:09 | Well, I won't comment on those homebrewing the game to adapt it to their wishes. I know I am happy with how our classes and races turned out. I am collecting applicable feedback together if we do release an errata, but said in another post, these will not be complete rewrites, only tweaks. |
| #326ChandrakJun 04, 2010 4:40:45 | I'd actually urge some of you to really play the classes as-is before making tweaks to things, unless they are particularly minor ones. Having run through both the Hearts of Chaos and the Biohazard modules, I'd have to say that the techan's have a distinct 'teamwork' feel to them that makes tactical play very interesting. A techan group plays differently than your standard 4E party in that they tend to rely on each other a lot more. Its difficult for me to put into words, really, but I was impressed by how a group of 5 techans meshes together like a strike force you'd expect in a movie, with people covering for earch other as they move, shifting about the battlefield as a unit, and calling out orders to each other. It was a wholly different experience from my groups normal high-optimization 3-round plow-em-under combats. Sure, techans are on the lower end of the power curve - but they've got some really interesting tactical options to compensate that give them a really unique feel. I'm not gonna say that each class couldn't use a bit of tweaking to fit an individual game, but I'd definitely urge you to play by the rules first and see how it goes, despite misgivings - you might be pleasantly surprised. My group certainly was. The lower power level meant they needed to actually try roleplaying solutions sometimes during combat, and think on thier feet, and they loved it. |
| #327twystedspyderJun 04, 2010 8:44:38 | I'd actually urge some of you to really play the classes as-is before making tweaks to things, unless they are particularly minor ones. Having run through both the Hearts of Chaos and the Biohazard modules, I'd have to say that the techan's have a distinct 'teamwork' feel to them that makes tactical play very interesting. A techan group plays differently than your standard 4E party in that they tend to rely on each other a lot more. Its difficult for me to put into words, really, but I was impressed by how a group of 5 techans meshes together like a strike force you'd expect in a movie, with people covering for earch other as they move, shifting about the battlefield as a unit, and calling out orders to each other. It was a wholly different experience from my groups normal high-optimization 3-round plow-em-under combats. Sure, techans are on the lower end of the power curve - but they've got some really interesting tactical options to compensate that give them a really unique feel. I'm not gonna say that each class couldn't use a bit of tweaking to fit an individual game, but I'd definitely urge you to play by the rules first and see how it goes, despite misgivings - you might be pleasantly surprised. My group certainly was. The lower power level meant they needed to actually try roleplaying solutions sometimes during combat, and think on thier feet, and they loved it. This seems like an unauthorized use of common sense, Chandrak. That is the also impression I got from the book, though. Techans need teamwork to survive more than anything else. I am forcing my players to play a techan group for the first few sessions at least so we shall see if any of the players feel underpowered in the heroic tier. There could of course, be some merit to the low power paragon/epic concerns, but in order to properly identify any problems we would need to actually run some sessions at those levels. I may have some comments regarding that if my players ever make it there. Right now I'll be happy if they get characters properly down on paper without the aid of the character builder. |
| #328SerenaDawnJun 04, 2010 15:34:31 | "unauthorized use of common sense" .... heh heh There has been some talk about philosophy. Not the philosophical points mentioned in Amethyst but the design philosophy of 4th Edition D&D. There have been comments which have criticized Amethyst for not following the design philosophy of 4th Ed. What's interesting was that I had no idea we were obligated to do so.
Back when the 3.0 OGL was making rounds, companies were very quickly finding ways to break the system and alter it to their own needs. With 4th Edition, the limitations of the GSL prevents some of the extreme tinkering seen with some of the earlier games. Still, we wanted to see if we could alter some people perspectives in regards to 4th Edition. This didn't always work out as planned.
The first problem was that Amethyst was billed in many circles as the promised 4th Edition Modern WOTC never produced. As a result, there were many expectations going into the product. The first issue came with races. Our races actually have minor penalties to add color and role playing. This is against the approach in D&D, which only applies bonuses. A counter argument was offered that since we included human, we needed to have our races balanced to other fantasy races, even those not canon in Amethyst. I understand that some people want to include non-canon races…so this is something we may address.
The next issue came with classes. We designed our four techan classes to enmesh with each other, not with the fantasy classes of D&D. The first rule we broke came in their creation, where we intentionally didn't assign their roles to define what they could and could not do. The Grounder was the heavy hitter. He would have the capacity to prevent enemies from getting too close and to protect his allies as well as lay down area affects from a distance. We knew he would be a controller but we also felt he had elements of a defender. But at no point did we ever say to ourselves "He's a controller" or "He's a defender". We just made him. We gave the Marshall the marking ability with the capacity of making an ally the source of the mark. In the Stalker, he was a dual build with controller-like sniping powers and controller-like area-effects.
It should be noted that all of these classes were created in the fall of 2008. This was before similar worded abilities emerged with other classes (like Bard) in later Player's Handbooks. People assumed we were inspired by hybrid classes. Hybrids didn't exist when we started. It was also well before a lot of the later errata emerged. As a result, in the fall of 2009, we went back before the finished layout stage and made 44 pages of changes to the rules. Yeah…44 pages of rule changes. Let me just say, our layout artist Joshua Raynack is an absolute angel. Alas, we didn't catch all of these required changes. A few slipped by (like the sustain limitations with Sustain Barrage…sigh).
The classes were designed to work with each other, so we didn't think the specific roles needed to be ironclad. Yes, this could result in a class which may not work as well with a fantasy group. People could complain that the Grounder is a poor defender or that the Marshal is a poor leader. These classes could be when compared individually, but a group of four techans will work very well together.
What we discovered upon playing was that at a distance, the techans don't move but are forced to move constantly when in close combat. People noted this. Some considered it against the design intent of D&D that the techans don't move in a combat encounter. We neither considered it an issue nor did we ever think of it as being a mandatory requirement that our classes move. Techan strengths are dependent on the combat theatre. In the tight confines of many dungeons, techan groups have to be careful to plan out their movement. There is no isolated combat tactics. It is all about a team effort. In my fantasy game, I see my players doing their own thing. Each character is independent with the healer moving around to help people. Even the Warlord basically just offers a heal or an attack and doesn't shift the combat area like a Marshal does. With a techan group, I noticed my very same players talking more with each other, planning out their actions with each other. They observed later that very same distinction. We felt it worked. That and the fact that ranged damage was more severe than close combat damage since ranged fire didn't put you in harm's way. In a large combat area, the techans would have a full round if not more of free fire before being placed in danger. Add in the Grounder's area denial and the Marshal's moving ability and you have several moments where the techans are able to offload their weapons without the fear of a counter attack. This resulted in our damage values for techan powers being slightly lower than melee combat powers in traditional D&D.
If you think Amethyst breaks the design philosophy of D&D, heaven forbid what the critics will say about NeuroSpasta. We have at least two classes that cannot inflict damage at all. We did away with enhancement and even removed the need to acquire money at every level.
Next week, out group is going to be recording a second TECHAN PODCAST. I know. I know. Our last was not very informative. I understand my group is slightly insane (slightly). They have promised to behave this time and present a combat example you can actually glean information from. We'll be taking the revised character builds from Hearts of Chaos and running it through a Hearts of Chaos module adventure. I'll keep you all updated on the progress of that.
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| #329twystedspyderJun 04, 2010 15:56:05 | I was drawn to this game precisely because it took the assumed concepts of 4e and flipped them on their heads. I didn't want options to plug into the Forgotten Realms(though those options are there I suppose). I wanted an original setting with some original ideas on how the admittedly fun 4e core rules can be utilized. I think WOTC is working along those same lines of thought with Gamma World and other future products. 4e core is streamlined and fun but was clearly built to allow plenty of room for experimentation. DEM apparently just figured that out sooner than most. The great experimentation begins this weekend. |
| #330MechaPilotJun 04, 2010 17:00:33 | I was drawn to this game precisely because it took the assumed concepts of 4e and flipped them on their heads. I didn't want options to plug into the Forgotten Realms(though those options are there I suppose). I wanted an original setting with some original ideas on how the admittedly fun 4e core rules can be utilized. I think WOTC is working along those same lines of thought with Gamma World and other future products. 4e core is streamlined and fun but was clearly built to allow plenty of room for experimentation. I'm not a fan of maintaining the "status quo", prefering experimentation and improvement instead of stagnation, but I need to say this: Gamma World's collectible, randomized booster packs are wholly inappropriate to implement in a pen & paper rpg. Holding up Gamma World as an example of good rpg experimentation is like calling BP environmentally responsible. As for Amythest, I look forward to seeing what it has to offer; both as an independent setting and as a source of inspiration for homebrew material. If it departs from the conventions of D&D 4e, that can potentially be good or ill. |
| #331twystedspyderJun 04, 2010 17:38:21 | I was drawn to this game precisely because it took the assumed concepts of 4e and flipped them on their heads. I didn't want options to plug into the Forgotten Realms(though those options are there I suppose). I wanted an original setting with some original ideas on how the admittedly fun 4e core rules can be utilized. I think WOTC is working along those same lines of thought with Gamma World and other future products. 4e core is streamlined and fun but was clearly built to allow plenty of room for experimentation. Point taken. A very valid point. I was a bit dissapointed when the details started comming out about 4e gamma world. However. I haven't played it, so I refuse to cast judgement on an idea just because it is not what I wanted or expected. Considering that I boycotted 4e initially for similar reasons and now find that its miniatures centric and openly gamey design make it my current rpg system of choice, I have to think closely about judging unplayed games to harshly. The Pen & Paper RPG is not some sacred cow that has to always be treated with respect and dignity. It's a hobby and a game. If WOTC puts out something FUN I will call that a win. Besides, there are like upteen prior editions of Gamma World available on ebay. One of them HAS to be playable, right? Speaking of collectable card game rpgs... Does anywone remember that WOTC, before aquiring D&D put out a little story-centric role playing game called Everway? I still have that box set up in the closet. And just to be contrary I will go ahead and call BP environmentally responsible as well. I even live in Florida too. I like my ocean creepshow approved. Suck it. ![]() |
| #332MechaPilotJun 04, 2010 18:10:34 |
Not to be a nag, but there is a significant difference between minis in 4e and cards in GW. The GW cards grant actual "in-game" gear and abilities, while the minis simply make tracking combat easier. GW's cards create a correlation between a player's real-world level of disposable income and their character's in-game effectiveness. The reason I quit playing CCGs and CMGs is because a skilled player on a small budget will often lose to a less skilled player with a larger budget. |
| #333twystedspyderJun 04, 2010 18:46:32 |
Ok. This is turning into a whole different discussion unrelated to Amethyst. You have a valid point and you're not being a nag at all. Although I'm not sure that you are getting the concept of GW as a one-off throw away type game that is "just for fun". I do not think that "balance" was a consideration in its game design. Also, I was to understand that all or at least most equipment and abilities were randomly generated, not chosen by the player and that the cards were completely optional. Considering also, the limited planned release I don't see there being much more real world cost to a player, especially as there is no "players" book to buy. Considering that a D&D PHB costs 34.95 and a group only needs one 39.99 boxed set to play GW, it actually looks to be a pretty cheep overall investment. I haven't been following any recent design blogs that closely so I could be mistaken of course. But Amethyst looks cool, right? |
| #334SerenaDawnJun 04, 2010 18:56:54 | Well, "I" hope so. BP is bad, but so was Haliburton for building the rig. I was dissapointed when I heard about GW's slant to being a CCG more than an RPG but then I got into a good mood..."Hey, we're not obsolete. Our niche is still firmly in place." I have most of the second book written...can't really promise a date anytime soon, though. |
| #335twystedspyderJun 04, 2010 19:09:54 | Well, "I" hope so. Awesome. Yeah. The initial GW announcement cooled my interest in Amethyst until the details came out. Then I was like, "oh. Well, ok I guess". Shrug. |
| #336ceiling90Jun 04, 2010 21:12:54 | I'm just supremely happy that my closest comic book store got it... I guess I had to special order it for them to get any... closest one is still 45 minutes away... I really want to see what you guys did with guns, and fancy guns, and fancier guns. |
| #337MechaPilotJun 04, 2010 23:27:58 | But Amethyst looks cool, right? Very much so. I'll know more, and have more of an opinion on Amethyst, once my budget opens up enough that I can purchase the book; which should be within the next month or so. |
| #338ChrisTheSJun 07, 2010 14:37:24 | Any chance of a more detailed map at some point? The current one is a vast improvement over the old one, but still horribly vague about certain things. It would help to at least have an approximation of all the locations mentioned in the book. |
| #339twystedspyderJun 07, 2010 15:23:10 | Ok, so we made a few characters yesterday. Which is a pain after being spoiled by the character builder. Still, we soldiered through and most everyone was pretty excited about the game while we generated our techan group. My wife had to go to work so she was unable to complete her Grounder. However we managed to get a Marshal, an Operator and a Stalker. Just to get an idea of how the new classes would play, we set up a quick encounter. I actually ran what would be considered a "Hard" encounter for a party of 3 level one characters because I wanted to see how the classes handled themselves in a desperate situation with all of their powers and action points primed to go. The "playtest" encounter was purposefully set in a sub-optimum environment for Techans in order to further test the potential of the classes. The three Techans have descended into a subterranean ruin only to come across three strange looking little fae hunched over a small table, apparently playing some sort of card game, unaware at first of the other three fae lurking in the shadows. 3 goblin blackblades (Stealthed) 3 goblin warriors 7x10 square room. About 7 rounds. TPK. The Operator went down first, not for lack of trying. He managed a bit of healing and some dead-eye shots with his assault rifle. The Stalker was the second to fall, mostly due to the fact that he couldn't do any damage to anything(I may have to agree with some of the negative opinions regarding the Stalker specifically - It seems clearly underpowered with too much conditional "potential" damage and not enough "actual" damage on average.) The Marshal failed in his duties to protect his team, but with some decent shotgun blasts and some poor DM rolls it looked like he may actually survive. Tragically, it was not to be. The blackblades and warriors both have nasty extra damage tactics and managed to make good use of them all. Strategically, the team could have tactically retreated back into the hall and perhaps controlled the battle a bit more, but the play-test was designed really to see how these guys fair in a tough encouner where a group of standard PHB1 classes would still be able to pull out a fairly standard win. Clearly, they did not fair well at all. For comparison, I would like to point out that this was basically the same encounter that is in the D&D4e starter set with one extra blackblade added to the mix. My wife and my nephew(In his first game ever) managed to breeze through this same encounter from the book(3 warriors/2 blackblades) with just a level 1 Fighter and Barbarian before moving on to complete 2 more encounters(scaled back a bit for the next 2, but still facing that broken Hexer(Twice) and a Dire wolf). Now, I do tend to roll a lot of natural 20s on my friend's gaming table. No where else, but while DMing there it is sometimes sickening. Even with the TPK, the Marshal and Operator players were excited by the potentials of this setting and their characters and really want to get the campaign started. The Stalker player, usually pretty happy with an occassional good attack and decent effectiveness was sorely dissapointed in the Stalker and I really can't blame him. We are looking at maybe re-optimizing him a bit. He is currently set up to "John-Woo" the battlefield, but may have to retool himself to be more of a Sniper. I dunno. Does anyone have any advice/ideas on what to do with the Stalker? Has anyone had similar issues or has the Stalker performed well enough for everyone else? This was just an impression gleemed from one quick play-test encounter but we really tried to figure out how to make it work. The other players would like to keep the Techan theme and I really want to make sure everyone is able to enjoy themselves. This may seem like a negative post, but I'm still very much excited about running a campaign in this setting. |
