[Drop Dead Studios] First Product! "Rogue Glory" Kickstarter!


Product Discussion


Hail fellow Pathfinders!

Have you looked at the rogue and thought "Something's missing?" Have you reminisced about the days when all you needed was a dagger and light armor to kill a foe, steal his cash and disappear into the shadows?

Then this is the supplement for you!

"Rogue Glory" is our first product, featuring new archetypes, talents, rules and equipment to not only make your rogue fun again, but to let him recapture his lost 'glory' as the sneaking, stealing and backstabbing addition to the party.

The Kickstarter for this first product will begin March 1st, and product launch is aimed for early summer. Our plan is to make this the end-all word in Pathfinder Rogues, and with your help we can make this hope a reality!

We'll be posting some of the new rules, archetypes and equipment here for you to view, test and comment on as you see fit. The Pathfinder community has always been great at finding holes and balance issues, so we'd love any feedback we can get on what you think and how we can make ours a tight, fool-proof product.

Thanks in advance for any and all support!

The DDS team


link?


2 people marked this as a favorite.
KTFish7 wrote:
link?

He saves Princess Zelda a lot, but I don't see how that's relevant.


Hmm, posting about a kickstarter when you haven't released any other PFRPG-compatible products yet seems a bit courageous. I'd suggest giving people a sample of your quality first, release some files, say who the authors are etc. Just my 2 cents - I wouldn't back a project like this without a clue on what to expect...

Liberty's Edge

Endzeitgeist wrote:
Hmm, posting about a kickstarter when you haven't released any other PFRPG-compatible products yet seems a bit courageous. I'd suggest giving people a sample of your quality first, release some files, say who the authors are etc. Just my 2 cents - I wouldn't back a project like this without a clue on what to expect...

This is my thought as well, but since I'm not a big fan of pre-ordering to begin with I figured it was just my innate caution / pessimist.


Cheapy wrote:
KTFish7 wrote:
link?
He saves Princess Zelda a lot, but I don't see how that's relevant.

ya killin me, lol


Jumping in the deep end: the only way to make a splash.

Yes this is a first-time product, but that's how confident we are with it.

More info and a link to the kickstarter will be up as they come. A bit of what will be included:

A new rogue variant- Ninjas shouldn't get all the fun.

New archetypes, including:

Street Magician (he may not be formally trained, but he'll still kick your ass,)

Medic (the first true non-magical healer,)

Urban Ninja (monastic training meets underworld crime,)

Imperial Flanker (the military rogue,)

Chemist (street alchemy at it's best,)

Master Craftsman (a fun set of mechanics for the equipment-ly inclined,)

Don't worry, more to come and some samples from the work and art. We're still acquiring artists and more seasoned pros to edit the work. Between that and getting the kickstarter into place we're busy as heck, but we'll get you samples as soon as possible.

Liberty's Edge

I'm going to pick on you a bit here, its not me trying to be mean but its things I think will do you good to stop and consider. I want 3pp to succeed.

Drop Dead Studios wrote:
Yes this is a first-time product, but that's how confident we are with it.

That's great if you're going to fund your own kick starter. Why should those of us who don't know you have confidence in you?

Quote:
Don't worry, more to come and some samples from the work and art.

Samples will help build confidence.

Quote:
A new rogue variant- Ninjas shouldn't get all the fun.

What's a variant? If you mean alternate class, you really ought to say alternate class. If you don't mean alternate class, don't compare it to the ninja.

Quote:
Master Craftsman (a fun set of mechanics for the equipment-ly inclined,)

Master Craftsman is a feat in the core rule book.


2 people marked this as a favorite.
Drop Dead Studios wrote:
Jumping in the deep end: the only way to make a splash.

Well good luck with this and here is a little advice from a long time 3PP: Everything takes twice as long as you think it takes and cost three times a much. Plan accordingly.


LMPjr007 wrote:
Drop Dead Studios wrote:
Jumping in the deep end: the only way to make a splash.
Well good luck with this and here is a little advice from a long time 3PP: Everything takes twice as long as you think it takes and cost three times a much. Plan accordingly.

Thanks, I know what you mean.

ShadowcatX wrote:
Master Craftsman is a feat in the core rule book.

The archetype is based on that concept, fleshed out to a full style of play.

As for members of the team with credits, we have Toad Bascom of "High Adventure Role Playing" by Iron Crown, and if the kickstarter is successful, we'll be able to afford art by Kristi Kirisberg Harmon.


Just a piece of advice: Make something else before. Even reputable 3pps have problems getting their projects funded - Sailing the Starlit Sea for example looks like it's going to miss its mark. It came from the Stars was funded at the second run. LpJr Design and JBE have both track records and while they made their goals for free rpg-day, it was by no means assured.

