[19:30] <+DavidPrizio> So hello to everyone and thanks for being here for the Q&A for the Triten Gaming System! I’m David and I’m the project creator and lead designer for Triten. This started out many years ago as one of those little hobby side projects and it sort of grew into this crazy thing that it is today over years and countless playtest campaigns.
[19:31] <+DavidPrizio> So what Triten is… I think the best way to describe it is that it’s a whole new toolbox to use for pen and paper roleplaying games, our first version here being specifically focused on medieval fantasy.
[19:32] <+DavidPrizio> The ultimate goal was to aim for the sweet spot between maximum simplicity and maximum versatility, and I feel very confident that we got really close to getting really close to where we were aiming.
[19:32] <+MikeMurdock> so in short
[19:32] <+DavidPrizio> And when I say maximum simplicity, I don’t mean to say that this is a simple and watered down RPG system. The mechanics are deep and robust and expansive and they will take some time to learn.
[19:32] <+MikeMurdock> Gurps with furries and not the number crunchy insanity?
[19:33] <~Dan> (Please hold questions until we get a (done) from our guest. Thanks! 🙂 )
[19:33] <+MikeMurdock> oh sorry XD
[19:33] <~Dan> (No worries. 🙂 )
[19:33] <+DavidPrizio> (I’ll get to ya, don’t worry!)
[19:34] <+DavidPrizio> So the mechanics and content will take a little bit of time to learn and explore, as any deep P&P RPG game will.
[19:34] <~Dan> (Welcome to #rpgnet, LeoFenris!)
[19:34] <+DavidPrizio> But where I think we succeeded is that it is very easy to learn, and the mechanics are very intuitive.
[19:34] <+DavidPrizio> When I was doing demos and playtests at BLFC, I would have Person A show up, and I was going through character creation with folks as a way to introduce them to the system.
[19:35] <+DavidPrizio> And Person B would show up 20 minutes later, and Person A would just go immediately into explaining to that person how to do things!
[19:36] <+DavidPrizio> There’s a lot here, there’s a ton of content, but it’s easy to pick up, it’s easy to customize, and it’s easy to use, and it provides what I feel is a very powerful and fun toolbox for players, both new and highly experienced, to tell some fantastic stories.
[19:37] <~Dan> (Welcome to #rpgnet, Guest99, portaljaguar2!)
[19:37] <+DavidPrizio> As far as content… over 40 races in the core book. And you can add your own custom race in less than 5 minutes and slip it right in with no trouble at all.
[19:37] <+LeoFenris> (Thanks! I’m mostly just listening in, but I might pipe up some)
[19:37] <+Guest73> 1st time here
[19:37] <+DavidPrizio> 7 schools of magic and hundreds of spells. Let’s take Geomancy for example, which is one of our schools that is focused on fire and earth based magic.
[19:37] <~Dan> (Welcome to #rpgnet, Guest73! You can set your name with the /nick command. 🙂 )
[19:38] <+DavidPrizio> We have about 30 spells provided in that school for you, but if you want to add your own spell that you think fits the theme of the school, it’s extremely easy to put together some custom content, your GM puts a smiley face on it, and you’re good to go.
[19:38] <~Dan> (Guest73: e.g., /nick Dan 🙂 )
[19:38] <+Guest73> No idea how. Plus kijd of difficult on kindle
[19:39] <~Dan> (Welcome to #rpgnet, DxManiac!)
[19:39] <+DavidPrizio> Don’t like any of our 7 schools of magic? No problem. You can create an entire school of magic all your own with a couple dozen spells and drop it right into the system and it fits right in with no bending, twisting, or straining required.
[19:39] <+Guest73> Kind of cool to think these things still exist
[19:40] <+Guest73> What game?
[19:40] <~Dan> (Guest73: (Link: https://www.kickstarter.com/projects/1422354751/triten-gaming-system)https://www.kickstarter.com/projects/1422354751/triten-gaming-system )
[19:40] <+DavidPrizio> I am discussing the Triten Gaming System 🙂 We will be open for questions shortly! 😀
[19:40] <~Dan> (Howdy, Will!)
[19:41] <+DavidPrizio> As far as our base mechanics… Triten is a skill-based system so there are no classes. There aren’t artificial restrictions on what you can do. Each character is built by training in over 40 different skills, picking the ones that best fit how you want to play. Every character is a totally customized and unique creation, exactly how you design it.
[19:42] <+DavidPrizio> The name Triten (three+ten) is from our core mechanic.
[19:43] <+Guest92> Was 73, thouhgt wasnt loading
[19:43] <+DavidPrizio> All skill checks (which are the bread and butter of the system) are made by combining 3 numbers, each of which range from 1-10 generally (there are some rare exceptions)
[19:44] <+Guest92> By rolling dice?
