The Final Draft In YOUR Hands!

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Alex
The Autarch
Joined: 2011-06-30 18:10
The Final Draft In YOUR Hands!

I have just distributed the final draft of the Player's Companion to our Kickstarter backers. I hope that you are as pleased with the final product as we are. It now has rules for designing a dozen types of spells, including the much-requested Summoning spells, and includes over two dozen new spells. 

 

Apart from any errata our editors may find, this is the draft we'll be taking into layout and design. If you see any mistakes, speak now or hold your peace until the Second Edition! ;)

 

 

James C. Bennett
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Joined: 2012-01-17 20:17

The Kickstarter link is taking me to the previous draft (v7).

moorcrys
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Joined: 2012-02-22 22:34

Yep. Same.

Alex
The Autarch
Joined: 2011-06-30 18:10

Well, that's not very helpful. Let me see if I can sort that out.

Alex
The Autarch
Joined: 2011-06-30 18:10

Should be fixed. Let us know!

James C. Bennett
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Joined: 2012-01-17 20:17

It works. Summon Berserkers is awesome, by the way.

I did notice one typo: in the Blast Spells table, under Effects, the cost for Maximum 1d damage is listed as "x0.144*.1".

Tim
Joined: 2011-07-11 14:04

You should be able to click on the link you received via the email after submitting the form and get the new file now. Worst case scenario you might have to resubmit the form again.  However, I don't believe you will have to do this.

I apologize for the inconvience and promise to remember to click the "Yes I am done" button next time.

jedavis
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Well, I'm digging the Note for Judges at the beginning. That's a nice thing to have up front in any supplement. I quite like Burning Hands; it's a lot of area, which means it's enough to potentially light the rest of your party members on fire, and also good for igniting oil at range. Potentially an Elementalist 1st-level DM-assigned L1 spell instead of Magic Missile, methinks. Deathless Minion is interesting; attractive thematically to the aspiring necromancer, but probably a bit situational.

Scouring Wind - "Creatures of ogre size or larger may move normally within a gust of wind." should maybe say Scouring instead of Gust of.

Is there any particular reason summoned berserkers and heros are vulnerable to dispel evil rather than dispel magic? Overall though, I really like the summoning spells; beat the tar out of "fiendish badger that lasts for one round" from 3.x.

Swift Sword - wow. That's a pretty nice spell, there.

Uncanny Gyration - not sure about this one. Guess I just won't let it fall into the hands of my players.

Overall, good update. I the extra flavors of spell creation are excellent, especially summoning; I look forward to making some Summon Undead equivalents for my party's Black Lore mage.

drnuncheon
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Joined: 2012-06-13 18:40

Uncanny Gyration - not sure about this one. Guess I just won't let it fall into the hands of my players.


-jedavis

If this is a D&D version of Phandall's Gyrator I am going to laugh myself sick.

Alex
The Autarch
Joined: 2011-06-30 18:10

Thanks for the feedback!

Overall Level of Power: One of our objectives in adding the new spells was to add spells that were good enough that they'd be used in preference to the old standbyes in certain situations. So Burning Hands and Summon Berserkers are meant to be viable alternatives to a 1st level mage's selection of Charm Person or Sleep, for example.

Burning Hands: If you review the templates, you'll notice that most of the Elementalist templates now have Burning Hands as their 1st level spell selection. 

Scouring Wind: Good catch, thanks!

Summoning and Dispels: No particular reason other than that I muffed up.

Swift Sword: Yes, definitely a good buff.

Uncanny Gyration: Are you worried its too powerful, or annoying, or what? My thinking was that it is less powerful than Hold Person, which is a spell of comparable level, since the gyrating target can still actually perform some activities, albeit at penalty. 

moorcrys
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Joined: 2012-02-22 22:34

I really like Uncanny Gyration - very flavorful and a fun spell. At the moment I would consider it a bit more powerful than hold person - while the duration on hold person is much longer and pretty much a save or die effect, that spell is limited to humanoid creatures at level 2. Hold Monster is a level 5 arcane spell. Currently, you can pick up and toss around an ancient dragon or a titan with uncanny gyration if it fails its saving throw.

Two things I might do. First, add a size or weight limit to the spell. Second, I might note in the description that flying creatures may move normally while under the spell's effects and do not suffer attack penalties since they can stabilize themselves in the air. They may even be immune to its effects entirely.