| #340ChrisTheSJun 07, 2010 16:28:08 | When we played Heart of Chaos, my wife played the stalker and did fairly well for herself, but most of that was through making the most of her mobility and picking off whatever the grounder had already weakened. It helps survivability and access to targets when there's a lot of cover to hand: when there's a lot of wide open space, the two-gun stalker seems to be at a significant disadvantage (ours kept to the edge of the battlefield at all times whenever there wasn't anything to hide behind). In terms of giving damage a boost, if you're OK with making changes, I'd change the Akimbo feat from being like Two-Weapon Fighting to being like Dual Implement Spellcaster, and remove the sniper keyword requirement and usage limit from Marksman Talent, and possibly giving an automatic +2 boost to Marksman Talent at heroic tier and a +5 boost at Epic. Otherwise you'd have to go Cyber-Dave's route and replace the entire feature if you want to have more reliable striker damage. The only way I can think of to make it work within the existing rules is to bulk up on accuracy and damage feats. |
| #341Cyber-DaveJun 07, 2010 20:30:38 | I could have sworn I just posted a reply... in any case, in my opinion, one thing that would really help the marksman's talent class feature is to targets automatically fail one save at paragon tier, and two saves at epic tier. |
| #342Cyber-DaveJun 07, 2010 23:38:50 | So yea, I am not done with the Stalker, but this is how I am going to house-errata their class features and at-will attack powers. Looking over the rest of the class, there is still a little more house-errata I need to write for this class, but not much. I thought I would share what I wrote (though I apologize for the odd formatting. This is what I get for copying and pasting out of Microsoft word): Page 93: Act on Instinct Delete the last sentence of this ability. Page 94: Anywhere, Anytime. Replace the text for Anywhere, Anytime with the following: You suffer no penalties to ranged attack rolls made with firearms while prone. After you use a move action to run you do not suffer a -5 penalty to attack rolls made with one handed small arms; instead you suffer a -1 penalty to attack rolls made with such weapons. Page 94: Marksman’s Talent Replace the text for Marksman’s Talent with the following: Stalker’s operate in a variety of ways. Some stalker’s hone their perception to a razor point, and use their gut instincts to compensate for wind, gravity, and even the curvature of the planet, to deal lethal blows from great distances. Other’s use quick hands and quick wits to dance through battlelines, smallarms blazing. Choose one of the following options. Sniper: You must take the Sharpshooter at-will attack power as one of your at-will attack powers. Additionally, when using powers with the sniper keyword, if you deal damage on a critical hit you also deal a certain amount of ongoing damage based on how much your attack roll defeated your opponent’s defences (use the table on page 94 of Amethyst Foundations to discover the amount of ongoing damage dealt). On an attack roll of a natural 20, add +5 to the attack roll for the purposes of discovering how much ongoing damage is dealt from the sniper marksman’s talent. At paragon tier targets affected by the ongoing damage from the sniper marksman’s talent automatically fail one of their saving throws against this ongoing damage. At epic tier targets affected by the ongoing damage from the sniper marksman’s talent automatically fail two of their saving throws against this ongoing damage. Deadeye: You must take the Passing Kill at-will attack power as one of your at-will attack powers. Additionally, when using a one-handed small arm with a Martial power you gain a bonus to damage rolls equal to your Wisdom modifier. This bonus increases to your Wisdom modifier +2 at 11th level and your Wisdom modifier +4 at 21st level. However, you may not apply this bonus damage to a single target more than once per round, even if you use an attack power or an action point to attack the same target more than once in a single round. Page 95: Aimed Shot Add the following line to the end of this power’s entry: Special: You can apply the sniper keyword to this ability. Page 95: Boundary Threshold Replace the target line with the following: Target Each enemy you can see in burst Replace the hit line with following: Hit: 1[W] + Dexterity modifier damage. Level 21: 2[W] + Dexterity modifier damage. Page 95: Sharpshooter Replace the Sharpshooter power with the following power: Sharpshooter Stalker Attack 1 You check for range and prepare to squeeze off a perfect shot. At-Will ♦ Martial, Sniper, Weapon Standard Action Ranged weapon Target: One creature at least 5 squares away Attack: Wisdom -5 vs. Reflex Hit: Until the end of your next turn, if you do not move and are not moved by a pull, push, slide, or teleport, the next attack with the Sniper keyword that you hit and deal damage with against this target is automatically considered to be a critical hit. Special: You can attack with this power and remain hidden. Additionally, you do not expend ammunition when you make this attack. Sniper: You only take a -2 penalty to hit with this attack. Passing Kill Stalker Attack 1 You don’t give your enemies the luxury of causing you to lose momentum. At-Will ♦ Martial, Weapon Minor Action Melee or Ranged weapon Requirement: You must be wielding one or two one-handed small arms. Target: One creature in range. Level 11: One or Two creatures in range. Level 21: One, Two, or Three creatures in range. Attack: Dexterity vs. AC Hit: 1 point of damage and the creature is slowed until the beginning of your next turn. Level 11: If you choose to attack a single target then the creature is dazed instead of slowed. Level 21: If you choose to attack a single target then the creature is stunned instead of slowed. Special: You can not use this ability to target the same creature or creatures again until after the end of your next turn. |
| #343silentdanteJun 08, 2010 3:43:36 | Hello, I am the stalker in Twystedspyders game he has posted about. I have some comments. |
| #344twystedspyderJun 08, 2010 8:48:58 |
Yeah. It is really not much of a "striker" class. Some of its best at-will powers are focused on minion control. Honestly I think the game would have been better served not including any 4e class roll descriptions. We'll look over your options in more detail before the actual campaign starts. Also, I actually don't see why you wouldn't be able to take Weapon Expertise in small arms. Also, once we go over the background of the world and your Bastion of origin in more detail you should have a better idea for a character concept. Yes, I was considering getting into the playtest for NeuroSpasta if we all liked the basic design of Amethyst. I also wanted to make sure that we'd have the time to actually playtest the game on a regular basis. The last update has the playtest taking a backseat to promoting Amethyst as of early May. I went ahead and sent a request to be added to the playtest. Between our group and those I can wrangle up at Rhubarb Games we should be able to provide some decent feedback. |
| #345ceiling90Jun 08, 2010 20:32:18 | So I've finally had some time to digest bits and pieces of the book. I really like it. Save for the item section, cause it's seriously a giant wall of text and all sorts of things sort of jumbled about for me. I think it's because while you show a table of weapons, most of the text is pretty much weapon properties; which isn't something intuitive, especially compared to how WotC books do weapons - then again, it makes more sense since those properties essentially differentiate almost all the firearms. So here's two questions: 1) Did I miss where the Tenebri or the Kodiaks were printed in the books? Or were they special pre-order only bonuses or something? I saw the Kodiak post, but I haven't seen the Tenebri post... - Also, while reading the race, I did find that they were interesting, especially with "mild" drawbacks. While most of the people here would cry foul and immediately say something about inherent bad design, I'm okay with it. If it slightly pigeon holes a race, I'm okay with that. 2) What was your design philosophy in terms of weapons and items? Did you follow examples in terms of levels from the standard game? - As much as I love the complexity of the firearms, people on the boards would have a field day about how "you could have just re-fluffed x into y" and be done with it. I mean reading through some of the weapon properties, I love how basically it allows some controller aspect with just the 4 martial classes. Yet... reading on this, could you get like a magical +1 fiery gauss rifle or something? The setting doesn't quite allow it, but let's say you broke setting? Or rather, you had a really lenient DM... |
| #346ChrisTheSJun 08, 2010 23:49:15 | 1) Tenenbri Level Up issue 3, which should be available at any good gaming store, unless you live in Edmonton where there are no good gaming stores. |
| #347SerenaDawnJun 09, 2010 0:50:03 | I'm working on a big post here but I wanted to comment on a few things so far... Firstly... ![]()
People have criticized the at-will as too powerful. I have heard claims that our classes are underpowered into epic but few people have mentioned them too weak in heroic. So I am surprised you are having such problems...but let's be honest here. A 600 xp encounter is a Level 1 for 6 players, a level 3 for 4 players. Having three techans in a 600xp battle is a little much to ask of them. I mean, whenever we tested our game, it was always with 4 players. To stack the odds on them and then run the game with 1 less player than optimal just tastes a bit unfair. At the very least, you should have a Grounder, Stalker, and Marshal/Operator. Without a Grounder to lay down Denials and area effects, a group already outnumbered will be severely crippled. That's just my opinion on that. I mean I am sure you meant well and I appreciate your support. I should have our group do that battle and see if our composition of Grounder+Stalker+Marshal is more successful.
My players, when they read this, immediately offered their advice. These are my players…not my writers. One agreed with me that a proper group would have been a Grounder, Stalker, and Marshal. Another player said that there is no proper comparison between the classes because, despite what some people may think, the Grounder is not a Fighter, the Stalker is not a Ranger, and the Operator is not a Cleric. They don’t have fantasy equivalents (save for maybe Marshal and Warlord). My game group has a single Stalker mixed in with a fantasy party consisting of a Rogue, a Wizard, a Warlord, and a Ranger. The Stalker and the Rogue are far and wide, the most powerful hitters in the group (with the rogue edging the stalker out a bit). The weakest member is currently the Ranger. It should also be noted that the Stalker also has 500 rounds of ammunition.
Please remember, all opinions and suggestions are being heard and recorded. They are all appreciated. Going to www.diasexmachina.com is a better place to voice actual issues as my response time is much faster. |
| #348ChrisTheSJun 09, 2010 10:05:53 | Firstly... Thankyouthankyouthankyouthankyou!!! Now I just need to find a nice map of the prairies to overlay that on... So, approximately (please correct me if I'm way off base), Jairus is near Medicine Hat? Making Drumheller much more central to Kannos than I originally suspected... sweet. I can work with that ![]() Er... is it my imagination, or is Appareci on there twice? |
| #349silentdanteJun 09, 2010 23:48:25 |
Hey, thanks for the response. i think the problemn is that we do have a grounder and a 4 person party, it's just the grounder had left and the sugestion was made to just try out 1 battle to see how the characters played. like i said, i think the Stalker is probly fine i just needed to grasp exactly what to do with him and the fact i was basicly the "tank" type character didnt help vs that many different enemies. we had the encounter down to just 2 bloodied monsters i believe so a little more working together or just the addition of the grounder we proubly would have been fine. and yes i have almost 500 rounds of ammo also, and i do keep track of it, and use akimbo so i use up even more ammo all the time! and the fact that our GM will allow me to take weapon expertise in small arms to help hit better will make the stalker that much more sick, plus i need to change from dex to wisdom i think, that way the marksman talent is actualy effective, and since you can use wisdom for all attacks instead of dex is great. i will suffer in AC and initiative but still kill stuff on a good basis. |
| #350SerenaDawnJun 10, 2010 3:16:10 | THE FRIDGE OVER THE RIVER KWAI
PART 1 Trying to control my group is a futile effort. This has never been truer than when recording a podcast. My group sat together to create yet another Techan Podcast, one which we had hoped would properly present our techan characters given the current build of the rules. This was still an arduous task as my players have neither a mute button nor the discipline to remain focused on the task at hand. We will not be posting the podcast as, like our humorous Techan Podcast, there is nothing to learn from it. The article, however, is still good. This is our extensive coverage…
Level 6 encounter (xp 1250) 48 puggs (level 1 minion) 3 skegg pugg-drivers (level 4 brute)
This was an equal size encounter for five level 6 techans. The opponents consisted of 3 Skegg Pugg Drivers and 48 rabid Puggs. The characters were as follows (you can download them in detail here: www.diasexmachina.com/HeartsOfChaos--New...
KONRAD TOMBS Level 6 Grounder. Played by Conan WILHELM KAUFF Level 6 Marshal. Played by Grayson ELIAS HANNOVER Level 6 Operator. Played by Brad THEO VANDERSAAR Level 6 Stalker. Played by Mike JIMMY FELDT Level 6 Operator. Played by Chris
Initiative was rolled. I placed 12 puggs and one skegg on the table. Every round for three rounds, I add 12 more puggs and one more skegg, and on the final round, I added the final group of puggs. Initiative 29 Mike/Stalker 21 Grayson/Marshal 18 Monsters 17 Chris/Operator 13 Brad/Operator & Conan/Grounder
ROUND 1 The beginning of the battle had 13 opponents placed 20 squares away. At first, the Grayson the Marshal and Mike the Stalker held back, defaulting to their fantasy roots of allowing enemies to close distance. I had to stop and remind them that at 20 squares, they were in range of all their weapons. In fact, the extra round of fire proved vital.
(Use your distance. Fighters want to run up. Rogues want to sneak. The Fighter must draw the fire from the Wizard. Techans don’t have a wizard role. Grounders don’t need to move until the enemy gets close. Use distance. Plant Area Denials and attack the closest threats. Prevent their advance. It is about team work and players thinking like fantasy characters will quickly become overrun) So we retracted a round and allowed the Stalker to and Marshal to attack. Grayson the Marshal offered his attack to Mike the Stalker to use Combat Theatrics again after using it on his round. He took out four puggs from six attacks.
The puggs charged at full speed but did not get to adjacent squares on their round. This left Chris the Medical Operator to Double Tap and take out two more. Brad the Mechanic Operator followed up and lobbed a grenade into a crowd of puggs, attacking three, and missing every single one of them. Oh dear. Conan the Grounder launched his wall3 Rapid Fire, hurting a skegg for 8 damage and taking out two more puggs. He then placed his area burst 1 Area Denial in front of the group to attack any target that crossed that area.
ROUND 2 Mike the Stalker used Combat Theatrics again, this time on the injured Skegg driver in the lead. He only hit once, dealing 9 damage. Grayson the Marshal, knowing a good thing, used Make Room again to allow Mike the Stalker three more attack with Combat Theatrics. Mike did so, killing three more puggs. Grayson then added in his move action Spotter ability, giving Conan the Grounder a +1 power bonus to attack the injured Skegg.