[19:44] <+DavidPrizio> So the first of those will be 1d10 for the random chance factor. The second of those would be one of your primary attributes (Let’s say Dex). The third would be your skill rank of the skill you are using (and skills are level up from rank 1 to rank 10).
[19:44] <+Guest92> 😊
[19:44] <+DavidPrizio> So if you’re attacking that goblin with your sword, you make a Sword check. Say, roll 1d10, add your 6 Dex, and add your 6 Sword skill ranks.
[19:45] <+DavidPrizio> All of our mechanics are direct correlation like that.
[19:45] <+DavidPrizio> If you have 6 dex, that means you add 6 to your dex-based skills.
[19:45] <~Dan> (Welcome to #rpgnet, Pierangelo!)
[19:47] <+DavidPrizio> So once you get your selection of broadly used skills, you then further specialize by learning Talents (akin to feats from D&D) which let you do very specific things, such as Double Attack, or Dual Wield, or Counter Magic.
[19:47] <~Dan> (Welcome to #rpgnet, Guest37! You can set your name with the /nick command; e.g., /nick Dan 🙂 )
[19:47] <~Dan> (Welcome to #rpgnet, RussBrown!)
[19:47] <~Dan> (Howdy, Janus!)
[19:47] <+DavidPrizio> And, like always, if you can think of some talent that you want, but it’s not in the book, it’s extremely easy to add custom content.
[19:48] <+Guttedmicrobe> sounds pretty awesome
[19:48] <+DavidPrizio> You can also further customize with gifts and flaws, all of which are mechanically significant.
[19:49] <+DavidPrizio> And we also have a nice big selection of items, and there’s a robust in-game crafting mechanics through our Craft skill.
[19:50] <+DavidPrizio> And though we have a great deal of content, we’ve gotten everything packed neatly into a character sheet that is 1 side of 1 page, one of my primary design goals.
[19:52] <~Dan> (wb, RussBrown)
[19:53] <+DavidPrizio> When facing off in combat with opponents, you’re always making opposed skill checks, rather than trying to overcome a specific DC. This keeps combat very dymanic.
[19:53] <+DavidPrizio> also dynamic
[19:53] <+DavidPrizio> By dymanic works too 😛
[19:53] <+DavidPrizio> So, I attack you with my sword, it’s my sword skill vs. your defense skill, let’s say dodge for this example.
[19:54] <+DavidPrizio> Now if I successfully hit you, then your armor, which provides Damage Reduction (rather than a bonus to your defense) will mitigate some of that damage.
[19:55] <+DavidPrizio> And just like your skills are customized to your character, so is your equipment.
[19:55] <+DavidPrizio> You have a selection of slots,(e.g. Chest, Legs, Hands, etc.) and then you choose exactly the equipment you want in each place.
[19:56] <+DxManiac> You state that it is straightforward system, with that you mean its a simple system, right? Just add your stat, skill and a die?
[19:56] <+DavidPrizio> It’s a robust and deep system, but its mechanics are very intuitive and easy to learn.
[19:57] <+DavidPrizio> That’s correct. Make a check… roll 1d10, add stat, add skill. There’s your check.
[19:59] <+DxManiac> Ok, followup question. In my oppionion D&D 5th is a simple system, and lacking in various areas. How would you compare Triten to D&D 5th in complexity? or are the to different to compare.
[19:59] <~Dan> (Want to go ahead with questions, DavidPrizio?)
[20:00] <+DavidPrizio> Yeah I think I’ve covered the major topics of the game and I’m happy to start the Q&A
[20:00] <~Dan> (Thanks! The floor is open to questions!)
[20:00] <+DxManiac> Sorry if I jumped the gun.
[20:00] <~Dan> No worries, DxManiac.
[20:00] <+GamerLeaf> Family friendly?
[20:01] <+DavidPrizio> I am sad to say I’ve yet to have the opportunity to play D&D 5E but I have reviewed the system to some extent so I have a little bit of familiarity with it.
[20:01] <+DavidPrizio> Yes absolutely family friendly 🙂
[20:01] <+GamerLeaf> Kids can play? What age do you suggest as starting?
[20:02] <+DavidPrizio> Lemme finish with Dx real quick and I’ll get back to that! Gamer 🙂
[20:03] <+DavidPrizio> From what I have seen of 5E, at the end of the day, it’s still d20 system. It’s been cleaned up and polished in a lot of really great ways from previous versions, but we’re still working within that same structure by in large.
[20:04] <+DavidPrizio> I would say Triten’s rules are much easier to learn and use than anything I have seen from d20.
[20:05] <+DavidPrizio> GamerLeaf – For kids playing, I would probably recommend… hard to say, 12+?
[20:05] <+DxManiac> ok, Im just ccurious because I’m that weird guy that thinks the Shadowrun system sometimes needs more rules 😀 . But I will say it sounds interesting.
