Latest / Sessions Canceled / New Required Reading, The Fabula Ultima Bestiary Vol. 1: Ep. 179
Transcript
- 0:17GM was caught watching some questionable early 2000s anime.
- 0:21So we're not we're not talking to them right now because they
- 0:25have to, they have to defend themselves at a court of law
- 0:28now. And we'll see how it goes next
- 0:33week. You know, we'll, we're going to
- 0:35give them a their proper defense and they'll have a judge, you
- 0:38know, a jury and everything, a jury of the peers and such.
- 0:40But you know, we'll see how it goes.
- 0:46He's fucking dead, Jim. I fucking killed him.
- 0:52You could, I can't. I can't.
- 0:54No, that was the conversation we just had.
- 0:57I fucking can't. I mean we're sub tweeting
- 1:02ourselves here so. Oh my God, Oh my.
- 1:11God and oh. My God, I'd like dear listener
- 1:13venturing candidate bro. You know, dear listener, if
- 1:18you're like, what do you mean by questionable early 2000s anime
- 1:21if you weren't watching anime at that time period?
- 1:24I don't know. You had to be there.
- 1:25It was a different title. You had to be there.
- 1:27You had to be there. It was a certain.
- 1:29Kind of vibe. You had to be there.
- 1:30You had to be there, terrified and looking over your shoulder
- 1:34into your bedroom room every two seconds because a few parents
- 1:37walked in. There's no universe where you
- 1:39were explaining the context. No, you were just grounded
- 1:42forever. There was no justifying.
- 1:46It no. It's like, it's like when the
- 1:49it's like when the Unks mentioned like the early 90s OVA
- 1:52stuff. And it's like you.
- 1:54Had to be that kind of, you know what I mean?
- 1:56It was like that era. Yeah.
- 1:59Which I, I think that I think it's fair to call qualify that
- 2:02shit as UNK material now. Right, I bro, I somebody was
- 2:05like, I was watching a video and they were like, yeah, Ninja
- 2:08scroll. Remember that?
- 2:09I was like, Oh my God, I do fucking watch.
- 2:11I remember. Still never watch ninja scroll I
- 2:13need. To watch that I watched that way
- 2:15younger than I absolutely should have been.
- 2:17I. Missed a lot of those early ova
- 2:19bangers. Yeah, they were good.
- 2:21You can watch Ninja scroll on Prime.
- 2:23Not that you should support Amazon right now.
- 2:25Oh, no, I know you could. Yeah, I know there's lots of
- 2:27places to watch it. Speaking of shit that's on
- 2:30prime, I'm really annoyed that Toski Fujimoto 17 through 26 is
- 2:34only on prime, unlike yes yes, I know I can yarhar that shit, but
- 2:40like it's still annoying. You know what I'm?
- 2:41Saying yeah, yeah. I mean, look, I, I'm not going
- 2:46to say I do anything dubiously legal, but you know, I think, I
- 2:54think HERODA would be proud of me with the way that I'm
- 2:57watching Primal right now. Anyway, God, I can't what?
- 3:09Hold on. I did just have the thought.
- 3:11Wait, at what point do we qualify as unka?
- 3:13Are we at that point? I.
- 3:14Don't. I am literally an uncle, So
- 3:16yeah, I think so. You are literally an uncle.
- 3:18That's true. I'm not.
- 3:19I don't have the capacity to be 1, so there's that.
- 3:25I mean, you, you can do the thing that a lot of that, like a
- 3:28lot of Hispanic and European families do or like doesn't
- 3:31you're a cousin, but you're 30 years older, so you are now
- 3:33uncle. That's probably going to happen
- 3:38soon ish. So yeah, that's that's fair.
- 3:43But anyway, this is neither here nor there.
- 3:48We're talking about tabletop games, not anime.
- 3:51Although, you know, there's crossover.
- 3:53I think there's crossover in the nerd branding between those two
- 3:55things. Stand by next week.
- 3:58I well, yeah, Exactly, exactly. Literally.
- 4:03I mean, I was literally, I don't know, but that wasn't on
- 4:05recording. Nevermind.
- 4:06I was going to say I was literally just talking about
- 4:08jujitsu Kaizen, but that was not on recording.
- 4:09But whatever. It's like, it's the point
- 4:11across. What the fuck's going on?
- 4:15What are we doing? Where are we?
- 4:16Who are you people? Actually, you know what,
- 4:20starting with weeb shit was a great option because we're about
- 4:23to talk about Fabula Ultima, which is ultimately kind of weeb
- 4:26shit. Like, you know, it's inspired by
- 4:31JRPGS that qualifies to most normies as weeb shit.
- 4:35So, you know, we're not that far away from the subject material
- 4:39to be honest. Yeah, to be clear, I say I say
- 4:42weeb shit affectionately here. Yeah.
- 4:45Not derogatorily. Well, it's it's a little bit of
- 4:50both. I mean it can be both.
- 4:53I don't mean it's the. It's the it's that meme where
- 4:55it's like one person, it's like one person that says weeb like
- 4:59under their their body. And then a person that says weeb
- 5:01walks up and smacks them in the face and goes fucking weeb.
- 5:04I. Mean there is also that, yes,
- 5:07Well, let's put it this way. When I refer to Fabula Ultima as
- 5:11weeb shit, I don't mean derogatorily.
- 5:14Put it that way. No, we can't.
- 5:18Well, that but also I just I think the brand of weeb that
- 5:21fabulous Ultima does is is cool shit.
- 5:23So, you know, but yes, we're talking about fabulous Ultima
- 5:28again, because game cool and because there's new content out
- 5:34for it and because I'm still running a campaign in it.
- 5:36So fucking yeah. And because fuck DND.
- 5:43Yeah. I feel like something weird
- 5:49happened to the news recently DD2, but now I'm forgetting what
- 5:52it. I feel like I remember hearing
- 5:53about something and it has now escaped me completely.
- 5:57Oh, see, I was, I was going to ask you if it was all the
- 5:59fucking, all of the rules inconsistencies and Stranger
- 6:03things, because that's super funny where they're like.
- 6:06What? There's like a So keep in mind,
- 6:09Stranger Things came out in the 80s.
- 6:10I think that the only thing that they were up to at that point
- 6:12was AD and D and there's a whole bit where where Mike is talking
- 6:16to Will. He's like you're a sorcerer and
- 6:18everyone being like sorcerer didn't come out until 3.5 Mike.
- 6:22How would you know that? I I do.
- 6:25Yes, I do. Yes.
- 6:27I have heard, Tom, some people talk about this stuff.
- 6:29That's why I kept making the joke.
- 6:30I mean, back in my day you were called the magic user and you
- 6:33had to be an elf. It's true.
- 6:36It's true. Well, no, no, no.
- 6:38A magic user was a was had to be a human.
- 6:41An elf was a separate class. Right, Right.
- 6:44Magic. Yeah, yeah, yeah.
- 6:45Which is even goofier. Back in my day, if you were a
- 6:48priest, you had to be a dwarf. You had to be no, no, no.
- 6:54Dwarf was also a class. Oh yeah, yeah, my bad.
- 6:58Cleric was human, Dwarf was the. I think you could be a dwarf
- 7:03cleric if you, I don't remember. Yeah, there was some weirdness
- 7:07there. Hey, but yes, elphed dwarf for
- 7:10classes because there was no rules for like species slash
- 7:14race. So but anyway, fabulous Ultima
- 7:20doesn't have any rules for species, only quirks.
- 7:26Yeah, well, and or just description Aladdin.
- 7:30'S going to hit me, but doesn't go.
- 7:32No. The quirks count, I know it.
- 7:34I could feel in my bones that he's going to hit me with that
- 7:36next week. They don't clown, they don't,
- 7:38they don't count because they're not a literal species mechanic.
- 7:40There are some of them that imply that your character is
- 7:42different, yeah, but they're not like a literal species mechanic.
- 7:47But that's not, that's not, that's not going.
- 7:48To text me about it. I can feel it in my bones.
- 7:50I mean, maybe they don't. He's wrong.
- 7:52They don't count, no. He's going to he's going to
- 7:57double text me because he's like you sub tweeting me bitch.
- 8:00That's fine. It's not a subtweet if you call
- 8:02their name out, that's just a tweet.
- 8:03Oh true, that's just a call out. That's just a regular call out
- 8:07before we get on to that though, as per our usual, if you'd be so
- 8:11inclined, hit follow or subscribe.
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- 8:20And if you're feeling generous, we have a donation link in the
- 8:23description that goes to our editor.
- 8:28All right, so why are we bringing up Fabula again?
- 8:30Just 'cause we want to, maybe a little bit, but also because the
- 8:34best diary is out, sort of kind of technically it's not 100%
- 8:40out. I have access to it because I
- 8:42backed it on Kickstarter. I have the Kickstarter preview,
- 8:46which technically is still subject to change, but far as I
- 8:52am, as far as I'm aware, it is pretty much the done version.
- 9:00It's just there's gonna be some last minute, you know, like
- 9:07editorial, like, oh, misspell here, we need to adjust there.
- 9:10But like that kind of stuff. But the core of the book is done
- 9:15as far as I understand it. I'm pretty sure.
- 9:20Don't quote me on this one if I'm wrong on that for some
- 9:23reason, but me looking at the book, it certainly seems done.
- 9:29So yeah, but they are labeling it as a beta PDF technically.
- 9:35So just for the sake of it, if something changes drastically,
- 9:39if something changes, I don't think anything's going to change
- 9:41drastically, but if something changes and I look like a dirty
- 9:46liar, that's why, because technically I'm looking at a
- 9:49beta PDF. Any fucking way though, Yeah,
- 9:54the best series out. So just to explain what the best
- 10:00area even is, just in case anybody needs the context,
- 10:05Fabula came out. Fabula came out originally as a
- 10:10single book RPG. It was just the rule book and
- 10:14that was it. It didn't have any kind of DMG,
- 10:18monster manual supplement thing, none of that.
- 10:21It was just the game came out as is.
- 10:24Then as time went on they added the Atlas, what they refer to as
- 10:28the atlases to the game, which were the Atlas of Natural
- 10:33Fantasy, the Atlas of High Fantasy, and the Atlas of Techno
- 10:35Fantasy. That's not the order they came.
- 10:37I think it came. I think it was High Fantasy came
- 10:39out, then Techno, then natural if I remember correctly.
- 10:44And those were basically the game being those were basically
- 10:48supplements that explained different styles of play that
- 10:55you could do with Fabula as well as adding a couple of extra
- 10:58rules. Like each of the atlases has a
- 11:00couple extra classes. The atlases also have extra
- 11:05optional rules. Like the Atlas of Techno Fantasy
- 11:09has this entire sub mechanic about technospheres, which we
- 11:12did, which we talked about in in an episode.
- 11:15The Atlas of Natural Fantasy has rules for like crafting stuff.
- 11:20Those atlases were the books that came out after the main
- 11:25book and they did not have monsters in them like regular
- 11:31standard stat blocks. They all had five boss stat
- 11:35blocks that went from like level 10 to 60, I think.
- 11:41But those were, they were bosses, right?
- 11:46They weren't like random goons or, or, you know, soldiery guys
- 11:52or anything like that. They were explicitly bosses, so
- 12:00you were in terms of pre made stat blocks that you could slap
- 12:05into your game a la ADND Monster Manual.
- 12:08Fabula was kind of lacking because the base book has some
- 12:12of that, but the best series section of the base book is not
- 12:16that long. It's like, I want to say
- 12:21something like, what'd you say? That's when you saw my pages.
- 12:27Yeah, yeah. And it's it's like 10:00-ish
- 12:32monsters of each of the monster types.
- 12:36Oh, I was wrong. It's about 40 pages, but it's.
- 12:39Is there isn't that isn't that many hold on.
- 12:43It goes from like, well, counting from the beat the stat
- 12:46block specifically it goes from 3:24 to I'm scrolling, I'm
- 12:53scrolling, I'm scrolling 353. So that's like, Oh yeah, what's
- 12:58that like? That's like 30 ish something
- 12:5920O29 right? They do that math right?
- 13:02Whatever. So yeah, it's not super long and
- 13:05there's not that many stat books and in the stat blocks in the
- 13:09best theory. So in the best theory, sorry, I
- 13:13should clarify, there's not that many stat blocks in the best
- 13:15theory of the core rule book. So, or the reason?
- 13:23The reason for that being that the game gave you rules and
- 13:28quite quite thorough and useful rules for making your own
- 13:37monsters. Making your own enemies NPCS is
- 13:40how this game refers to them. They don't use the phrase like
- 13:42monsters, they just say NPCS. The problem is that making your
- 13:49own NPCS in Fabulous Ultima is actually kind of hard and pretty
- 13:54involved. And if you're not familiar, if
- 14:00you're sort of uncomfortable in the GMC or you're a little
- 14:06uncomfortable with the genre of video game that Fabulous pulling
- 14:10from, which is to say JRPGS, there was a lot of, there was
- 14:19some friction running the game for people where it just, it
- 14:23felt like a lot. It can be very fun, but it can
- 14:29also be difficult because you're expected to really tailor all of
- 14:35the stat blocks that you create for your game.
- 14:38You're expected to really tailor them to your players, both in
- 14:43terms of challenging them and also letting them, you know,
- 14:47basically looking at like what your players have and giving
- 14:50them easy victories, hard victories in between and like
- 14:53really building things that fit them as a group.
- 15:02Because the game got quite a bit more popular than the team
- 15:05expected It sort of and and they say this in the foreword of the
- 15:10new bestiary book, the game sort of expanded out between the
- 15:14beyond the original like audience.
- 15:17So there were a lot of people that were maybe not that
- 15:19familiar with, you know, Final Fantasy or fucking Star Ocean
- 15:24and Zeno Gears and Chrono, you know, not that familiar with its
- 15:27source material. Ergo, they were having an issue
- 15:31with running the game. Ergo, they decided to make the
- 15:34bestiary as a here you go. This will hopefully make your
- 15:38life a little bit easier. And even I'll I'll say up front
- 15:44here, even for me who I'm very familiar with JRPGS as a video
- 15:51game genre, I have played many of them.
- 15:54Two of my favorite series ever are Kingdom Hearts and Final
- 15:58Fantasy. So like I know exactly where
- 16:00this game is pulling from. And even for me I'm like damn
- 16:05bro making NPCS in this game is fucking hard.
- 16:12Like, I know it probably doesn't, you maybe don't notice
- 16:18it as much on the player side of the table, but it's been a
- 16:21fucking struggle running this game sometimes.
- 16:24I mean. I ain't even going to lie.
- 16:25I've definitely heard, you know, I've heard you.
- 16:31I've heard you be like, bro, what the fuck?
- 16:33Sometimes when we're when we're doing things just like it's, I
- 16:37was not prepared for y'all to pub stomp this thing and just
- 16:41kind of like, OK, like I can tell that there's definitely
- 16:44some frustration going on. Pub stomp this thing or I was
- 16:47not prepared for or in the IT can go the other way too.
- 16:51I wasn't prepared for you guys to have absolutely no answer to
- 16:54this problem. You know what I mean?
- 16:55Like I I missed because you're designing the monster and you
- 16:59give them a certain ability that you realize, oh, this
- 17:03accidentally nullifies everything they have and I
- 17:05didn't mean it to, but I didn't I wasn't thinking of it.
- 17:08You know what I mean? Like.
- 17:09Yeah, yeah. On a really basic level,
- 17:11obviously this one you, you probably wouldn't wouldn't
- 17:14happen very often. But if you think about it on a
- 17:16really basic level, if you have an entire group that has no
- 17:19ranged options and then you throw like a swarm of flying
- 17:23zombie bats at them and then the group's like, oh God, we have
- 17:28literally no way to hit them. We are so fucked.
- 17:30And then you as AGM go, oh fuck, I forgot about that.
- 17:33You know what I mean? Like, I mean we had a.