And yikes! What will the looks at the table be when that shaman first summons a dragon to join the fray?

Alex
The Autarch
Joined: 2011-06-30 18:10

Moorcys - great feedback. I wrestled with whether I needed to discuss flying creatures. I'll do so. There actually should be a weight limit to the spell, but I made the same mistake I did on Levitate of forgetting to include it.

Tavis Allison, who has a mind that's been scientifically engineered for the odd and uncanny, actually came up with the spell concept, so I'll let him know you dig it.

 

moorcrys
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Joined: 2012-02-22 22:34

Thanks, and I'm really loving how the Player's Companion has turned out. Great material all around, from the classes and templates to the class and spell building/magic research rules to the spells themselves... thorough, balanced, and creative. Chocked full of goodness.

Tom Hudson
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Joined: 2011-07-24 18:35

Do you have any idea when these babies will ship? I'm getting transferred to the UK for a year, so if they don't show up soon I'll have to hunt Alex down and hand him a $15 check for the international shipping. Kickstarter is still listing July as the estimate, which gives me hope, but if you're just going into layout now it sounds less likely.

Mr. Grogg
Joined: 2012-05-26 23:32

Is this also available to preorder customers? I preordered it in April after missing the Kickstarter, and was given a download link for v7. Can I now download the final draft, or do I need to wait for it to go to print?

mbeacom
Joined: 2012-04-16 15:40

I'm curious about this too. I got in the kickstarter via paypal. I got one email from tavis back in February with a link to the V3 version but have not gotten any updates since. What can I do to get the latest draft? The V3 link no longer works.

Alex
The Autarch
Joined: 2011-06-30 18:10

Player's Companion is in layout and design now. But production takes a while. I'd guess the PDFs will be available in August and the hardcovers in September.

The Domains at War Free Starter Edition and the Domains at War Backer PDFs will be available as a PDF in August. The Domains at War Kickstarter will be in September. 

 

jedavis
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Hey, minor typo found - on the Elven Courtier and Elven Enchanter spell progression tables, they're labelled as Eleven rather than Elven.

Thomas Weigel
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Joined: 2012-06-20 11:57

Some elves just need more dial than "ten" to contain their awesome.

Alex
The Autarch
Joined: 2011-06-30 18:10

Thanks! Great catch.

Alex
The Autarch
Joined: 2011-06-30 18:10

One last note: The bladedancer spell list was slightly modified.

At 1st level, Bladedancers gained Angelic Choir but give up Command Word. 

At 2nd level, Bladedancers gained Enthrall but gave up Find Traps.

At 3rd level, Bladedancers gained Cure Disease and Winged Flight, but gave up Cure Blindness and Locate Object.

Angelic Choir (because it's music-themed) and Enthrall (performance-based) were obvious fits for the class. Ianna is commonly portrayed with wings, so Winged Flight was another natural choice. I balanced this with the removal of Command Word (a 1st level staple) and the removal of Find Traps and Locate Object to make them less utilitarian. 

Cure Disease was simply a more useful spell in any game of ACKS than Cure Blindness. I wanted to ensure that a group in which "The Bladedancer IS the Cleric" had access to at least the basic staples of curative spells.

Jard
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Speaking of different spells for different clerics, what are some good guidelines for building spell lists for clerics of different dieties/religions?

Alex
The Autarch
Joined: 2011-06-30 18:10

It's actually left wide open.

You could, if you wanted, make a divine class that played very differently from the traditional Cleric. The Witch and Shaman in the Player's Companion are fair examples.

On the other hand, the Bladedancer is "cleric like" with just some changes. When seeking to make a "Cleric like" class, I generally retain the key divine spells such as cure wounds, restore life and limb, and flamestrike, and then sub-out spells of various types around that. So for example the Bladedancer gave up some a lot of divination spells (augury, find traps, locate object) in favor of personal enhancement spells (shimmer, swift sword, winged flight).  

 

 

Jard
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So generally we're talking about making up new spells, rather than subbing out for a big list? That aside, supposing I wanted to borrow certain spells from the arcane spell list as a shortcut alternative to making a bunch of new spells, is a good rule of thumb to make the divine version 1 spell level higher?

jedavis
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Raising level by 1 seems to be what was done with all the Witch spells which are also on the Mage list, so that's guideline supported by the text.

Alex
The Autarch
Joined: 2011-06-30 18:10

As a "rule of thumb" you can simply raise the spell level by 1.

