Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

APPRENTICES: HEROIC RETAINERS FOR DRAW STEELView project page

Tactical Heroic Cinematic Fantasy Sidekicks
Submitted by Gondwana Games — 8 hours, 20 minutes before the deadline
Add to collection

Play game

APPRENTICES: HEROIC RETAINERS FOR DRAW STEEL's itch.io page

Results

CriteriaRankScore*Raw Score
Usability#24.1434.143
Enjoyment#34.0004.000
Overall#163.6673.667
Theme#302.8102.810
Creativity#333.7143.714

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Obligatory: the art here rocks!

I absolutely love the design for these retainers - it's simple (/complimentary), easy-to-read and parse, and feels useful and actionable.  If my party ever got into the situation of taking on apprentices, I would absolutely deploy these retainers.

The only thing I would note: it would be useful to have a page number/reference for the Disciple's Hurl Magic ability.

Awesome job!

Developer(+1)

I appreciate the rating and review! Would love to hear how it goes if they end up taking one.

If I end up still referencing Hurl Elements in the expanded version I'll make a note of your suggestion. Thanks!

Submitted(+1)

The way you grouped the classes into apprentice types was neat. I might use this for a 2 person party to balance things out a bit.

Submitted(+1)

Wow. I love this. In my home game my players have a little radenwight who they have decided to mentor, so this is very timely. Some of my favorites: revengeance, smoke bomb, set em up, and mind punch (clever!)

Well done!

Developer(+1)

Thanks, I appreciate the review! Would love to hear how things turn out for your hero's radenwight apprentice.

Submitted (1 edit) (+1)

Everyone has already said all the things I was going to say about the mechanics here, so I'll just say: I echo all of those notes, I love the concept, and the art is SO CUTE. I am having massive cuteness aggression over it and that's not even something that normally happens to me. I want stories about Gwillyv and her apprentice here. So good!

Developer(+1)

Thank you! The artist has been very flattered to hear all the praise. I'd initially asked them to draw a "level 1 human or polder rogue" for the apprentice, but I'm glad they told me that was a horrible idea and drew someone entirely different.

Submitted(+1)

Get Away from Them has a target of Self and then you push the target 5?

Why is the Avenger and Scout triggered limited but the others' aren't?

You should just say, Automatic Tier 3 Outcome.

The Scout feels much more Shadow than Tactician while the others feel much more balanced between the two.

Too bad the Troub didn't get any. :P

But It's very flavorful and cool. I might steal this for my next follower.

Developer(+1)

A handful of answers for ya!

  • Get Away From Them has the same tags as similar abilities from retainers in the Monsters book, as you're performing a different action (which has the proper tags and keywords) with extras.
  • Similarly as above in following design cues from the Monsters book, more powerful ability advancements got the Encounter keyword thrown on, while lesser abilities of the same level did not. 
  • The intent is to guarantee a Tier 3, but still let the player roll to see if they crit. An auto tier 3 implies no rolling.
  • Noted feedback for the Scout! I'll ponder better middle ground  abilities for them.
  • RIP the Troub, they'll get their time to shine when I expand this and do some rebalancing after the jam's over

Glad you enjoy this! Appreciate the feedback. 

Submitted
  1. Even if the book says something, it might still be unclear. At this stage, it's still unclear. I think "target" should be more specific.
  2. I see your point. I guess it's a preference thing. I would like similarly themed creatures to have similarly powered abilities. 🤷‍♂️
  3. Under The Basics/Power Rolls/Automatic Tier Outcome it is said that any tier assurance effects doesn't completely removes a roll if rolling could have an additional effect (such as a critical hit). This might also be a preference of phrasing issue.
  4. And yes, I understand the page limit but this calls for expansion into Troub, Beastheart, and Summoner. Maybe also pre-empt the Acolyte/Operator or homebrew classes?
Developer(+1)
  1. My point isn't that the book says something about this, it's that the ability states you do a separate action in the same statblock—so you check that action for the proper keywords. Several abilities from the Monsters book that inspired this one are tagged the exact same way by MCDM. Target of Self and range of Self and all. I'll stick with their guidelines there.
  2. The goal is still that they have similarly powered options across the whole encounter, but some have a big thing they do once and others have a little thing they can do a whole bunch. Hopefully after several rounds, it evens out. Understandable if its not a personal preference though.
  3. I'll take a look at that section again, very possible I misread something there. Thanks for pointing it out!
  4. I'm currently only planning on covering the core nine classes released (with Troub's maybe also being a general 'party hype man', but still pondering that). Given the Beastheart's bond with their companion I feel they're narratively less inclined to have a sidekick, and the Summoner document comes with a retainer already, so no gap to fill there either (if someone else wants to take a swing at those two though, I shan't complain). Very down to do more retainers later though if the Acolyte/Operator look like good fits. I'm sure homebrew class creators would rather make their own, but I'm down to take up the task if asked. 
Submitted

4. This could be a definite avenue for collaboration. For example, when I have my class properly close to v1, I might want you to contribute your style. ;)

Submitted(+1)

The mechanics do a good job reflecting the apprentice as explicitly emulating the hero, while maintaining unique value. Already can see potential with a player getting everyone on board with their character just starting at level 1 with their apprentice. Then the heroes get to come out swinging with Wode-Man and The Wren…okay maybe I’m that player.

Submitted

Specific, but I like Mind Punch, it’s fitting AND you can say, “Mind punching me out of danger?” And then they do.