[20:06] <+DavidPrizio> If only for the fact that pen and paper roleplaying games tend to require a lot of focus 🙂
[20:06] <+GamerLeaf> This is pen and paper?
[20:06] <+DavidPrizio> The content of Triten is pretty innocuous though. There’s an application of the Influence skill for Seduction, but you can gloss over that part with your kids 😛
[20:07] <+DavidPrizio> Yes, this is a pen and paper roleplaying game, in the same vein as d20
[20:07] <+DavidPrizio> Excuse me, D&D
[20:07] <~Dan> Do you have a character sheet posted that we can see?
[20:08] <+DavidPrizio> I can in about 2 minutes! :3
[20:09] <~Dan> No worries. 🙂
[20:09] <+DxManiac> I would love to see it.
[20:09] <+GamerLeaf> Why d you go route of kickstarter?
[20:10] <+DavidPrizio> (Link: http://www.tritengaming.com/tritencc.pdf)http://www.tritengaming.com/tritencc.pdf Here is our demo character sheet that we showed off at BLFC. This is not the final version and subject to a few more tweaks before release.
[20:11] <~Dan> Let’s see here…
[20:12] <+DavidPrizio> GamerLeaf – I started up a new publishing company to get this product out, but as this was out first product, we felt the best way to get started was through Kickstarter
[20:12] <~Dan> I see that you distinguish between Dexterity and Agility. That’s good. Can you give some examples of skills that use either?
[20:12] <+DavidPrizio> But even so, I suspect I will continue to use Kickstarter for new releases because it is such a great way to generate interest and showcase your products, as well as gauge interest
[20:12] <+GamerLeaf> Coolbeans
[20:12] <+DavidPrizio> Sure
[20:13] <+DavidPrizio> So how I break it down… Dex = hands and arms. Agi = the rest of you
[20:13] * ~Dan nods
[20:13] <+DavidPrizio> The Dodge defense skill, and the Acrobatics skill use Agility
[20:13] <+DxManiac> so dex for fighting and agi for not falling?
[20:13] <+DavidPrizio> Where as, melee weapons, ranged weapons, those will use Dex
[20:14] <+DavidPrizio> There is a Martial Arts skill as well which is used in unarmed combat situations, that one is actually agility based 🙂
[20:14] <~Dan> Cool.
[20:15] <~Dan> How is fatigue determined?
[20:15] <+DavidPrizio> Fatigue comes from a few different places
[20:16] <+DavidPrizio> If you notice on HP and MP, it’s noted to track the 1/2 and 1/4 points
[20:16] <+CrusaderCat> I like the character sheet
[20:16] <+DavidPrizio> Thank you!
[20:16] <+DavidPrizio> That is because if you fall below 1/2 or 1/4 hp or mp, you will incur fatigue… because the more injured or exhausted you get, the harder it is for you to do… well… everything
[20:16] <~Dan> MP = Magic Points?
[20:16] <+DavidPrizio> Yes
[20:16] <+DavidPrizio> And fatigue is very simple, for each point of it you have, you take a -1 penalty to all checks
[20:17] <+DavidPrizio> Fatigue can also come from, say, hunger and thirst, or poison or disease, or other spell effects
[20:17] <+DavidPrizio> Alcohol, lol
[20:17] <+CrusaderCat> What does AP mean?
[20:18] <+Guttedmicrobe> seems like a fun mechanic
[20:18] <+DavidPrizio> Touching up those boxes with slightly better labels was a suggestion we’ll be implementing!
[20:18] <~Dan> (Welcome to #rpgnet, Guest97!)
[20:18] <+DavidPrizio> AP is your Appearance!
[20:18] <~Dan> And SP?
[20:18] <+DavidPrizio> And Speed 🙂
[20:18] <+DavidPrizio> HP, MP, SP, and AP are all derived from your primary stats
[20:19] <+DavidPrizio> One of our few not-direct-correlations, but still simple
[20:19] <+DavidPrizio> HP = Con * 10
[20:19] <+DavidPrizio> MP = Int * 10
[20:19] <+DavidPrizio> SP = Agi * 10
[20:19] <+GamerLeaf2> Does it look like more people are going for print versions?
[20:19] <+DavidPrizio> AP = Att(ractiveness) * 10
[20:19] <+DavidPrizio> … good question, let me see
[20:20] <+CrusaderCat> Well in that case, my AP would be really really high XD
[20:20] <+DavidPrizio> Of our 50-odd backers, 17 got the digital-only option
[20:20] <+DavidPrizio> so 2/3 of our backers have purchased at least 1 physical book
[20:20] <+DavidPrizio> Thus far
[20:20] <+LeoFenris> I think one of my favorite parts about the Fatigue mechanic is if you’re in a tough fight, and you have 1 HP left, you’re not going to be in all-powerful perfect shape…
[20:20] <+GamerLeaf2> what kind of turn around time are you looking at on for physical?