And these are from publishers with a reputation for good/excellent products.

Seeing the lack of securities Kickstarter offers for pledgers, a reputation is not optional, but a must, at least from my perspective.

As some nitpicks by ShadowcatX show - there are a lot of potential problems and having a track-record of at least SOME excellent products will help.

Just because I want good 3pps succeed - please think about offering some other files for regular purchase before doing a kickstarter. If only so we can sample your quality and perhaps get hooked. As written, your synopsis does not pique my curiosity or confidence.

Just my 2 cents,
cheers and all the best,
EZG

Liberty's Edge

Drop Dead Studios wrote:
ShadowcatX wrote:
Master Craftsman is a feat in the core rule book.
The archetype is based on that concept, fleshed out to a full style of play.

My point was do you really think naming it something that already exists in the rules is a good idea?

Quote:
As for members of the team with credits, we have Toad Bascom of "High Adventure Role Playing" by Iron Crown,

Never heard of him, High Adventure Role Playing, or Iron Crown. Sorry.

Even if I knew who he was from his previous game, however, I wouldn't know if he has a solid grasp of Pathfinder mechanics and balance.

Quote:
and if the kickstarter is successful, we'll be able to afford art by Kristi Kirisberg Harmon.

This was helpful, having the website to look at. She does good work.


Endzeitgeist wrote:

Just a piece of advice: Make something else before. Even reputable 3pps have problems getting their projects funded - Sailing the Starlit Sea for example looks like it's going to miss its mark. It came from the Stars was funded at the second run. LpJr Design and JBE have both track records and while they made their goals for free rpg-day, it was by no means assured.

And these are from publishers with a reputation for good/excellent products.

This is so true it is scary. We had two failed kickstarter projects before this last one was a success and one had fantasy writer and game designer, Robin D. Laws attached to it. It will be in your best interest to release SOMETHING first (better if it's free) where people can see your work before the start of this kickstarter project.


ShadowcatX wrote:
Drop Dead Studios wrote:
ShadowcatX wrote:
Master Craftsman is a feat in the core rule book.
The archetype is based on that concept, fleshed out to a full style of play.

My point was do you really think naming it something that already exists in the rules is a good idea?

Quote:
As for members of the team with credits, we have Toad Bascom of "High Adventure Role Playing" by Iron Crown,

Never heard of him, High Adventure Role Playing, or Iron Crown. Sorry.

Even if I knew who he was from his previous game, however, I wouldn't know if he has a solid grasp of Pathfinder mechanics and balance.

Quote:
and if the kickstarter is successful, we'll be able to afford art by Kristi Kirisberg Harmon.
This was helpful, having the website to look at. She does good work.

Having someone from Iron Crown in your corner is a good thing, experience helps. The good news is I would likely buy this. The bad news is I rarely jump at kickstarters simply because I have to watch the cash flow closely. I will be watching this closely =-)


Aaaand kickstarter just decided to change their policy for approving projects, so we have to go through that process again. Nothing serious, but it means the kickstarter might be starting a day or two late now.


Check that, probably like a week. We'll reschedule the launch for March 10th to be safe on that front.


Aaaaaand NOW we're live! That took so much longer than it should have, but the kickstarter is now up! Take a look, tell your friends, and let's get this party started!


For those who wanted, here's a link to the update with an example archetype from the book:

Link

Liberty's Edge

What is this "ambush" class feature that you replace? Is it from your version of the rogue, because giving us an archetype for a class that doesn't exist yet doesn't really let us evaluate how well balanced your crunch is.


The imperial flanker, as presented in the update features an error (as ShadowcatX pointed out) with the "ambush". Also, as written the Imperial Flanker is weirdly balanced: The Evasion-modification is insanely powerful while weapon training for talents is weak and not something most players would go for. Just my 2 cents, though.

Liberty's Edge

Endzeitgeist wrote:
The imperial flanker, as presented in the update features an error (as ShadowcatX pointed out) with the "ambush". Also, as written the Imperial Flanker is weirdly balanced: The Evasion-modification is insanely powerful while weapon training for talents is weak and not something most players would go for. Just my 2 cents, though.

While I agree with you about the evasion modification being pretty powerful I think you're mistaken about weapon training. +1 to hit and damage with a broad group of weapons is pretty darn good for a feat. Especially with the option to raise it to +3 for a bit of gold. Honestly, three levels of weapon training and the equipment move rogue into a "nearly full BAB" class. That's pretty darn good. Maybe too good. Over all, I feel that unless ambush is something insanely good the archetype is significantly over powered.