- 17:35Similar. We had a similar thing happen to
- 17:36us. I can't remember what we were
- 17:38fighting, but it was it was right around when we fought the
- 17:42giant bear. Oh no, it was it was when we
- 17:45fought the Serpent of sorrows and like you know, I have some
- 17:49shuriken, Fran has some shuriken and Gennaro didn't have the
- 17:56cannon prepped. So we were like, we really don't
- 18:00have an answer. Right, but that was OK in that
- 18:03case 'cause you didn't necessarily need to kill the
- 18:05flying enemies, right? So like for that one, I wasn't
- 18:08stressing it too much, you know what I mean?
- 18:10It wasn't like I shut down your options completely.
- 18:12You can still attack the boss cause the flying guys were like
- 18:14his minions, right, But it, it is that it is that idea, like
- 18:20that idea can can snowball into a bigger problem for sure.
- 18:27So all that being said, does you know what does this best theory
- 18:34do for you? Is it helpful?
- 18:37Like you know, is it, is it achieving the objective?
- 18:41And basically my my take on this best theory, I had a feeling
- 18:47this was going to be the case. I was pretty confident this
- 18:49would be true before this book came out.
- 18:52Having now looked at and used this book for a couple of
- 18:56sessions, this is now required reading material.
- 19:02Oh, really? If you.
- 19:03Yeah, I'm. I'm going to be real.
- 19:06And it it sucks a little bit because it means that the game
- 19:10has kind of gotten more expensive.
- 19:12But if you want to rerun Fabula, I think you're almost required
- 19:18to pick up the best year 8. Like I really, really, really
- 19:21heavily encourage it because it it it helps a lot of the pain
- 19:29points, but it also it just gives you just by virtue of all
- 19:35of the stat blocks that are in the book, it generates you ideas
- 19:39for all of the different kinds of potential abilities you can
- 19:42give enemies. Because the thing about the way
- 19:45of the mechanics of Fabula work is you can do a lot of weird
- 19:52shit with enemy abilities. If you just kind of think
- 19:56outside the baseline mechanics like you, you look at the just
- 20:01the standard mechanics that the players have access to and that
- 20:04the game functions, you're like, OK, but you could do so much
- 20:07more than that. But it that's not immediately
- 20:13apparent until you've analyzed. Basically looking through the
- 20:20best area you will see mechanics where you multiple times you
- 20:23will go. I would have never thought to do
- 20:25that. That's a great idea.
- 20:26This gave me an idea. I'm going to be real.
- 20:29That kind of shit. You don't have to go more than
- 20:32you know 10 pages into the actual best area stuff with the
- 20:37quick assembly. When you look at the hunter,
- 20:38which the game says is the most basic enemy you're going to run
- 20:41into, it's customization and and whole skill options are super
- 20:48fucking cool. Oh well, hold, hold, hold that
- 20:50thought, 'cause we'll get there, we'll get there.
- 20:52You're you're jumped at your spoilers.
- 20:54Damn. But yeah, we'll get there.
- 20:56But like what? Yeah, basically what I'm saying
- 20:57is the the stat blocks delivered to you if you don't use anything
- 21:02else in the book, if you don't use a single stat block from the
- 21:05book, you just look at the stat blocks in this book for ideas.
- 21:09It will help you a shit load because there's just you know
- 21:16what? Here, let me here, let me give
- 21:17you a perfect example. Hold on.
- 21:19I got to find the the SAP block I have in mind.
- 21:21Give me one SEC. OK.
- 21:23So Isaiah, if you go all the way down to under the wolves
- 21:25category. Yeah.
- 21:28And you look at the Garmer side note, I would have loved to have
- 21:33this stat block when we started the fucking campaign.
- 21:35Cause the stat block would have been.
- 21:36Perfect. I thought that exact it would
- 21:40have been good. My God, it's exactly Oh my God,
- 21:43it's so funny. I had I.
- 21:45Was like, I saw it. I was like, people would have
- 21:46used these for that fight. Yes, I absolutely it's exactly
- 21:50what I wanted anyway, neither here nor there.
- 21:53So but the thing that's the thing that's really interesting
- 21:56about this. So if you go down to its
- 21:58ability, so there's this, there's a level 10 elite
- 22:02monster, elite beast monster in the best area.
- 22:05It's a Garmer. It's like a big scary monster
- 22:07wolf thing. Level 10 is the beginning of the
- 22:10game, right? Players start at level 5.
- 22:13It has an ability called Stalk the Prey.
- 22:15When the Garmer performs the guard action, it begins hunting
- 22:19down a random enemy it can see. When the Garmer performs
- 22:22Bloodthirsty Fangs, which is one of its attacks while hunting
- 22:26down an enemy it is able to target, it must target that
- 22:29enemy. If it does, the attack deals 10
- 22:31extra damage and the hunting ends even if the attack missed.
- 22:35The hunting also ends as soon as the Garmer prefers the performs
- 22:38the guard action again, or is suffering from two or more
- 22:41status effects. Now that's not that complicated
- 22:45of an ability, right? Effectively, it means you
- 22:48perform the guard action, target a player, get extra damage when
- 22:51you hit them, right? That's effectively what that
- 22:53means, but the hunting down part of that ability is effectively a
- 23:00status effect that this monster puts on the players that is
- 23:05wholly unique to this monster. Right?
- 23:09Like hunting down is not a mechanic in the base game.
- 23:12Hunting down is a mechanic that only exists in this monster stat
- 23:16block, and that's one tiny example of a level 10 enemy.
- 23:20There are tons of monsters with this kind of ability where
- 23:23effectively the monster stat block creates a whole new
- 23:27mechanic just for that fight for that creature.
- 23:31And something where I think that's worth mentioning is one
- 23:34of the things I like most about stock the prey is it actively
- 23:38shows you that what you can do by using using a actions that
- 23:44you wouldn't normally think of, right?
- 23:48Like it's specifically stuff you use.
- 23:49Just basic attack. Yeah, like it says, when you
- 23:51prefer the guard action, that puts you in a mindset to where
- 23:54you can go, oh, I can use other action types to proc a.
- 23:58Special vote, other effects, yeah, yeah, right.
- 24:02And again, level 10 monster. So like not even that fancy
- 24:06'cause there are some other creatures such as Zernertra,
- 24:13Zerintra, the dragon goddess was Zurnitra.
- 24:16OK, I wasn't there. How to say.
- 24:17You look at those abilities and it's like, Jesus fucking Christ,
- 24:23there's so much shit in that step block.
- 24:25I love Bahama. I mean Zurnitra.
- 24:27She's so cool. Yeah.
- 24:29Yeah, yeah, yeah. It's basically an, it's a the
- 24:31dragon goddess. It's an homage to Bahama.
- 24:33It's a very obvious homage to Bahama.
- 24:36Another cool thing about the step block stuff.
- 24:38Each step block comes with a rotation, yeah.
- 24:42Yeah well, so we'll we'll get to that in a second, but that's
- 24:44another reason for me to say like this book is now mandatory
- 24:48reading. So Long story short, is the best
- 24:50theory worth it? Yes 110% yes.
- 24:54This book is like if you are jamming Fabula, this will be the
- 24:57most useful thing on the entire fucking planet.
- 25:00I I've I've already used it to shit load in all of like 3
- 25:04sessions. I'm already like this has saved
- 25:06my ass. So yes, all right, so As for the
- 25:11book, it's stealth. We'll skip the IT starts with a
- 25:17little before you start section. It talks about this.
- 25:26This book is is it is a best theory.
- 25:28It is a monster manual. It's also a little bit of ADMG
- 25:32type book too, because it does kind of guide you on not just
- 25:37not doesn't just give you the monsters.
- 25:39It also is like this is how you should use the monsters, right.
- 25:42This is how NPCS, this is how we expect NPCS to work in this
- 25:47game. So like the first bullet point
- 25:49it has is it says so it, it starts with a section called
- 25:53Game Masters principles, which is the idea of like, you know,
- 25:57how, how should you be thinking about using enemies in this
- 26:01game? And it starts with interesting
- 26:03and engaging. It's like your goal isn't to
- 26:06make each foe as strong and optimized as possible, but
- 26:09rather to showcase unique gameplay interactions.
- 26:12The NPC creation rules give you a lot of freedom.
- 26:15You could give an enemy a reaction skill, such as after
- 26:17this creature loses hit points, they deal 9 billion damage to
- 26:20every enemy they can see. And that would technically be
- 26:22allowed. This should illustrate that
- 26:25enemy design is not an arms race between you and the players.
- 26:28Such a race would be pointless as the the game master is
- 26:31granted unlimited resources. Instead, conflict scenes are a
- 26:34concert or perhaps a jam session in which the enemy design and
- 26:38the player's tactics and characters construction
- 26:43characters construction choices should sing together.
- 26:45Right? So it's like you don't just
- 26:50throw super optimized things like that's not the point.
- 26:54Then it mentions designed for your group, which is what I was
- 26:56saying before. When you're making an encounter,
- 27:00it needs to be for your players at your table, which means your
- 27:04encounters are not necessarily going to work at somebody else's
- 27:07table because you have to. You want to basically tailor
- 27:13make everything to some degree. I mean, you don't necessarily
- 27:16need to tailor make every little element, but you want to tailor
- 27:19make it to a point that it both works with the players and also
- 27:24challenges the players and also gels with the, the, the like the
- 27:28flow of your particular campaign.
- 27:29Because there's, there's so many, because the players have
- 27:33so many ways that they can build their characters, You as the GM
- 27:38have to be willing to build your NPCS in lots of different ways
- 27:42in order to fit all of the stuff they can potentially do or not
- 27:45do. There's the idea of node
- 27:49retrying, which basically it says in a video game you're kind
- 27:53of expected to lose when you fight a really hard boss, you're
- 27:56expected to lose, reload the game and try again with new
- 28:00knowledge. In Fabula or any other tabletop
- 28:03idea game, you can't really do the lose and retry thing, at
- 28:08least not baseline assumptions. You can't.
- 28:11So you need to make sure that players are able to learn about
- 28:14the opponent. It says no scripted defeats.
- 28:18This one I thought was really interesting and I'm half tempted
- 28:21to ignore it, but I also kind of get what they're getting at.
- 28:24Basically it's saying that you should never set up a conflict
- 28:27scene where the heroes are supposed to lose.
- 28:30It says if the enemy is currently unbeatable for
- 28:33narrative reasons, you should frame the conflict as an escape
- 28:37or a situation where the players need to survive for a specific
- 28:39number of rounds and make this information known.
- 28:44Even though scripted defeats are a thing in video games, you
- 28:49should reserve that element in Fabula as a way to to explain
- 28:56how the players lost the fight but weren't killed.
- 28:59Because in Fabula, when you go down, you don't die, you
- 29:02surrender. So if all the players surrender,
- 29:05that's your scripted defeat situation, right?
- 29:09So. I I get what they're saying.
- 29:10I the idea that the game is specifically saying don't make
- 29:16the scripted loss a fight, make it something else like a series
- 29:20of skill checks to determine what the degree of loss is.
- 29:24No, I, I I pretty much agree with that.
- 29:25It because ultimately if the players find out that they're
- 29:29supposed to lose, it's just going to feel shitty.
- 29:32So they're like, all right, so we just wasted 3 hours for
- 29:34nothing like. I both get it and I I get it and
- 29:37also kind of want to ignore it a little bit at the same time.
- 29:40I'm probably not going to, but there's a part of me that kind
- 29:42of wants to. And I, I get it, like on a
- 29:45player side you understand that that would feel like not great,
- 29:48but on AGM side you realize that there is some use to that kind
- 29:51of feeling. Yes, it it evokes a very
- 29:54specific vibe in the campaign. Yes, or or at the very least a
- 30:04very specific moment in the, the like narrative arc.
- 30:10And then we have the 90%, which is this one's kind of funny.
- 30:15If players make the right choices and figure out a good
- 30:17strategy, their odds of winning should be 90%, not 50%.
- 30:23So I was like oh OK they've already done what the game wants
- 30:27from them so they deserve it. Basically if like they figured
- 30:31out the Strat to win like then they've won.
- 30:34That's the point. In short, successful conflict
- 30:42design hinges on rewarding and punishing different strategies
- 30:46and character builds. Use the frant freedom Fram.
- 30:49What the fuck? Use the freedom granted by the
- 30:52NPC creation rules to set up situations where a less beloved
- 30:55ability is key to success and where an overused ability is
- 31:00initially negated but can shine later in the conflict.
- 31:04Basically like don't be in a situation where players can
- 31:08always go for the same answer all the time, and also don't be
- 31:12in a situation where the players never use a particular ability
- 31:15because the thing that the ability does just never comes
- 31:18up. Then it talks about some
- 31:24assumptions about the group. So basically the way they
- 31:29designed the the NPCS in this book is based on an average
- 31:38group of four player characters and they have a bulleted list
- 31:42and it basically says an average group of four players can do.
- 31:47And then it it's this big, I'm not going to read the whole
- 31:48list, but it's this big list of shit.
- 31:50Like it says 1 character can reliably restore hit points to
- 31:53three or more targets at once, and then there's another one
- 31:57that says like 1 character control the can control the flow
- 32:01of enemy damage through skills such as protect and provoke.
- 32:06Basically it's a bulleted list of like these are kind of the
- 32:09averages we assume when we design the monsters.
- 32:13Then it says, Needless to say, no group is going to match the
- 32:17average. Hence pre made enemy profiles
- 32:20usually need to be adapted to function correctly in a campaign
- 32:23and often act as a source of inspiration for the GM rather
- 32:26than something to use as is. Basically we designed it for
- 32:34averages, but we know that most groups are not going to be in
- 32:37that average. So you need to understand when
- 32:40you're looking at this book GM and when you're looking at a
- 32:43stat block, you probably will need to make some adjustments to
- 32:48it because it's there's a chance it doesn't fit your players
- 32:53perfectly or there's a chance that it like, you know, there's
- 32:58a chance that either your players completely stomp all
- 33:00over it or it completely stomps on your players or there's a
- 33:04mechanic that just doesn't work, yada, yada, yada.
- 33:06So you always have to be aware they designed for the average,
- 33:11but that doesn't mean everyone's going to hit the average.
- 33:13And again, because of how customizable, because of the
- 33:17customized customizability, custom what because of the
- 33:21potential to customize their BCS, you have like they could
- 33:29drift a lot from the average. This is also this book also
- 33:36assumed a group of four players. So like if you have two or three
- 33:41or if you have 5 or 6, you're gonna need to probably make
- 33:45adjustments there too. It it there's also immediately
- 33:49after it talks about the averages, it gives you some
- 33:52guidance on if your party is below average or above average.
- 33:57Here's how you can deal with it. It also says with the averages
- 34:01thing, if three or more of the above assumptions on the
- 34:07bulleted list are not met. So that bulleted list of like
- 34:12averages that they assume if your play, if your party of
- 34:16players doesn't hit like at least three of those, it's
- 34:20probably time to rethink how the characters have been built and
- 34:23improve the balance and distribution of roles within the
- 34:26group. That's another thing this book
- 34:29brings up and that Fabula as a game in general wants you to do.
- 34:35The idea of making the game work is not solely on the GM.
- 34:40It is expected of the players to also, when necessary, make
- 34:46adjustments. And if so, if the GM is like all
- 34:50right guys, you have literally no one who can heal.
- 34:54There is 0 healing in this party.
- 34:57Someone's going to have to make some character adjustments,
- 34:59otherwise it this is just not going to work.
- 35:01You know what I mean? Yeah, I I really appreciate the
- 35:03game that the game explicitly says the onus on on combat
- 35:07success is shared between GMN players.
- 35:10Yes, it's not like it's not AGM exclusive job, yeah, which is
- 35:14good that that. Something like D&D really feels
- 35:17like that's what the D the DMG is saying it it.
- 35:21It feels like DM, it feels like DND wants to say that the onus
- 35:25is on both sides of the table, but doesn't say it.
- 35:29Well, it gives you no choice to reinforce it like.
- 35:32Yeah. Like it doesn't want to.