(Just because you don’t want to move doesn’t mean you shouldn’t use your move. Every class has move powers at 1st level and most classes have move powers which can actually attack enemies)
This got interesting, as 12 more puggs and another Skegg landed on the table and immediately double run across the board. Because the puggs outnumbered the players more than 3-to-1, they gained bonuses to both attack and damage. One pugg ran through Conan the Grounder’s Area Denial and was instantly attacked and killed. The surviving puggs from the first wave reached base to base, two on Brad the Mechanical Operator, one on Grayson the Marshal. Both puggs attacking Brad hit, inflicting 10 damage from Sticks and Stones. The other attacking Grayson the Marshal missed as does the skegg on Brad the Mechanical Operator
Chris the Medical Operator lobbed his grenade into a dense group of five puggs, taking out four of them. Brad the Mechanical Operator followed up by activating his daily I Think I Got It Angry which can inflict 3[W] damage on a hit. He attacked an undamaged Skegg, but misses. Conan the Grounder ended the round by placing Area Denial again in front of the second wave of puggs and did a another Rapid Fire attack, killing two puggs and injuring the leading skegg driver again for 5 damage. END PART ONE |
| #351ieattrollsforbreakfastJun 10, 2010 6:18:59 | Argh, it seems everywhere in the UK is sold out of the book. Good news for SD, bad news for me! :-( Games Lore, Infinity Games, Orcs Nest, even Amazon...all out! Especially annoyed since I ordered it from GL last week and they didn't think to tell me they'd run out until I rang them today...sigh. Sorry about the rant, just needed to vent frustration there ![]() Anyone know anywhere online that still has it? |
| #352ceiling90Jun 10, 2010 16:54:33 | If you wanted to have it right now, and didn't particularly want to wait for a book hard copy, you could buy the pdf for $20. It's at goodman games and drivethrurpg. |
| #353Cyber-DaveJun 10, 2010 21:53:15 | That is what I did. It is more usefull to me anyway. I always game with my lap-top these days. |
| #354ChrisTheSJun 11, 2010 8:21:55 | Plus the binding on the book is starting to worry me... I've currently got mine shoved between my Pathfinder books in the hopes that the cover will stop deforming. |
| #355ceiling90Jun 12, 2010 0:11:41 | Me too, the binding of the pages worry me... and luckily I have an e-reader, so I can bring the pdf without having to being my laptop every where too.. |
| #356m4kitsuJun 15, 2010 4:27:28 | Hmh... I see Tau and Nids on that battlemat. This confirms my suspicions about the inspiration for some of Amethyst's content (SPP weapons...) ![]() Here's a question for assembled company: since it seems the techan classes are tuned to work together better than the 4e fantasy classes, how do integrated parties perform? Are the techans able to pull their weight or is the difference in combat tactics too different? |
| #357SerenaDawnJun 15, 2010 19:18:34 | I can see how you could think that, but Warhammer never inspired Amethyst. The SPP came from Star Frontiers. I always credit the proper inspirations. And in answer to your question, it depends entirely on the techan class and the party they enter. Here is my current setup: Rogue Wizard Warlord Monk Ranger Stalker (Techan). Firstly, I don't prevent my players from choosing which classes they want to play. Given that, you will notice that we have six players with four strikers and no defender. Now here, the techan fills a roll fitting in between the ranger and the rogue. Because our ranger is actually a slow moving dwarf, he doesn't have the mobility of the rogue and striker. Thus they coordinate each other's actions. With the powers he has chosen, the stalker is very much a striker. He has stealth and mobility and multiple attacks he often targets multiple enemies with. If he was a grounder, he would be a controller, laying down area effects next to the wizard. As it stands, our stalker is a front line striker that moves around the combat field like the rogue, striking opponents from adjacent squares. In other news... I will be posting the second part of our "Fridge over the River Kwai" soon but I wanted to mentioned a podcast over at The Tome Show. You can find it here... thetome.podbean.com/2010/06/15/tome-137-... They critique Amethyst's approach to 4E Design philosophy but they praise the final product. The podcast summarizes with an interview I gave with them last week. I think it and I came off pretty good. |
| #358SerenaDawnJun 18, 2010 14:23:34 | Two points today: 1) Kobold Quarterly has posted a review of Amethyst Foundations. 2) The public has demanded and we have answered. You can now download the Amethyst Character Sheet. It has editable field codes. |
| #359ChandrakJun 26, 2010 16:35:07 | Thought I'd report on an Amethyst game ![]() To test out rules, before we started tweaking anything, we made a group of Techans + 1 Echan and ran through the first 4 encounters of Thunderspire Labrynth, running it like a kind of delve. A few thoughts: 1. Generally speaking, things went pretty smoothly. Some characters took some major damage, but that was primarily through foolishness - namely, one of the 2 stalkers going off by himself and getting in a small fight with 2 Duergar, and the Grounder fighting a bunch of ranged guys in a hallway with a melee enemy preventing him from hitting everyone. 2. On the healing side, we didnt have too much of an issue, surprisingly. Even the Tilen did alright, managing to stay out of sight or out of melee most of the time, sniping around corners and such so she didnt take too much damage. Healing the Grounder was a challenge because he actually went under 0hp at one point, but he didnt die despite the best efforts of the Hobgoblin Chieftain and Mage to take him out completely. The Stalker survived, using the massive shifting power and then running away back to the party, getting away with only 50% hp damage. 3. The one major thing I noticed was that while the Sniper stalker had pretty sweet damage, his stunning was rather OP, as he was doing that nearly every round if he got good rolls. Even if he didnt, he could weaken someone generally. The 2nd Stalker, a handgunner, on the other hand, had terrible damage despite my best effort to help him optimize. Either theres something I'm missing, or thier striker damage is just sub-par, and they dont get the controller benefits that the sniper does. This is the only real area I might tweak, except maybe healing if that proves difficult later. 4. Overall, positive experience; things pretty much seemed to work as intended for normal difficulty encounters. Need to try hard ones next. |
| #360SerenaDawnJun 27, 2010 0:34:26 | FRIDGE OVER THE RIVER KWAI Sorry for the delay. So here we are, returning to our battle from two weeks ago.
ROUND 3 Mike the Stalker unleashed his Grand Slam ability that attacks a target up to three times as long as the target is not bloodied on the second Skegg, hitting twice. Grayson the Marshal offered up Make Room again, giving Mike the Stalker another round of Combat Theatrics, taking out two more puggs. The puggs assaulted and swarmed the group. However, they were unable to dish out much damage. Meanwhile, the final puggs and another Skegg charged from the edge. Conan the Grounder was hit thanks to the reach on the Skegg’s prodder. He was also surrounded by three puggs and a skegg. Chris the Medical Operator was hit twice by puggs, taking 10 damage.
Since Chris the Medical Operator was trapped in close combat, he shifted a square back out of combat. He then followed-up by Weak Spot, doing 9 damage and weakening one of the Skeggs. Brad the Mechanical Operator used the Weapon Savant ability on the Skegg Chris just damaged, doing 10 damage and finally killing it. Conan used Head Down which allowed him to move out of dire situation and gain a bonus to AC. He also could not grant combat advantage though he could be hit with opportunity attacks. However, with a 25 AC with Head Down, he escaped harm. He then lobbed his last grenade, taking out three puggs.
ROUND 4 Mike the Stalker unleashed another round of Combat Theatrics, taking out two more puggs. Grayson offered Make Room to Mike the Stalker, who repeated his attack, doing 19 damage. The skegg is still alive. Mike is also out of ammo on both pistols.
Conan the Grounder was now out in the open. With his ability still working from his previous round, his 25AC prevents most attacks as he is surrounded on all sides by puggs and 2 skeggs. Even with this, two puggs still hit inflicting 8 damage. Brad the Operator used a legal maneuver (unfortunately) to lob a grenade at Conan the Grounder’s feet. Six puggs are hit and killed. The skegg is knocked prone. Conan the Grounder was shockingly not hurt (hmmm). Conan moved from the mayhem around him and used Covering Fire on the less damaged Skegg. He hit, doing 8 points of damage and immobilizing the target. However, the skegg’s ability allowed it to strike back with reach, hurting Conan in a counterattack for 12 points of damage. Conan was bloodied.
Chris the Operator ended the round by using Natural Healer on Conan the Grounder, recovering 17 hit points, and then attacked a skegg, missing him.
ROUND 5 Mike’s flagrant ammunition usage caught up with him and he was forced to use two move actions to reload both pistols, taking him out of this round. Grayson uses Stick to the Plan, which was a 2[W] damage hit with an ally move. He attacked the immobilized skegg, inflicting 16 damage. He then shifted two allies (Conan and Brad) away from close combat with the remaining puggs and skeggs. Despite the skegg being immobilized, it has reach and attacked Conan the Grounder, doing another 10 damage. It then threw a pugg with its minor action, moving it to base with Conan the Grounder, hitting as well, and doing 2 damage. Another pugg attacked Conan the Grounder and missed.
Chris delayed his turn to go after Brad and Conan. Brad the Operator attacked the other skegg with Move to Assist, a 2[W] attack which allowed a shift and an ally heal. His attack hit, doing 9 damage. Conan shifted back a square and laid down Rapid Fire, killing two more puggs. Chris ended the round using Field Shot, doing 14 damage on a skegg and shifting two squares back away from combat. ROUND 6 Mike the Stalker opened the round with Kinetic and Fluid, which allowed an attack, shift 4 squares, then another attack. His first attack hits, killing the lead skegg. He shifted but since the power must target the space opponent, he is unable to make his follow-up attack.
Grayson the Marshal directed Mike to make another round of Combat Theatrics, hitting twice, and killing the last Skegg as well.
This ends combat. The end of the battle resulted in total victory for our techans. Two characters had been reduced to half hit points but a timed heal from the Operator fixed that. We discovered many things from this battle, the most important being that the presumed imbalances claimed by some people appear to be based on individual experiences based on the battles at hand. When we ran the encounter, the Stalker was the single most powerful class in the game. Combat Theatrics was devastating to both large targets and minions. With a Marshal on the table, the leader would use Make Room and offer yet another attack with the Stalker, offloading Combat Theatrics a second time. Meanwhile, the Grounder is placing Area Denials on the table, forcing enemies to suffer an attack when they cross it.
Lobbed grenades cleared out the minions and the Grounder continued his controller roll by launching both Strafe and Rapid Fire attacks. One is an at-will wall3 attack while the other is an encounter wall3 which includes a move.
The techan characters were designed to enmesh with each other, not with fantasy characters. When they do, their defined roles change. A Stalker’s role changes depending on this power choices, the same as Operator. The Grounder is controller unless paired with a Marshall. Add in certain powers, and he takes on properties of a Defender.
That being said, we are endeavoring to make our rules more comfortable to new players.
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| #361mrradar88Jun 28, 2010 23:37:59 | Hello! I was the Marshall in TwystedSpyders game. 1st off, retreat into WHAT hallway, it was a 2x2 sqaure...haha, just a doorway really. Secondly, after much debate, anger and disappointment, I am the only person left in our group who has ANY interest in this anymore. The main gripe comes down to future weapons being no more effective and seemingly at most times, even LESS effective then just picking up a sword. Sure, that is the flavor of Amethyst, but really it just drastically detracts from the fun of its potential possibilities. On that note, I am still interested in this game a great deal. Hopefully the funk gets lifted and we can play it. I doubt it anytime soon though, Encounters, Super Hero Savage Worlds, Dark Sun campaign, LFR games etc...not enough time in the day ya know. |
| #362SerenaDawnJul 06, 2010 1:58:35 | We have two big announcements...coming. One will be the release of the next Amethyst book. The second will be the release of the Amethyst errata. I can't go into any details at the moment on either, other than the fact they are coming.
I will say the errata will include clarifications and minor changes to existing presented rules. We are also working on an "Expanded Rules" section which will expand the playability of the classes, races, monsters, and lifepaths presented. Both these will obviously be free (though they will be included in our next book for both of our fans that don't own computers.
Yes, we are working on a new book. The problem is…I'm not sure what to call it...
www.diasexmachina.com/Forum/viewtopic.ph... Check out the link and cast your vote or speak your mind here: DEFIANCE FACTION VENDETTA FRACTURE |
| #363bone_nagaJul 06, 2010 2:21:49 | Sadly your forums are blocked on my work computer (although oddly WotC's are not). |
| #364SerenaDawnJul 09, 2010 12:04:57 | Today marks an important day. July 9th happens to be my birthday. Also it marks the announcement of an Amethyst errata. Yes…believe or not, we have an errata. I am sure we may expand it later, but for now it is 3 pages. It includes obvious errors and modifications but it also includes additional rules to enhance game balance and to more properly define the roles of the techan classes. In addition, we’ll be doing a podcast to detail these changes, answer questions, and offer a few homebrew rules we are not including in the errata. I’ll keep you updated on that as well. For now, here are a few noteworthy amendments being added into the errata: PAGE 61: Replace the text for the Brotherhood class feature with the following text. BROTHERHOOD If an ally is hit by any marked target (in which you are the source of the mark), you may initiate a basic attack against the marked target as an immediate interrupt.
PAGE 62: For the Double Tap at-will power, add the following Special entry.
Special: You cannot select this at-will as your basic attack.
PAGE 72: Add the following Marshal class feature.
AS ONE At 11th level, when you grant yourself or an ally a basic attack (via power, feature, or feat), gain a +1[W] bonus to the hit. This can only apply to hits that inflict at least 1[W] damage.
PAGE 95: In the Combat Theatrics at-will power, add the following Special entry.
Special: You cannot score a critical hit with this power. You still automatically hit with a natural 20.
Expect the errata in the following week but those that pre-ordered, worry not. Those that pre-ordered Amethyst Foundations will have the errata mailed directly to you (well, the download link at least). Not only that, those that pre-ordered will get it sooner (within 24 hours of the posting of this message).
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| #365bone_nagaJul 09, 2010 12:21:40 | Any chance of the pdf book being updated with the errata? |
| #366SerenaDawnJul 10, 2010 4:05:43 | Unfortunately no. I will take a chance and answer you in full disclosure, which apparently is taboo is publishing. (By the way, I know most of you know this but I am just covering my bases) Taking a big breath… To update the PDF would mean to pay the layout artist to make said changes. All layout artists are paid by the page. Because these changes are scattered across the entire book, it would cost us a shocking amount of money to make these alterations …and if a change on one page forces other pages to change from carryover text, we have to pay for those as well. If that messes up the contents, gotta fix that, index to (and I was the one that wrote those so let me tell you, that’s a pain). And then, when all is said and done, we have then just alienated our print buyers that paid more for a physical copy of the book. And still it’s not the only reason, especially when considering it may not be the only errata issued for that book. Phewww…so yeah, unfortunately, we are just unable to retcon those changes back into the PDF. Of course…I’m also not the publisher. I couldn’t make that call either way.
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| #367bone_nagaJul 10, 2010 7:19:35 | Ah I see. No worries, I can incorporate it on my own easily enough anyway, but I'm a lazy bastard so if I can get someone else to do it for me all the better. |
| #368SerenaDawnJul 14, 2010 20:31:43 | Goodman Games and Dias Ex Machina are now presenting the Amethyst Errata. Although many of its points are from concerns we had late in the game’s development, the vast majority came as a result from buyer feedback. It may not be the last but we feel comfortable this covers the vast majority of issues. The errata contains corrections, modifications, and additional rules to improve game balance. In addition, we will soon be posting a podcast to detail these changes, answer questions, and offer a few homebrew rules not included in the errata. |
| #369SerenaDawnJul 22, 2010 23:53:55 | In order help ease people into the new Amethyst errata, Conan and I sat down with the document along with the FAQ an explained it all in a helpful PODCAST. We are as civilized as always. Along with answering questions, we also supply a few extra rules not offered in the errata that go into our personal game. It runs about 65 minutes after I cut about 45 minutes of Conan’s bodily functions.
Heed warning, I do believe certain vulgarities slipped through. With us, putting a microphone on us is like throwing gasoline on a flame. |
| #370SerenaDawnJul 28, 2010 12:07:01 | I really like this one. I think this guy really got it. |
| #371SerenaDawnAug 03, 2010 3:58:31 | I hope to have something about the next book ready for next week. For now, here are two NEW reviews I found on Amethyst... grandexperiment.livejournal.com/103300.h... And here is RPG.NET finally speaking up... www.rpg.net/reviews/archive/14/14897.pht... That last one is really extensive. I mean, he leaves no stone unturned. The first review mentions that issue with DDI, which currently doesn't support third party mechanics. It is something I would love to negotiate with WOTC over. But it really depends on if they are open towards that sort of thing. |
| #372ChrisTheSAug 04, 2010 10:35:46 | Meh. Character Builder is overrated. Anyway, it has magic in it, which would cause it to disrupt if it connected with the Amethyst-verse ![]() |
| #373SerenaDawnAug 07, 2010 18:40:23 | Funny. Although I would had worded it to say, "Amethyst won't work with DDI because it is technology and would be disrupted." ![]() The first piece of “leaked?” art for the second book of Amethyst (title still pending) has been released. This is a sketch and not the final work. You can find it below as well but it’s been available on Amethyst’s facebook page for several days now. Check there for more posts and sketches. The second book is at about 88,000 words so far. This is not including the new techan class being offered. Also expect to be able to go evil in this one, with rules on Ixindar and corrupt races.