[20:20] <+shinoengimono> so ap would be for something like a charm?
[20:21] <+DavidPrizio> AP has a fairly simple effect
[20:21] <+LeoFenris> you’re going to be bleeding out and in deep trouble at 1HP, and not going to be able to fight nearly as effectively.
[20:21] <+DavidPrizio> Exactly, Leo! 😀
[20:21] <~Dan> Good point, LeoFenris.
[20:21] <+DavidPrizio> AP modifies all social skills
[20:21] <+CrusaderCat> Yeah, I prefer to have digital and hard copy, I don’t want to have to turn on my laptop when I can just read a manualm
[20:21] <~Dan> So you’ve got an AP for that?
[20:21] <+CrusaderCat> lol
[20:22] <+DavidPrizio> Because at the end of the day, the better you look, the more people listen to you (obviously not in 100% of cases, but it’s a pretty widely effective measurement, lol)
[20:22] <+DavidPrizio> GamerLeaf2 – All products we expect to ship november this year, including books
[20:22] <+DxManiac> Is there a list of gifts, flaws and racial perks, or is that something wou determin with your GM?
[20:22] <+Guttedmicrobe> thats cool, so if your a big brute people may not want to talk to you
[20:23] <+DavidPrizio> You can make attractiveness your dump stat, but it’s going to -severely- impair your social skills
[20:23] <+DavidPrizio> there’s a penalty for all that minmaxing 😛
[20:23] <~Dan> If you make attractiveness your dump stat, things get ugly real quick.
[20:23] <+GamerLeaf2> what kind of setting?
[20:23] <+DavidPrizio> There is a list of gifts and flaws yes. You can also add your own if you think up new ones very easily.
[20:23] <+DavidPrizio> lol Dan
[20:23] <+Guttedmicrobe> lol
[20:23] <+DavidPrizio> Each race gets 2 racial perks
[20:24] <+DavidPrizio> Usually a skill bonus and then some other random goodie
[20:24] <+DavidPrizio> If you make your own race you can determine your own perks with your GM’s permission
[20:24] <+GamerLeaf2> Goodnight y’all kind of fun!
[20:24] <+DxManiac> ok, I must say you are starting to win me over.
[20:25] <+DavidPrizio> ^_^
[20:25] <+DavidPrizio> I… make confident claims about this game
[20:25] <+DavidPrizio> And I make those claims because… over and over and over again, I sit down with people, and I teach them what this game is, and how to play it
[20:25] <+DavidPrizio> And every, EVERY single time, the response has been highly positive
[20:25] <+Guttedmicrobe> it definitely sounds very fun
[20:26] <~Dan> What are some of the more exotic races you offer?
[20:26] <+LeoFenris> PENGUIN! 😀
[20:26] <+DavidPrizio> Penguin xD
[20:26] <+LeoFenris> Lol
[20:26] <+Guttedmicrobe> lol
[20:26] <+Will> Moot moot!
[20:26] <+DavidPrizio> Haha, lemme elaborate further
[20:26] <~Dan> Please do. 🙂
[20:26] <+DavidPrizio> So right now what we have available, races are broken down into 4 primary categories
[20:26] <+DavidPrizio> Standard (human, elf, dwarf, etc.)
[20:26] <+DavidPrizio> Avian, Reptilian, and Mammalian
[20:27] <+DavidPrizio> Wanna make what is basically a ninja turtle
[20:27] <+DavidPrizio> You can literally do that
[20:27] <+DavidPrizio> We have a turtle race
[20:27] <+MikeMurdock> bat? :3
[20:27] <+DavidPrizio> Yes
[20:27] <+DavidPrizio> And they fly
[20:27] <~Dan> That’s no good. The story would be about turtles, then.
[20:27] <~Dan> And nobody likes a turtle tale.
[20:27] <+DavidPrizio> Haha
[20:27] <+DavidPrizio> And, of course, as the GM, you can very easily say
[20:28] <+DavidPrizio> In this game, standard races only
[20:28] <+DavidPrizio> Or mammalian races only
[20:28] <+DavidPrizio> Hell, humans only
[20:28] <+DavidPrizio> Penguins only
[20:28] <+DavidPrizio> Happy feet dance off, let’s go
[20:28] * ~Dan chuckles
[20:28] <+Guttedmicrobe> march of the penguins campaign
[20:29] <+LeoFenris> XD
[20:29] <+DavidPrizio> And it sounds silly
[20:29] <+DavidPrizio> But if that’s the game YOU want to play
[20:29] <+DavidPrizio> You can play it
[20:29] <+LeoFenris> All-Penguin campaign…. that sounds like a challenge
[20:29] <+shinoengimono> what about mix breed like quetzalcoatl
[20:29] <+DavidPrizio> You can easily make a custom race!