- 35:33It's like they kind of want to imply it but not say it
- 35:36explicitly. And so you end up in this
- 35:39situation where culturally, yeah, I think people assume it
- 35:42is all on the GM. But that is largely unfair
- 35:46because the GM is also a player of the game, right?
- 35:50Like they are partaking in the fun.
- 35:53Their side of the fun is different, but they're still
- 35:56partaking in it. So yeah, it should be a group
- 36:00thing. It is a cooperative thing,
- 36:03right? Like you wouldn't, it'd be like
- 36:06if you were playing a board game And well, maybe that's not a
- 36:11good example because people do that sometimes.
- 36:13What's a better? It'd be like if you were playing
- 36:16chess and the person you're playing against was like using
- 36:20different rules just 'cause they felt like it and you're like,
- 36:24wait a minute. The thing we agreed to do was a
- 36:27collaborative game of chess where we follow to say like, you
- 36:30can't. That's not like we agreed to do
- 36:32this, You know what I mean? Yeah, the players being like, I
- 36:35can't believe you beat me. Like, yeah, that's that's the
- 36:39point of the game. That's the point, yeah.
- 36:43And so yes, the the this book, this book and and fabulous at
- 36:48large is very explicit on that. Then it talks a bit about
- 36:54communication and what the GM should tell the play outside.
- 37:04I'll just read this whole paragraph.
- 37:06Outside of enemy profiles and rules, there's one aspect of a
- 37:09conflict that isn't that is essential to make the battle
- 37:11fair and balanced communication. Essentially, this means what
- 37:15information the GM decides to provide and how they do so.
- 37:19This makes a world of difference and can transform a simple
- 37:21conflict into a nightmare into a true nightmare, just as it can
- 37:26make a powerful and extremely punishing foe into an
- 37:28interesting, fair, and highly interactive challenge.
- 37:32The list below summarizes information the Game Master is
- 37:35always expected to clearly and explicit.
- 37:39Expected to provide clearly and explicitly without paraphrasing.
- 37:46The thing that I think is really interesting is a couple of
- 37:48these. I wouldn't have thought to do
- 37:52that. So you should always say if a
- 37:56creature's in crisis, OK, Yep. Which is when they hit half HP,
- 38:00that's fine. I've been doing that.
- 38:02When a creature suffers damage, you should reveal their affinity
- 38:06to the damage type. I've been doing that always say
- 38:12when a creature loses, recovers or spends hit points or mind
- 38:15points and how many. I did not expect the how many
- 38:20part. I have not been doing that.
- 38:24I always. Necessarily feel like that's
- 38:26necessary. Like on the player side, I don't
- 38:29know if I feel like that's necessary.
- 38:32Well, this is the GM. This is the GM specific.
- 38:35I know, but like, you know, I, I in theory, right?
- 38:38You're doing it for the player's benefit.
- 38:40But it's funny because I as a player, I'm like, I don't think
- 38:42I need to know that, but I don't know, like you don't care.
- 38:44You're saying, I see. Like it's, it's information
- 38:47that's good to know. But like, that's like, you know,
- 38:52in the same way that I don't want to know exactly how much
- 38:55health the bad guy has, You know what I'm saying?
- 38:58I like doing the like, OK, so we've done 200 points of damage.
- 39:01It's probably resistant to about 1/3 of that.
- 39:03So we got to figure out like, I like that.
- 39:04I like the the, the the mystery of like and now it's in crisis
- 39:08and everyone goes, Oh my God, thank God.
- 39:09You know what I mean? Like if I know that I've got 350
- 39:12hills it it takes the wonder away.
- 39:15Pointing out, well, this. Isn't.
- 39:17No no, only when it loses recovers or spends, not how much
- 39:21it has. Right, so this is saying if an
- 39:26enemy uses a regeneration ability and regains 20 HP, you
- 39:30tell the players he regained 20 HP.
- 39:32You don't say what his HP is at. Oh, my bad.
- 39:35OK, Yeah, yeah, no, then that's right.
- 39:37Yeah, that, that's better. It's it's the thing in Final
- 39:40Fantasy where the enemy uses a regeneration ability and the
- 39:43green number pops up right? That's what this is saying.
- 39:48Not what is their health at, but how many points do they regain,
- 39:54which I have I have not been doing.
- 39:58Then it also says always say which status effects a creature
- 40:01is currently suffering from. I've basically been doing that
- 40:06Always declare defense and magic defense scores when those scores
- 40:09are used to establish the difficulty level.
- 40:12Basically always tell the players the armor class they're
- 40:14trying to hit, which I also haven't been doing.
- 40:17I was like OK, declare the results of a role and what the
- 40:21creature's high role is. I have been doing that.
- 40:24I've been rolling in the open. Basically this game says always
- 40:27roll in the open. Always repeat information.
- 40:32This is just good habit in any game, I think.
- 40:34But I they're saying it explicitly.
- 40:36Always repeat any information the players have already
- 40:39obtained about a creature. If that information changes or
- 40:44is no longer applicable, the Game Master is expected at the
- 40:46very least to say which elements have changed and may opt to
- 40:50reveal how they changed. If they do not reveal that
- 40:53information, players are allowed to examine the creature's
- 40:55profile again, and then always communicate the effects of
- 41:03spells, attack spells, unique actions, and special rules as
- 41:06soon as they influence a player character in any way.
- 41:09So the example they give is if a boss has a power like a special
- 41:13ability where they become resentful of a target and lets
- 41:15them deal extra damage when the boss triggers that resentful or
- 41:20when the player triggers the resentful ability on the boss,
- 41:22you should explicitly tell the player that that happened.
- 41:27Another thing that I would not have necessarily thought to do
- 41:30myself, but I guess I will now. So which is good.
- 41:38I mean that that's a good one to know for sure.
- 41:45Then we have. So then it talks about, and
- 41:48Isaiah mentioned this before, the routine, the routines that
- 41:53the monsters have. So every stat block in this game
- 41:57has a tactic routine and which is to say like a rotation of
- 42:03what order they do their abilities in.
- 42:07So for example the death knight has a relatively simple routine
- 42:11where he does frightful swing, deaths, bitter embrace and then
- 42:14infernal flash slash. Then he restarts those 3
- 42:18abilities. Observe this routine.
- 42:21Players can assume they will have a moment of respite between
- 42:24Frightful Frightful Swing and Infernal Slash each round, since
- 42:29Death's Bitter Embrace doesn't deal damage or cause immediate
- 42:32negative effects. Basically what the game is
- 42:37saying with this whole bit is that they provide tactics for
- 42:43each of the monsters, each of the NPCS, and like what order
- 42:47they do things in. And the reason you do that is A,
- 42:51because it's kind of a reference to JRPGS and how they work, but
- 42:55B, also because it lets your players be able to plan more
- 43:00tact tactically. Tactically.
- 43:03Tactically, tactically is not A. Word no.
- 43:07Well, tactfully is with better tactly.
- 43:10Is different. I was you do something
- 43:12tactically. I was trying to say tactfully,
- 43:14Yeah, Yeah, tactically, tactically, tactically is the
- 43:18word I wanted there. Basically, they say the point is
- 43:20the players can plan more if they know, OK, the monster does
- 43:24this ability and then this ability and this ability.
- 43:26All right, So on turn 3, he's gonna do a big AOE ability,
- 43:29which means everybody needs to prepare.
- 43:31But on turn 1, he's just gonna like, you know, he's gonna heal
- 43:35himself, which means we can not. We cannot.
- 43:38We don't have to worry about incoming damage on turn 1.
- 43:41And it's the idea that that's part of the tactical element of
- 43:44this game, of that kind of planning around things.
- 43:48I have been trying to do this and sort of failing because I
- 43:53honestly just keep forgetting. But you know, that's just a I'm
- 44:00trying. I just keep forgetting.
- 44:02No, I mean, I think it's it's it's a difficult thing to engage
- 44:05because you have, you know, assuming the routines thing, you
- 44:09kind of have to not necessarily disregard what's in the best
- 44:13interest of the monster, but it just I mean, it's a little
- 44:18anathema to how you are. You think about playing the
- 44:21game, right. I as player don't think about it
- 44:24as well. I really need to heal, but my,
- 44:27my, you know, my rotation says that I should rotation.
- 44:30I I should fail cleave. But yeah, I, I think it's just
- 44:37a, it's a, it's like a, an artifact of the, the player
- 44:40basing side of things. And also like you don't also
- 44:46say. Like D and DA game, like D&D
- 44:50tells you always to do the most. I mean, they even said they
- 44:54designed the monster stat blocks.
- 44:56The the OR they they base the CR numbers of monsters under the
- 45:01assumption that the GM is always doing the most advantageous
- 45:05thing possible for the monster, right?
- 45:07Always going for the best option, right?
- 45:10Like that was how they balanced or that was how they calculate.
- 45:12That was part of how they calculated CR.
- 45:14So a game like that is like, yes, always do the most optimal
- 45:19option and then fabulous no, have a specific order of things.
- 45:24And part of the reason you want to have a specific order of
- 45:27things, which I forgot to say before, is if you have really
- 45:32powerful abilities but the players know OK, Like you're
- 45:38fighting a dragon and the players know OK, on turn 3, the
- 45:41dragon uses its breath weapon. You, as the GM, can make the
- 45:45breath weapon really dangerous and scary because the players
- 45:50always know it's on turn 3, so they have time to prepare for
- 45:53that. So it lets you swing a little
- 45:56harder because you're giving them that information.
- 45:58Essentially, as the game puts it, it's tough but fair because
- 46:03it's a really, it's a strong and dangerous thing, but they have
- 46:07the knowledge so they can respond.
- 46:12Which is actually, funny enough, something that I've talked about
- 46:15doing in D&D before anyway, like the idea of making an ability
- 46:19really strong, but as long as you give the players
- 46:22forewarning, then you have more wiggle room.
- 46:24I've like, yeah, so fabulous. Like, yes, that's how that
- 46:28should work. After the whole tactics bit, it
- 46:35talks about ranks and parts. This is this is in the base
- 46:40game. It's just the idea that enemies
- 46:43are either soldier elites or champions and what that what
- 46:48that kind of means for how you design them.
- 46:49And then the parts thing is just you can break up a big single
- 46:54monster into multiple parts. So for example, if you have a
- 46:59big golem thing, the golem could be broken up into 33 separate
- 47:04stat blocks where it's like golem body, golem legs, golem
- 47:08arms, and those three-step separate stat blocks.
- 47:12Mechanically, you're treating kind of like 3 enemies, but
- 47:16fictionally it's just one big enemy.
- 47:19The main reason, one of the main reasons you want to do that is
- 47:22because there's a lot of abilities in the game that
- 47:24specifically function around the idea of hitting multiple targets
- 47:28or having multiple targets. And so if you're constantly
- 47:31throwing singular enemies at your players, you are negating a
- 47:36bunch of abilities in the game that are for multiple enemies.
- 47:40For the the easy example being the multi attacks which allows
- 47:45you to hit multiple enemies with a singular attack roll.
- 47:48That is a useless power like the weapon masters.
- 47:51Bladestorm is a completely useless skill if the players
- 47:55never fight more than one big enemy.
- 47:57Keep single target attacking, yeah.
- 48:00Yeah, so the game is like, if you want to throw single enemies
- 48:04at them a lot, break them up into parts, then there's a
- 48:10little talk about elemental interactions and how those work.
- 48:13Basically, it's just there's like a Pokémon style, this these
- 48:19elements are strong against this, blah, blah, blah.
- 48:23Nothing crazy there. Well, it's interesting that they
- 48:28put they they have a Holy Trinity, right?
- 48:30They've got earth, lightning and wind, but fire and ice are not
- 48:34part of that. Like I, I don't, you know.
- 48:37Fire and Ice pose each other directly.
- 48:40Yeah, but like usually expect them to be part of like a
- 48:43quintessent, you know? Yeah, yeah, they broke it up
- 48:48kind of weird. Yeah, light and dark, you always
- 48:51it's you like it's own thing. Yeah, the Fire and Ice I.
- 48:54Guess yeah. Yeah, basically what Isaiah is
- 48:56saying is that Earth, lightning, wind are in their own little
- 48:59triangle, and then fire and ice are broken up as opposing, and
- 49:02then light and dark are also opposing.
- 49:06And then physical and poison don't belong to anything.
- 49:09They're kind of their own things.
- 49:12So it's a little, it's a little weirder than Pokémon, but it's
- 49:15kind of that idea. Then there's this section about
- 49:24pacing, what it phrases as pacing, dynamism, stability,
- 49:31basically don't basically, you always need to balance the idea
- 49:38of don't make a fight too Sammy by nothing ever changing.
- 49:44But there needs to be some degree of stability.
- 49:47Like the rules of the fight can't change every single turn
- 49:51because then it just becomes impossible for the players to
- 49:54learn the strategy of what they need to do to beat the thing.
- 49:59Right? So it's that that balancing act,
- 50:03the more stuff changes, the more interesting a fight can be.
- 50:07But if you change things too much, it just becomes
- 50:11aggravating and frustrating because the players can't
- 50:13actually learn anything about their opponent and then they
- 50:16can't actually employ any strategies.
- 50:22And then it goes and talking about the idea of pig
- 50:28piggybacking off of that idea of dynamism and stability, it goes
- 50:31into frequency and effect Frequency basically saying how
- 50:38you know you wanna. If an ability basically comes
- 50:43down to if an ability happens a lot, then it can't be too
- 50:48powerful or too overwhelming. If an ability happens less
- 50:51often, it can hit harder, right? It can have a bigger effect if
- 50:56it doesn't happen. So for example, if you have an
- 50:58effect that happens only when an enemy hits Crisis, which is when
- 51:02they hit half HP, that's only probably going to happen most
- 51:07likely once during a fight. It can happen a few more, it can
- 51:11happen more than once if they heal, but it's not going to
- 51:13happen that often. So you can make that a little
- 51:16more impactful. But if you have an ability
- 51:18that's like every time this enemy takes damage, that's going
- 51:21to happen a lot, you got to be a little more careful.
- 51:28And it's just, yeah, it's just that idea.
- 51:31It's an idea that I've talked about a lot in games where, you
- 51:34know, if an ability doesn't come up, this is a thing that this
- 51:39this comes up a lot with the Ranger in DND, right?
- 51:41We've talked about this a bunch. If the ability doesn't come up
- 51:45that often, then make it really, really powerful, right?
- 51:48The Rangers favored terrain back in the day didn't come up very
- 51:55often, but also it wasn't very good.
- 51:59So even when it didn't come up, it didn't really matter that
- 52:01much. Instead, OK, if it's not going
- 52:05to come up a lot, make it a big deal when it does come up, you
- 52:13know not to go down the the DND. What the fuck rabbit hole.
- 52:18But yeah, fabulous. In agreement with me on this
- 52:22one. Basically I don't know you have
- 52:30anything to add on that before I move.
- 52:32No, I mean I, I like I, I also I, I fought my urges to not do
- 52:36the shit on D&D train thing and then it just kind of goes to it
- 52:40reinforces that D&D refused to learn from its contemporaries
- 52:44when its contemporaries are constantly learning from it,
- 52:47mainly its shortcomings. So learning from it and then go
- 52:51and then moving beyond it, yeah. Yeah, and iterating on it to not
- 52:56perfection, but you know, yeah, to a high degrees of success at
- 53:02the very least. Yeah, also I'll another thing it
- 53:08mentions with the effect bit too is like the changing of the
- 53:13enemy state should not invalidate the player
- 53:16character's options completely. You know, like you what you want
- 53:21to do when the the situation changes is go from encouraging
- 53:26one particular angle of attack to encouraging a different one,
- 53:30right. So for example, oh, the monsters
- 53:33week to fire. OK, now for some reason the
- 53:36monster's weak to ice. So the player who is dealing all
- 53:38the fire damage is like, ah shit, OK, I can't hit them
- 53:40anymore. So now we have to switch up
- 53:42who's our person dealing damage, right?
- 53:44That kind of idea, you don't want it to be a thing where it's
- 53:47like the monster just can't be hit now.
- 53:51Yeah, the the monster is the weak to light.