As some you know, neither I nor Goodman Games are attending GenCon. This does not mean in any way we are dropping 4th Edition or gaming in general. I’m half-way across the country for one thing. HOWEVER, for those at GenCon, if you happen to see Amethyst related areas (games, booths, etc). Please take a photo and post it. Thanks all.
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| #374bone_nagaAug 08, 2010 3:31:31 | The first review mentions that issue with DDI, which currently doesn't support third party mechanics. It is something I would love to negotiate with WOTC over. But it really depends on if they are open towards that sort of thing. That's something I've mentioned several times. I'd be much more willing to get into DDI if I could purchase an Amethyst or Neurospasta update for it. I think it would be win-win. 3pps get more support, and people have more reason to use WotC's product. As it stands, there's no reason to use the CB if you use a significant amount of 3pp material. |
| #375ChrisTheSAug 08, 2010 8:40:46 | There's also no reason to use the character builder if you don't use WotC's kludgy character sheets, or if you like seeing what all your options are for feats instead of only those options that are permitted by the race/class/ability scores you chose three screens ago and which would be a hassle to go and alter just to see what Feat 649 can do... |
| #376SerenaDawnAug 09, 2010 15:10:09 | I imagine the pros and cons need to be addressed. Pro--you support third-party 4E products which means you are potential boosting your sales as well as theirs. Con--The logistics in incorporating one book is one thing. Imagine being asked to implement dozens of third-party products, some of them with a questionable quality. How do you separate official WOTC dogma with 3PP? Then you have to consider potential losses in adding a third-party product to DDI. Would people buy Amethyst if it was on CB? The answer is yes, because you won't know how the new rules are implemented.
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| #377ChrisTheSAug 09, 2010 17:54:33 | Then of course there's the issue that anything that appears in the character builder is legal in LFR games... and while I find the idea of gnomes with oversized gatling lasers quite appealing, I don't think that would go over well with the management... |
| #378bone_nagaAug 10, 2010 1:33:54 | I imagine the pros and cons need to be addressed. Pro--you support third-party 4E products which means you are potential boosting your sales as well as theirs. Con--The logistics in incorporating one book is one thing. Imagine being asked to implement dozens of third-party products, some of them with a questionable quality. How do you separate official WOTC dogma with 3PP? Then you have to consider potential losses in adding a third-party product to DDI. Would people buy Amethyst if it was on CB? The answer is yes, because you won't know how the new rules are implemented. Well that depends on how it was implemented. WotC doesn't necessarily need to be the one doing the work. What if they developed an interface that allowed users to create their own material and export it? It could be used both by normal users to add homebrew material and share it with their players as well as by 3pps to create files for their material. Granted Neurospasta is different enough in its mechanics that you would need direct support from WotC to possibly integrate it, but Amethyst and other products could be handled through a generic interface. WotC would have to do the initial work on the user interface, but after that 3pps and users would do the rest of the work. And since the 3pps would do the work and create the export file, they could decide how best to distribute it. Maybe you charge a small fee for it (and I agree that the CB file wouldn't invalidate the Amethyst book anyway), maybe you make it a free incentive for those who preorder, maybe the book (or pdf) gives you a free or discounted copy., or maybe you only release it to someone who has already bought the book. Whatever the case, each company could decide what is in their best interests. As for separating the material, I believe the CB already has a toggle switch to turn various supplements on or off. It also already tags houseruled characters as non-rpga legal. Any imported files would be tagged as homebrew so they would be easily distinguishable from official material. The only other thing WotC would have to do is ensure that the interface only allows the export of homebrew material, not official material, to "prevent" piracy (because just like their books are safe since they stopped the official pdfs, we also know theres no pirated CB files floating out there ). |
| #379bone_nagaAug 10, 2010 1:35:06 | Then of course there's the issue that anything that appears in the character builder is legal in LFR games... and while I find the idea of gnomes with oversized gatling lasers quite appealing, I don't think that would go over well with the management... Not entirely accurate. You can already houserule CB characters to a degree, and doing so tags them as non-legal for RPGA and LFR. 3pp material would be tagged the same way so you wouldn't have to worry about that issue. |
| #380bone_nagaAug 10, 2010 1:39:32 | Wished WOTC read these posts. Seconded. Maybe Mudbunny or someone can point them towards this thread (hint hint ). |
| #381SerenaDawnAug 10, 2010 17:48:38 | That's actually a really good point Bone. Let's hope... Two points today, both involving interesting posts on the DEM forums.
The first regards the definition of disruption and how it affects classes. Martial classes are not magic but the items they wield are. So someone asked if a techan class could dive into fantasy multiclass feats. And the answer is yes, absolutely.
Humans can choose any of the available classes listed, so the four techan classes and the growing list of fantasy (from PHB1, 2 and 3) save for divine and psionic paths (and all arcane save for two). When you choose a class, you fall into the role of echan or techan human at that point...well...not technically. Yes, if you chose a techan class, you are a techan human. When you start using magic, you turn echan, but you could be a techan human fighter and until you start using magic, the choice to wield tech is still there. It’s when you start to use and carry magic when things get difficult.
You can ABSOLUTELY select fantasy multiclass feats if you are a techan class. Obviously, you would have to stick with martial class multiclass feats but that still allows you to tap into fighter, ranger, rogue, warlord, etc.
And by the way, this should also work for hybrids as well. Until you start using magic items, you are still open to use technology. This works the other way around to. Pick a fighter and grab a techan multiclass feat. Or better still pick that along with the Crossroad's Drifter lifepath. Grab an immune gun and presto, you're a magical fighter with double barreled shotgun...all perfectly legal and canon in Amethyst.
The second point involves our motivation for having limitation in the canon Amethyst setting. Specifically, the point involves our "mindset" and if we were still thinking like 3rd Ed player or 4th Ed players. The answer is that there was no "game mindset” when we created Amethyst. It's a very specific playground, as specific as playing in Middle Earth, Harry Potter, or A Song of Ice and Fire. That was the mindset, as a novel or non-game setting that was adapted into a game, rather than a game setting built from the ground up.
This was first brought up with The Tome Show. They mentioned Amethyst is about saying no while 4th Ed is about saying yes. Obviously, I have issues with that. Games, by definition, must limit player freedom. 4th Edition does say no, as do DMs. They say no all the time. Classes are limited in their roles. Powers have specific attributes tied to them (oddly enough NeuroSpasta counters this by offering incredible adaptability). My group made a joke recently that 4th Edition gives the illusion of freedom but in actually is nearly as limiting as the previous edition.
Amethyst has a lot of detail, but I wouldn't say it limits freedom anymore than playing in Middle Earth or Song of Ice and Fire. I think people were expecting Amethyst to be Eberron, meaning its everything D&D offers plus ours. Amethyst was written as a separate setting away from D&D and then it was adapted into 4th Edition.
There was a mindset, but it was not 3rd- or 4th-oriented. Amethyst was a setting created in 1992 and this is an adaption of that setting, in as much as the aforementioned fantasy novels mentioned above. Of course, a lot of people just want the techan rules for their own custom-created game. Some others adapt Amethyst to their own voice, which is also supported and encouraged.
This is only the official canon Amethyst setting. You are free to do what you wish in your own custom game. It's also ironic that WOTC, encouraging "yes", released the GSL, which limited the freedom of 3rd Party Games. “No” and “Yes” and interchangeable. It is correct that we say no to divinity. There is a very good reason why (as further reinforced by the GSL) they were removed. We could also say that we say yes to technology, yes to power armor, yes tanks and robots. We say yes to druids, barbarians, fighters, rogues, shamans, rangers, monks, and others. We have a massive world the size of North America and detail less than 1% of its landmass. 4th Ed has one elf race, we have three. Our humans are the same with additional options for techan paths. In the next book, we say yes to evil races, corrupt magic, and invaders from another planet (might said too much).
You may be surprised some of interesting ideas I have seen players come up with. One DM on the WOTC forum told me of a player that is using a Warforged template to create a robot PC. I think that's really clever. Another group simply pushed more into D&D and has an Amethyst party with tieflings. My group involves the following:
Techan Stalker Human Monk Tenenbri Wizard Narros Ranger Gimfen Rogue Human Warlord
The wizard is off and on (more off) so we are about to add a techan grounder into the fray in a few weeks.
Here is another interesting oddity: Next week, we are taking a break from our regularly scheduled campaign to run a one-off WOTC dungeon WITHIN the architecture of Amethyst. It is P3-Assault on Nightwyrm Fortress. There shouldn't be a lot of alterations to make it work. This group consists of a damaskan melee-ranger, a chaparran archer-ranger, a pagus shaman, a pagus barbarian, and a kodiak warden. Not sure why a scholarly and civilized damaskan is wandering around with a bunch of uncultured warmongers but hey, whatever.
Also remember, we removed divine only because the GSL prevented us from modifying them to work within our framework. If we could have, we would have removed the proof-of-god-requirement and fluffed them back in. You're more than welcome to do the same. We also made an exception for runepriest. Also note that all primal classes are in, including druid. |
| #382SerenaDawnAug 16, 2010 4:28:56 | NeuroSpasta has crossed its last "T" and dotted its last "I". It now stands ready. Anyone that has been tapped for playtesting, if you have not faxed in or emailed the NDA, now is the time. For those still interested, from the date of this post, you have 48 hours before the files go out. We recently added super heavy weapons, action set pieces, and general combat encounters. Another addition is an optional rule I want to throw out there for people to read and gauge their interest. It may help people wanting a more traditional role-playing game without being tied down to tracking every 24-hour period. OPTIONAL RULE –EXTENDED RESTS, POWER RESETS, & MILESTONES Simply put, there are NO extended rests in NeuroSpasta. The GM may allow them at the end of an adventure, with the GM determining when said adventure is officially over. The rules regarding extended rests are ignored (and in effect removed) until the adventure is concluded. If the game is considered one unbroken campaign, this rule is still in effect, meaning the resetting of powers and healing surges can only occur through the use of milestones. Milestones: When you reach a milestone, not only do you gain an action point, you also recover ¼ of your total healing surge value (round down), and can reset one daily power (daily attack or daily utility). At 11th level, you can reset two daily powers instead of one and at 21st level, you can reset three daily powers. However, at these additional tiers, you still only regain ¼ healing surges and one action point. If in a fantasy game, the resetting of one magic item’s daily power does not count towards your resetting of others. |
| #383SerenaDawnAug 25, 2010 2:50:26 | I am not one to rant. Over the past few months, Amethyst has had numerous positive reviews. In fact, I would say we've been blessed. Of course, it's not all been smelling roses. We've fielded our critics. Even the ones that love us have commented on certain decisions we made in service to the setting. One of the biggest changes we made concerned the lack of gods. Since Amethyst is set in the real world, we couldn't have proof of god/s. Therefore, we removed divine classes, as we could not alter them to fit fluff per GSL. I note The Tome Show, although praising the final product, mentioned this as a sticking point. The interviewer even asked me that exact point. Amethyst says no when the new mindset says yes. Beyond the fact that this is not true (as I feel like a broken record saying), I have explained that Amethyst is not a D&D setting but a fantasy setting using D&D base architecture.
Well, now we have a new D&D setting, Dark Sun, which is a return to an old setting I never played. Yup, full disclosure, I ran Greyhawk, Dragonlance, Forgotten Realms and even Spelljammer for a short time, but I simply missed out on Dark Sun, despite the appeal the setting actual has on me. I didn't know a lot of the specifics, including regarding the new 4th Edition update. That being said, imagine my surprise upon being told that divine classes are nowhere to be found in this new setting. Wow. No divine classes. Of course, WOTC also says that you can make an exception with a rule saying a cleric is a primal class instead of a divine class…which is great. Too bad GSL stipulations prevent us from saying the same thing. As it is, we are putting a lifepath in the next book that offers a loophole, but we only inserted this because of the backlash we received for removing divine in the first place. And here is a first party D&D setting doing the exact same thing. I am laughing…on the outside and the inside. So I guess it's okay if WOTC does it but heaven forbid a third party company does something against expectations.
…sigh…yes well; this is what happens when you try to be different. With NeuroSpasta, we are offering non-combat classes and free enhancement without the need of buying gear. |
| #384ChrisTheSAug 25, 2010 11:20:52 | Well, you could have always taken the route of not actually denying them, and just never mentioning them at all while providing a pertinent niche for all the canon classes... shunning rather than expulsion, as it were ![]() But then you'd have to field questions from people asking 'what about clerics,' so I suppose it's lose-lose. |
| #385SerenaDawnSep 01, 2010 2:43:30 | To say there has been no activity has been an understatement. On the contrary, I've been working so hard, I have had no time to do much else. After only a month of playtesting NeuroSpasta, I have already made over 300 changes to character classes alone. Among the many amendments include adjusting class power level to balance with other 4th Edition D&D classes, even ones seen in later publications. We have made the non-combat classes better by making their non-damaging powers even more effective.
Meanhwhile, in Amethyst, We have locked down our three new races for the book (Pagus, Kodiak, Tenenbri) and are polishing up the mixed martial arts-inspired vanguard class.
Oh and this… ![]() |
| #386SerenaDawnSep 11, 2010 0:46:11 | There has been a real debate among the playtesters of late. It pretty much resolved itself but I wanted to share what it was and why. It also involved a friend of mine that runs a very successful D&D blog site. Since he hasn't mentioned the conversation, I won't mention who it was.
Anyway, the entire topic dealt with the design philosophy of WOTC and if 3rd party publishers have an obligation to follow it. I heard about this a couple times. About the "yes" mentality instead of "no". My opinion, and my entire group agrees, that yes and no are interchangeable depending on how you word your question. You can word a question in order to get a yes/no response and have it say exactly the same thing. A game is about yes and no. No DM in the world says yes to everything. A game has rules...rules are a series of no's and yes's. Plus there is such a thing as "Yes, but why" which is still a "no" (Elf gives you bow and Dex bonuses…so…Fighter?) 4E gives the illusion of freedom while still as constricting as most other games. Alignments (something I never agreed with) impose a moral view you may not agree with (and there are fewer in 4E). People cannot all be settled into four profiles.
When 4E PHB1 came out, the roles imposed by these new classes absolutely shoehorned you into a specific way of thinking. In fact, people say Amethyst says no, while we have Lifepaths that modify classes (custodian), and then we introduce techan classes that say, "hell with roles, we're doing what we want." We offered dual-role options and classes more malleable depending on how you created it.
Then we got criticism about that to. Some people WANTED those defined role--those series of absolute yes's and no's. We present techan classes, which many people thought couldn't be done. We said, yes...here...guns...go at it. But the setting--the thing that is NOT 4E D&D--says these two worlds are separate. One critic said "that's a no". Then I countered, "Run a canon Middle Earth game. Would you, as a DM, say yes to someone wanting to bring in a tiefling? Saying yes to everything leads to chaos...yes...I very much know the irony in that. People create settings all the time that limit options.
This leads me to Dark Sun. Amethyst disallowed divine classes. Now Dark Sun has done the same. What Dark Sun has done is nothing bad. I love they did it...because it shows that this mentality moving through critics is a paradigm that WOTC doesn't completely endorse. They know that certain settings will limit options. They are retroactively paving the way for us. Not every setting has to have every race and every class. Not every game has to be Forgotten Realms and Eberron. Dragonlance limits options, so does Middle Earth or Dark Sun.
