Expalanatory text behind theme and design below.
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A few design notes and stylistic notes:
On the wide variance of resources at base: Bards in a lot of settings are "jack of all trades" - capable of a bit of everything. While this wasn't the aim here (the base Bard is definitely a mage at heart, even if its skills are more easily viewable as a "support" skillset), the wide resource pool reliance was consciously chosen in part to reflect the "jack of all trades" concept.
On the Celestial resource pools: This has two arguable roots in the story as it stands. It could simply be what was discovered of the Celestial arts in the West, or the Bards could be integrated into the East as the support specialists - you have the Sun Paladins as frontal offense, Anorithils as mage blasters, so Bards make a good support group to the two, I feel. The latter element is what I'd like to work with - the East is mostly empty right now compared to its size, so having an event where you save the Bard (or his remains) to unlock the class would be fitting.
On the lack of a signature weapon/an instrument weapon: While we're perfectly willing to let someone else design this, it felt outside the scope of this idea. As the small coterie who worked on this hashed out, the bardic and musicial tradition is probably much more of a vocal tradition in this world. There's not really any groups that seem that they'd be dedicated to bringing back musical tradition in other forms when the world's just now crawling back from the brink.
Rhythm: Sustaineds cost this; user starts with 10/10. Some items may boost this. Skills use remaining Rhythm for bonus effects. In other words, the more Sustaineds you run, the lower the effect of each skill will be - so it's meant to be a conscious tradeoff between getting neat support effects versus powerful ones. With most sustaineds, this dynamic isn't present (it's a binary "can I afford to have this on y/n") which, while understandable, doesn't use the system to the fullest. Neither does this! But hopefully it gives people ideas.
Stats: Cunning is the baseline stat for Bards - it's what unlocks (almost?) all the Song trees. By their nature as multi-trick beasts, they're also reliant on a lot of stats. Bards require Mag/Cun and some Con, Storycrafters run Str, Mag, Cun, and Con at minimum, and Rescorers want Dex, Wil, Cun and Con. While some of this can be alleviated, the stat problems are a decent cost for the opportunities the classes give. And yes, Storycrafters and Rescorers are further Bard ideas that will hopefully also see implementation.
Class:
Spell - Storm (Lock)
Spell - Phantasm
Song - Thunder Call (new)
Song - Melody of Light (new)
Song - Dark Harmony (new)
Song - Performance (Lock, L20) (new)
Generic:
Spell - Divination
Song - Wandersong (new)
Song - Hearthsong (new)
Celestial - Chants
Celestial - Hymns
Cunning - Survival (Lock)
Song - Thunder Call (1.3) (Bard) (Class) (Mana)
L1: Thunderclap: Offensive song, Nova targeting, silences. Rhythm improves radius.
- Damage split evenly between Lightning and Physical elements in radius [1+talentLevel()/3+Rhythm/4]. Can silence based on spell power for talentLevel()-1 (min 1) turns.
- Formula: 35 base, 150 max, result added to s.power*talentLevel()/10.
L2: Rumbling Bass: Offensive song, beam targeting, stuns. Rhythm improves stun duration.
- Damage split evenly between Lightning and Physical elements in beam length [6+talentLevel()/2]. Stun chance is based on spell power, lasts for talentLevel()+Rhythm/2 turns.
- Formula: 50 base, 180 max, result added to 50/min(10-talentLevel() or 0.5)
L3: Charged Ballad: Sustained, adds Spellshocked to offensive spells, adds Spellpower based on remaining Rhythm.
- ~150 mana sustain, 20%/40%/60%/80%/100% spellshock option, gives (talentLevel()*Rhythm/1.5) Spellpower.
L4: Stormy Virtuoso: Increases duration of crosstier effects caused by lightning spells, and improves lightning resistance cap. At L4 raw, also improves duration of crosstier effects for other spells (but at a much lower rate).
- Duration improved by ceil(talentLevel()/3) (so 1/1/2/2/3), lightning resist cap increased by (5*rawTalentLevel()), at L4 adds floor((talentLevel()-1)/3) (so -/-/-/1/1) duration to non-lightning spells
Song - Wandersong (1.2/1.3/X) (Bard/Storycrafter/Rescorer) (Generic) (None)
L1: Traveler's Tune: Sustained, adds movement speed and trap detect/disarm. Rhythm improves trap detect/disarm. At L4/5, gives a small action speed boost.
-talentLevel()*6.5% movement speed boost, <crib from trap skill> detection/disarm, also give max(talentLevel()-4.2 or 0)*4.3% action speed bonus.
L2: Brave Beat: Sustained, adds m.save and s.save. Rhythm improves both saves.