- 53:52Does anyone have that? No DM, you know, we don't have
- 53:54that. Oh, that's a shame.
- 53:55Yeah, right. You're right.
- 53:57Yeah, you don't. Yes, you want to avoid that.
- 53:58Again, building for your group. If you know none of your players
- 54:02can deal light in any way, don't do that.
- 54:07Or if you want to do it, you know, do it as a specific like,
- 54:12oh shit, this enemy is a problem.
- 54:14Like make it a moment, but don't make don't make it so that every
- 54:19single monster they come across is only weak to light damage.
- 54:23Right? Like that kind of idea too.
- 54:26Then there's a there's a troubleshooting page, which I
- 54:29think is really funny. It's basically, it's kind of
- 54:31like an FAQ page of oh, my players do this a lot.
- 54:36How can I deal with it? It's a bunch of responses to
- 54:38deal with different problems. I'm not going to go through it
- 54:40because it's kind of long, but it's a kind of funny,
- 54:43interesting troubleshooting page that gives you different ideas
- 54:46about how to handle, you know, stuff like my players are overly
- 54:50optimized or my players are the opposite.
- 54:54My players screwed themselves over and I didn't realize it.
- 54:58Or, you know, they can. Why can they flick, inflict so
- 55:02many goddamn status effects and shit like that.
- 55:07Then then we get to the real, the meat, and I guess not the
- 55:13meat and potatoes, but the real showcase of this book, in my
- 55:17opinion. Obviously the compendium with
- 55:21all of the stat blocks is a big deal and one of the big focuses
- 55:24of the book, obviously, right? It's a monster book.
- 55:27It's the best area. The quick assembly, however, I
- 55:32really feel like is it's cool and it really is like the most
- 55:37useful thing in the book. So essentially the core game had
- 55:44rules for designing your own NPCS.
- 55:48Designing NPCS, though, could be quite cumbersome in this game.
- 55:51And by quite cumbersome, I mean like a single stat block taking
- 55:54you over an hour, right? So the quick assembly is
- 56:02ultimately actually not that different from the way the from
- 56:10the original MPC design system. It just reorganizes things and
- 56:17makes it a little clearer, a little easier.
- 56:22And basically it gives you more lists of things to pick from,
- 56:26which is always easier than coming up with something
- 56:28yourself, right? Which the core book kind of
- 56:30expects you to come up with your shit yourself.
- 56:32It doesn't give you like a big list.
- 56:35So it gives you a list and it also just organizes the enemies,
- 56:41the NPCS that you're making in such a fashion that it just
- 56:46makes your life easier is the only way I could put it, because
- 56:49it it sort of does some of the thinking for you.
- 56:53They call it the quick assembly method.
- 56:56It's not that much faster. I'm going to be clear on this.
- 57:01They say on average, using the quick assembly, half the amount
- 57:05of time required to design MPCS. I will be honest, I think that's
- 57:10a little bit of cap. That's a little bit of cap I was
- 57:13about to say. So that was a fucking lie.
- 57:17It's, it's a little bit of cap. I wouldn't say half.
- 57:21It does cut. It does cut down on the time a
- 57:23little bit. But for me the value of the
- 57:26quick assembly is less about the speed and more about the doing
- 57:31some of the thinking for me. So I don't get as stressed out,
- 57:34you know what I mean? Yeah.
- 57:37Like it offloads some of the ideas by presenting them in a
- 57:41list and presenting them in a fashion that I can use as a
- 57:46starting point to then jump off of.
- 57:49So the way I would describe it personally, the quick assembly
- 57:57method is the normal method for designing.
- 58:02Like if I were to recreate the books, I would make the quick
- 58:05assembly the default way to design NPCS and then I would
- 58:10make the the way that's in the core book, the if you want to do
- 58:14a more advanced version of NPC design, here's that option.
- 58:19That's what I would say. Like I would rephrase it as like
- 58:23normal method and more like more complicated method.
- 58:27Yeah. Not even really more
- 58:28complicated, just a little more intricate, more in depth.
- 58:33More in depth, yeah, because the big thing about the old method
- 58:39of MPC design in in the core book is that it really, it
- 58:45doesn't hold your hand at all. It really expects you to
- 58:48basically expects you to have a bunch of cool ideas for what you
- 58:51want to do and then turn them into mechanics and like that's
- 58:55it, which obviously is not is not bad.
- 59:00It could just be hard sometimes, especially when you're, if
- 59:05you've played Fabio already, different story, but especially
- 59:09if you're new to the game as I was when I started running the
- 59:12game, it could be hard to be like, OK, what can I, what
- 59:15mechanically speaking, what can I do with this game?
- 59:19What I have learned from running this game for, I don't know, a
- 59:23while now at this point is a lot.
- 59:27Mechanically, you could do a lot, like more than you would
- 59:30think. A lot of the time it seems like
- 59:34you don't necessarily like sometimes it looks like you
- 59:37don't have that many options, but you do.
- 59:40They're just not immediately apparent.
- 59:42Does that make sense? Yeah, Yeah.
- 59:48So what is the So what? How does the quick assembly
- 59:51actually work? So basically, no.
- 59:57Basically the way it works is you pick a role for the NPC.
- 1:00:02So they're either going to be a brute, a hunter, a mage, A
- 1:00:05saboteur, a Sentinel, or a support.
- 1:00:10Once you have picked the role, you then have a list of role
- 1:00:15options and role skills and customizations within the SAT
- 1:00:22block and. Basically the book I I'm saying
- 1:00:28basically too much the book walks you through just like in
- 1:00:33the in the core book, the book walks you through a series of
- 1:00:35steps and with the quick assembly, it's a lot more of
- 1:00:40picking from a list type steps. So you you decide on the roll
- 1:00:48and then you decide on the MP CS level.
- 1:00:52In the quick assembly the level can only be multiples of 10,
- 1:00:56whereas in the core books it can be multiples of five.
- 1:01:00So it's slightly less granular. Which honestly, in Fabula
- 1:01:05arguably doesn't matter that much because an enemy within 10
- 1:01:09levels. Of the players.
- 1:01:13Not a ton, because the thing about the way the way enemies
- 1:01:19scale, the way players and enemies scale, only 10 level
- 1:01:26jumps really matter. The five level differences are
- 1:01:29not that influential. For example, MPCS get a bonus to
- 1:01:35their like to their accuracy every 10 levels, right?
- 1:01:43So the difference between 20 and 25 doesn't matter, but the
- 1:01:47difference from 20 to 30 does mean that the monster gets a
- 1:01:52higher accuracy bonus, which means they are going to hit more
- 1:01:55often and their damage goes up every 10 levels ish.
- 1:02:01There's some yeah, more or less so multiples of 10, which is
- 1:02:07might sound weird, but with the way this game works is fine.
- 1:02:13Obviously, once you've decided on the MP CS profile type, which
- 1:02:17is to say the the roles I was talking about you, you know, you
- 1:02:20give them their hit points and their attributes and their mind
- 1:02:22points and all that stuff. Those are all going to be in the
- 1:02:27stat block of the typing. So if you make an enemy a brute,
- 1:02:31all the brute enemies by default have a decks of 6 and inside of
- 1:02:36or sorry, a decks of eight and inside of 6 mite 10 willpower 8.
- 1:02:40And then they all start with 70 HP, 45 mind points.
- 1:02:44So when you select the role, that stuff is like set by
- 1:02:48default. You can always tweak this
- 1:02:50obviously, but that's the default if they're a champion
- 1:02:55level NPC, which is to say you know champion is a ranking type
- 1:03:00in this game. If they're a champion, you can
- 1:03:02give them boss skills. You also have the option for
- 1:03:05negative skills which is literally you give them a
- 1:03:09downgrade to give them another potential role or another
- 1:03:13potential boss skill. So you give them a downgrade for
- 1:03:15another upgrade. Then you want to decide on your
- 1:03:18species for your NPC which will add a couple of species based
- 1:03:23skills, skills and or customizations.
- 1:03:28Then obviously give them a name and a give them names and traits
- 1:03:32and then write down their tactics slash routine.
- 1:03:38In terms of the what each of those roles are 'cause I I
- 1:03:43mentioned them a name, but for the sake of description, they
- 1:03:46all they're pretty much what they sound like.
- 1:03:48Brute are your big guys with lots of health.
- 1:03:52They don't necessarily hit the hardest and they don't and they
- 1:03:55don't have high defense. They're just fucking thick boys.
- 1:04:01Hunters are your squishier type guys, but they generally hit
- 1:04:05real hard and will have a couple of different attack options.
- 1:04:11Mages are mages. They are the squishiest but will
- 1:04:18also have a bunch of different spell options.
- 1:04:21Hunters are your physical damage dealers.
- 1:04:23Mages are your magical damage dealers.
- 1:04:25Which is relevant in Fabula because you have things like
- 1:04:28magic defense and physical defense are two separate stats,
- 1:04:32so that is a relevant distinction.
- 1:04:37Saboteurs are your debuffers, basically.
- 1:04:41They're not. They don't hit the hardest,
- 1:04:43they're not the toughest, they don't even have anything that
- 1:04:47fancy necessarily, but they debuff the players so that their
- 1:04:50buddies can hurt the players more.
- 1:04:53So like if you have a saboteur with the hunter, the saboteur
- 1:04:56goes debuff the players, the hunter hits the player, the
- 1:04:59player takes more damage, that kind of shit.
- 1:05:03Sentinels are your big health guys, your tanks, your protector
- 1:05:08type roles. Sentinels are gonna be like your
- 1:05:12most common soldier rank enemies are generally going to be
- 1:05:16Sentinels because the idea is that the minions are protecting
- 1:05:20their boss, right? So the Sentinels are going to be
- 1:05:22the knight in armor with a big shield and a sword is a Sentinel
- 1:05:26who's protecting his squishy mage buddy.
- 1:05:29That's that's what the Sentinels are for.
- 1:05:32I was kind of curious about the Sentinel thing because I feel
- 1:05:34like Sentinel and Brute are filling similar niches.
- 1:05:43So Brute it specifically says that brutes are generally
- 1:05:48intended to be solo or smaller group enemies.
- 1:05:55So it says if you go to the Brute section, it says soldier
- 1:05:58brutes are not very common since soldiers are designed to be
- 1:06:01dispatched quickly, and for brutes it's the opposite.
- 1:06:06Nonetheless, they can be used to represent Hardy bruisers and
- 1:06:09bulky monsters, especially those that get stronger when in
- 1:06:11crisis. It says elite Brutes are
- 1:06:13frequent, providing a middle ground between a normal foe and
- 1:06:16a champion. They have enough hit points to
- 1:06:18withstand a few heavy blows, but don't qualify as bosses.
- 1:06:22This rank is perfect for strong monsters and imposing creatures,
- 1:06:25accompanying a patrol of hunters or saboteurs.
- 1:06:28And then like, champion brutes are like big Gamuka guy.
- 1:06:33If you look at the art in the Brute section, it's a big
- 1:06:35fucking dinosaur. There's a reason for that.
- 1:06:38It's T Rex, yeah. Right.
- 1:06:40Like, yeah, it's funny. Yeah.
- 1:06:41It's a big T Rex monster thing. It's an armed corner.
- 1:06:45Yes, it is. The mage is a mech.
- 1:06:48Yeah, the brute art, it kind of looks like, almost like a devil
- 1:06:50hoe or something like that. So the intention.
- 1:06:54Is that it was Devil Joe as well.
- 1:06:57Yeah, it it has that vibe for sure.
- 1:07:00The intention is basically that, yeah, the brutes are, they're
- 1:07:03not protectors, they're just big meat Shields.
- 1:07:06The sabot or the Sentinels have abilities like if you go down
- 1:07:10and look at some of the role skills that Sentinels have, they
- 1:07:12have abilities where they actively stop.
- 1:07:16Like they can literally stop you from hitting other targets.
- 1:07:20They can be like, no, no, you have to hit me.
- 1:07:22Or they can give abilities that can help other, you know, their
- 1:07:26allies resist things and stuff like that.
- 1:07:30Whereas Brute's abilities are like me, big me punch like me
- 1:07:34have health and me hit things. And like Brutes have an ability,
- 1:07:38for example, when they go down to 0 HP, they stop at 1:00 and
- 1:07:43then they have an ability where when they go down to zero, they
- 1:07:46attack. They attack whoever took them
- 1:07:49out right as they're going down. So like that kind of shit.
- 1:07:53You using the caveman talk? I unga, therefore I bunga.
- 1:07:57I bunga yeah and then the last roll type is support, which the
- 1:08:05saboteurs are your debuffer, the support is your buffer.
- 1:08:09The support helps out you know, helps out their buddies, gives
- 1:08:12them buffs, you know, increase dye and healing or help with
- 1:08:18vulnerabilities or shit like that.
- 1:08:24The you'll also see when in the quick assembly section, if an
- 1:08:30enemy is an elite or a champion, it says to do things like give
- 1:08:35them extra hit points, give them extra initiative points, give
- 1:08:37them an additional skill. If they're a champion, it says
- 1:08:41like multiply their hit points by X, double their mind points,
- 1:08:44give them a + X to their initiative, blah blah blah.
- 1:08:46Based on the X being what? How many soldiers the Champions
- 1:08:53are placing? Cause the way champions work is
- 1:08:55if something is champion 4 that means it's equivalent to 4
- 1:08:58soldier type enemies and then also a champion.
- 1:09:01You give a boss skill and then you'll see the level ranges
- 1:09:05going from 10 to 60. If they're level 10, give them
- 1:09:09this. If they're level 20, give them
- 1:09:10this. When they hit level 30, give
- 1:09:11them this. Buff or not buff, but upgrade, I
- 1:09:14suppose it, it might sound like I'm glossing over a bit or a
- 1:09:21little bit. The quick assembly is really,
- 1:09:23really good. It's just there's not much to
- 1:09:26talk. It's it's straightforward and
- 1:09:28gets the job done and but when you look at it, you're like, ah,
- 1:09:32OK, I get this, you know, like it.
- 1:09:35It's very easy to figure out very quickly.
- 1:09:40And as someone who's I've actually been using the quick
- 1:09:43ability for a while now because there was a playtest document
- 1:09:48that came out quite a bit before the bestiary that had the had a
- 1:09:52beta version of the quick assembly rules.
- 1:09:55And they are almost identical to the rules that are in this book.
- 1:09:58So I've been using this system for a while now, like and by a
- 1:10:03while. I'm talking 10 plus sessions,
- 1:10:07probably more than that and it works great.
- 1:10:11I'm sure especially. What?
- 1:10:14Well, I, I wanted to, to go into the like we, we talked about the
- 1:10:17customizations and the, the role skills, but I really want to go
- 1:10:20into those because they're like, again, when you're talking about
- 1:10:22the hunter, which is the most common enemy you're going to
- 1:10:25fight of basic enemies, they really are Sentinel.
- 1:10:30Yeah. They really allow you to
- 1:10:33completely change the game and and make it so that 2 hunter
- 1:10:37combats will never feel the exact same.
- 1:10:41An oppressive degree. It is worth noting though, they
- 1:10:46do give you plenty of good options.
- 1:10:47That's true, However you will see I I I forget where it says
- 1:10:53it, but somewhere in the quick assembly section it says the
- 1:10:58quick assembly rules are sort of intentionally limited.
- 1:11:03Like they didn't give you an insanely long list of options
- 1:11:07for skills and stuff. They gave you quite a bit to
- 1:11:10work with, but you will eventually run out.
- 1:11:12And the intention is you are supposed to run out because that
- 1:11:16means you can start coming up with your own after you've
- 1:11:19exhausted the list. So it's kind of like you use it
- 1:11:23quick assembly method and then eventually you'll be like, all
- 1:11:26right now I can do it myself. Yeah, of course.
- 1:11:30I just like, well, so you know, first thought, the amount of
- 1:11:36fights I think you'd have to do with individual enemies for you
- 1:11:40to run out of those mix and matches is a lot like, yes, they
- 1:11:45are limited, but roll skill hunter assuming what?