Why couldn't we just ignore it? Well, that means we allow the proof of god/s. This is very dangerous in many ways. If we allow a priest to have divine powers and cleric to have divine powers, this forces a proof of god into the setting in some readers. You have dozens of people with divine powers, each that verify their god as fact…and thus rendering them all false, as they can't all be true. We could say, "Your faith gives you power, not your god." Well, that's heretical as well. We're not smoothing the waters by saying "sure, go at it."
Amethyst is not a Dungeons and Dragons setting. It's Amethyst using 4th ED architecture. DMs and players don't need me to give them reasons to change it. We list the canon setting as it is and let the group alter it how they see fit. The canon setting has limited magic use. So I disagreed with those few critics saying Amethyst follows a 3rd Edition mentality of saying "no." That would be like saying Harry Potter follows a 3rd Edition mentality by saying no, or Song of Ice and Fire, or any other setting established as a fantasy over just a D&D Campaign. In the end, I think that was the issue. Some people expected a setting that was just "Guns on top of Forgotten Realms". Well, you can do that. Grab the guns and classes and away you go. That's not Amethyst. I didn't want to use virtue as I did in 3.5 because I felt that was a cheat. You can spend years reading books to cast a spell or you could just "believe" really hard.
Now, a point came up that we have demons, therefore hell, but not heaven or angels. The demons of Ixindar are only called that because that is the word people use. They look nothing like demons. They don't call each other demons. It is the conflict of chaos and order. They have spellcasters. We have spellcasters. They have monsters. We have monsters (we actually have a lot more monsters). They don't have evil clerics, so neither do we. It is incorrect to assume Ixindar is hell. People like saying it is, but there is no fire or brimstone, no forked-tail devils. Religion made these connections and they are not all true. Just the same, Attricana is sure as beans not Heaven. Nearly all monsters on this Earth are from its influence. Trolls, ogres, dragons, all sorts of abominations, all from Attricana.
I wanted to enforce the idea that WE, the human race, are still the same from modern day. The issues over religion and faith are unchanged. I wanted it to be a mirror of our real world, which means divine power is delegated to holy books and bad Kirk Cameron films.
What does this have to do with our playtesting? Nothing…well, not exactly nothing. I'll explain it all next time… |
| #387SerenaDawnOct 01, 2010 3:13:39 | I am sure fans are wondering about the lack of updates (Bob). The reason for my recent absence can be tracked to LivingDice.com. Starting this week, I'm handling guest blog duties while the website's operator is held up with a broken appendage. I'm not sure for how long this gig will run. My first feature was posted on Wednesday, dealing with the lack of 3rd party products that try to push or bend the system. Next time, I deal with a slightly less inflammatory topic—as to why Dungeons & Dragons requires the inclusion of deities. Additionally, I have also joined the staff of Emerald Press as part of the Combat Advantage team. Through its distribution and pages, I hope to share details on future products through DEM, mostly the upcoming release of Ultramodern4. Links to share: www.livingdice.com/ www.emeraldpresspdf.com/ |
| #388SerenaDawnOct 07, 2010 3:39:02 | The Social Network is an awesome film and let's move on… The title is set. The decision has been made. Our finalists are Amethyst: Fracture and Amethyst: Factions (with Fracture in the lead). We decided to go with Amethyst: Factions. That being said, there is a possibility Factions may be the third book, not the second. More on that in the next few weeks. Also, anyone seen the new game, Brink? I did and I found this… That is concept art from the game.
And this is the preview for NeuroSpasta and Ultramodern4. Our image was commissioned and completed late last year. Just wanted to make sure people know that. ...and ours is better... I'm not accusing anyone. I know this is a pure coincidence as both probably took inspiration from this image…
Finally, some of you may know that before Amethyst and DiasExMachina.com, I ran a fanpage called SerenaDawn.com. DEM is hosted off the SerenaDawn account. That original site actually gathers more hits and unique visits than DEM's site, probably because SerenaDawn is old. It's really old. How old? Well, let's just say that I've owned the address longer than Gabe and Tycho have owned Penny Arcade. In 2008, I discontinued my blog on that site. I maintain it because it's a part of my life I don't need to sacrifice. On it are my old free game adaptations. There used to be quite few, but I've limited it to Pathfinder (a science fiction game using GURPS that predated Firefly/Serenity—for those that check), my renown Alien-FUZION RPG (the site's largest attraction) and the last project I did before committing to Amethyst, a Ghost in the Shell D20 conversion. I bring this up because a guy named Gershom Reese Wetzel created a truly fantastic character sheet for the Ghost in the Shell D20 RPG. It's really good. |
| #389SerenaDawnOct 17, 2010 2:54:00 | Amethyst Factions is moving right along and is still expected this winter. I can confirm that not only will we be offering three new races (pagus, kodiak, and tenenbri), but also new lifepaths (including a loophole to put clerics back in the game). On the side of magic, we're finally including the ultra-powerful foundation spells along with mystic rituals. For technology, we have weapons designed around the new "nuclear" keyword, super-heavy weapons, and larger powered armor (up to 30 tons). Aircraft are being included from the single-seated York Wasp to the massive Selkirk Armored Zeppelin. Armor piercing, high-explosive, hollow-point, tracer, and rubber rounds are being offered as alternate ammunition. And that's not all…
I feel like a rep from Ronco.
We mentioned a new echan/techan class, the vanguard. Along with the class, we're also including alternate class features and powers for all four original techan classes from Foundations. These are substitute features that replace existing features, like the grounder's Action Shot class feature, which replaces his Area Denial power. Each class will also offer a dozen new alternate powers including a sixth 1st level at-will option.
What else? Eight new paragon paths. Twelve epic destines. 100+ feats. Yes, that's right, over one hundred new feats tied specifically to races, classes, lifepaths, and regions. Every race gains new feats that boost racial abilities and alter their class. With techans, we have more firearm feats and a whole bunch of vehicle- and explosive-based feat powers. I haven't even gotten into the twenty-plus mixed martial arts powers we cooked up.
…As for the second half of the book…
Demons are finally making their appearance, raising the stakes and advancing the setting. More monsters, both technological and organic. After all of this, we end it all with a huge chapter detailing ways to create and run your own Amethyst game along with a bunch of story-based mini-adventures you can run.
We still have enough content for another book but I think this is good for now. After Factions comes Ultramodern and NeuroSpasta.
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| #390SerenaDawnOct 23, 2010 0:11:25 | The news today deals with Essentials and how it affects the future of DEM. Recently, WOTC…released…another…update…to D&D. This one reflects most of the design changes showing up in Essentials. It doesn't directly alter the original classes but makes the system receptive to the new ones arriving with the Essentials line. I neither purchased the Red Box nor the Rules Compendium, though I did have the opportunity to read the latter. Funny story there, when I sat down at a table at my local gaming hole, I found an open copy of Amethyst next to me. Being idiot that I am, the first thought that entered my mind was, did I open this book like four months ago and it's been open ever since? No, someone was reading it. Beyond that, the rules aren't dissimilar to the rules in the original 4E…IF you update it, which I have done.
By the way, don't do that.
I spent six hours pasting rules directly into my books and the result is efficient but appalling upon a cursory examination. It was necessary when dealing with creating monsters, which I am currently doing for the next Amethyst book. I did, however, purchase the new Heroes of Fallen Lands. I now understand the mind of Mearls. Do I approve?
Actually, yes.
As a player of D&D.
As a business man trying to write within their system, it's somewhat frustrating. For one, they rewrote mount rules, meaning if you had chosen a Kannos Kavalier, everything the path and paragon offers…you can now do for free. So we may need to address that. WOTC also retroactively changed their races. This means Amethyst should do so as well. At least this way, there is a precedent. Therefore, expect to see an update relatively soon from DEM regarding new revised races for the original Foundations. This will only be the stat block and not a complete reprinting of the race. Those that pre-ordered will get it first, followed by everyone on our facebook page, and then after it will find itself on DEM's website.
Will we do the same for the classes as well? Noooo. 4E is a specific sandbox and Essentials, though using the same rules, feels like a different sandbox. So we won't be erasing the mechanics of the original Foundations classes. That would be cruel and unnecessary. We already announced that the next book will be a partial splat book, offering alternate features and powers for all the techan classes (as well as a new class, the vanguard). What we are currently playing with is the possibility of offering an "Essential" build to each of our techan classes. So far, the experiment has appeared promising. The end result will require someone to own both Foundations and Factions but if you do own both books, you'll be able to create traditional 4E techan classes as well as "Essential" techan classes. For those not endorsing or not liking Essentials, don't worry. We haven't embraced it whole cloth. The Vanguard will be offered in both formats. All those alternative powers are not available to someone using the Essential build. The final Factions word count is incredibly over-budget, meaning it may have to be split in half. I may get groans for this except that I won't be charging you full price for each book…in fact, it'll be about half. But if this does happen, it will be separated into a player supplement and a campaign supplement, which may be a good idea in any case.
As for my opinion on Essentials, personally, I think I'll reserve that for a Living Dice article...
On similar grounds, we probably won't be inserting Essential builds into Ultramodern4. U4 takes the 4E engine and offers even more variety, opening up the system to a new level of complexity. Essentials goes in the opposite direction. Since the system is already complicated enough, it may collapse if I try and cram in another bunch of rules.
I'll leave with our current build of a revised race. Since everyone appeared to complain about the Tilen, I'm offering them up now. This is not official until the file is made public, so if there are issues, speak now.
TILEN RACIAL TRAITS Average Height: 5’8” – 6’4” Average Weight: 45-70 lbs. Average Starting Age: 30 years Estimated Life Expectancy: 600 years Ability Scores: +2 Wisdom, +2 Strength or Dexterity Size: Medium Speed: 6 Vision: Darkvision Languages: Two human languages, one fae language Skill Bonuses: +2 Heal, +2 Insight Blessed Body: You receive a +2 to all defenses against necrotic attacks. Blood Surge: You gain Blood Surge as a racial encounter power. Blood Vengeance: You receive a +2 racial bonus to attacks and damage rolls against all undead. You also receive an additional +1 bonus to attack and damage against ghulath (vampires). Reduced Healing: Hit point recovery from healing spells, powers, healing surges, rituals, potions, and any other healing effects are halved. You can offset this with Blood Surge. Keep your unmodified healing surge amount recorded. Vampiric Remnants: Under direct sunlight, your vision is reduced to 10 squares and you lose all racial skill bonuses. Additionally, when you get emotional in any way (like in a combat encounter, when angered, or in passion), old vampiric traits emerge. Your eyes glow yellow or white or red (depending on the specifics of the character), and your incisors extend. When in this state, you gain a +2 bonus to intimidation, but a -4 penalty to diplomacy.
BLOOD SURGE Tilen Racial Power Out of necessity, but still filled with trepidation, you drain the blood of a target to heal your wounds. 2/Encounter * Healing, Reliable Standard/Special Melee touch Target: Any living creature Attack: Strength +2 vs. Fortitude or Dexterity +2 vs. Reflex. Increase bonus to attack to +4 at 11th level and +6 at 21st level. Hit: The target is grabbed. Spend a healing surge and the target takes damage equal to your full healing surge value. Every additional round in the grab inflicts an additional 1d6 + Constitution modifier damage. Increase bonus to attack to +4 at 11th level, and to +6 at 21st level. You are healed the same amount of damage inflicted (which is not lessened by Reduced Healing). Additional damage caused by the power also heals. You do not need to spend a healing surge on subsequent rounds. Special: When you create your character, choose Dexterity or Strength for the key ability for Blood Surge. This choice remains through your character’s life. If the target is offering itself willingly, you can control the amount of damage inflicted and the amount healed increases by +1d6 (increasing to +2d6 at 11th level and +3d6 at 21st level). Subjects killed via Blood Surge do not become ghulath (vampires). If you already have a target in a grab, this power is reduced to a move action. |
| #391SerenaDawnNov 07, 2010 3:31:02 | So the worst kept secret is finally official. Amethyst Factions is being split in half. Simply and truthfully, it's basically getting too large. At this rate, it will be the size of the original Foundations book. Though some people may not have an issue with that, few games have ever gotten away with it. Besides, it will be better for those wanting a player's book and campaign book separately…which is exactly what we're doing. The two other advantages of splitting Factions are that the first book will be out sooner and will be cheaper. How cheap? Well, exactly 50% actually. So no accusations of mimicking Blizzard here. So the second book is carrying the name Factions and will be a campaign guide. The first book will be a player's guide and go by the name Amethyst: Evolution. It will feature the new races, new class, essential techans, new paragon paths, new epic destinies, new feats, and new equipment (including super heavy weapons and aircraft). As a result, I can also say we have finished the first draft of Amethyst Evolution and it is now being edited. Still no locked release date yet but I have hopes for mid-winter. Factions should be out by the end of the season, before the release of Ultramodern4. |
| #392uhfNov 07, 2010 11:29:42 | Have you made any official announcements regarding creating power cards? Might I suggest, releasing it in PDF format, AND as a Magic Set Editor database? Players can type in their own data in that case. i.e. (Snub Pistol: +6 vs AC, 1D6 damage.) |
| #393SerenaDawnNov 07, 2010 16:04:05 | There will be power cards, but this will occur after the last errata. I will have more information on that as it becomes to take form. |
| #394SiberysNov 29, 2010 0:06:40 | I have a few questions re: Evolutions 1) What races will be in Evolutions? Tenebri? Kodiak? New races? 2) Will there be an essentials build for the new class you mention? 3) Will there be hybrid rules for the new class and the techan classes? Thanks! |
| #395SerenaDawnNov 30, 2010 20:05:55 | I have a few questions re: Evolutions Sorry for the delay...I'll have an update on the game's progress...like...right now... Had my head dug in my netbook for the last month. Just when I think I am done with Evolution, something else pops up I have to put in. But this week does mark the end of the first of two rounds of edits. At this point, Evolution stands at 93,000 words, and it's unlikely to change as we close in on the final. I'll explain how it breaks down. 36% of the book is all fantasy. Which puts about 60% (ignoring fluff) for rules that are exclusively techan. This percentage is skewed by the new weapons and armor. This is to be expected and it matches the percentage of the previous book. For those fearing or hoping that our "Essential" rules may dominate this new book, it doesn't. For one, an Essential class is significantly smaller so even though we got them all covered, both core classes and paragon paths only take up 31% of the total book.
So to cover the specifics Revision original races New races (kodiak, pagus, and tenenbri). Essential techan classes: Front grounder, heavy grounder, officer marshal, mechanic operator, medic operator, gunslinger stalker, sniper stalker, sentry vanguard. Nine traditional paragon paths 19 Essential paragon paths (translated from Amethyst Foundations) 13 Epic destinies 4 weapons with the new "nuclear" property 3 ESP swarm weapons 7 super heavy weapons 9 techan melee weapons 7 hostile injections 5 alternate ammunition types 5 advanced armors 7 aircraft 5 new rituals…
And I'll leave it with another sketch. Expect the final in the eventual book… |
| #396SerenaDawnDec 03, 2010 23:31:36 | Two months ago, I did an interview with Gnomes Stew, regarding the future products of DEM. Since I did this interview, we did announce that we were indeed splitting factions into Factions and Evolution, the latter to be released first. However, it is still an informative interview and I love supporting the "gnomes".
We'll have more information in the weeks leading to the release. For now, here is the link to the interview:
www.gnomestew.com/specific-rpgs/whats-up...