If you want to take a more technical approach, check the Source modifier for the type of spell, as detailed in the Spell Creation guidelines. For the most part it works out to +1 level, but it does vary a bit.

James S
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Joined: 2011-07-29 12:36

Alex (or anyone else), have you got any thoughts on removing Restore Life and Limb from a Cleric based class (like the Bladedancer)?

Is it something that you've considered in the past but decided against? If so, what was your reasoning?

I'm thinking about taking it out of my Sunspear of Sol class spell list to push the curing of the most serious wounds towards the Priestess and Cleric classes, making the Sunspear less of a healer and more of a holy warrior. However I'm aware that doing so may have a significant impact on the mortality rate of a party with only a Bladedancer/Sunspear in it.

Tywyll
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I love this book. It's cemented ACKS as my favorite clone and made it so much more flexible than anything else out there.

New spell types rock. However I cannot find how to build 'buff' spells like bless and prayer. I'm sure I may just be missing it thanks to only reading the doc on my phone. Are spells like that in there?

Alex
The Autarch
Joined: 2011-06-30 18:10

"Buff" is not actually a spell type. I noticed that 99% of those types of spells were covered by either a Transmogrification or a Protection effect, so I decided not to create a separate "buff" category. It did leave 3 spells - Bless, Chant, and Prayer - undetermined.

If you want to allow your players to research new buffs, I'd recommend you simply treat them as  either Transmogrification or Protection-type spells and create spell effect costs. The existing spell effectts should give you a sense for the cost.

Tywyll
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Hey Alex,

Yeah I didn't know what else to call them...'empowerment' perhaps?

If the system can cover all the spells out there bar three, I think I suck it up. :-)

Tywyll
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Just thought of another...Sharpness. I'd guess that was some kind of Transmog effect though?

Alex
The Autarch
Joined: 2011-06-30 18:10

Sure, Sharpness is another example of an "Empowerment" spell type. There's a few other spells the system can't model:. Large-scale environmental modifications  (Move Earth, Lower Water, Summon Weather) and non-detect divinations (Wizard Eye, Clairvoyance. Commune). If we figure out a good model of those, maybe we'll release it later on as a free PDF or something.

 

 

 

jedavis
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Hey, found another bug I think. The Bladedancer 3rd-level spell list in the final review draft lists a spell called "Invulnerability to Evil" in italics. No such spell appears in the spell descriptions.

Alex
The Autarch
Joined: 2011-06-30 18:10

Invulnerability to Evil          Range: self

Divine 2 (Bladedancer)       Duration: 1 turn

This spell protects the caster from normal, non-magical attacks by “evil” creatures. Magic or silver weapons can harm the character, but any number of normal swords, arrows, clubs, or natural weapons wielded by an evil creature will be fended off. Evil monsters which themselves can only be affected by silver or magical weapons can still harm the subject, and evil monsters with 5 HD or more are able to affect the subject through natural ferocity. For purposes of this spell, evil creatures include hostile creatures of an alignment other than the caster’s alignment, and inherently evil creatures such as undead and summoned creatures of Chaotic alignment. 

***********

Great catch in noticing that this spell was missing! I've posted it above for those of you using the PC in playtests.

James S
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Joined: 2011-07-29 12:36

This spell is described as a Divine Level 2 spell, but only appears on the 3rd level Bladedancer spell list.

Which level should it be?

jeremy
Joined: 2011-12-01 18:51

Yo, I missed the kickstarter, but I've had a preorder in since a few days after the kickstarter closed. Any chance I could get a copy of the most recent PDF? If so, the email associated with my account would be a good place to send it.

Thanks in advance!

Agamon
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Joined: 2012-08-09 16:30

I got a link to the pdf when I pre-ordered. You didn't?

jeremy
Joined: 2011-12-01 18:51

No, but I preordered several months ago, so maybe it wasn't set up at the time...

jeremy
Joined: 2011-12-01 18:51

I was able to find this in the downloads section on this site (plus a bunch of other cool stuff as well!)

Dave2
Joined: 2012-02-18 10:21

I noticed in the core book that there was a table for rolling the type of soldiers that PCs attract, by class.
Will there be such an entry for the PH classes or should we just pick an existing table that seems appropriate?

jedavis
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Not sure if this merits a new thread or not, but I do hope the state of the table of contents in the pdf artified version of the PC that came out today is a known bug...