- 1:11:48So what is a common enemy that we'd be facing at about level
- 1:11:5230? How many roll skills would they
- 1:11:54have and how many customizations would you give them for a
- 1:11:56soldier level enemy? Customization.
- 1:12:02They would probably have one, at least one of them there and then
- 1:12:09roll skills. They would end up with like one
- 1:12:14or two I think. So like the idea that you could
- 1:12:19have emergency camouflage mixed with something like strong
- 1:12:23attack and ambush. So emergency camouflage
- 1:12:25basically says when this NPC enters crisis for the first time
- 1:12:29during a scene, they become invisible to all enemies to the
- 1:12:31start of their next turn. And then you can give them
- 1:12:34something like strong attack which targets their magic
- 1:12:37defence as opposed to their defence, and then give them
- 1:12:39ambush during the OR. No, not ambush.
- 1:12:42Where is it? Was it Hunter's bait?
- 1:12:47Yeah. After an enemy attack hits or
- 1:12:49misses the NPC, choose one melee, ranged or offensive
- 1:12:54spell. If the result of the accuracy
- 1:12:55check or majesty is an even number, NPC performs a free
- 1:12:58normal attack against that enemy.
- 1:12:59So the idea being like you, they jump into hiding, you would try
- 1:13:04to hit them and miss and they come out of nowhere and do like
- 1:13:07a cool assassinate ability. But you could also give them
- 1:13:11opportunist and something like strong attack again, which would
- 1:13:15make them more of like a sword master, which is kind of cool.
- 1:13:18You know, you can use target lock to make them more of like a
- 1:13:20hunter who's who's using a bow. Like the amount of things you
- 1:13:23can do with just the hunter stat block alone fills so many niches
- 1:13:28that you also have 8910 stats in one.
- 1:13:34It is also worth pointing out too you can technically so rules
- 1:13:41is written. They don't tell you to do this,
- 1:13:43but as I just said before, they expect you to go beyond the
- 1:13:47limitations of the quick assembly.
- 1:13:48Eventually you could steal abilities from the other roles
- 1:13:55and slot them into a different one too.
- 1:13:57I was going to bring that up to you.
- 1:13:58You have no reason not to. Yeah, I can take this maze
- 1:14:02ability and slot it into this hunter now.
- 1:14:04Well, the one reason you might say don't do that is because if
- 1:14:08you're not comfortable with the game, you could accidentally
- 1:14:12make something really overpowered or really fucking
- 1:14:15useless, right by not understanding the mechanics.
- 1:14:19So you might not want to do that right away, but after you've
- 1:14:24gotten comfortable both with the quick assembly and with the game
- 1:14:28just running it in general, yeah, you could absolutely start
- 1:14:32stealing roll skills from the other roles.
- 1:14:38And then also if we build on, you know, on top of that, all of
- 1:14:45the, the NPC stat blocks in the compendium, if you look, all of
- 1:14:52those monsters have the role attached to them, right?
- 1:14:59So if you look at the Baylor, the Baylor, it says level 20
- 1:15:04elite hunter. So you can go and look at the
- 1:15:07Baylor stat block and say, OK, this is a hunter type enemy.
- 1:15:11Does it have any abilities I could steal from my own hunter
- 1:15:14type enemy, right? Because all of them are typed
- 1:15:19out that way. So you could also steal from the
- 1:15:22existing NPC stat blocks there. So between stealing from the
- 1:15:28other roles and stealing from the other stat blocks in the
- 1:15:31compendium, you definitely have a lot of options for how you
- 1:15:33could like mix and match and steal and adjust.
- 1:15:36What is the Baylor's reference in Final Fantasy?
- 1:15:43I, I think it might just be a oh, brain, the the flying
- 1:15:49eyeball things. Why can't I think of what
- 1:15:51they're called brain? The eyeball things.
- 1:15:56Yeah, the fucking the well, I can't.
- 1:15:59I'm blanking the Arimans the eyeballs with the wings.
- 1:16:05Yeah, yeah, yeah, yeah, yeah, yeah.
- 1:16:09I, I, I think it's just supposed to be that.
- 1:16:11I mean, I'm, I'm not, I'll admit I'm not 100% positive, but I, I
- 1:16:16think it's just one of these funny guys, yeah.
- 1:16:17Yeah, I, yeah, yeah, I can see that.
- 1:16:20Right. I I think that's what it is.
- 1:16:21Yeah, 'cause there's, there are some of them that it's like this
- 1:16:24is obvious, like the Gargantuas, that's just the behemoth.
- 1:16:27Like straight up the the second one, the second variant, Humbaba
- 1:16:32is just straight up a behemoth. Yes yeah, yeah, also I you know,
- 1:16:38I'm I'm sure they took the name Humbaba from something, but Can
- 1:16:42you imagine the humor of like you must fight Humbaba and
- 1:16:46everyone's like this is going to be so great.
- 1:16:48What goofy ass monster has that name and it's a 50 foot tall
- 1:16:52beam it and you're like. OK, well, never mind.
- 1:16:58And then he speaks to you in perfect English and says I heard
- 1:17:00you talking shit like I wouldn't find out you.
- 1:17:05Got something to say. So yeah, basically the, the, the
- 1:17:12thing that's kind of funny about the quick assembly is in a way
- 1:17:17it seems like it would be limiting, but because of the way
- 1:17:23it's designed, it is both limiting, but also has a lot of
- 1:17:29untapped potential. It's kind of a, it's a it's a
- 1:17:35funny paradox there. Also worth noting that each of
- 1:17:41the roles in this section, it also mentions tactics, rewards
- 1:17:47and customizations. So the tactics is like the
- 1:17:52suggested rotation routines that this type of enemy should do.
- 1:17:56So just going with the brute because it's the first one, it's
- 1:17:59like, you know, brutes generally alternate between normal attacks
- 1:18:02and strong attacks. So they could have a kind of
- 1:18:04routine that's normal attack, strong attack, crush, restart,
- 1:18:08right? So they give you some suggested
- 1:18:09tactics. And then in terms of rewards,
- 1:18:12it's like Brutes can be a source of hard hitting weapons that can
- 1:18:16ignore resistances or grant unique effects while the user's
- 1:18:19in crisis, as well as items that increase the user's might or
- 1:18:22improve their hit point recovery.
- 1:18:24Defeating A brute could also reward the PCs with sturdy, long
- 1:18:27lasting materials. And then for customizations, it
- 1:18:29says Brute should never have good defense scores or boast
- 1:18:33accuracy or damage on par with hunters and mages.
- 1:18:36They already have the highest hit points, so it's good if the
- 1:18:39heroes can hit them reliably. Champy and Brute should have
- 1:18:42ways to recover from status effects from time to time,
- 1:18:45forcing the group to apply them again.
- 1:18:47So they'd also give you some suggestions on like you know,
- 1:18:53how to run them, what to do with them, all that fun too.
- 1:18:57Then there's the boss skills, which are pretty much what they
- 1:19:03sound like. They are additional skills that
- 1:19:04you give to boss type monsters, and they are broken up.
- 1:19:08I think there's forty of them and they are broken up into,
- 1:19:13which is way more than I was expecting by the way.
- 1:19:17They're broken up into like sections.
- 1:19:19They're broken up into types, I guess I should say.
- 1:19:21So the first one is battlefield skills, which is like ongoing
- 1:19:25effects or like auras on the battlefield that have a
- 1:19:28permanent effect. Then there's control skills,
- 1:19:31which is like denying or punishing heroes for certain
- 1:19:33actions. Then you have destructive
- 1:19:36skills, which are just big fucking damage.
- 1:19:41Then there is elemental skills, which are elementally based
- 1:19:46skills. That one's, you know,
- 1:19:49self-explanatory. Then after elemental skills you
- 1:19:53have objective skills, which are skills that grant the boss grant
- 1:19:58the boss an ability to gain a serious edge during conflicts
- 1:20:01that revolve around a clock. So basically abilities that you
- 1:20:06manipulate clocks. And then you have Summoner
- 1:20:10skills, which is basically bosses that keep bringing in
- 1:20:14goons and other little bitches. And then the last one is
- 1:20:18survival skills, which is skills that just make it so the boss is
- 1:20:22harder to kill, harder to hit, you know, more of a pain in the
- 1:20:26ass regeneration and camouflage and adaptive affinities,
- 1:20:30defensive stance, that kind of shit.
- 1:20:32And then you have after the boss skills, you have the negative
- 1:20:35skills, which are again, pretty much what they sound like,
- 1:20:39they're skills that are a negative.
- 1:20:41They give the monster a debuff of some kind.
- 1:20:45But in return you can get an additional role or boss skill
- 1:20:48that you can add on top of the stat block.
- 1:20:52Stuff like final detonation where when the enemy dies they
- 1:20:57blow up and hurt their friends, or final resort or final restore
- 1:21:03sorry. When this NPC is reduced to zero
- 1:21:05hit points or forced to leave, each of the enemies present on
- 1:21:08the scene recover a heavy amount of hit points or mind points.
- 1:21:11So like the enemy leaves and the players heel.
- 1:21:16There's one that like they inflict status debuffs on their
- 1:21:18friends, Some kind of bad thing happens in trade for another
- 1:21:24skill, and then the species skills after that are what I was
- 1:21:28talking about before where you pick the species of the
- 1:21:30particular NPC and that gives you some extra customization
- 1:21:34options based on the specific species.
- 1:21:41In terms of how this differs from the original design system,
- 1:21:47like I said it gives you a list and stuff, but also if I can
- 1:21:52find the what's there is a little section that says what's
- 1:21:55different exactly. NPCS are always level
- 1:21:585102030405060. The NPCS always have at least
- 1:22:04one vulnerability, unless a specific gimmick or special rule
- 1:22:07changes. That vulnerability to physical
- 1:22:10damage grants a single additional skill, not 2.
- 1:22:13NPCS cannot use equipment, which is kind of a big thing because
- 1:22:19equipment, basically if you give NPCS equipment, you can
- 1:22:25potentially make them really overpowered and break the game
- 1:22:29pretty easily. So part of the quick assembly
- 1:22:33was taking that particular element out of things.
- 1:22:35So that's less of a problem. You know, basically the idea of
- 1:22:41giving, giving the boss monster a magic sword might make them a
- 1:22:45little too good. You know, fictionally they can
- 1:22:48have a magic sword. Mechanically you might not want
- 1:22:50to do that. That is after the quick
- 1:22:56assembly, then we get to the compendium.
- 1:23:01So obviously the compendium is a big ass list of pre made MPC
- 1:23:08step blocks. We are not going to go through
- 1:23:10the entire compendium. We would be here for four days.
- 1:23:14So because there's quite a lot in here, a couple things that
- 1:23:19are worth kind of noting about the the MPC stat blocks in the
- 1:23:25compendium. They are sorted alphabetically.
- 1:23:31Some of the monsters are just individuals and some of them are
- 1:23:36by families. So for example, the Minotaur is
- 1:23:41a singular stat block, but then if you go to Outlaws, Outlaws is
- 1:23:46like 3 human stat blocks. Like it's like 3 or 4 different
- 1:23:50human step blocks. So some of them are like based
- 1:23:53on a family of creatures and some of them are a singular
- 1:23:55creature. Other things we're noting none
- 1:24:01of the so the the MPCS in this book were built with the quick
- 1:24:09assembly method as a base and then they obviously they added
- 1:24:13on top of it, they created their own abilities, but they started
- 1:24:16with the quick assembly method as sort of the baseline, which
- 1:24:21means none of the monsters have equipment because again like I
- 1:24:25said, they they kind of took that out as an element.
- 1:24:28I, I think if they were to make a second edition of this game,
- 1:24:31they would just completely remove that and not even deal
- 1:24:34with it. So fictionally, certain enemies
- 1:24:40will have equipment, but the equipment will just be a skill
- 1:24:44that they use on their stat block.
- 1:24:46Like I think one of the outlaws has like a, is it the outlaw
- 1:24:50stat blocks? You know, maybe it's a different
- 1:24:52one. There's a character that has
- 1:24:53like an Electro gauntlet thingy. The Electro gauntlet thingy is
- 1:24:59not a piece of illiteral equipment on their like on their
- 1:25:05sheet, it's an ability. I don't know about the electric
- 1:25:08Auntlet, but I know that the my favorite of the outlaw is the
- 1:25:11Jada Ronan has like a named Sword Ximongi.
- 1:25:14Yeah, yeah, yeah, yeah, yeah, exactly.
- 1:25:15That's yeah. So it has a name sword.
- 1:25:17The name sword is a skill. It's an attack that the that the
- 1:25:20NPC can use. It's not literally in a piece of
- 1:25:23equipment on their stat block. However, if the players beat
- 1:25:27them and want to take the sword, they can.
- 1:25:30You just have to. You as the GM will just have to
- 1:25:32potentially design that reward. They moved around where status
- 1:25:38effect immunities are on on the stat block sheets.
- 1:25:42No biggie. Some new keywords that are worth
- 1:25:45pointing out. Like I said, all of the NPCS in
- 1:25:49this book have the the roles. They all have the role keyword
- 1:25:54on them. So you know kind of what their
- 1:25:55role is. They also have something that's
- 1:25:59says part, so if a stat block says part, it means it's meant
- 1:26:04to be a part of a bigger main body.
- 1:26:08So for example, the first stat block in the list is the
- 1:26:11Adamantharion, which has his main body and his front and back
- 1:26:17legs I think. So the front and back legs are
- 1:26:21parts. Some creatures are marked as
- 1:26:24solo, which means the players are intended to fight it solo
- 1:26:27without anyone else helping. Some of the creatures are marked
- 1:26:31as unique, which is to say they are one-of-a-kind.
- 1:26:35They are. They are a named special boy.
- 1:26:38There is no there is no other like them.
- 1:26:41They are the unique guy or girl or thing or it or monster or
- 1:26:46whatever, and then some of them have villain, which just means
- 1:26:53they are intended to mechanically they get Ultima
- 1:26:56points and they're intended to be a villain to the players.
- 1:27:01Another really useful thing that they added in this book is the
- 1:27:04approaches. I don't know if you looked at
- 1:27:07these at all, but all of these stat blocks in the compendium
- 1:27:12have they have advantageous and disadvantageous like keywords on
- 1:27:21them. Basically there's an up and a
- 1:27:23down arrow on all of the stat blocks and it tells you what is
- 1:27:28good against the monster and what is bad against the monster.
- 1:27:31So if something is advantageous, like for example you're fighting
- 1:27:36an ice golem and it says fire damage and it's the
- 1:27:40advantageous, you know, meaning the arrow pointing up has fire
- 1:27:43damage next to it, that means fire damage good against this
- 1:27:46enemy. If it's disadvantageous, that
- 1:27:48means don't use this. So ice damage would be on that
- 1:27:50same ice golem. So basically what that means for
- 1:27:56you as the GM is you can look at any stat block really, really
- 1:28:00quickly and see, OK, what's good against this thing?
- 1:28:04What's bad against this thing? Do my players have the necessary
- 1:28:08tools to deal with the good or the bad that this creature has?
- 1:28:15You know, so if the creatures weak to like we said before, if
- 1:28:18the creatures weak weak to light damage and my players don't have
- 1:28:22any light damage, then you want to take a note of that.
- 1:28:27That doesn't necessarily mean you can't use it.
- 1:28:29You just want to be aware of that.
- 1:28:33And they will. It won't just be damaged
- 1:28:35typings. It'll also say like status
- 1:28:37effects that are good or bad versus the enemy, if something
- 1:28:41like MP loss is good or bad despell effects, spells with
- 1:28:49long duration spells, if those are good or bad against the
- 1:28:52enemy. It's just like a general
- 1:28:54guideline of this will work well and this will work poorly
- 1:28:59intended for you as the GM to look at it and go, OK, I have an
- 1:29:02idea of what this guy's deal is. And then there's some basic
- 1:29:07guidelines on each of the compendium stat blocks where the
- 1:29:14IT mentions environments that they'll be in.
