u/IslandNew4279

Codex Class Beta for Summoner and Beastheart, let's help with feedback and bug hunting!

Codex Class Beta for Summoner and Beastheart, let's help with feedback and bug hunting!

https://store.steampowered.com/news/app/2902740/view/697638843022575535

The devs have asked for feedback and bug hunting, let's help them out!

Directly from the news: Beastheart and Summoner Beta

Today we are officially releasing the beta versions of both the Beastheart and the Summoner at Level 1. Please give them a try and let us know what you think and report any bugs you find. Over the next few weeks we’ll continue to build out more of these classes until all 10 levels are implemented and polished.

Beta Release and Player Content Strategy

We think it’s important that players have as few restrictions as possible to play classes and use the various player options we create. If you own a copy of the Draw Steel Codex you will get fully playable versions of these classes, first in beta as we release updates week-by-week, and then ultimately the full versions. All as part of your purchase of the Codex.

Our goal is to eventually have every class and player option we create be in the Codex, starting with these two. The Beastheart and the Summoner are no additional charge because they are now (or soon will be) in the open license.

Bug Reporting

You can post bugs here on Steam, but the best way to report bugs on the Beastheart and the Summoner is to go the DMHub Discord to see if there is already a report the codex-bug-reports channel and post a new report if there isn't one.

u/IslandNew4279 — 2 days ago

Hey there Draw Steelers!

During our adventure in an official product we stumbled upon a trap, and while combat sees you always making constant progress, I was a bit baffled by the potential lack of progress during the skill tests.

We failed to notice the trap and triggered it. Then rolled to disarm. It went something like this:

  • first roll Tier 2 : you don't trigger and don't disarm. Can roll again.
  • second roll Tier 1 : Trigger trap
  • third roll Tier 2
  • fourth roll Tier 2
  • fifth roll Tier 3 : you disarm the trap

having five rolls (or six if you include the first triggering of the trap) felt kinda tedious and not in the Draw Steel spirit. It might have been an edge case, but it was our first encounter with this type of potentially looping sequence during a test.

Going forward I was thinking of introducing fail forward mechanics via a small tweak and wanted to ask for feedback/unforeseen consequences if we were to house rule this (mainly if this would unbalance the game/math considerably? Do you think an increase in trap damage by 1 or 2 points would be necessary?)

**My proposal looks like this: Keep Tier 1 and 3 as is, but change Tier 2 to this:

  • Tier 2 : You don't trigger the trap and don't disarm. Can roll again. (Optional for easy test: you gain insight into the mechanism and add a +2 bonus to further rolls - note specifically not an edge, as to avoid potential double edges and automatic upgrades to outcome tiers) If you get this result again, you manage to disarm the trap but in the process trigger it one final time**

Essentially it would change the hard "no" result on further attempts into a "yes, but" / success with consequence result and put a cap on the potential loop.

Thank you for reading this wordy post!

/e: thanks for explaining that it already works like this for the most part! We are all new to Draw Steel / TTRPG in general and perhaps it's a bit unfortunate that the first trap you encounter in the Starter Adventure is a "hard" one with this specific T2 no/null result, pretty much the only exception unlike the easy and medium tests where there is a fail forward mechanic. This had us falsely assume traps work like this in the game in general plus we weren't accustomed to think outside the box at this point. Looking forward to drawing more steel in the future! :-)

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u/IslandNew4279 — 19 days ago