Also I really like the paladin's helmet, and the ruinguard's too (though I don't think he's ever shown wearing it). I also kind of expect the full-page art across from the Venturer entry to happen in play this evening...

Ludanto
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On that same note, now might be a good time to add a built-in PDF outline to the text, to make it easier to find stuff. I'd still like to have that on my ACKs PDF.

Tavis
Joined: 2011-07-01 15:40

The PDF that is on the download site is a preliminary version - we're late on our original projections of when the final PDF would be ready, so I wanted to get something out there in the meantime. Indexing and table of contents is the work that's going on now.

Beragon
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Joined: 2012-02-26 22:57

Is it too late to post errors? Mostly, I've noticed a few clerical errors.

Ludanto
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Oh, man, I so want that to have something to do with clerics. :)

Tavis
Joined: 2011-07-01 15:40

No, go ahead!

sean wills
Joined: 2011-07-07 19:39

Wow, the artwork - good stuff !

James S
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Joined: 2011-07-29 12:36

Various Errata-items:

P125 – Spider Climb – Should be italicized in the Arcane L1 spell list

P125 - Wall of Wood – Should be italicized in the Arcane L4 spell list. Listed as Arcane L4 on the spell list, described as Arcane L5 under the spell description

P125 - Scouring Wind – Listed as Arcane L5 on the spell list, described as Arcane L6 under the spell description.

P125 – Detect Secret Door – Should be italicized in the Arcane L2 spell list.

P125 – Protection from Normal Missiles - Should not be italicized in the Arcane L3 spell list

P125 – Oblivion – Should be italicized in Arcane L6 spell list

P126 - Protectionzz from Evil, Sustained. Too many z’s in the Cleric L4 spell list.

P126 - Invulnerability to Evil – Listed as Bladedancer L3 on the spell list, described as Bladedancer L2 under the spell description

P127 - Produce Fire – Description says L2 Priestess spell. Not listed on Priestess spell list.

P127 - 4th level Priestess spell list does not exist – 5th level list is copied twice.

P128 - Warp Wood – Listed as Shaman L2 on the spell list, described as Shaman L3 under spell description.

P128 - Shamans can only cast the Reversed version of Restore Life and Limb?

P128 - Locate Object – Listed as Witch L2 on spell list, described as a Divine L3 spell under spell description.

P128 - Cure Major Wounds – Listed as Witch L3 on spell list, described as a L3 Priestess Only spell under spell description.

P129 - Animate Dead – Listed as Witch L4 Tradition spell, does not appear in Players Companion as a Divine Spell. Exists as Arcane L5 spell in Core rules

Alex
The Autarch
Joined: 2011-06-30 18:10

That's super helpful. Thank you.

Alex
The Autarch
Joined: 2011-06-30 18:10

 

P125 - Wall of Wood – Should be italicized in the Arcane L4 spell list. Listed as Arcane L4 on the spell list, described as Arcane L5 under the spell description

APM: It's a L4 spell.

P125 - Scouring Wind – Listed as Arcane L5 on the spell list, described as Arcane L6 under the spell description.

APM: It's a L5 spell.

P126 - Invulnerability to Evil – Listed as Bladedancer L3 on the spell list, described as Bladedancer L2 under the spell description

APM: It's a L3 spell.

P127 - Produce Fire – Description says L2 Priestess spell. Not listed on Priestess spell list.

APM: It's not a Priestess spell.

P128 - Warp Wood – Listed as Shaman L2 on the spell list, described as Shaman L3 under spell description.

APM: It's a L2 spell.

P128 - Shamans can only cast the Reversed version of Restore Life and Limb?

APM: That's correct.

P128 - Locate Object – Listed as Witch L2 on spell list, described as a Divine L3 spell under spell description.

APM: Witches get Locate Object as a L2 spell, like mages. We will add a spell entry for this.

P128 - Cure Major Wounds – Listed as Witch L3 on spell list, described as a L3 Priestess Only spell under spell description.

APM: Cure Major Wounds is a Witch spell.

P129 - Animate Dead – Listed as Witch L4 Tradition spell, does not appear in Players Companion as a Divine Spell. Exists as Arcane L5 spell in Core rules

APM: It is the reverse of Smite Undead (L4).

 

Beragon
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Joined: 2012-02-26 22:57

I sent a pdf of grammar errors to Tavis a couple of days ago, most of them pertained to the class powers index. I hope he received it... if not, I can re-post them here.

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