- 1:29:17It mentions allies that they might potentially have, which is
- 1:29:21to say other NPCS you might want to pair with this NPC and then
- 1:29:28their tactics, which like we mentioned before, is the
- 1:29:31routine, the rotation that they follow and how that works.
- 1:29:35And then rewards. I think a lot of GMs will really
- 1:29:39appreciate the rewards section because every, every stat block
- 1:29:48has a suggestion of these are good rewards that make sense for
- 1:29:52this kind of enemy. They're not specific.
- 1:29:56Like it's not necessarily, you know, it's not going to say this
- 1:30:00enemy should drop a flame tongue, but it'll say kinds of
- 1:30:04rewards. So for example, if we go back to
- 1:30:06our buddy the Baylor for rewards, it says they might drop
- 1:30:10an accessory that improves the user's magic defense or grants
- 1:30:14resistance to dark damage In unsettling.
- 1:30:17I like gemstone material, forbidden story bending
- 1:30:21revelations whispered by the Baylor as they fade out of
- 1:30:23existence. It it's basically just what
- 1:30:27might this enemy drop or have or you know, what might be useful
- 1:30:32from them both. It could be a mechanical item,
- 1:30:35but it can also be like a fictional thing.
- 1:30:36There's a lot of potential things that the rewards could
- 1:30:38be, but it's just really to give you an idea.
- 1:30:45But honestly, this is the kind of thing people have been asking
- 1:30:48for in DND for I don't know how long at this point.
- 1:30:51So glad to see it here. Yeah, crazy.
- 1:30:58Right. Like, glad somebody did it.
- 1:31:02Yeah, it's it really Dungeons and Dragons.
- 1:31:06It's just a wealth of great game design information, and not from
- 1:31:11the actual game design itself, but from people looking at me
- 1:31:13like what do the players want out of this game?
- 1:31:17Enemy enemy behaviors, rewards, and or other valuable
- 1:31:21information during a fight. Yeah.
- 1:31:25Well, if they're not going to do it, shit, we're going to do it.
- 1:31:28Honestly, the the tactics, the like routes, the routines thing
- 1:31:33for me in particular with this book was one of the most helpful
- 1:31:38parts of the entire book because it, it reframed a little bit.
- 1:31:43I I can't remember. I think the core book does
- 1:31:46mention doing something along the lines of that routine thing
- 1:31:51somewhere, but it it makes it a little more explicit in this
- 1:31:55bestiary and having it so that the tactics are listed above all
- 1:32:01of these NPC stat blocks really put it into perspective how I
- 1:32:05should both how I should run enemies in this game, but also
- 1:32:10how I should design them. Because sometimes I've I found
- 1:32:14myself running into a situation where I was designing the enemy
- 1:32:17in such a way that I was like, OK, I'm giving them all of these
- 1:32:20abilities, but why would he ever do ability X over ability Y?
- 1:32:24Like it just doesn't make any sense.
- 1:32:26But if if there's a rotation to the abilities, oh, OK, he does
- 1:32:30ability X, then he does ability Y.
- 1:32:33That makes a lot more sense. You know what I mean?
- 1:32:35And I wasn't, I wasn't in that mindset before.
- 1:32:41So now that I've seen that, I'm like, oh, OK, this gives me this
- 1:32:46gives me some new options. It it or not even I don't know,
- 1:32:53maybe not even new options, just a a new a new angle to think
- 1:32:57about it, I guess is probably a better way to put it.
- 1:33:01I I don't. Does that make sense?
- 1:33:03Am I babbling? I don't know where.
- 1:33:04Am I? No, no, I get you.
- 1:33:05Yeah, it makes. Sense OK 'cause that was that
- 1:33:11was actually a thing I ran into quite a few times, particularly
- 1:33:13when I was designing like a boss monster.
- 1:33:15I'd be like OK, the boss monster has like 6 different potential
- 1:33:21actions or things they can do, but it seems like only one or
- 1:33:26only two of them are really worth it most of the time.
- 1:33:30So how do I make it so that all of them are useful?
- 1:33:34It's like, oh OK, well if they're going through a specific
- 1:33:36rotation that automatically makes all of them, if not
- 1:33:39useful, at least at least they're going to do all of them,
- 1:33:43right? At least the players are going
- 1:33:44to see each of them. So yes.
- 1:33:50But yes, it is funny that I saw the rewards and the tactics
- 1:33:53thing and I was like, oh, this is the thing people have been
- 1:33:55asking D&D to do for a really long time now.
- 1:33:59Glad somebody did it. That's nice.
- 1:34:05Yeah. And, and all of the rewards too,
- 1:34:07in particular are interesting because they all have different
- 1:34:15like the reward descriptors are all a little bit different.
- 1:34:18Like if you go to the basilisk, for example, it says a weapon
- 1:34:21with a basilisk eye quality 1000 Zeni.
- 1:34:24When you hit one or more enemies with this weapon, those enemies
- 1:34:27become watched by this weapon. After one of the more enemies is
- 1:34:30watched by this weapon, recover from one or more status effects.
- 1:34:33Each of those enemies lose 10 hit points and stop being
- 1:34:35watched. So that one is explicitly, oh,
- 1:34:38this drops a very specific weapon because somebody probably
- 1:34:41just had an idea for what that basilisk should do when they did
- 1:34:43it. You know what I mean?
- 1:34:44But other ones will be like, drop this kind of a weapon or
- 1:34:49this style of armor or this kind of a, you know, some of them are
- 1:34:51a little more vague, some a little more specific.
- 1:34:53So they there's variation in them, which is fun too.
- 1:34:57Because it would also be, it's not it, it would be a little
- 1:35:01boring too if it was like, here's just a list of rare items
- 1:35:03that different stuff drops and that's it.
- 1:35:05Yeah. Yeah, you definitely don't want
- 1:35:07that. I mean, you could do it, it just
- 1:35:10it wouldn't be as interesting as what what this like it wouldn't
- 1:35:14be as interesting as the way this book did it.
- 1:35:16No, it would. It would.
- 1:35:17What I'm saying is it would waste all of the really
- 1:35:19interesting groundwork that the game has laid for you by just
- 1:35:25giving you a list of shit. You know what I mean?
- 1:35:26Like. Yeah, yeah.
- 1:35:31Then there's a brief little before all the compendium.
- 1:35:35Technically there's a brief little section on making
- 1:35:38adjustments, which is basically, you know, oh, the monster, your
- 1:35:43stat block you might, you might want to use might not be the
- 1:35:46right level or it you might want to take a champion enemy and
- 1:35:51turn it into a soldier enemy or something like that.
- 1:35:53Basically, I want to use this stat block, but I need to change
- 1:35:57it. And it's just a guidance on how
- 1:35:59to make those adjustments. You know, how to adjust their
- 1:36:03hit points and their mind points, what to do with their
- 1:36:05accuracy checks and their damage, what kind of skills to
- 1:36:08give them or not give them? What kind of features can you
- 1:36:12add or take away that don't that don't like drastically change
- 1:36:17the stat block? It also mentions some
- 1:36:20limitations, like it says where is it?
- 1:36:26So compared to levels, ranks are a bit more difficult to adjust.
- 1:36:31In particular, foes of a rank of Champion 3 or higher are usually
- 1:36:36designed from the ground up as a major boss, which makes them
- 1:36:39impossible to properly downgrade to a Soldier or an Elite.
- 1:36:43And the same could be said for the opposite.
- 1:36:44Turning a Soldier into a Champion 3, for instance, is
- 1:36:47less a matter of numbers and more about entirely reimagining
- 1:36:50their function within the conflict.
- 1:36:53So it even says you can't adjust a lot of these stop blocks.
- 1:36:55But there's also limitations. So if you try to push beyond
- 1:36:59those limitations, be aware you might have to do extra work or,
- 1:37:04you know, reconsider your plan, basically, which is good to
- 1:37:09acknowledge, You know, we have this system.
- 1:37:12This system works well, but it only, it only works well in a
- 1:37:15certain range band. You know, you can't, you can't
- 1:37:19break the entire thing and expect magic, which I think is
- 1:37:23a, a fair, like a fairway to put it a fairway to describe it.
- 1:37:31Do you have any? I don't know if you looked
- 1:37:33through any of the stat blocks, you know how they think you're
- 1:37:35like, this is crazy. I mean, look no farther than
- 1:37:39Babylonica. Totally not Alexander
- 1:37:45Babylonica. Oh yes, the giant fortress.
- 1:37:49Oh my God, it's so fucking cool dude.
- 1:37:55That one being a great example of singular enemy broken up into
- 1:37:58parts because that one is Energy core, Towering apparatus, and Oh
- 1:38:05no, that was just the 2. So yeah, that one's the energy
- 1:38:07core and the towering apparatus are like 2 separate pieces of
- 1:38:10the same enemy. Yeah, did you notice that the
- 1:38:13energy core is resistant to everything, Everything light and
- 1:38:17dark? In which case it's just fucking
- 1:38:19immune. Yes, I believe if there's a way
- 1:38:23to overcome that though. I maybe goes the energy core.
- 1:38:34Yeah, there's a way to like it's like a way to expose it or, or
- 1:38:39do. So I, I was looking at that one
- 1:38:41a little bit. I don't know if I don't think, I
- 1:38:43don't remember if I finished reading it or not.
- 1:38:45No, no. So yeah, you can't.
- 1:38:47You can't remove its resistances.
- 1:38:48Basically you have to fight the apparatus, which is resistant to
- 1:38:54most things. And the only way to do like real
- 1:38:57genuine damage to it is by attacking the core.
- 1:38:59And the car has the core has very little health compared to
- 1:39:01everything else this fight. So this is cool because this is
- 1:39:06one of the reasons why I picked this fight out is because this
- 1:39:10fight is grueling and it's it can feel like a slog because you
- 1:39:16know, the, the apparatus, the actual body of Babylonica has
- 1:39:20560 health and 280 mine point or no, what is that?
- 1:39:25That has a crisis of 280 and it's actual energy core has 110.
- 1:39:31It points and it's resistant. They're both resistant to
- 1:39:33physical. But this is one of those few
- 1:39:36times where I think this works really well because it's not
- 1:39:40like you're fighting. You can see birds flying around
- 1:39:45its head, and they are very small.
- 1:39:48This thing is probably like 100 meters tall.
- 1:39:51Yeah, it's gonna feel. There's a there's a massive full
- 1:39:54page art of it. Yeah, is what Isaiah is talking
- 1:39:56about. It's enormous.
- 1:39:58So yeah, I, I expect it to feel kind of like a slog, but when
- 1:40:02you kill. I'm thinking about this
- 1:40:03specifically because I was playing Borderlands 4 yesterday
- 1:40:06and I was fighting one of the the vault bosses.
- 1:40:09And it's a really, it was like I, I started fighting it about
- 1:40:1315 minutes before you went to bed and then another 10 minutes
- 1:40:16after that. So it was almost a 30 minute
- 1:40:17fight. And just because something has a
- 1:40:21lot of health doesn't necessarily mean.
- 1:40:24That it feels like you're not getting anywhere.
- 1:40:26You know what I mean? It's it's like when you fight
- 1:40:28something like the Adamantoys in actual Final Fantasy, where it's
- 1:40:31like every noticeable chunk that you removed from the health bar
- 1:40:34feels genuine. It feels like you're getting
- 1:40:36somewhere. And I feel like this boss, just
- 1:40:41through some of the things they can do, makes it really feel
- 1:40:43like that, which is kind of cool.
- 1:40:46I think also it it it the mechanics of Fabulous give you a
- 1:40:55lot of yeah, potential to have this felling the Colossus vibe
- 1:40:59work because again, because there's so many different crazy
- 1:41:07tactical, not even tactical, just like interesting ideas you
- 1:41:11can build into a stat block. Like in a way, the stat blocks
- 1:41:18like the NPCS that you make in Fabula are the core mechanic for
- 1:41:22the GM because rather than the game itself having a whole bunch
- 1:41:28of crazy mechanics, the the basic core mechanics of the game
- 1:41:32are pretty straightforward. Where things get interesting is
- 1:41:37in class player skills and how those can combine with each
- 1:41:41other. And then on the GM side, it's
- 1:41:44how the NPCS stat blocks can add or change mechanics and make
- 1:41:49their own unique mechanics within themselves.
- 1:41:52So you don't need to worry about designing bespoke mechanics for
- 1:41:57a bunch of different situations. Instead, you design basic
- 1:42:00mechanics and then when you want more complicated bespoke
- 1:42:04mechanics, you just make that part of the fight itself, right?
- 1:42:08Like that is the that's kind of the secret trick.
- 1:42:11Like you could design A mechanic where you climb up on the big
- 1:42:17colossal enemy and you have to like hit some kind of a weak
- 1:42:20point. Or you could just have a stat
- 1:42:22block that has all of those rules built into it and then you
- 1:42:25only use it for that particular fight so your game doesn't get
- 1:42:28over bloated with mechanics, right?
- 1:42:33Mm hmm. And that's just one example.
- 1:42:35I mean, there's a bazillion Jilly.
- 1:42:36Like again, one of the things that makes this best area really
- 1:42:40valuable is you can look at all these wacky mechanics that a lot
- 1:42:43of these monsters have and go, Oh, I wouldn't have never
- 1:42:45thought of that. Another good one is the Bugaboo,
- 1:42:49which is this little like Jack O Lantern Reaper guy.
- 1:42:53It's it's basically a reference to Atan Berry and he has an
- 1:42:57ability where he goes into a mode where he's stalking a
- 1:43:02player character and then he hits them with a specific
- 1:43:04attack. And if he hits them with that
- 1:43:06specific attack, well, stalking the player character, the player
- 1:43:10character drops to 1 HP. It's pretty gangster I so.
- 1:43:15Which is obvious reference to Todd.
- 1:43:16Berry. I love this little dude's
- 1:43:18ability. Names Smile.
- 1:43:20Carver, Vane Gordy. Scorching Whisplite, Gleeful,
- 1:43:24Sharpening. Yeah, open wide.
- 1:43:29And he's just a little guy. I love him so much.
- 1:43:32But he's also like a spirit of death.
- 1:43:34I. Almost want one of these little
- 1:43:37bastards to be an arcana just so I can have him.
- 1:43:40He's like a nightmare Incarnate, basically.
- 1:43:42So yeah. Me, me doing the fucking Aang
- 1:43:45from Avatar when he's spinning the marbles.
- 1:43:46Just like look at my little guy. This.
- 1:43:49Is my buddy. It's like a in in the it's like
- 1:43:53the amazing World of Gumball when they fucking piss Nais off
- 1:43:57and she starts karate chopping everything and they're just
- 1:44:00holding her by the scruff of her neck and she's just tearing shit
- 1:44:03up. She's just murdering dudes.
- 1:44:05Yeah, I just want that for the bugaboo.
- 1:44:07Just holding it out and watching it murder things like a little
- 1:44:09handheld blender. Yeah, yeah, yeah, yeah.
- 1:44:14So good. Actually on A to a point that
- 1:44:17you were talking about like using abilities to sort of
- 1:44:20manufacture mechanics. Look no farther than the fucking
- 1:44:23Udex. Have you seen that thing?
- 1:44:27I don't. Yeah, look at that.
- 1:44:29What? What's it under?
- 1:44:31It's just it's Udex under the Iktio Daimon.
- 1:44:37It's the sick like Valkyrie night chick that looks like What
- 1:44:43the hell, Gabranth. Why am I not seeing it?
- 1:44:46IUDEX. Oh, there it is.
- 1:44:49Found it. Yes.
- 1:44:50Yes, look at its other actions. Absolute law.
- 1:44:53I'll just read it. The Udex can use an action and
- 1:44:56spend 20 mine points to declare one of the following laws.
- 1:45:00Each law applies to every enemy the Udex can see, and its
- 1:45:03effects last until the end of the scene or until a different
- 1:45:06law is declared. First law Intelligenti Poca or
- 1:45:12bids recovering mine points and recovering from status effects.