Developer

Heh, I wish the pun is intentional. Between this and the Mirror Force ability I've been seeing a lot of love for the Psion specifically. Glad you enjoyed it!

Submitted

I was thinking about my SARCASM shirt: "It's like punching people in the face, but with words."

Submitted(+1)

I'm a huge fan of retainers, so always glad to see more of them! I must confess that at my table retainers in combat have almost exclusively been used as replacements for heroes missing a session, and these ones don't really work for that purpose... Although that's neither here nor there in terms of the jam.

I love the art. It's almost distractingly good! I like the archetypes the retainers cover and think the abilities are nice and flavorful. Others will have more useful feedback in terms of balance. The one thing I will note that I would have liked here is more features for leveling up the retainers. They have their higher level abilities, but presumably the Stamina and Characteristics also increase? Other than that, excellent entry, well done! :)

Developer(+1)

Appreciate the review! Since apprentices are retainers, they're intended to level up like other retainers do as described in the back of the Monsters book, which provides the bonuses you've mentioned and gives alternate options for role advancement abilities if the ones in here aren't as appealing. I'll make a note of that in the next version so it's clear for folks. 

Submitted

That is totally fair and on me for not thinking about that, haha. A sentence of clarification might be good to help idiots like me understand how it works :D

Submitted(+1)

I think it's nice to use the retainers as more fleshed out characters who grows with the players. The level 10 ability is very neat.

Some feedback I had while reading:

  • Revengeance is way too powerfull IMO: removing an elite or platoon enemy is already too strong, but damage weakness 5 for the whole encounter with no possibility to remove it is just broken
  • I think Cleanse is too strong too, I might be wrong there though
  • Rejuvenating Blast says "Each enemy in the area takes the damage of Hurl Magic": which tier are we talking about? Do you have to roll for each enemy? Once? 
  • I understand this is due to the page limit but the way the Scout abilities are displayed is a bit confusing
  • Dampening Field is similar to the Null ability Absorbtion Field, which costs 7 and only affect enemies in the Null Field (so 2 aura), so it feels a bit strong comparatively
Developer (2 edits) (+1)

Appreciate the feedback! Happy to give context for design decisions and discuss your points:

  • Both of the Avenger's standard mentors (Censor & Fury) have low-level abilities to instant kill non-solo/leader enemies. Censor's is a Level 1 ability that kills if it winds the target, Fury's is a level 3 ability that kills the enemy at the end of their next turn regardless of current Stamina. Since this is a Level 7 ability, I'd figured the straight kill would be a natural scaling of that, with the damage weakness inflicted but no damage dealt for that action a suitable alternative. However, I can see the point that a retainer being able to instantly remove an elite monster from the encounter is too much. I'll rework the ability for when I release an expanded version of this.
  • The alternative Level 4 Support advancement ability for a retainer is also a maneuver, but lets a target within melee 1 spend a recovery and abilities against them have a bane until the retainer's next turn. I think ending one effect at range 5 is pretty even with that.
  • Rejuvenating Blast is tagged as an Area ability, so you only roll once. Hurl Magic is referenced for the damage at each tier. I wrote it the way it is currently to save a little space, so I'll expand and clarify it for the expanded version to avoid confusion there. 
  • Added the page lines and ability color coding to alleviate Scout's formatting crunch, but it's fair that the mix up can confuse people on a first read. I'll see what I can do to fix that for the next version.
  • Null is one of Psion's inspirations, so having a similar ability is intentional, but I'd also had the thought that the current version might be a bit strong. I'll take another look at it.
Submitted

I understand and agree with all your points. I will however double down on damage weakness being really really strong (we obliterated a solo with my group yesterday with just the damage weakness 2 from the Warrior Priest kit), so I would at a minimum make it save ends. For the insta-death ability, many people in the community say that YAAD is way too strong, while Censored's condition to work (hitting the target just before winded to make it winded) makes it way less strong than the other one. 

Developer(+1)

I wasn't aware YAAD was a sore balancing point for the community, so that's good to make a note of. As far as damage weakness goes, I suppose a smart group will get tons of use out of it if they focus fire for a round, so adding save ends or ends after the retainer's next turn would work (assuming I keep it, I'll take another look at that as well.)

Thanks for the reply and all the feedback! It's been very helpful.

Submitted(+1)

A great submission. I got the chance to proof read it, and knew then it would be a strong contender in this Jam. The art really pulls the theme together. Love to see one of the Iconic Heroes in it.

Really useful for a game. I'd absolutely have my villain either capture, or just straight up kill an Apprentice at an appropriate moment, to really get my players out for their blood. Wahaha! 


Well done, a great entry for the Jam.

Developer(+1)

Once again, appreciate you looking it over before I submitted! Planning to include some narrative prompts for them in the next version, may have to pinch your idea of villainous kidnappings... 

Submitted(+1)

I reiterate here that I love this idea as it solves a problem I didn't know I had!
My players only ever use their Delian Tomb followers and retainers as Respite rollers as they have thin connections to those characters. In comparison, I think these much more flavorful Retainers that would lead to a lot of player interest!

Developer

It's been fascinating seeing people's submissions reflect their experience at the table, and how other Directors may not have ever had those problems or only just realized they needed a fix. Lots of good varied ideas floating around this jam. 

Glad these retainers hit the mark for you! And thanks for the review. Looking forward to eventually getting to the Complication Curatives