[20:30] <+DavidPrizio> I got to the point where I had so many races I had to start taking them out because it was getting out of hand
[20:30] <~Dan> Is 1-10 the human scale or the universal scale?
[20:30] <+DavidPrizio> Universal* (<asterisk :P)
[20:30] <+DavidPrizio> So the perfectly average human would have 5’s in all stats
[20:30] <+Will> I may have missed it, but I assume this is no particular genre?
[20:31] <+DavidPrizio> This is medieval fantasy 🙂
[20:31] <+DavidPrizio> But we have a sci fi version in the works already
[20:31] <+Will> Oh, duh. K
[20:31] <+DavidPrizio> And I am getting endless requests for steampunk too!
[20:32] <~Dan> Right, but what about things that are superior to humans?
[20:34] <~Dan> Whoops… Netsplit.
[20:35] <+Will> Ugh.
[20:35] <+Will> I missed any responses to my question(s)
[20:35] <~Dan> Been a while since I’ve seen one of those.
[20:35] <+LeoFenris> (Blip!)
[20:35] <~Dan> wb, folks!
[20:36] <+MikeMurdock> thanks
[20:36] <+Will> Oh, that was everyone?
[20:36] <~Dan> Will: Yup.
[20:36] <+DavidPrizio> Did we all get booted? lol
[20:36] <~Dan> No, netsplit.
[20:36] <~Dan> Happens every now and then, unfortunately.
[20:36] <+Will> I’m so used to my ISP being terrible. Whew
[20:36] <+DavidPrizio> We can give it a sec for folks to come back
[20:36] <+DavidPrizio> hopefully come back, lol
[20:36] <+DavidPrizio> I felt it was going so well! 😛
[20:37] <+Will> My last question was basically about scale and touching on the stats, which is like if the stats are universal, how does human tug of war with elephant work
[20:37] <+Will> Honestly, this is the most extra guests I can recall seeing for a Q&A in the year or so I’ve been here
[20:37] <~Dan> It’s pretty impressive.
[20:38] <~Dan> And yeah, I had a similar question to Will’s.
[20:38] <~Dan> Is 10 the human maximum?
[20:38] <+DavidPrizio> I mean, if you had 500 humans, I’m sure you could pull down an elephant
[20:38] <+DavidPrizio> So our 1-10 stats apply to characters
[20:39] <+DavidPrizio> It is impossible for any race to exceed 10 points at character creation
[20:39] <~Dan> Right, that’s what I meant by the human range. So an elephant’s strength would be well above 10, I assume?
[20:39] <+DavidPrizio> Yes, an elephant might have like… 40 strength and 40 con
[20:39] <+DavidPrizio> But it all still works within the same system
[20:39] <~Dan> Okay, cool.
[20:39] <~Dan> Right, right.
[20:39] <+DavidPrizio> 400 health, and if it steps on you, you’re just dead
[20:39] <~Dan> I just hate systems that have universal scale caps.
[20:39] <+DavidPrizio> Elder dragon? 50 strength, no problem
[20:39] * ~Dan nods
[20:40] <+DavidPrizio> So, characters CAN technically exceed 10 if your GM permits it
[20:40] <+DavidPrizio> But doing so is not easy
[20:40] <~Dan> Speaking of dragons, do you include a bestiary in the core rulebook?
[20:40] <~Dan> (wb, Guttedmicrobe)
[20:40] <+DavidPrizio> Yes!
[20:40] <~Dan> How extensive?
[20:40] <+DxManiac> is there a cap on skills?
[20:40] <+shinoengimono> so a 60 strength ant can exist
[20:41] <+DavidPrizio> You know, I’ve never counted! A lot, let me get a quick guesstimate
[20:41] <~Dan> shinoengimono: Only if it’s a gi ant.
[20:42] <+Guttedmicrobe> imagine your group getting steam rolled by an ant lol
[20:42] <+Will> Ok, that makes sense. Stat scale is just a ‘play over THERE’
[20:42] <+DavidPrizio> Rough estimate, 50 monsters, not including dragons, not including animals
[20:42] <+DavidPrizio> I mean, sure a 60 str ant can exist
[20:42] <+DavidPrizio> It’s just be the size of a school bus
[20:42] <+Will> So you could do something like ‘my character is a troll toddler so is at top of scale of a regular character’
[20:42] <+DavidPrizio> It’d
[20:43] <+DavidPrizio> So, dozens of monsters, dozens of animals, 7 colors of dragons
[20:43] <+DavidPrizio> (one for each school of magic, wink wink)
[20:44] <~Dan> Speaking of magic, how powerful is it in this system? Can you give us some examples of what it can accomplish at the high end of the scale?