- 1:45:15RO Bono patches forbids performing the attack action,
- 1:45:19performing free attacks, casting offensive spells and causing the
- 1:45:22udex and or its allies to suffer status effects.
- 1:45:25And then finally Ferba non Octa forbids performing the guard or
- 1:45:30skill actions. After an enemy violates a law,
- 1:45:33they become a transgressor until the end of their next turn, but
- 1:45:36only after the infringing action or effect has been fully
- 1:45:39resolved. And then underneath you get
- 1:45:41special rules Go uth des. After a transgressor succeeds on
- 1:45:46a check that would allow them to fill or erase two more sections
- 1:45:49of a clock, that transgressor must choose one option, fill or
- 1:45:52erase one fewer sections of said clock, or let the Udex fill or
- 1:45:56erase one section of a clock of the Udex's choice.
- 1:45:59Dura lex. Damage dealt to the Udex by non
- 1:46:02transgressors is aft and ergo onis.
- 1:46:06After one or more enemies becomes transgressors, the the
- 1:46:08Udex deals 10 light damage to them.
- 1:46:11Creatures that lose hit points this way also suffer shaking.
- 1:46:14So there is just a whole mini mechanic built into this fight
- 1:46:16that's super cool. And these guys are champion
- 1:46:21level enemies, so champion 3. So you're really probably only
- 1:46:25going to fight one of them. They are villain class enemies,
- 1:46:28but Can you imagine a like drone watcher throne defender fight
- 1:46:32where there's two of these jackasses?
- 1:46:35Yeah, and they're just overlapping the absolute laws on
- 1:46:38you And like, dude, that would be such a pain in the ass fight,
- 1:46:42but it would be so memorable. Like I would be furious in that
- 1:46:46fight but after we won or lost I'd be like, that was so fucking
- 1:46:50cool. Right.
- 1:46:52I mean, that's yeah, that's exactly that kind of that's
- 1:46:57yeah, that's the kind of vibe I'm talking about where you
- 1:46:59you're essentially creating these mini mechanics via the
- 1:47:03stat block. And the thing that also makes
- 1:47:06that fun is, you know, one again, like I said, you don't
- 1:47:08need to have a bazillion bespoke mechanics within the game
- 1:47:11itself. But also if you're only using
- 1:47:15them once or twice for a couple of specific enemies, they don't
- 1:47:19get stale or annoying, right? Like this kind of mechanic used
- 1:47:25over and over and over again would probably start to get
- 1:47:27annoying, but used on a particular fight for a
- 1:47:30particular boss, much more bearable, right?
- 1:47:33Like, that's a a big part of it. Yeah.
- 1:47:41I mean, we could do this all day.
- 1:47:42We could just jump around on RAM and stop stamp blocks and be
- 1:47:45like, look at this cool thing it does.
- 1:47:46So we'll have to, we'll have to control ourselves.
- 1:47:49But trust me, there's lots of cool shit you can look through
- 1:47:53and potentially use in this book.
- 1:47:55Yeah, there's, there's a lot of things.
- 1:47:57That I've been trying to do myself, yeah, so.
- 1:48:00I mean the the the diablosaur, like we were joking that the
- 1:48:04brute is the devil Joe, but this thing is like actually the Devil
- 1:48:08Joe. True.
- 1:48:09Yeah. The diablosaur, Yeah.
- 1:48:11They they is it the the gargantuus?
- 1:48:16Gargantuas is so sick. I love these I I love the
- 1:48:22behemoth. I hate the way that they look in
- 1:48:23Final Fantasy but like I love the idea of them just the
- 1:48:27biggest, angriest, most fuck off violent thing that's ever lived.
- 1:48:33It has a bunch of cool. Like this one's got a really
- 1:48:35cool one where it's it's tactics.
- 1:48:37It's rotation is really interesting because it shifts
- 1:48:40based on if it's health is even or odds, which I like a lot.
- 1:48:44Yeah, there's also enemies whose tactics shift based on even or
- 1:48:48odd turn. Oh, I didn't know that.
- 1:48:50That's cool too. Yeah, there's quite a few
- 1:48:52enemies that do that, yeah. I'm really sad that there's no
- 1:48:57art for Humbaba because it looks there is where.
- 1:49:00It's the very beginning of the book if you literally right
- 1:49:03after the table of contents. Yeah, oh fuck it, there it is.
- 1:49:10Oh dude that's so sick. It's fucking.
- 1:49:14Huge brother, big there are. Those are birds around.
- 1:49:19It's a head dog. Yes.
- 1:49:22Big man on campus. Yes.
- 1:49:25Big lead. Oh, it's got wings, dude.
- 1:49:29The thing What's worse than the behemoth?
- 1:49:31A behemoth with wings. Yeah, yeah, yeah.
- 1:49:39We'll fuck your entire shit up. Oh, actually, I know we're not
- 1:49:43going to do this too much. I like that they gave us so
- 1:49:47right like you. You are having us do the
- 1:49:48challenges against the arcana. In this they actually gave us
- 1:49:52stat blocks for Arcana if you wanted to fight them.
- 1:49:56Yes, yes, so there are yeah, I was going to bring I was going
- 1:49:59to bring these up. So there are 66 new Arcana that
- 1:50:02they added in this best theory and yes, each of them has a stat
- 1:50:06block. If you want to fight them, you
- 1:50:07don't have to, but you know if it's if you want to use it as an
- 1:50:11option. In my defence, I've been making
- 1:50:15them not just straight up fights on purpose.
- 1:50:18No, I know I'm not saying what you're doing is bad, but like
- 1:50:22it's cool that we have actual stat blocks from now in case.
- 1:50:25Goro was like, I'm tired of this challenge, bitch, fight me.
- 1:50:29Throw hands. Yes.
- 1:50:32So I was going to say the last little section of this book is
- 1:50:34basically there's a couple of new options.
- 1:50:37What what it calls new options. Some of it is there are some
- 1:50:44sample companions for you to use for the faithful companion
- 1:50:48ability that the Wayfarer gets. Which again, another great
- 1:50:51example of this game being able to to design mechanics within
- 1:50:57the stat block. Because if you look at the
- 1:50:58sample companion called the Gang, it's a companion that is
- 1:51:03technically three individual creatures and you swap which
- 1:51:08creature is currently active and that gives you a different
- 1:51:11effect for the Wayfarer based on the creature currently active.
- 1:51:14Kind of like Pokémon Trainer and Smash.
- 1:51:16So cool. Yeah, It's a Robin, a little
- 1:51:20black bear and a pangolin. And a pangolin.
- 1:51:22Yeah, by the way. Yeah.
- 1:51:26Called The Gang. We have a stat block for a
- 1:51:29motherfucking Chocobo, baby. We do.
- 1:51:32We do have a yes. There's a Chocobo companion in
- 1:51:35here. What's the, what's he called?
- 1:51:37Tau. Yeah.
- 1:51:40I I saw this and got immediately really hyped 'cause I was like,
- 1:51:43I'm happy that we have horses. I kind of wish they were
- 1:51:45Chocobo. We look at, we look at the blue,
- 1:51:47we look at the art and is blue chicken.
- 1:51:50Like can we? Can we?
- 1:51:52Can we do some divine fuckery and say that our horses are
- 1:51:55actually Chocobo? Discuss another time, but yes,
- 1:52:03we have, we have a little stat block for Little Chocobo.
- 1:52:06It's a companion. It's not a full on like enemy
- 1:52:08stat block, but yeah. Apparently they're called Pavis.
- 1:52:11That's like the actual name for the animal.
- 1:52:13Tao is just a special Pavis. No, Tao's his name.
- 1:52:17Yeah, I thought they were just called Tao.
- 1:52:20Oh, no, no, yeah, I don't know. Pavis is the bird, Tao is his
- 1:52:22name. Yes, a sacred Pavis named Tao.
- 1:52:29So yes, there's some sample companions and there's six new
- 1:52:32Arcana and there and then there is a couple of optional rules.
- 1:52:37Now, I'm not going to go through the arcana necessarily, but we
- 1:52:40have, I'll tell you what they are because they're all legally
- 1:52:43distinct something. We have Gorgon, who is legally
- 1:52:46distinct Female Titan. We have Harpy, who is legally
- 1:52:50distinct, male Garuda, Male Garuda.
- 1:52:54We have Phoenix, who is a Phoenix.
- 1:52:58No legal, no legal distinction required.
- 1:53:00We have Undine, who is legally distinct, Shiva, not gender bent
- 1:53:05on that one. And then we have Unicorn, who is
- 1:53:08legally distinct, Ixion and Nitra, who is legally distinct.
- 1:53:14Bahama also gender bent. Yes.
- 1:53:17Also, Genderbet still has the massive titties though.
- 1:53:20Sort of. Yeah.
- 1:53:21Look, say what you will, Final Fantasy 14 Bahamat.
- 1:53:25That's some big titties. Not exactly how I'd describe it,
- 1:53:28but sure. The thing that I think is
- 1:53:30interesting about these arcana and they even mentioned this,
- 1:53:37these arcana in this particular book are a little more intricate
- 1:53:43and a little more complicated than the arcana presented in the
- 1:53:47base game. So basically if you give it to
- 1:53:52your players, be kind of basically it says if your group
- 1:53:56agrees to it, Gorgon, Harpy, Phoenix, Undyne, Unicorn can be
- 1:53:59chosen as starting arcana. Well, so actually, no, that's a
- 1:54:05different. There's a different, but it says
- 1:54:07somewhere that like these Arcana are a little more complicated
- 1:54:10than the than the base book. So just, you know, be aware that
- 1:54:14they're probably gonna feel cooler.
- 1:54:16Yes, Also Zenitra probably not an acceptable starting Arcata.
- 1:54:22Dude, she's a little too. Strong one.
- 1:54:27Choose one creature. You can see that creature heals
- 1:54:29999 points. Yeah, yeah, yeah.
- 1:54:33And all status effects Nitroglysm.
- 1:54:37Or Nitroglysm. You deal with 30 damage to every
- 1:54:40enemy you can see. The type of this damage is light
- 1:54:43and if you are not in crisis, or Dark if you are in crisis.
- 1:54:46Damage dealt by this effect ignores resistances and
- 1:54:49immunities and absorptions of champion ranked enemies.
- 1:54:56You just look at them and go duet and they go immune.
- 1:54:59And then you laugh. You laugh really hard.
- 1:55:02No, no, no. The thing that I thought was
- 1:55:05interesting, though, in particular about these arcana,
- 1:55:07is if you look at their merge abilities.
- 1:55:10So 'cause Isaiah is playing an arcanist in our game and we're
- 1:55:15using the play test rules, and technically the beta play test
- 1:55:19rules had added an ability to arcanist where they have a thing
- 1:55:22called a pulse. So you have a merge, which is
- 1:55:25like what happens when you summon the creature and then you
- 1:55:28have your dismiss, which is what happens if you get rid of them
- 1:55:32in the base game. The merge would be like a buff
- 1:55:34when you summon them, and then the dismiss would be usually
- 1:55:37like a big attack or a big effect.
- 1:55:39The pulse that they added in the play test is sort of like a,
- 1:55:42well, you are merged. You can also do this extra
- 1:55:45thing. These new arcana, in the best
- 1:55:49theory, don't have a pulse, but if you read their merge
- 1:55:52abilities, the pulse is basically built into the merge.
- 1:55:57Did you notice that? I did I I thought that was
- 1:55:59interesting. I.
- 1:56:01I like that better. I think I.
- 1:56:04Don't. I don't because I like that the
- 1:56:10pulse was a clear merge ability you had.
- 1:56:14Like it being part of the merge is nice, but I liked the the
- 1:56:16separation that pulse gave you. I mean The thing is is that
- 1:56:20Pulse has some weird restrictions on it, so I feel
- 1:56:23like building it all into the merge gives you more wiggle room
- 1:56:27to like design something a little different.
- 1:56:30True, especially because like Pulse, Pulse rules is written.
- 1:56:33Pulse can only be used in conflicts.
- 1:56:36True. Very clear.
- 1:56:38So you can only fuse during conflicts as well, so.
- 1:56:43You can only merge during conflicts.
- 1:56:44I don't think that's true. Yeah, it says in a conflict
- 1:56:48scene you can merge, yeah. May bind A summon a cell leader
- 1:56:53in Calendar. May use an action to summon the
- 1:56:54power of one of your Arcana. If you take this skill, no.
- 1:57:00Oh, I was under the assumption that I could only be merged in
- 1:57:04conflict scenes. I would have been doing a lot
- 1:57:07more shit outside of conflict scenes how I known them.
- 1:57:10No, I don't Hold on. I'm gonna, I'm gonna.
- 1:57:12We're we're doing it live. We're double checking right now.
- 1:57:14All right. Bind and summon.
- 1:57:16You bind and arcana your soul and some of them later.
- 1:57:18The game master will tell you the details, Blah, blah, blah.
- 1:57:20You may use an action and spend 40 mind points to summon an
- 1:57:23arcana. You're bound the details of the
- 1:57:24process explained on the next page.
- 1:57:26If you take this skill at character creation, you begin
- 1:57:28play with an arcana already bound to you choose from the
- 1:57:30list, blah, blah, blah. Other than that, you obtain new
- 1:57:33arcana through explanation story.
- 1:57:35You summon our county again, it's merged.
- 1:57:37Those benefits last until it's dismissed.
- 1:57:38You cannot summon our arcana. Well already merge with one.
- 1:57:40You must first dismiss. Yeah.
- 1:57:44No, you can merge outside of a fight.
- 1:57:48Yeah. So you could, yeah, that's kind
- 1:57:52of what I'm saying. Like the merge gives you more
- 1:57:55wiggle room, which means design wise you can have more wiggle
- 1:57:58room in terms of what the arcana could potentially do with the
- 1:58:01merge, which is why I think that building it into the merge might
- 1:58:04be it Also just I feel like it's a little bit cleaner to just
- 1:58:07have merge dismiss like just from a a design logic
- 1:58:13standpoint. Like you have activate,
- 1:58:15deactivate, whereas Pulse is like this kind of in between
- 1:58:19thing which would be fine but feels a little weird.
- 1:58:23Like because this game doesn't have anything equivalent to a
- 1:58:26bonus action, Pulse feels slightly out of place a little
- 1:58:32bit to me, so I feel like just tying it into the merge cleans
- 1:58:39that up a little. I I get what you're saying I I
- 1:58:41see it as a start during finish like.
- 1:58:46Right, which I. Divide into three specific
- 1:58:48sections. I get but I don't know I I just
- 1:58:55don't. It just seems like I don't know.
- 1:58:57It just seems easier to just have on off and like on gives
- 1:59:00you options to activate during like.
- 1:59:02I don't know, I I like the idea that it's built into the merge
- 1:59:06there. I feel like that is interesting.
- 1:59:12Yeah, I mean, I, I don't like, I don't hate it.
- 1:59:14I do just for having pulse. I also like that they have more
- 1:59:18shit. That's true on they do have
- 1:59:21more. Shit like way more shit like in
- 1:59:23comparison to the Arcana in the base book.
- 1:59:26The arcana and the bass book are fucking lame by comparison.
- 1:59:29Yeah, I mean, I wouldn't mind maybe updating at least Princess
- 1:59:32to these new rules just to see. Well, you kind of already
- 1:59:36updated with the because you have the pulse version anyway.
- 1:59:41Yeah, but like, you know, not only do they have the pulse, but
- 1:59:44like, you know, like for example, Phoenix has cleansing
- 1:59:47warmth in for ember feather range like that, like they.
- 1:59:52Just had all that worked for me. I mean, I would, I don't think
- 1:59:55I'd do it 100%. And this is good because we
- 2:00:00could just turn like I was going to do the get the new arcana
- 2:00:04thing anyway. Heroic skill.
- 2:00:08Well, that's a whole other. We could like diegetically
- 2:00:10upgrade her her rule set, it'd be cool.
- 2:00:12I mean, sure. I also think both can exist
- 2:00:18right next to each other too. I don't think.
- 2:00:19Like I think you could have some that have a pulse and some that
- 2:00:22don't too. I think that could work fine.