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| #397SerenaDawnDec 12, 2010 18:40:27 | Couple more links today: First, we have The Hopeless Gamer. Some time ago, he did some coverage of Amethyst. He's now followed up with not only a two-part review of Foundations (written by his GM), but a ten question interview with yours truly. thehopelessgamer.blogspot.com/2010/12/be... thehopelessgamer.blogspot.com/2010/12/be... thehopelessgamer.blogspot.com/2010/12/10... And then we have Castles & Cooks. He recently posted an article about how you can use certain games with your favorite film or TV franchises. When he reaches Avatar, I was happy to see which game he recommended. castlesandcooks.com/2010/12/06/double-fe... |
| #398SerenaDawnDec 15, 2010 1:42:01 | Every once and a while, we here at DEM like releasing a preview that utterly confuses people. This image is a figure of a much larger illustration offered as a high-res download for those people purchasing the upcoming Amethyst Evolution. What is it, you ask? Only time will tell... ![]() |
| #399Cyber-DaveDec 15, 2010 10:41:49 | Any news on NeuroSpasta? |
| #400SerenaDawnDec 30, 2010 1:45:57 | ...Still being flogged to death.... For those wondering what's going on, for the past two weeks (during the holiday season), we here at DEM have decided to return to our vehicles. Our initial rules were simple, and even though no one complained about them, I always had a few issues over their deployment. With that in mind, we've decided to give them an enhancement. To coincide with these improvements, we added in over a dozen new alternate powers and feats, vehicle modifications, and the biggest addition of all, aircraft. We avoid fixed wing airplanes and kept with vertical takeoff vehicles. So now techans can acquire a York Wasp, an Angel Hammerhead, or even a Mann Pantokrator. ![]() Not leaving echans out, we are also offering blimps and dirigibles. Yes, you heard right, blimps. Both techans and echans can acquire lighter than air vehicles to avoid the pesky annoyances of ground monsters. You can outfit them with sails, steam boilers, or photovoltaic cells. As for ground vehicles, you can get increased armor, improved suspension, power upgrades, and one modification I couldn't help but include… Nawz!: You gain the NAWZ! daily power. NAWZ! Feat Power Your customized vehicle has a slight modification you haven’t told anyone else about. Daily * Martial, Vehicle Minor Action Personal Effect: The speed of your vehicle increases by +2 for the rest of the encounter. Special: This is not counted as a vehicle action The new vehicle rules are going into the next errata. Speaking of which, hopefully in the next few days, maybe even for New Years, DEM will be releasing the 2.0 Amethyst Errata, which will update the rules in preparation for the release of Amethyst Evolution. This will include all the rules of the original errata plus a bunch of new ones. Many of these changes are actually enhancements made to adapt Amethyst to the evolving rule system that is 4th Edition D&D. |
| #401SerenaDawnJan 03, 2011 3:27:44 | We mentioned a second Amethyst Errata. It will be arriving this week. In other news, Evolution is waiting on final artwork before proceeding with layout. Art is a serious subject with us and we've one amazing artist…but he is also only one. The consequence is the delay in quality…it will be worth it.
So let's talk about the upcoming errata. What will it include?
1) Everything from the old Errata. Well, this is a given. All the old fixes will be included.
2) Revised Races. In mid 2010, WOTC released their Essential line, which revised the core races of the original PLAYER'S HANDBOOK. Simultaneously, they released an updated errata for their traditional 4E books which included these new race revisions. So, following their lead, Amethyst will be revising its races to follow the same paradigm shift. These revised races will be in both the errata and in Evolution.
3) Revised Classes & Monsters. The release of PLAYER'S HANDBOOK 3 and MONSTER MANUAL 3 shifted the power slightly with both monsters and classes. As a result, several classes and monsters have received a mild tweak. This comes in the form of an increase in AC or hit points as well as a few new class features.
4) Adjusting to Revised Rules. The recent RULES COMPENDIUM released by WOTC includes all the amendments made with the numerous errata. Some of these rules were changed in such a way as to counter certain elements that Amethyst presented. We have adapted these rules to allow these elements to remain viable.
5) Vehicles. Amethyst Evolution is introducing aircraft into its setting. Because of this, we have been compelled to return to the vehicle rules to make them more effective in combat situations. Both vehicle combat as well as the Vehicle Operation skill have been revised. These revisions have also been reprinted in Evolution.
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| #402ChandrakJan 04, 2011 18:37:25 | Looking forward to seeing the errata, and how you handle the core rules rebalances ![]() |
| #403SerenaDawnJan 11, 2011 3:47:28 | So here it is, Edition 2.0 of the Amethyst errata. As we have said a few times already, this is less a correction and more of an update, intended to amend the current Amethyst rules to be in line with the recent revisions by Wizards of the Coast last year. This errata also includes all the updates from the previous version.
The first change everyone will notice is a relist of all the original Amethyst races. As D&D has updated their races, we've done so as well. The techan classes have also all received a tweak. This once again is intended to match with the power scale offered with later books.
A big revision are the new vehicle rules (taking up a large portion of the errata), including an advanced version of the Vehicle Operation skill. These changes came about because even though the old rules were effective, they were not entirely practical if a GM wanted to create a combat encounter revolving around vehicle movement. So as Ultramodern4 (our non-fantasy universal 4E ruleset coming soon) was featuring more vehicles, we decided to incorporate those rules into Amethyst. It was also important as aircraft are being featured in Amethyst Evolution, the next book. Instead of being offered as a single skill roll, vehicle movement was designed as a sort of "mini-skill challenge) allowing multiple rolls for several stunts to occur all during the same vehicle move action.
Finally, we have updated our monsters to match with the design shift seen with Monster Manual 3.
The revised races and new vehicle rules will be found in Amethyst Evolution as well.
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| #404ChandrakJan 23, 2011 13:25:12 | Nice work on the errata. I like that its a searchable text pdf - makes it easy to search for key terms for characters to see what changed. I also have a rules question - We're starting up Scales of War and allowing Amethyst characters, and someone's making a Tilen and was wondering if you could sustain Blood Surge more than one round if the enemy cant break the grab. The key phrase here is 'subsequent turns' in the errata text, being plural as oppesed to one single subsequent turn. I figured you didn't intend for it to be used over several rounds, but then thought to myself, 'Why don't I just ASK the writers what they intended?' ![]() |
| #405SerenaDawnFeb 14, 2011 1:53:09 | We're finally back. We never went anywhere. There have been no issues. Nothing was set on fire. We have our editor working. We have our artist drawing. And during it, I have been tweaking the game to make it better. Last week, we sent out a file to a few sites that have supported us in the past. This file included all the new "alternate builds" being offered in Amethyst Evolution. Alternate builds are variations on the traditional 4th Edition D&D classes we had in Amethyst Foundations, made to resemble those in the new D&D ESSENTIALS line from Wizards of the Coast. This is only a small portion of the upcoming book, saddled also with dozens of new powers, feats, and weapons. Finally reaching a point where we can show off, DEM is now releasing a sneak preview of these "alternate techans". I sent out a feeler to see which ones people wanted to see the most. We got equal votes for our marshal and our gunslinger stalker…so we decided to include them both. The final product will have eight such classes, so we are not spoiling the book by including two. This product is pre-final edit and final layout. So it may undergo some final changes and won't look like this when it hits digital shelves hopefully sometime soon.
On related news, we have decided to release Ultramodern4 after Amethyst-Evolution. Originally, we planned on the releasing the player-based Evolution and then follow it with the GM-based Amethyst Factions, but seeing that current need for a modern 4th Edition game, we have decided the time has come to push U4 to release. I can't release a date yet, but I will assure you it will be coming before the end of summer.
So with no further adieu, here is the sneak preview for Amethyst Evolution… www.diasexmachina.com/Amethyst-Evolution... |
| #406SerenaDawnFeb 21, 2011 0:59:11 | The last post proved without hesitation that DEM is committed to 4th Edition D&D and whatever future is in store for it. Next week, there will be an important update about a certain piece of artwork we’ve been teasing about for the better part of the winter but never shown in its entirety.
Meanwhile, the Evolution preview that went up passed 500 downloads in less than a week. Thanks to Enworld for that promotion. As stated, it’s one step before final, so a few more changes are expected to be made. However, I am quite proud of the result. From vernacular, to fluff, to overall power level, I think we did a pretty good job.
As I wait for my editor, artist, and layout guys (all different) to finish their work, I can finally return to Ultramodern4. Up until now, we’ve been checking out power levels and the overall feel of the rules as well as the altered character creation process being introduced. It’s still not complete and the latest draft being done is the largest since September. As a result, those that have signed onto the playtest should check back at the forum, as only people committed to the project will receive the latest update. This new version, let’s say v.0.8, is changing the wording of all the powers to match them with what we learned through writing Amethyst Evolution. Ladders (our new rule mechanic ) are also being tweaked to make them more about altering classes rather than offering their own abilities. Up until recently, U4 and NeuroSpasta was one complete unit. Separated, NeuroSpasta inherits hacking, cybernetics, robots, and the setting, while U4 gets the rest. This latest version reflects that division.
On a related topic, U4’s ladders have always been limited to six options: born leader, juggernaut, runner, savant, veteran, and warrior. I recently announced to the playtesters that there will be a seventh, known as the survivor (Constitution, Wisdom/Intelligence). I’m contemplating offering an eighth to make it a nice even number, but I’ve decided to open this to the readers and testers. Does anyone have an eight ladder path?
Here is what it is required: The ladder must be based around a theme. It must focus on one primary attribute along with a secondary attribute. That pairing cannot be shared by another ladder. So far, these are the ones that are taken:
Born leader – Charisma, Intelligence Juggernaut – Constitution, Strength Runner – Dexterity, Intelligence/Wisdom Savant – Wisdom, Intelligence Survivor – Constitution, Intelligence/Wisdom Veteran – Charisma, Intelligence Warrior – Dexterity, Strength
There are dozens of other pairings but is there a theme that matches them? All we would need is a proposal. The winner gets a special credit in the final book and a free copy of the end result. It’s a first come, first serve contest and applicants can post here, on the DEM forum, or email me directly.
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| #407red-jackFeb 22, 2011 14:22:22 | Reprobate* - Dex, Charisma. You've got the smart and sly covered, but but both the other charisma uses have the same coupling (Int). That leaves out our (supposedly) good friend, the guy with a smile on his lips and his hand in your pocket. Runner gives me the image of the canny rat--quick and sensible, but perhaps a little drab in personality. All business. Leader and Veteran evoke those who rouse comrades and push others by example--Hannibal from the A-team, and I'm thinking something closer to Faceman. Charisma is used less to deal with friends inspire, or to frighten and quail his emenies, and used more as a weapon against everyone in his way, or with anything worth having. The Reprobate is the charming pickpocket, the con man with a knife in his boot, and that lovely lady at the bar who'd really love to see you upstairs... where she can harvest your kidneys in private. *Frankly, there's plenty of good names for this one, I just like the word "Reprobate" even if it gives a bit more scoundrel-ish feel (and less subtlety) than it necessarilly needs. Alternates: Cheat, Dodger, Face, Fraud, Mask, Racketeer, Sharp. EDIT: And I'll probably post more thoughts on this on the official site. If you've got an example of one of the writeups on the Ladders, that'd prolly help a bit. |
| #408SerenaDawnFeb 27, 2011 14:02:36 | Now everyone can feast their eyes on the finally released Amethyst Evolution cover...![]() |
| #409SerenaDawnMar 09, 2011 22:11:16 | Included in Amethyst Evolution, the new techan class, the vanguard. Presented in both tradition 4E and Essentials builds. Here is an exclusive preview: CLASS TRAITS Role: Defender/Striker. You have been trained from an early age to take punishment and to inflict it upon an enemy. You can either weave through enemy lines to attack the most powerful target or anchor yourself and let enemies come to you. Key Abilities: Strength, Dexterity, Constitution
Armor Proficiencies: All techan light armor, cloth, leather, and hide, chainmail, scale, plate. Select two techan heavy armor. Weapon Proficiencies: Simple one-handed melee, military one-handed melee, unarmed combat, one-handed small arms. Bonus to Defense: +1 Fortitude, +1 Reflex
Hit Points at 1st Level: 15 + Constitution score Hit Points per Level Gained: 6 Healing Surges per Day: 9 + Constitution modifier.
Trained Skills: From the class skills list below, choose four trained skills at 1st level Class Skills: Acrobatics (Dex), Athletics (Str), Endurance (Con), Heal (Wis) History (Int), Intimidate (Cha), Perception (Wis), Stealth (Dex)
Class Features: Combat Stance, Fighting Form, Full Contact
You are specialized in the application of a craft that some people consider primitive. Despite any ranged combat skills you may have, you prefer it personal. You have practiced day and night in the perfection of the craft. There may be countless reasons why you prefer close combat over firearms. Your strengths rely on your lethality in every situation. You require no augmentation, no steel or explosives to articulate your skill. Your weapons cannot be removed. There is no scanner or sensor to identify you as a threat. You often lead a group through the door. You can suppress opponents without causing harm; remove a threat without making a sound. Firearms are a final, violent solution and most times a restrained hand is needed.
As a warrior, you've been trained from an early age by choice or by inheritance to take the role of a combatant. Your natural gifts were discovered and focused into a lifelong dedication. This is not to assume you're a warmonger, as such training comes early with the responsibility to know restraint. For many, having the skills is a means for self-discovery. This can apply in the application of hand-to-hand combat, the use of melee weapons, or in the proficiency of small-arms. You might have devoted your life to the implement of one craft or the broad use of many.
CREATING A VANGUARD The vanguard can fill a vital role in a techan party. Being a close combat defender means the vanguard may be the only opposition from monsters wishing to close the distance to your ranged allies. Even if opponents attempt to move, you can keep with them and prevent your allies from coming to harm. In a fantasy party, the vanguard fills the same role as any other close combat defender. With the selection of martial feats, you can specialize in a variety of different regional variations of melee and unarmed combat. This will radically alter how you apply the powers of the class. You can be a direct fist and kick fighter or a wrestler. You can specialize in flips, locks, or direct blunt force trauma.
SENTINEL VANGUARD A sentinel does not hide. You stand brazenly in front of your allies, preventing enemies from passing you. In the middle of close combat, you are not easily evaded. You can track enemies that move out of combat, impede movement, and punish those that don't pay close attention to you. Your talent lies in bringing enemies toward you. For a sentinel, Strength should be your highest concern, as it will assist grappling powers. Protective Discipline Suggested Feat: Improved Unarmed Attack Martial Power Feat: Evolution of Pankration Suggested Skills: Acrobatics, Athletics, Endurance, Suggested At-Will Powers: Bone Breaker, Ground & Pound Suggested Encounter Power: Sack the Mark Suggested Daily Power: Back Control
INFILTRATION VANGUARD Unlike the sentinel, the infiltration vanguard doesn't immediately present himself as a target. You move in close and fast through cover, striking an enemy that is not immediately rushing into combat. Your talent lies in moving closer to your marked target, avoiding the lesser threats. This is especially useful when keeping larger targets away from your allies. For an infiltrator, Dexterity should be your primary attribute as it will aid in maneuverability. Mobile Discipline Suggested Feat: Improved Unarmed Attack Suggested Skills: Acrobatics, Athletics, Stealth Martial Power Feat: Unarmed Expanded Profile Suggested At-Will Powers: Swift Strike, Fake Out Suggested Encounter Power: Sudden Leap Suggested Daily Power: C-C-Combo Breaker
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| #410SerenaDawnMar 17, 2011 0:50:09 | We're wondering how much people would spend on a hardcover of Amethyst Evolution. Would you spend $35 for the next book in color or $20 for it in black & white? Full disclosure, the vast amount of artwork in the book is still in B+W—customers would be paying $15 extra for a few color images as well as color-coded powers. Before anyone jumps the gun, these prices are estimates and referring to the print edition, not the eBook edition.