-use combatTalentSpellDamage() formula, Cunning instead of SpellPower, base 8, max 45, add talentLevel*Rhythm/4 to result.
L3: Roaming Road: Passive, adds HP, Mana regen, Stam regen, and Paradox reduction(?) (if the relevant resources are possessed), based on Rhythm remaining.
- X*talentLevel()*(Rhythm+floor(talentLevel()/2)), X is 0.05 HP regen, 0.02 for Mana regen, 0.025 for Stam regen, 0.03 for Paradox reduction.
L4: Return Home: Sustained. When activated, the user places a Mark in range [talentLevel()*1.2], and gains a Return talent (see for reference how the Anorithil Jumpgate works). When Return is used, if the user is more than [60-5*talentLevel()] tiles away, they warp to within [9-rawTalentLevel()] tiles of the chosen location. At talent level 4+, the user can place the mark outside of LoS (on attempt to place within wall or notele zone, Return Home goes on cooldown); at talent level 5+, user may teleport targets to the point chosen.
Song - Hearthsong (1.3/1.1) (Storycrafter/Bard) (Generic) (None)
L1: Healing Thrum: Defensive song, heals HP in radius 1 zone and also adds regen effect. Rhythm improves healing/regen effect. No cost.
- (50*talentLevel()+Cun
L2: Meledy of Memory: Sustained, reduces duration of non-physical status. Rhythm improves duration reduction.
- (max (talentLevel()*max(Rhythm-3 or 3)*1.5 %, (talentLevel()+1)%) duration reduction, max 100% (for ID)
L3: Plowshare Song: Sustained, boosts phys resist and grants evasion. Rhythm improves phys resist. Dex improves evasion.
- (talentLevel()*2.5*(Rhythm/2 round up)% phys resist, 5+talentLevel()*getDex(6) evasion)
* Willing to move this to 4 if considered too powerful as a consistent ability.
L4: Vitalizing Notes: Sustained, boosts healing effect%, disease res%, poison res% and bleeding res%. Rhythm improves resistances.
- (talentLevel()*3% +healing effect%, (10+(Rhythm))*5*talentLevel()) disease/poison/bleed res%, cap 100%)
Song - Melody of Light (1.3) (Bard) (Class) (Pos)
L1: Light Staccato: Offensive song, does light damage, line target, applies a status that can Stun randomly. Rhythm improves status' chance to Stun. Gives Pos.
L2: Luminoso: Passive. Grants a small amount of light/darkness resistance and spellpower. At L3, also makes all Light spells illuminate their targeted area.
L3: Chromatic Canon: Offensive song, does light damage, bomb radius, applies the Chromatic Canon magical status (inflicts Chromatic Canon's damage randomly) on afflicted target. Rhythm improves damage. Gives Pos.
L4: Starry Finale: Offensive song, does light damage, nova radius, rolls to remove each status individually (pos/neg) on target and does additional damage for each removed. Rhythm improves removal chance. Costs Pos.
Song - Dark Harmony (1.3) (Bard) (Class) (Neg)
L1: Dreamy Nocturne: Defensive song. Boosts spell save for ten rounds and heals slightly. Rhythm improves boost to spell save and heal. Gives Neg.
L2: Pitch Black: Offensive song, does darkness damage, nova radius, applies a status that can Blind randomly. Rhythm improves status' chance to blind. Costs Neg.
L3: Silent Coda: Offensive song, does darkness damage, bomb targeting, 2 radius, applies a status that can Silence randomly. Rhythm improves status' chance to silence. Costs Neg.
- -15 negative energy
L4: Symphony: Passive. Permits additional Chants/Hymns to be activated; buffs Chants/Hymns by a small amount.
- (+talentLevel()*2 damage, +talentLevel()% buff to primary effect, talentLevel() additional Chants or Hymns usable)
Song - Performance (1.3/1.2/1.0) (Bard/Rescorer/Storycrafter) (Class) (None) (Unlocks at L20?)
L1: Largissimo: Passive. Increases duration of status from songs.
- (+talentLevel()*3% added duration.)
L2: Crescendo: Passive. Basically modified Bloodlust from Reavers.
- (+talentLevel() S.Pow/target, reduces by 1 raw point per turn)
L3: Libero: Passive. Grants daze and silence resistance.
- (+ [talentLevel*7] %daze, [talentLevel*14] %silence resistance)
L4: Virtuoso: Passive. Increases max Rhythm.
- (Rhythm +[talentLevel()]).
A spreadsheet I use to help me get damage estimates here. Requires knowing the inner code workings a bit but is productive if you do.