Planned Changes
Core Mechanics
- Unified Energy mechanic for all classes
- Each class retains unique flavor (let blood, evocation, etc), but mechanic is the same
- Examples:
- Witches will use the Necromancer Supplication style: tap your own ability scores
- Warlocks will use soul energy
- Mages will use the base mechanics and little else: thus necessitating Preparation
- Priests will need to pray for more Energy; they can gain some for a special purpose
- All classes must use the new rules; no more mage/druid multiclass gayness
- Energy is a daily resource; save it for elites and bosses
- All spells can be ritual-cast, so OOC spells don't worry about Energy so much
- Multiple PCs can pool Energy for a single spell
- Not for routine damage increases, see "unified combo system". Using Energy for routine damage increases is de-emphasized in 6.10; instead, more teamwork is promoted (better buffs, better enemy debuffs).
- Each round of combat, you gain +1 Momentum. When you spend Energy on a spell, you gain bonus effectiveness as if you spent an additional point per point of Momentum. Thus, it makes sense you save your Energy for longer fights.
- Unified "super-spell" mechanic for all pure casters
- All "super-spell" mechanics (i.e. Supplication, Overdrive) will be skill-based, rather than using a point system
- Unified combo system (this is a crazy idea and probably won't happen)
- Each class will have several combat styles defined. For example:
- Fighter: offense, defense, morale
- Warlock: infernal, fey, shadow
- Each combat style will define how you can increase your "combo level".
- At Combo Level 1, you do normal damage.
- At Combo Level 2, you do double damage.
- Etc...
- At Combo Level 5, you do 5x damage. (May actually change this to be exponential...)
- You cannot gain more than 2 combo levels per round.
- Example: the Offensive Fighting combat style (Fighter)
- Each time you score three consecutive hits on your enemies (or five, if dual-wielding), you gain +1 combo level.
- Each time you miss an enemy, you lose 1 combo level.
- Example: the Infernal combat style (Warlock)
- For every 3 ticks of OTS immolate damage, you gain +1 combo level.
- Combustion counts for 1 tick for each round of the duration consumed.
- If a foe removes an ongoing fire effect, you lose 1 combo level.
- Example: the Shadow combat style (Warlock)
- Each time you drain 1 soul shard, you gain +1 combo level.
- Works with Drain Soul or Curse of Souls.
- Using Soulfire (aka consuming a shard) loses you 1 combo level.
- Each class will have several combat styles defined. For example:
- Spell Knowledge
- To combat spell bloat, you now gain 3 points of Spell Knowledge per level.
- Each spell costs 1 point per rank to learn.
- Thus, at low level, you learn spells quickly. By level 10, you're learning them 1 at a time. By level 20, you're saving up for multiple levels to learn a single spell.
- Would also apply to item formulae for secondary power sources.
- Damage Types
- Eliminate confusion (does Resist (fire) stack with Resist (magic) ?)
- Implement such things as "internal"
Classes
Mage
- Magus removed. Wizard and Sorcerer paths added.
- Wizard will boasts school specialization (original 8 schools, plus others like Force), staff mastery, use of familiars, etc
- Sorcerers will have talents inspired by some old school ideas.
Priest
- New spells: Destruction, Implosion