[20:44] <+DavidPrizio> Dx: Skills cap at 10 ranks
[20:44] <+DavidPrizio> Rank 10 of a skill = mastery of that skill
[20:44] <+DavidPrizio> I mean, if we’re talking the HIGHEST end
[20:44] * ~Dan nods
[20:44] <+DavidPrizio> There are epic spells
[20:44] <+DxManiac> okay
[20:45] <+DavidPrizio> Like… Tornado, in the Aeromancy school
[20:45] <+DavidPrizio> And tornado in the rather literal sense
[20:45] <~Dan> But nothing like D&D’s Wish spell?
[20:45] <+DavidPrizio> Necromancers can permanently transform into Liches
[20:46] <+DavidPrizio> So, when it comes to the high end of magic for Triten as compared to D&D
[20:46] <+DavidPrizio> Here’s a major difference
[20:46] <+DavidPrizio> In d20 type systems, you get up to level 12, 15, 18, 20… you’re basically progressing to the state of demigod
[20:46] * ~Dan nods
[20:46] <+DavidPrizio> Triten is more heavily leaned towards realism in that sense
[20:47] <~Dan> Relatively speaking? 🙂
[20:47] <+DavidPrizio> Grandmaster knight, with great armor and sword, geared up and ready to kick butt and take names
[20:47] <+DavidPrizio> Guess what, 20 angry peasants will beat you to death with their pitchforks if they’re adequately organized
[20:47] <+DavidPrizio> If they go action-movie-fight style one at a time, okay you’ll win
[20:48] <~Dan> (brb)
[20:48] <+GenoFoxx> but not without half of them paying’ dearly for it, am I right?
[20:48] <+DavidPrizio> haha yes
[20:48] <+DxManiac> I have to go, but thanks for your answers. I will be backing it.
[20:48] <+DavidPrizio> Thank you so much!
[20:48] <+DavidPrizio> I appreciate your support, and I hope you share with your friends too 😀
[20:49] <+DxManiac> Will do. Take care all.
[20:49] <+DavidPrizio> You as well
[20:49] <+DavidPrizio> So there’s this thing I like to call the infinite kobold rush
[20:49] <+DavidPrizio> And it’s the minimum state of your character you have to achieve in order to, literally, be unkillable by kobolds, even if there were 5,000 of them
[20:50] <+DavidPrizio> And it’s a surprisingly low bar
[20:50] <+DavidPrizio> And I really dislike it, lol
[20:50] <+DavidPrizio> Triten forces you to be much more strategic in your play
[20:50] <+DavidPrizio> You are not a demigod
[20:51] <+DavidPrizio> If you punch that drunk peasant in a bar, even if you’re a really hardcore seasoned warrior, if he gets 10 of his friends together, you’re in trouble
[20:52] <+RussBrown> The number of combatants on each side of a battle in Triten has a huge effect.
[20:52] <+Will> Yeah, not a big fan of high power inflation systems. Game is too all over.
[20:52] <+DavidPrizio> The power curve is MUCH flatter
[20:53] <~Dan> I think you touched on this earlier, but about how long does character creation take?
[20:54] <+DavidPrizio> Yeah Russ has a really good point there (He’s one of our devs 🙂 ) You have to be mindful of facing off against large groups of foes
[20:55] <+DavidPrizio> Dan – Ultimately it depends on what you’re making
[20:55] <+DavidPrizio> But for an experienced player making something simple… 10-15 minutes
[20:55] <+Kitnoki> Allo
[20:55] <+DavidPrizio> Hey there 🙂
[20:55] <+RussBrown> o/
[20:55] <~Dan> (Welcome to #rpgnet, Kitnoki!)
[20:56] <+DavidPrizio> If you’re going to sit down and make a nicely fleshed out caster with a good selection of spells and whatnot, it’ll take even an experienced player a bit longer
[20:56] <+DavidPrizio> Just because there’s a good bit of content to go through
[20:56] <~Dan> Speaking of which, you said there are seven schools of magic, correct?
[20:56] <+DavidPrizio> Yes 🙂
[20:56] <~Dan> What are they?
[20:57] <~Dan> (Kitnoki: Here for the Q&A? 🙂 )
[20:57] <+Guttedmicrobe> as a lvl 1 character how much experience is needed to lvl up and how much would say a peasant give?
[20:57] <+DavidPrizio> Aeromancy, Geomancy, Sorcery, Divination, Thaumaturgy, Necromancy, and Druidism 🙂
[20:57] <+DavidPrizio> Oh!
[20:57] <+DavidPrizio> I didn’t touch on that
[20:57] <+DavidPrizio> There aren’t levels
[20:57] <+DavidPrizio> There’s just XP
[20:58] <+DavidPrizio> So at character creation, our baseline suggestion is to start with 30 XP
[20:58] <+Guttedmicrobe> ohh okay cool lol
[20:58] <~Dan> What do Sorcery and Thaumaturgy cover?