- 2:00:24True. I don't think they would do that
- 2:00:26necessarily, but I think you could listen.
- 2:00:31I already got to come up with all these fucking ideas for MPCS
- 2:00:34and shit or condom or a whole other problem.
- 2:00:36Because I'm always worried about making the arcana like 2 OP feel
- 2:00:40like it's really easy to make them like too good you know?
- 2:00:43I I don't know, I feel like you should just send it.
- 2:00:46Yeah, but I can't give you all the fun toys and nobody else.
- 2:00:50Sir Gennaro has a fucking robot gun that deals 20 damage around
- 2:00:56FO 399. Yeah, and like, I know what I
- 2:01:00did. I'm not going to pretend him any
- 2:01:03better. I'm just saying he's got that.
- 2:01:05That thing's about to do a crazy amount of damage.
- 2:01:08It's 10 levels for him. It's hard to have like cool
- 2:01:12summons and then also make everyone else feel like they
- 2:01:14have cool thing to do, you know what I'm saying?
- 2:01:16Yeah, I mean, look, Summoner is always, in my opinion, Summoner
- 2:01:20is always the coolest class than any Final Fantasy game.
- 2:01:23I did this on purpose. I'm just, I'm just saying I, you
- 2:01:27know, that is part of my worry of like making the Arcana too
- 2:01:30good and then everyone else feeling like his toy's cooler
- 2:01:35than mine, you know, it's like. Also, it's, I don't know, I, I
- 2:01:38don't, I think no matter how cool my shit is, I, I don't, I
- 2:01:40don't think there's any beating the Senate in terms of pure
- 2:01:43utility. Like those flowers are fucking
- 2:01:47nuts. I mean, sure, that's that's a
- 2:01:50that's it's own thing for sure. Anyway, yes, the new Arcana and
- 2:01:56this book are very cool. Like the new companions are very
- 2:01:59cool in terms of the variant options.
- 2:02:03Nothing crazy, basically just a couple of suggestions.
- 2:02:06They mentioned category based affinities, which I actually do
- 2:02:09like this rule. I'm not gonna implement it now
- 2:02:13'cause we're so deep into the campaign that I feel like.
- 2:02:17Oh dude, that's valid. That's so valid.
- 2:02:19Like I don't wanna upend things, but I do like it.
- 2:02:21Basically the idea is instead of cause base base, you know, base
- 2:02:26rules the game functions off of physical damage is just physical
- 2:02:31damage and that's it. There's no distinction.
- 2:02:34Category based affinities is is just an enemy can have
- 2:02:38resistance to the different types of weapons cause all of
- 2:02:41the there are each of the weapons goes into a category
- 2:02:44arcane bow, brawling dagger, firearm, flail, heavy spear,
- 2:02:48sword and throne. So you could say this enemy is
- 2:02:50like resistant to bow and brawling weapons.
- 2:02:55You know, Brom brawling category weapons and then, you know, not
- 2:02:59resistant to, you know, sword and flails and shit.
- 2:03:02Like I do like the granularity that that could potentially add,
- 2:03:07but that would also require that you guys as players have
- 2:03:12different weapons ready to go, which this far into the campaign
- 2:03:16is like would feel a little weird, right?
- 2:03:20And also you said the unfortunate situation where
- 2:03:23we're using custom weapons, which kind of makes this
- 2:03:26difficult. Right.
- 2:03:28Well, you'd have to get new weapons or side weapons.
- 2:03:31And yeah, you could do it with custom weapons too.
- 2:03:34You could like I, I don't. Know that there's like.
- 2:03:37Ways to do it again, I don't. Think there's a way to do
- 2:03:41establishing earlier on? Well, no, because what you would
- 2:03:46just you would just make it so that players can bot.
- 2:03:48Can you would just make it so the players are like, OK, I'm
- 2:03:51going to go buy a sword and then you just make a custom weapon
- 2:03:54sword. You know what I mean?
- 2:03:56Like and then just say that you buy that from this blacksmith
- 2:04:00guy or whatever, you know, like you can just do something like
- 2:04:02that. Like it's still doable with
- 2:04:03custom weapons. There's no reason it's not.
- 2:04:08I could foresee some weirdness. From designing more custom
- 2:04:13weapons, that's all you'd be doing.
- 2:04:15You should be making more custom weapons for yourself.
- 2:04:18Right. But like that, you'd have to.
- 2:04:20You'd get into a thing where players would just have a
- 2:04:22bajillion custom weapons all the time, which kind of defeats
- 2:04:26either of the custom weapon being like a unique thing that's
- 2:04:29special to them. Well, either you have a bunch of
- 2:04:32custom weapons or you have a bunch of regular weapons like
- 2:04:35this is going to necessitate that either way to a certain
- 2:04:39amount to a certain. Amount I mean.
- 2:04:42It literally, it literally says this rule is great for groups
- 2:04:45that like collecting many different weapons, but it can
- 2:04:48frustrate players with specific aesthetics in mind for their
- 2:04:51heroes, such as a just such as a dedicated spear warrior or
- 2:04:55gunslinger. Only use it if everyone's
- 2:04:57enthusiastic about the idea. So like.
- 2:05:00Yeah, it's, it's sort of recognizing what I'm saying if
- 2:05:01you have. Is recognizing what you're
- 2:05:03saying I'm saying I don't. My point is that I don't think
- 2:05:06custom weapons specifically make it any more difficult than using
- 2:05:10than not using custom weapons. Like I don't think that
- 2:05:12particular factor matters. I think it's the same amount of
- 2:05:18complexity with basic weapons or custom weapons.
- 2:05:25Like that particular element doesn't add that much.
- 2:05:28I acknowledge that it could be annoying in general if you're
- 2:05:32not on board. And then there's some mention of
- 2:05:38the variant on the Breach rule. Basically just because Breach
- 2:05:42base is working off weapons if you're using enemies that don't
- 2:05:47have weapons, because none of the enemies in this book have
- 2:05:49weapons, it's just a variant on that ability.
- 2:05:53And then there's this pressure stagger optional rule mechanic,
- 2:05:58which basically is the stagger system for Final Fantasy 16,
- 2:06:02funny enough, where I think Final Fantasy 12 maybe also has
- 2:06:09a stagger system. There's a couple of, or 13 might
- 2:06:11be 13. Actually, there's a couple of
- 2:06:12Final Fantasy games that have like a stagger thing.
- 2:06:16Basically, you have a clock, you have a stagger clock or a, a,
- 2:06:22yeah, you have a stagger clock for the enemy.
- 2:06:24You hit them with either a certain type of weapon or a
- 2:06:27vulnerability. It increases their clock.
- 2:06:30Once you fill their clock, they go into a stagger state, they
- 2:06:33lose their turn and they become vulnerable to a whole bunch of
- 2:06:35damage types. That's the basic idea of that
- 2:06:39system. And then obviously by adding
- 2:06:43that mechanic, you can also potentially design NPC mechanics
- 2:06:48around the stagger system. So for example, it says a boss
- 2:06:53whose pressure clock fills by two sections whenever their one
- 2:06:56of their soldier minions is defeated.
- 2:06:59A boss whose vulnerabilities and pressure points change upon
- 2:07:02entering crisis for the first time.
- 2:07:04A boss whose pressure clock fills by 1 section at the start
- 2:07:07of each of their turns, as long as they're suffering from 2
- 2:07:09specific status effects. So like, you know, it's another
- 2:07:12Ave. for like tactical potential.
- 2:07:16Again, interesting idea, not something I want to implement
- 2:07:20this late into a campaign because again, that can be
- 2:07:24awkward just trying to like throw in a whole new thing.
- 2:07:30I also feel like this stagger pressure mechanic would kind of
- 2:07:36throw off the balance because you have the ability to make an
- 2:07:41enemy skip their turn, which is kind of crazy.
- 2:07:45So I feel like if I were to throw this in there, I'd have to
- 2:07:48also account for it in terms of balance design.
- 2:07:52And then I'd be relearning this problem all over again.
- 2:07:55And I'd be doing it at quite a high level because we're dealing
- 2:07:58with like level 30 enemies at this point.
- 2:08:01So like, we're not doing all that.
- 2:08:03Yeah. I mean, I would say there's no,
- 2:08:05there's no point. Not right now.
- 2:08:07It's a It's an interesting idea, although I do feel like it's a
- 2:08:12little weird that it's one sided in that you can only stagger
- 2:08:16enemy like the the players can stagger NPCS but it doesn't go
- 2:08:20the other way. So I feel like this is just a a
- 2:08:24huge player buff. I wouldn't say it's like it's
- 2:08:31it's exclusively a buff because of the fact that you have to
- 2:08:35fight to get it. Like once you have it, then
- 2:08:38yeah, it's go time and you're just doing crazy damage.
- 2:08:42But but it's another option. So like, yes, it is another
- 2:08:49option, but I think about it this way, right?
- 2:08:50Like you're sacrificing consistent vulnerability for big
- 2:08:57cinematic like bully beat downs. So I think it probably comes out
- 2:09:01to be about taking the. Oh, because they don't take the
- 2:09:04double damage until they're staggered.
- 2:09:06You mean? Yeah, I'd say that's true.
- 2:09:09It probably equates to the same thing.
- 2:09:10It just will feel more cinematic when you actually nail it, yeah.
- 2:09:16I suppose that's true. Yeah, I don't know.
- 2:09:22That's pretty much. And then that's basically the
- 2:09:24end of the best area. The last couple of pages,
- 2:09:26there's a profile list which just lists all of the enemies.
- 2:09:32It lists them in level order and then it has their roles, their
- 2:09:35rank, their species and what page they are on, which is great
- 2:09:39to just go through and be like, oh, I'm looking for a level 20
- 2:09:41enemy and just Scroll down, look at all the level 20 guys in the
- 2:09:43list. Fantastic.
- 2:09:47And then after the profile list, there is a couple of pages of
- 2:09:51sample formations, which are basically a couple of group
- 2:09:55different enemy group combinations that you could
- 2:09:58potentially throw at your players to be like, oh, look,
- 2:10:01here's a, you know, they're they're pre, they're pre built
- 2:10:04in counters, which is fun. I don't know that.
- 2:10:12I mean, I, I didn't look that closely at them to see kind of
- 2:10:15how they're designed or if they, you know, how well they work or
- 2:10:19whatever, but I see no reason to assume they wouldn't.
- 2:10:22Agreed. And yeah, and then that's the
- 2:10:27end of the book. Like I said, this, this is once
- 2:10:35again, basically once again, Fabio Ultima.
- 2:10:38Just don't miss it. Just don't miss like.
- 2:10:40It really just don't miss, yeah? Every book gives you something
- 2:10:44good to something, something juicy to use, something to chew
- 2:10:46on. So you know this one though
- 2:10:52personally for me this is the best splat book of them all.
- 2:10:57Like this is the best supplement book for sure because it has the
- 2:11:02most usefulness and I think will help you to generate the most
- 2:11:07ideas. Like I I think because the
- 2:11:14because designing encounters and MPCS is basically the hardest
- 2:11:19part of this game. This book will help you the
- 2:11:23most, you know what I mean? For sure, yeah.
- 2:11:26Like it's just. I would say this is like in the
- 2:11:32this is priceless for AGM like. Yeah, the value per dollar is
- 2:11:36crazy. Like I said, this book is a must
- 2:11:39have in my opinion. Like if you're going to run this
- 2:11:43game without it, I like at this point, it's funny because I was
- 2:11:47running without it before, but now that I'm like now that I see
- 2:11:50it, I'm like, how? How did I ever exist without
- 2:11:52you? You know what I mean?
- 2:11:55Like how could I? I was just about to say, it's
- 2:11:57one of those things where in two years you're gonna be like, how
- 2:12:00do people do it without this? Yeah, yeah, it's it's literally
- 2:12:05that. So yeah, I have nothing else to
- 2:12:11like, I have nothing else to say.
- 2:12:12I can't, can't glaze the best area enough.
- 2:12:14I mean, I have little nitpicks here and there, but they're so
- 2:12:19little that they're like kind of irrelevant, you know what I
- 2:12:22mean? Like I wanted a few more.
- 2:12:25I wanted some more role skills for each of the individual
- 2:12:28roles, maybe some more customizations.
- 2:12:31I would have liked a page of like a spell list page of all of
- 2:12:36the spells that the players have or something like that.
- 2:12:41But that's not the end of the world.
- 2:12:44I forgot there was, there's a oh, there's a couple of monster,
- 2:12:48there's a couple of monster stat blocks.
- 2:12:50I wanted that. I'm like, I'm sad that doesn't
- 2:12:53exist. Like there's no lich.
- 2:12:55A little disappointed there's no lich, not going to lie.
- 2:12:59There's what it is. It's the it's not explicitly A
- 2:13:04lich, but the fucking where is it the not the Necro dragon, but
- 2:13:16the, I don't know, Ixio Daimone. It's like it's a little more
- 2:13:23Cthulhu coded, but it's basically a lich.
- 2:13:28Yeah, he's he's kind of Yeah, he's a little too.
- 2:13:31Cthulhu coded for me. Fair, fair enough.
- 2:13:34But he he's in that direction, I suppose you're not totally
- 2:13:37wrong. Do the any of the pandemoniums
- 2:13:40have like lich coded abilities? That's a good point.
- 2:13:44I I didn't look at those, those fucking.
- 2:13:47Samaya looks so cool. Samuel's crazy.
- 2:13:50Yeah. For for context, there's like 7
- 2:13:54deadly sins, Pandemonium 7 yeah 7 deadly sins.
- 2:13:57But like cranked to the Max as like crazy over the top JRPG
- 2:14:02mega boss demon things. They they look sick.
- 2:14:06Would you also kind of chuckle when they add the baromets
- 2:14:09because of fucking dungeon machine you were like.
- 2:14:13I did think it was funny. I don't think that's why it's
- 2:14:14there. No, no, it's almost certainly
- 2:14:16not. But I looked at it and went or I
- 2:14:18would probably eat that. The funny.
- 2:14:21Thing is, it looks like a weird setup, but.
- 2:14:24The funny thing is, it looks like a weird vegetable monster.
- 2:14:26Yeah. Which I know, I don't know, I
- 2:14:30don't know what's up with the barrel, but but yes, I did think
- 2:14:32about the dungeon Mushy episode for sure.
- 2:14:36All right, you have any further glazing you'd like to do?
- 2:14:39And there's a bunch of monsters I could bring up that I really
- 2:14:42like and think are super cool, like the Gallow branch, the
- 2:14:48Dynagar, which is basically just the the corals, the crazy, like
- 2:14:53leopard cheetahs or like leopard tiger things in Final Fantasy.
- 2:14:58Agantes, the actual other Alexander.
- 2:15:05Yeah. They're just, they're so sick.
- 2:15:07The mellow court. I love the mellow court so much.
- 2:15:10Oh, the slimes. Yeah, yeah, they're adorable.
- 2:15:13I love them. They also just have straight up
- 2:15:16mechs. Like the mechs are are wild.
- 2:15:18They're nuts. They're our.
- 2:15:19Mechs. The war machines, the turrets,
- 2:15:25and there are. Very they're final, very Final
- 2:15:27Fantasy 7 coded mechs. Yeah.
- 2:15:30And what are the other ones called there?
- 2:15:31There's like actual like Armored Cores in here.
- 2:15:36Yeah. Oh God, It it's fine.
- 2:15:42There's a lot, yeah. There's a lot of shit in.
- 2:15:44This book. All righty.
- 2:15:48Well, that has been us. If you are so inclined, you can
- 2:15:53follow us on social media or not do whatever you want.
- 2:15:56I'm not sure Mom, but I will tell you, you should buy this
- 2:15:59book. Buy book now, he's good.
- 2:16:07They're just going to say you're going to get anything out there.
- 2:16:09Look good bring back the the the Sam classic look good.
- 2:16:14Good. Monster cool.
- 2:16:16Monster cool? Yeah, probably monster.
- 2:16:18Cool. Monster cool.