Planned Changes

These changes are planned for the current development version.

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.

  • 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"

Races

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

Skills

  • Skill talent trees

Postponed Changes

:These changes are planned for later release.

Wish List

Players, add your wishes here.

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