[20:58] <+DavidPrizio> And each point of XP is a point to spend on skills, talents, or increasing your attributes
[20:58] <+DavidPrizio> So you play a session, and instead of leveling up, or having to keep track of big level and experience tables
[20:58] <+LeoFenris> so XP, skill/talents use the same “currency”
[20:59] <+DavidPrizio> You GM says, this was a good session and we got some stuff done, so you all get 4 XP each
[20:59] <+DavidPrizio> spent at your leisure
[20:59] <+LeoFenris> Sorcery deals more with the physical aspect of raw magic
[20:59] <+Kitnoki> Can’t wait to get my hands on the system. I know custom races are a big part of the system, but wonder how that will play out mechanically, especcialy with alternate forms like feral or taur.
[20:59] <+DavidPrizio> (Leo is another of our devs btw :3)
[20:59] <+Guttedmicrobe> ohh thats cool, will be nice not having to keep track of huge amounts of experience
[20:59] <+LeoFenris> Illusion spells, telekinesis, force blast
[21:00] <+LeoFenris> Yeah you don’t need an accounting or a mathematics degree to calculate the experience from an encounter with mixed levels
[21:00] <+DavidPrizio> Kit: Forms like that will probably requite working out some mechanics adjustments with your GM, but certainly doable 🙂
[21:00] <+LeoFenris> Thaumaturgy is our “holy” magic school, healing, warding, etc
[21:00] * ~Dan nods
[21:00] <~Dan> Do magicians have to choose a single school?
[21:01] <+DavidPrizio> Nope
[21:01] <+DavidPrizio> Each spell school is just another skill
[21:01] <+LeoFenris> Divination is one of my favorite schools, in addition to the obvious spells such as scrying and mind reading, Divination also acts as the counter-magic to other magic with the ability to cancel out other spells
[21:01] <+RussBrown> No, but specializing in one or two at first usually helps.
[21:01] <+DavidPrizio> (I may have dragged my senior dev team in here with me >.>)
[21:01] <+DavidPrizio> ^_^
[21:02] * ~Dan chuckles
[21:02] <+Will> Tsk!
[21:02] <~Dan> What school (if any) covers summoning?
[21:02] <+RussBrown> Summoning is available in a few schools.
[21:02] <+DavidPrizio> Depends what you’re summoning
[21:02] <~Dan> Okay, demons.
[21:04] <+RussBrown> Necromancers can summon undead, a Thaumaturgist can summon angels. Geomancers or Aeromancers can summon appropriate elemental golems
[21:04] <+DavidPrizio> Yar :3
[21:04] <~Dan> No demon summoning, though?
[21:04] <+DavidPrizio> We don’t actually have demon summoning spells
[21:04] <+DavidPrizio> But, as always, easy to add
[21:04] <+DavidPrizio> There’s a specific mechanic for handling summoned creatures
[21:04] <+Will> Demons just angels in funny hats
[21:04] <+DavidPrizio> And you could very easily apply that to anythign from our bestiaryt
[21:05] <~Dan> Do you have demons in the bestiary?
[21:05] <+LeoFenris> Yeah, 9th level Necromancy spell I should think
[21:05] <+DavidPrizio> Yes we do have a few 🙂
[21:05] <~Dan> Cool. 🙂
[21:06] <+LeoFenris> We have a handful of undead/demons as well as some good-aligned “monsters” such as angels
[21:06] * ~Dan nods
[21:06] <~Dan> Speaking of alignments, do you have them?
[21:06] <+DavidPrizio> Sure don’t!
[21:07] <+DavidPrizio> It felt a bit too arbitrary to me
[21:07] * ~Dan nods
[21:07] <~Dan> By default, though, are good and evil real things in the game?
[21:08] <+LeoFenris> Naturally characters will be aligned one way or another in some sort of wibbly-wobbly moral spectrum, but its not really a mechanic
[21:08] <+DavidPrizio> Only angels and demons have anything that might be recognized as an innate “alignment”
[21:08] <+LeoFenris> Spells like holy spite will do additional damage to undead, but that’s about the extent of it
[21:09] <+DavidPrizio> So there’s a couple low level spells like sense good and evil, and those will apply to things like undead and angels and demons
[21:09] <~Dan> Can you say a bit about the setting(s) you have planned for the game?
[21:10] <+DavidPrizio> So, since I’m doing publishing as well, here’s my basic approach
[21:11] <+DavidPrizio> The goal is to put the toolbox out there, and then create… shall we say… universes to go with it?