You can reply here or follow the post below and vote. www.diasexmachina.com/Forum/viewtopic.ph...
On another topic, Neuroglyph Games have posted a preview of Amethyst Evolution. Follow the link below.
www.neuroglyphgames.com/preview-of-ameth...
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| #411SerenaDawnApr 05, 2011 16:25:20 | There has been a lot of activity around DEM and me in particular in the last few weeks. This revolved around an open letter I posted on Living Dice some weeks back suggesting that WOTC take a more involved role in the RPG community outside of their website, adding that this should involve supporting the 3rd party DUNGEONS & DRAGONS publishers producing content under their GSL license. The letter sparked a debate across the entire internet with vastly polarizing opinions depending on where you surfed. I won't go into detail here about it, but I eventually posted an epilogue to this event a few weeks later. Those that have read it know that DEM is currently investigating converting Amethyst to Paizo's Pathfinder system. Loyal fans will remember that Amethyst was released as a 3.5 D20 sourcebook less than two months before the release of 4th Edition, a line we abandoned in favor of 4E, a decision I must stress that we still do not regret. With the revisions to the GSL and the invitation offered to us by none other than Vic Wertz, technical director of Paizo, DEM is now moving forward with this conversion, with an official announcement sometime in the not-too-distant future. As I have mentioned on the websites that have covered this, this will not be a direct carry-over from the 2008 D20 book but a new book taking the best parts of the D20 edition and the Amethyst Foundations 4E edition. For now, our priority still remains with our 4E lineup, specifically the soon release of Amethyst Evolution and after by Ultramodern4. Future products will depend on the sales of these two books. In order to prepare for the release of these books in the next few months, we have updated ourGames page. On an unrelated point, I have received a few requests for when/if Evolutions or Ultramodern4 will be made available for pre-order. To put it simply, they probably won't be. Firstly, I don't require pre-order income to fund these books. They will not be made any faster with an injection of funds. Second, because of the unpredictable nature of freelance work, I am oftentimes a slave to people I have little influence over. As a result, a product can be delayed through factors completely out of my control. I don't want to alienate potential loyal customers waiting for months (or longer) for a game that may be delayed. That being said, Evolution "may" take pre-orders but this will only occur once the product is ACTUALLY finished (leaving only "'i" dotting to remain), meaning that only an act of god will prevents it final release (it will be in be a dying wish and mentioned in my will) . |
| #412SerenaDawnApr 11, 2011 0:47:39 | For those out there not subscribing to our seldom updated YouTube page our often updated Facebook page, this video just went live... |
| #413HerrozerroApr 11, 2011 7:24:28 | you got me all excited that this might be an an announcement of it being available now .... ![]() But I can wait. |
| #414SerenaDawnApr 20, 2011 3:54:21 | Surely, you have all seen this one coming. At least now it's official. It also officially has a name. DEM is proud to announce that we will be adapting Amethyst to the Pathfinder game system, titled Amethyst Renaissance. This will be an adaptation of Foundations and the soon to be released Evolution books for 4th Edition, not an adaptation of DEM's 2008 D20 game. Remember, this is an expansion, not a shift. We still have at least three books coming for Amethyst 4th Edition. The cover is temporary. ![]() |
| #415The_SilverswordApr 20, 2011 5:06:40 | Scared me for a minute with the Pathfinder logo, but still supporting 4e Amethyst, cool! |
| #416doomfarrowApr 29, 2011 13:31:12 | Do you know yet if the new book will include the prices and TLs of combat accessories like scopes and suppressors? |
| #417SerenaDawnMay 13, 2011 1:01:49 | Finally.
After over a month, the final draft of Ultramodern4’s character creation system has been completed. It now heads off to the players for a final round of testing. Suffice to say, this took a lot longer than I was expecting, having instigated over a thousand changes across the 118 page file. Everything from word replacements to entire class rewriting. This new draft includes one new ladder (the survivor) and one new class, the techie. The character progression is more complicated than even 4th Edition, reflecting the design motive of DEM in regards to U4. Where Amethyst attempts to keep in line with evolving 4Th Edition philosophy, U4 keeps with the traditional 4th Edition mindset—that of freedom of choice and complexity. I still have to read through and edit the Equipment and GM chapters, but these should be easy in comparison. After that, it’s off to its editor and then to layout.
Meanwhile, in the world of Amethyst, all paths lead to the layout artist, Joshua Raynack. The release date of Amethyst lies solely in his hands. When he finishes his layout, we’ll print a prototype and then on the heels of that, the game will be made available.
I’ll end this long overdue entry with a preview of the new SURVIVOR ladder…
SURVIVOR Regardless of how you have lived or where you were raised, you have always found a kinship with nature. You find salvation where others find death. While others starve, you prosper. No matter the environment, from bitter cold to scorching heat, you know the secrets to best stay alive. You can identify which foods will kill you or which animals will attack you. This is not knowledge gleaned from books but practical experience you may have earned the hard way. You may embark on weekend expeditions in the wilderness or elect to spend your entire life isolated from industry and population. You refuse to depend on technology. If the world were to fall into ruin, you would still survive. In your spare time, you prepare yourself for the next day. Key Abilities: Constitution, Wisdom
LADDER FEATURES As a survivor, you gain all the following ladder features at character generation.
BACK OF YOUR HEAD You gain a +1 bonus to Perception and an additional +1 bonus to Passive Perception.
FREE RANGE You are trained in Endurance and gain the skill focus feat with it.
HUNTER You can use Wisdom in place of Dexterity for attack and damage rolls for ranged attacks. You can use Constitution in place of Dexterity when applying it to your AC.
NATURAL EQUILIBRIUM You gain a +2 bonus to Stealth checks when in a natural environment (forest, grass, snow, etc).
SHRUG IT OFF You gain +1 bonus to Fortitude defense.
3RD LEVEL Enhancement Bonuses: +1 AC; +1 Attack; +1 Fort Select either the ability below or 1040$ Tough it Up: Roll twice for all Endurance checks and take the higher value. You also gain a +2 bonus to Fortitude defense against disease or poison attacks.
6TH LEVEL Enhancement Bonuses: +2 AC; +2 Attack; +2 Fort; +1 Ref; +1 Will Select either the ability below or 3,600$ Unimpeded Locomotion: Select two of the following terrain walks: earth walk, forest walk, ice walk, swamp walk.
11TH LEVEL Enhancement Bonuses: +3 AC; +3 Attack; +3 Fort; +2 Ref; +2 Will Select either the ability below or 18,000$ Night Eyes: You gain darkvision.
16TH LEVEL Enhancement Bonuses: +4 AC; +4 Attack; +4 Will; additional +1 to either Fort or Ref. Select either the ability below or 90,000$ Call of the Wild: You gain climb 3 and swim 3.
21ST LEVEL Enhancement Bonuses: +5 AC; +5 Attack; +5 Fort; +4 Ref; +4 Will Select either the ability below or 450,000$ Natural Resistance: You gain resist 5 fire and resist 5 cold.
26TH LEVEL Enhancement Bonuses: +6 AC; +6 Attack; +6 Fort; +5 Ref; +5 Will Select either the ability below or 2,250,000$ Commando: You gain all-around vision and truesight 2. |
| #418red-jackMay 13, 2011 4:33:49 | Noice! So... any word on re-opening playtesting submissions yet? ;) |
| #419SerenaDawnJun 08, 2011 22:40:40 | J.R. Smith sent me a revision Amethyst character sheet. You can now save entered data with Adobe Reader and save the result. It also does most of the menial calculations for you. If there are any issues, let us now and JR will be happy to correct it. www.diasexmachina.com/AmethystCharacterS... |
| #420SerenaDawnJun 11, 2011 4:05:54 | My monthly excuses compound.
As I’ve said often, I’m a slave to my layout artist. Although I’ll be in England for the next two weeks, I’ll still be able to keep track on all the updates with Evolution. We ARE almost done. Ultramodern4 is not affected by the delays of Evolution, and it will be sent to the editor this week. Right now, I’m polishing the last few pages of the U4 campaign builder, adding in a revised update of the Biohazard zombie module and a new mini-adventure, Invasion Proxy—involving an alien attack in the spirit of War of the Worlds and the recent Battle: LA. Like Biohazard, we’ll be releasing Invasion Proxy for free as a preview for Ultramodern4. Along with two-mini adventures, U4 will also have nine “Action Set Pieces” which you can insert into any adventure.
Now onto other news… This is Origins, an image commissioned by DEM and produced by our master Da-Vinci, Nick Greenwood. It features heavily in Evolutions, and we’re including a hi-resolution version of it with every purchase of the book. If you order the PDF or the PDF/Print combo, you’ll receive a massive JPG of Origins. You could print a huge mural of it, like I plan to. If you don’t think this image can’t handle the detail of a big print, here is a zoomed portion of it… Told ya.
Although we are not taking pre-orders for Evolution, we are including a PDF with the purchase of the print book, if you acquire it through RPGNow. I will be doing a VERY limited print run for game dealers that sold more copies of Foundations than anyone else.
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| #421m4kitsuJun 14, 2011 2:53:20 | Although we are not taking pre-orders for Evolution, we are including a PDF with the purchase of the print book, if you acquire it through RPGNow. I will be doing a VERY limited print run for game dealers that sold more copies of Foundations than anyone else. And which ones are those? I would LOVE to get my hands on a copy of the highres art, but I also want to support my local brick & mortar (and maybe drum up some local interest in Amethyst while I'm at it). |
| #422HerrozerroJun 14, 2011 8:10:41 | I cant wait! |
| #423doomfarrowJul 05, 2011 21:23:14 | I had a quick question. If anyone is familiar with the Alternate Stalker Gunslinger build preview, HERE . The first Lvl 2 Utility power called "Assassin Psychology" as a requirement "You must have selected Battle Condition" and as the effect "Until the end of your next turn, you can use any of your Battle Conditions powers as a minor action". My question is, does anyone know what "Battle Conditions" is? I looked through the Amethyst: Foundations book, as well as the entire Evolution Preview, tried simply searching google with no luck. I am assuming that it must be something new that will be revealed with the release of the Evolution book, however I figured I would at least post here about it just in case it was an existing ability that I had maybe just over looked somewhere. Thanks! |
| #424SerenaDawnJul 06, 2011 2:57:29 | I had a quick question. If anyone is familiar with the Alternate Stalker Gunslinger build preview, HERE . The first Lvl 2 Utility power called "Assassin Psychology" as a requirement "You must have selected Battle Condition" and as the effect "Until the end of your next turn, you can use any of your Battle Conditions powers as a minor action". My question is, does anyone know what "Battle Conditions" is? I looked through the Amethyst: Foundations book, as well as the entire Evolution Preview, tried simply searching google with no luck. I am assuming that it must be something new that will be revealed with the release of the Evolution book, however I figured I would at least post here about it just in case it was an existing ability that I had maybe just over looked somewhere. Good question. That is because of the way our alternate classes are presented. For the Stalker, we have two essential classes, the sniper and the gunslinger. HOWEVER, we present all the new utility powers with only one of them, otherwise we would have to print them twice and that's just a waste of space. Battle Conditions are related to the SNIPER class, so that's why it is not refferenced in the Gunslinger class. OH AND BY THE WAY Amethyst: Evolution will have its PDF release on its creator's birthday. That's July 9th. POD edition will follow shortly. I told you I wouldn't lock down a date until we were positive we would meet it. |
| #425HerrozerroJul 07, 2011 11:24:57 | is there plans for a bundle option for a discount for both? |
| #426SerenaDawnJul 08, 2011 2:13:34 | Should be. The delay between the PDF and Print should be minor, anyway. |
| #427SerenaDawnJul 15, 2011 2:31:51 | And our first review... good one to. www.worldvshero.com/using-published-worl... |
| #428SerenaDawnJul 27, 2011 1:09:18 | All new reviews...and one that apparently I missed for a year. ![]() www.goodreads.com/review/show/126064927 www.rpgnow.com/product_reviews_info.php?... www.rpgnow.com/product_reviews_info.php?... AND a blog review. We're at 28 minutes... www.pulpgamer.com/outofcharacter/135291/... |
| #429SerenaDawnSep 03, 2011 3:18:02 | I wanted to wait until I had the second prototype in my hand before I posted again. Alas, it did not arrive this Friday, meaning we are backed up at least until Tuesday, since Monday is a holiday in BC.
Grrrr.
One thing I can report is the upcoming price point for the Amethyst Evolution hardcover.
The original cover price will be listed at $26.99 but will have a sale price of $21.99.
Those that want the color PDF and the B+W hardcover only need to spend $3.00 more.
Now, to the couple hundred people that have downloaded Amethyst Evolution so far, you are not getting burned. EVERYONE that has purchased Amethyst Evolution before the release of the hardcover is being sent a coupon that will allow them to purchase the hardcover for 13.99. For those wondering, that's a greater discount than the $3.00 price difference between the hardcover and the hardcover/PDF bundle. It's not much…but it is less.
I just finished a 10,000 word article for Living Dice which was broken up into six parts and which will begin on Monday. It deals with an exchange between Dias Ex Machina and a forum that ran a database of illegally distributed 1st and 3rd party games. The dialogue was more or less civil and the end result is a surprising announcement from DEM regarding the future of one of its product lines.
That is really the only good news to report. My netbook died on my during August, and I lost about three weeks of work on the Invasion Proxy module that is being released for free and is being bundled in with the Ultramodern4 rules system. That's a setback. It gets really hard to get in front of a keyboard and type when you are just trying to reconstruct work you had already completed. Oh, and I got evicted. Awesome.
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| #430SerenaDawnSep 07, 2011 16:23:06 | The hardcover release of Amethyst Evolution is finally here. If you have purchased Amethyst Evolution and NOT received your email, then you have selected to not receive emails from the publisher. Contact DiasExMachina personally and they will verify your customer ID and send you a coupon. |
| #431HerrozerroSep 09, 2011 6:25:08 | Hooray! ORdered as soon as i got the email. Been waiting on this for quite some time. |
| #432SerenaDawnSep 15, 2011 23:26:19 | Louis-Philippe Simoneau sent me these essential techan characters. These are some of the coolest character sheets I've ever seen. The artwork is borrowed from various artists.
If you have played Amethyst, are thinking of playing Amethyst, or if you're curious how the modern rules work for non-fantasy games (outside of Amethyst), these are a must-look.
Disclaimer: Louis-Philippe is not associated with DEM.