The idea of the Imperial Flanker is that, much like a powerful spell-casting archetype will loose a spell per level in exchange for his abilities, the Imperial Flanker loses some skill-points per level (a big deal for a skill-using class) and in exchange gets the ability to slowly treat heavier armors as light armor as far as movement speed and the evasion ability go. Not that powerful of a trade off in actual play, especially if you're still expected to be the group's Str or Dex based skill-user and have to deal with armor check penalties. We also agree that a feat in exchange for weapon training is not quite a balanced trade, but a feat and few skill points per level is.

As for Ambush, we're still playtesting it so I was hesitant to post it up, but it's an extra ability we're proposing for the Rogue. Our belief is that while the Rogue is a great option when only using Core, he starts to become mechanically inferior when advanced options are added in (things like Vivesectionist Alchemist, Archeologist Bard, Urban Ranger, etc.) Even the Ninja, which is supposed to be a Rogue alternate, vastly out-straps the normal Rogue by virtue of his Ki pool and powerful, supernatural Ninja tricks. Since we don't want to completely re-write the Rogue and loose all the great stuff Paizo's given him, we're proposing to make the Rogue a balanced option again by adding the following two class abilities:

Guile pool:
At 2nd level, a Rogue gains a Guile pool equal to half her rogue level plus her charisma modifier.

A Rogue may spend one Guile point as part of any skill check to gain a +2 bonus to that skill check.

A rogue may expend 1 point from her guile pool as a swift action to grant herself a +1 circumstantial bonus to her to-hit modifier until the end of her turn. For every four levels beyond 2nd the rogue possesses, this bonus increases by 1 to a maximum of +5 at 18th level.

As long as she has at least 1 point remaining in her guile pool, she is treated as if under the effects of the Improved Feint feat.

Ambush:
At third level, whenever a rogue deals sneak attack damage to an opponent who isn’t aware of the Rogue’s presence during a surprise round, he may increase the damage dealt by 1 per sneak attack die. This damage applies only to the first attack made, and is not added to any subsequent attacks made that round.

In addition, a target affected by the rogue’s ambush ability must make a fortitude save against a DC of 10 + half the rogue’s level + the rogue’s intelligence modifier. If the target fails this save, he becomes sickened for 1d4+1 rounds. As a rogue gains levels, he may change the effect bestowed when the target fails this saving throw. At 8th level, the rogue may choose to make his target staggered. At 13th level, the rogue may make the target nauseated. At 18th level, the rogue may stun the target. All effects last for 1d4+1 rounds.

We're doing a ton more playtests to make sure we're not getting ahead of ourselves, but so far it's proven a great way to make the Rogue viable next to Bard archetypes, Alchemists and Ninjas without making him overpowered.


It won't let me go back and edit previous posts, so I'm putting it here: We've changed the mechanics of Ambush and the Imperial Flanker.

Ambush:
At third level, whenever a rogue attacks a flat-footed opponent during a surprise round, he may designate one attack that round as an Ambush, dealing an amount of extra damage equal to his Rogue level if the attack is successful.

In addition, the target of a successful Ambush must make a fortitude save against a DC of 10 + half the rogue’s level + the rogue’s dexterity modifier. If the target fails this save, he becomes sickened for 1d4+1 rounds. As a rogue gains levels, he may change the effect bestowed when the target fails this saving throw. At 8th level, the rogue may choose to make his target staggered. At 13th level, the rogue may make the target nauseated. At 18th level, the rogue may stun the target. All effects last for 1d4+1 rounds.

Imperial Flanker:
Imperial Flanker

An Imperial Flanker is proficient with medium armor, shields, and all martial weapons.

An Imperial Flanker adds ride and handle animal to his list of class skills, and gains 2 fewer skill points per level.

Tactical Awareness (Ex): At 1st level, an Imperial Flanker can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts. In addition, an Imperial Flanker gains a bonus on initiative rolls equal to 1/2 his Rogue level. At 20th level, an Imperial Flanker’s initiative roll is automatically a natural 20.
(This replaces the Ambush class ability.)

When an Imperial Flanker gains evasion, he keeps the benefits of evasion even when wearing medium armor. At 7th level, an Imperial Flanker may move in medium armor without a detriment to his speed, and keeps the benefits of evasion when wearing any kind of armor. At 13th level, he may move in any kind of armor without a detriment to his speed.
(This modifies the Evasion class feature.)

Fighter Training (Ex): An Imperial Flanker counts 1/2 his total Rogue level as his Fighter level for the purpose of qualifying for feats. If he has levels in Fighter, these levels stack.
(This replaces Trapfinding.)

An Imperial Flanker may select the combat trick Rogue talent up to 3 times.
(This replaces Trapsense.)

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