[21:11] <+DavidPrizio> So here’s this whole big world, maps, dungeons, story, lore, deities, custom items, custom magic, whatnot
[21:12] <+DavidPrizio> Released as a campaign setting book
[21:12] <+DavidPrizio> And supplemented with modules like dungeons and adventures set specifically in that world
[21:12] * ~Dan nods
[21:12] <+DavidPrizio> We have 2 of those worlds in the pipe right now
[21:13] <+DavidPrizio> And I am also going to be opening this up to the community at large
[21:13] <+DavidPrizio> I can’t accept every submission as a publisher of course, but if some independent writer creates an amazing world with the Triten mechanics and wants to publish it, I’ll work with them and make it happen
[21:14] <~Dan> (Welcome to #rpgnet, Guest23!)
[21:15] <+DavidPrizio> I won’t say it’s the perfect system, but I think it’s very well suited to making it exactly what you want it to be
[21:17] <~Dan> What are those two worlds like?
[21:17] <+DavidPrizio> One of them is actually likely to be a low-fantasy medieval world
[21:18] <+DavidPrizio> And it will likely be geared towards the anthro-focused fans we have
[21:19] <+DavidPrizio> The other is actually just getting started be a couple of our devs, so I don’t have too many details on that just yet
[21:19] * ~Dan nods
[21:20] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:20] <+DavidPrizio> I think we’ve covered things pretty well overall!
[21:20] <+DavidPrizio> In much greater detail than I have online before :3
[21:20] <~Dan> Well, good! Our work here is done, then. 🙂
[21:21] <~Dan> I have to say that it sounds like a really solid system.
[21:21] <+DavidPrizio> Thank you so much! Coming from you that means a great deal to me, I know you’re very experienced in this industry 🙂
[21:22] <~Dan> Eh. You’re the author. I just fool around on the fringes of the biz. 🙂
[21:22] <+Will> Best of luck, David!
[21:22] <+Will> And I think I already poked about art stuff earlier
[21:22] <+DavidPrizio> Art stuff?
[21:22] * +Will perches like a vulture looking for fresh meat.
[21:22] <+Will> Oh, maybe not
[21:22] <~Dan> Will is an artist and is always looking for work. 🙂
[21:23] <~Dan> A darned fine artist, too!
[21:23] <+Will> (Link: http://willbear.deviantart.com/gallery/57434107/Portfolio)http://willbear.deviantart.com/gallery/57434107/Portfolio
[21:23] <+Will> Alsolook at main gallery with such beauties as the mantaur, who is half man and half… another man
[21:23] <+DavidPrizio> Oh!
[21:24] <+DavidPrizio> Are you on Telegram?
[21:24] <+shinoengimono> that mantaur XD
[21:24] <+Will> I saw the mantaur drawing on FB this morning and had to render it.
[21:25] <+Will> Telegram… no? Wassat?
[21:25] <+DavidPrizio> chat program
[21:25] <+DavidPrizio> Hit me up on facebook and we can chat a bit more in private 🙂
[21:25] <+Will> Sure!
[21:25] <~Dan> Oh, I forgot to ask: How is damage determined, and does degree of success matter?
[21:25] <+DavidPrizio> Yes!
[21:25] <+DavidPrizio> So each weapon has a base level of damage
[21:26] <+DavidPrizio> so like… 3d8 or whatnot
[21:26] <+DavidPrizio> depends on the weapon
[21:26] <+DavidPrizio> that’s modified by your strength
[21:26] <+DavidPrizio> And since dice rolls in combat are opposed, there’s a chance for major discrepancy
[21:27] <+DavidPrizio> So I roll a 21, and you roll a 16. Bummer, 5 or more difference, that’s an overwhelming success for me.
[21:27] <+DavidPrizio> Then I get 1.5x Str to that damage instead of 1x
[21:27] <+DavidPrizio> Or if I roll a 21 and you roll a 11, that’s a critical success for me, and I get 2x Str
[21:27] <~Dan> Gotcha. Cool.
[21:27] <+DavidPrizio> 5+ overwhelming success/failure, 10+ critical success/failure
[21:27] * ~Dan nods
[21:28] <+Guttedmicrobe> ohh thats cool
[21:28] <~Dan> Yeah, I’m always big on degree of success mechanics.
[21:28] <+DavidPrizio> Not all checks are opposed
[21:28] <+RussBrown> This also goes for checks outside of combat.
[21:28] <+DavidPrizio> Like if you’re trying to somersault over that 2-inch wide beam across the gorge… okay that’s gonna be a difficult acrobatics check, but it’ll be vs. a DC
[21:30] <~Dan> Right, rightl.
[21:30] <~Dan> Sounds great. 🙂
[21:30] <~Dan> Thanks very much for joining us, DavidPrizio!
[21:30] <+DavidPrizio> Thank you so much for having me!
[21:30] <~Dan> Standard reminder: My tip jar is at (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ if anyone is so inclined. 🙂
[21:31] <~Dan> Now if you’ll give me just a moment, I’ll get the log posted and link you. 🙂
[21:31] <+LeoFenris> Thanks so much!!