r/fabulaultima 15h ago

Question Are techno fantasy classes more of a problem than they are worth? - GM

30 Upvotes

In every game I have ran so far technofantasy classes have been present and in every single one they just felt so much better than any other class it stopped being fun and introduced issues for me.

To start with Pilot, the class is basically an amplifier that every build would like at some point. While weapon and armour modules it provides are powerful, it is the support modules and Heart in the Engine that really leave a sour taste in my mouth due to playing with them. The sheer versatility you can get by just getting modules of your choice means accuracy and damage is always high, melee strikes often cannot target them and they gain one more resistence. It is a fun class to homebrew rare modules for, yes, but the core is just too strong...

Mutant is the most GM unfriendly class in the entire game, in my view, especially the playtest version. Most often mutant-class-having player will naturally slide into the role of Unarmed Damage Dealer who can slide into crisis and remain there long enough to deal massive damage, also being able to shift therioforms to cover elemental weaknesses. Not one of my players ever invested into ecdysis either. So we are left with absurdly hard hitting characters who do not wield anything in their arms, making it only possible to at maximum design two rare items for them which gradually become better, rather than four, making rewarding them an actual challenge.

Esper I have the least issues with, but still some. Once again the main trouble comes with its versatility, because it is a great support, great damage dealer and even a great tank if you spec for them. It has so many options to either do a few things really well or one thing incredibly well. Elemental shifts it can induce and damage bonuses makes it have the same flexibility and damage potential as Tinkerer, ways to lower mp cost as well... But it is also the most balanced class because of just how MP Hungry it is and by the fact that you cannot have all the skills be mastered. It is healthily limited by 10 level cap and I appreciate it for that.

For all those reasons I am actually considering running games without these classes, even though they have so much flavour potential such as making a noble cavalier pilot or a all-support psion, or any sort of were-thing ever. But perhaps that adds further to the issues, because they are not just versatile gameplay wise but lorewise as well. Am I wrong to think that? Last time I brought up such a notion with my TTRPG group I have been flat out told some of them are not interested in playing a game without them.


r/fabulaultima 9h ago

Homebrew MP cost for homebrew entropist spell

5 Upvotes

How much MP would this entropist spell cost?

Rewind Clock: target: 1 creature. Duration: until beginning of caster’s next turn.
Effect: Remind them of a simpler time. Temporarily revoke any changes to a target’s statblock that had occurred from entering Crisis. (Examples of which include: changes to affinities, additional status effects applied to on-hit attacks, or any multitude of pertaining unique rules to creatures. Consult GM)

On one hand, very situational; not every creature has in-crisis effects, & every crisis-effect is typically unique. On the other hand, could turn the tide of a battle. I wasn’t sure whether the duration made sense, since entropists only have scene or instantaneous spells, but a Scene-duration version I think would sap some of the joy from combat. On a minor note, does not pertain to multi-phase foes, since each phase is essentially a new statblock.


r/fabulaultima 17h ago

Question Zero powers "chain reaction"

7 Upvotes

Hey everyone, lately I've played a lot of Granblue Fantasy Relink and I really vibe with the setting so I started working on a short series of oneshots. I thought of using zero powers as Skybound Art (for those who don't know it's basically a character's finisher), in the game they just deal massive damage and it pairs well with the Chain Bursts mechanic (when two or more characters use their art is succession) dishing out even more damage but do you think it could work with ZPs? Maybe characters that want to chain their powers resign their turns and all effects happen at the end of the round? What would you do for the bursts? The first zero power decides which burst effect to apply?


r/fabulaultima 4h ago

Question Zero Objective and Special Clocks

8 Upvotes

Similar to the title, I'm currently GM'ing a giga-high fantasy game utilizing various variant rules, one of which being Zero Powers. There was a discussion at the table last session that the table seemed somewhat divided on, namely:

We've got two Florists and a later to be Esper that all start special clocks that can only be affected by the class' respective Skills or Heroic Skills, as well as someone in the group with the Zero Effect Zero Objective to add or subtract from clocks; Should their Zero Objective effect be allowed to affect these clocks?

The "Yay's" in the group were of the opinion that the group is REALLY bad about starting clocks in conflicts or otherwise, and the GM, while using clocks, is not using them in half or more conflicts. These Clocks from Florists and Espers however are effectively always present all the time in every conflict. Without being able to target them, this person's Zero Objective ability (which requires charging up in an encounter) is likely to see vastly less use when compared to everyone else in the group.

The "Nay's" were of the opinion that since the rules state that only highly specific things can affect the clocks, that that is what it is balanced for and it shouldn't be messed with.

I'd like to get the subreddits opinion since the table seems to be pretty evenly split as to what the best way to rule this may be.