Art Credits Patrick Brown: patrickbrown.deviantart.com/gallery/?off... |
| #433HerrozerroSep 16, 2011 7:27:14 | THose are so cool! I love the inventory layout as well. |
| #434uhfSep 16, 2011 10:37:22 | Are you going to have Character Support from Hero Lab? |
| #435uhfSep 16, 2011 11:34:01 |
I like this... I read both of your articles. As matter of point I've constantly argued in favor of most of what you said in your open letter. DDI is an impressive asset, and WOTC isn't leveraging it into better market control. Supporting good products (such as yours) can only lead to that. I thought you'd find it interesting but this exact scenario Paizo vs WOTC is being played out in the 3D Rendering market space. Daz 3d vs Smith Micro (Poser), the geek wars easily rival PF vs 4e. What's telling is that Daz is formed from X Smith Micro employees who want to sell content. Daz shifted from just content, to content AND core software. They are now leading the market space, and Poser users are starting to switch. But why is the question... Daz needed to sell the software in case Smith Micro didn't support them. Daz can't loose. Even if you don't buy Daz's software, you'll probably wind up going by their store and buying their stuff. Smith Micro now looks stuffy, and is now struggling to play follow the leader. Sound familiar? www.daz3d.com/i/software/daz_studio? poser.smithmicro.com/comingsoon/index.ht... (Next year, this will support current daz features.) PS... looking for cool pictures, I can help; ![]() |
| #436SerenaDawnSep 17, 2011 3:16:40 | Are you going to have Character Support from Hero Lab? Good response...and I hope so. Alas, I have no experience with it myself. If someone volunteers, awesome. |
| #437SerenaDawnSep 17, 2011 3:23:12 | Recently, I began a series of articles on LivingDice.com involving copyright infringement and internet piracy. It concerns a report that Amethyst was being distributed via certain websites, which led to a specific forum, where I began a dialogue with the users there.
Part 1 and 2 are already up, with further posts following every week.
At the end of this six part series will be an announcement regarding the future of one of our product lines. Stay tuned.
PART1
www.livingdice.com/6502/questioning-pira...
PART 2
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| #438doomfarrowSep 18, 2011 10:20:19 | Got my copy of Evolution last night, it looks great. And those Simoneau character sheets that were posted earlier are amazing! |
| #439HerrozerroSep 19, 2011 11:10:47 | I wish i could find a blank version of those sheets. |
| #440doomfarrowSep 20, 2011 8:45:58 | Yeah, blanks of those sheets would be awesome. |
| #441SerenaDawnSep 20, 2011 14:09:38 | Amethyst Evolution is now for sale on the Paizo website. paizo.com/store/downloads/diasExMachina/... We also have some sample images from the Evolutions book...
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| #442SerenaDawnSep 24, 2011 0:40:17 | As the GSL now permits it, and considering we are moving into Pathfinder soon, we here at DEM have decided to allow customers the opportunity to stroll down memory lane with this piece of novel nostalgia. For only $3.99, you now purchase the original D20 Amethyst, published in 2008. It received numerous awards, including an honorable mention at the 2008 Ennies.
Fair warning to all, this version of Amethyst is no longer canon, and it is also not the Pathfinder version due out soon. But it does have that awesome Jaime Jones cover (before he became a celebrity in the art field), and it is nearly 400 pages of content, with most of its fluff still not covered by the 4th Edition version. I am hoping at that price point, people may be interested in seeing how it all started.
www.rpgnow.com/product_info.php?products... |
| #443SerenaDawnSep 29, 2011 19:13:29 | DEM has recently acquired a handful of Amethyst Evolution hardcovers. They were promised to a local game store but they cut their order in half at the last minute. So now we're offering them to fans and supporters.
We are selling the books for $25 CDN each. This limited print run will also include an 8x10 full color image from Nick Greenwood (you'll have your choice of four images – Foundations Cover, Evolution Cover, Gebermach Vs. Amethyst, or Origins) and will be signed and numbered by the writer. If interested, email or message me with your address and I will get a shipping quote. Payment will be accepted via Paypal.
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| #444SerenaDawnOct 05, 2011 14:34:59 | Of the 25 Limited Edition Amethyst Evolution books I received, 10 have already been taken. That leaves only 15 (wait….carry the 5….yeah, that's right) for those people interested.
The other news to report is that the Amethyst Pathfinder edition, known as Amethyst: Renaissance has officially opened its playtesting phase. Interested parties will need join the forum on www.diasexmachina.com and then message the administrator. They will gain access to the playtest forum where they will need to check up on occasion to find new and updated files as well as discuss the evolving rules. Initially, we only have races, but classes and equipment will follow soon after.
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| #445SerenaDawnOct 14, 2011 23:05:50 | As some of you've figured out by reading Amethyst's facebook page or reading the articles on LivingDice.com, we recently made a relatively big announcement.
Ultramodern4, our universal 4th Edition science fiction / modern game system will be offered as an OGL. Anyone can download the bare files for free. Any publisher under the GSL can use them in their own game. We will not be distributing the final production for free, just the raw rules. So if you want the layout and the art, we hope you'll pick up the final product.
Call it an act of faith, so that people can download the rules, see if they like them, and purchase the game based on that opinion. Not only that, but we would do OUR part to help the GSL community…as much as we can actually do. The OGL files will be released a week or two after the release of the final production PDF / POD. As for the release of the actual book, I'm still hoping for a winter 2011 release. It will still depend on men who are not me, namely my layout guy, my editor guy, and my artist guy. Once all those come together, the final product will be released.
It all came about because of forum that was found distributing 3rd party D&D games. After talking with the men and women of the site, I began to consider a new business model, effective for those without the advertising budget of WOTC. Is it a risk? Sure it is; WOTC has privately disclosed that they thought the OGL for 3rd edition was a mistake. It might have been for them, but we are willing to give it a shot. Whether or not it succeeds will depend on many conditions, it not sucking being a pretty big one, the condition of the D&D 3rd party market being another. And finally there is the fan variable, whether or not after having acquire the free product a fan will still pay for it.
Meanwhile, Amethyst Renaissance is moving at a shockingly fast rate. If it keep on moving this fast, It'll out before Ultramodern4 (Renaissance requires little editing and no new artwork). If Renaissance sells well, I can see the next Amethyst book coming under both systems simultaneously.
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| #446bone_nagaOct 15, 2011 9:23:03 | That is awesome. I hope that it not only works out for the better, but serves as a model for other companies to follow. |
| #447SerenaDawnOct 19, 2011 0:13:42 | On Sunday, October 18th, I was interviewed by the boys of Gamer's Haven. Fans will remember I was interviewed by them before, back in 2010, after the release of Amethyst Foundations. They had praised the final product with some caveats dealing with issues later addressed with the errata or with Amethyst Evolution.
Ethan Parker had stated they had done a review for Evolution and wanted to interview me on the details. Although, they were once avid 4E players, I definitely got the impression they had all shifted to other systems, namely Pathfinder and Savage Worlds. In fact, I believe the interview was extended from its standard 30 minute length to the 90 minute result based solely on me stating that our next Amethyst book was a Pathfinder update. Most of the remaining interview dealt with the development of Amethyst Renaissance as well as upcoming release of Ultramodern4, the latter being released as an OGL. After the interview, they go about discussing what they go out of it as well as praising Evolution in their official review. I can't wait and see what think of Renaissance, when it gets released.
You can listen to the podcast on the Gamer's Haven website.
gamershavenpodcast.com/2011/10/18/gamers...
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| #448SerenaDawnDec 10, 2011 0:29:59 | I just reached page 318 with Amethyst Renaissance.
That leaves artifacts, setting, and monsters left to be completed. I expect the monsters to be a profound pain in the ass. I never enjoyed designing monsters for 3.5; I hope Pathfinder's process will be easier. Meanwhile, Ultramodern is still slogged with delays out of my control. Obviously, plans to have it released by Christmas have been scrapped.
One of the new additions to Renaissance sure to be folded into our 4th Edition game is an enhanced set of rules dealing with negative corruption and magic saturation. Previously, these rules only applied to humans and pagus. By introducing corruption into the setting, all creatures become vulnerable.
I didn’t bother inserting these rules into Foundations but they're being introduced with Renaissance. If DEM continues Amethyst into Factions (the next book, possibly for Pathfinder AND 4th Edition), you'll find these same rules. However, since I don't want to leave out the 4th Edition players, you can read and enjoy them now.
Note: With the PATHFINDER version, corruption changes your alignment in a more "realistic" way, drifting from one side of the alignment diagram to the other. The transition makes more sense (one instance where Pathfinder rules handle this better).
CORRUPTION Because of Ixindar's power of influence, there can never be a good spellcaster bound to Ixindar casting corrupt spells (at least not for very long). Eventually, the corruption seeps into the soul, distorting its view, and rendering the caster wicked. Characters with any alignment save for Lawful Evil cannot cast negative spells (those with the Death or Evil descriptors) without the risk of corruption. Attricana is no guarantee for good and every creature born of magic, save for pagus and shemjaza, are tied to it. On the flipside, the majority of those souls born or bound to Ixindar are evil. Those that are corrupted nearly always remain that way. Those born to the darkness have been known to move away from that skewed path, but this seldom occurs with those corrupted. Casting Attricana spells or using Attricana magic can turn someone into an echan, but it won’t affect alignment like Ixindar does. Corruption Point: When you use magic tied to Ixindar, you will fall under the influence corruption. This occurs the moment you wield a corrupted weapon, cast a negative spell, or study the language saeqaar. You start at level 1 with a corruption value of 0. These rules work the same as echan saturation points but are recording separately. You gain corruption points under the following circumstances: +2: You wield an Ixindar weapon (per minute). +2: You wear Ixindar magic armor (per hour). +2: You benefit from Ixindar magic items in your possession (per hour). +2: You study the arcane arts of the corrupted tongue of saeqaar (per day). +1: You drink an Ixindar potion. +4: You cast a spell bound to Ixindar. The moment you reach a corruption point of 20, you run the risk of changing alignments. At the beginning of each day, you receive the following corruption attack: +10+ (your corruption value – 20) vs. Will. If you are hit, your alignment changes Good to Lawful Good to Evil Lawful Good to Evil Unaligned to Evil Chaotic Evil to Evil Effectively you shift one step close to Evil. Even if already evil, corruption still takes place. The only alignment that doesn’t full under corruption is Evil itself. The moment your alignment shifts into Evil, your soul is bound to Ixindar. You no longer generate EDF, even if you had before. Your saturation point is set to zero (if you had it). If you acquire saturation points, you can revert to being an echan, but this does not affect your alignment. If you gain enough saturation points to switch to being echan, you corruption value is unaffected, and switching back to Ixindar is thus quite easy. The only way to expunge corruption points is with time. You will lose 1 corruption point each week as long as you don’t accrue any in that time. The moment you do, the time period resets. If your alignment changes before your value falls below 20, the alignment change remains. This is also true if you tie your soul to Ixindar.
ENCHANTMENT Some contest the claim that Attricana is less a source of magic and more a source of chaos. As the famous quote passed among wizards goes, “Anything you can think of thinks for itself.” Attricana is about life in every possible combination, breaking rules nature declares incontrovertible. A creature or force derived from these broken rules emanates that same chaos. Since most technology requires irrefutable laws of the universe to function, machines and magic cannot co-mingle. The confusion arises as to how can Ixindar succeed at this. Where Ixindar encourages control and order, even at the expense of intelligent life—which is itself a factor of chaos—Attricana encourages nothing other than the perseverance of intelligence, even at the expense of normal reality. This reality can stain a creature as much as Ixindar can, but where corruption can affect one's outlook on life, all Attricana can do is turn something into another catalyst of chaos, radiating the same aura of magic as the gate itself. This created a chain reaction 500 years ago forcing all remaining fragments of working technology into the bastions. Although all fae are slaves to magic, humans have a choice, being born via the normal rules of biology. They can choose to accept the world of magic or remain disciplines of science. There is no good or evil in this conflict. There is only opinion, and there is no wrong answer. However, the choice is often permanent. By wielding that magic sword, by casting that spell, a human ties his soul to Attricana, become one with the world of magic, and disrupting technology just as an elf would.
SATURATION POINT Saturation Point: If you are not a “radiant”—a creature tied to Attricana which radiates magic—then you are able to use technology without disruption. Only humans, pagus, and shemjaza fall into this category. However, if you use magic enough, eventually, you’ll become one with the world of enchantment, becoming a true echan in the same grade as even the fae. You gain no additional benefits but now generate EDF. You lose your capacity to use technology. The critical saturation point is 20. You start at level 1 with a saturation point of 0. You gain saturation points under the following circumstances: +1: You wield a magic weapon (per minute). +1: You wear magic armor (per hour). +1: You benefit from magic items in your possession (per hour). +1: You study the arcane arts (per day). +1: A beneficial magical effect (including magical healing) is placed upon you. +1: You drink a potion. +10: You are brought back from the dead via a spell or spell-life effect. +20: You bond with a non-human. +20: You select a supernatural lifepath The moment you reach a saturation point of 20, you now generate an EDF. Points do not immediately go away. If you do not accrue any additional points, you remove 1 from your saturation point total every week (unless bonded or selecting a supernatural lifepath; if so, you total can never drop below 20).
BY THE WAY, I said the Pathfinder version of corrupted makes more sense…
The moment you reach a corruption point of 20, you run the risk of changing alignments. At the beginning of each day, you must make DC20 Will save. This DC is increased by your corruption value – 20. If you fail, you alignment shifts one step using the Alignment Step diagram in the PATHFINDER CORE RULEBOOK. You shift one step close to Lawful Evil. You do not step diagonally, only down or left, as long as it is one step closer to Lawful Evil. You can choose which direction you take (for example, if Neutral Good and you fail a Will save, you can decide to become Neutral or Lawful Good. Even if already evil, corruption still takes place. The only alignment that doesn’t full under corruption is Lawful Evil itself. The moment your alignment shifts into Lawful Evil, your soul is bound to Ixindar. You no longer generate EDF, even if you had before. Your saturation point is set to zero (if you had it). If you acquire saturation points, you can revert to being an echan, but this does not affect your alignment. If you gain enough saturation points to switch to being echan, you corruption value is unaffected, and switching back to Ixindar is thus quite easy. The only way to expunge corruption points is with time (or in rare occurrences, an Atonement spell). You will lose 1 corruption point each week as long as you don’t accrue any in that time. The moment you do, the time period resets. If your alignment changes before your value falls below 20, the alignment change remains. This is also true if you tie your soul to Ixindar.
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| #449SerenaDawnJan 03, 2012 3:17:24 | It's a new year and DEM is still here.
I have assurances from my artist that commissions for Ultramodern4 will be completed in a timely fashion. However, Renaissance (our Pathfinder game) has not been laden with those delays. On December 31st, I finished the first draft, all 242,758 words of it. To put things into perspective, the previous Amethyst Foundations was 199,000 words, and that's not counting story segments.
Here is what people should expect with the final release: --10 playable races (chaparran, damaskan, gimfen, human, kodiak, laudenian, narros, pagus, tenenbri, and tilen) not including half-fae. --13 organizations to choose from, which offer minor improvements to the entire group. --44 (that's right, 44) lifepaths which can greatly affect both your race and your class. --8 new classes, all science-fiction-based. --3 new skills (Demolitions, Engineer, and Vehicle Operation) --Over 200 new feats. These include feats for races, lifepaths, and classes. --16 new fantasy melee weapons. --165 different firearms across all enhancement levels (ok, I admit, some are similar weapons at different enhancement bonuses, but that's still a lot). --25 new science-fiction melee weapons. --You can now use injections to impede enemies. --Players are able to now replace ammunition with high explosive, hollow point, or rubber. --Characters can throw grenades and set explosives and mines. --33 new types of armor including Medium and LARGE powered armor. --A FIRST for Amethyst, now players can modify their powered armor, including adding hit points, a flight pack, or an invisibility net. --Players can gain benefits from injected drugs, viral injections, and even nanomachines. --14 ground vehicles and 7 aircraft (and you can modify them as well). --14 fantasy prestige classes and 15 science fiction prestige classes. --New magic including artifacts. --24 new monsters including 3 new dragons. --An 11,000 word module to start people on their adventure.
All in all, not a bad little book, if I don't say so myself. I am still not prepared to publish it; have to make sure all my words are right and the rules are balanced. I'll keep you all updated.
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